mise a la norme
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@@ -6,7 +6,7 @@
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/17 18:58:42 by yantoine #+# #+# */
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/* Updated: 2025/02/19 16:50:54 by yantoine ### ########.fr */
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/* Updated: 2025/03/05 14:26:08 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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@@ -16,7 +16,7 @@
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static bool check_shadow_sphere(const t_ray shadow_ray, float max_t,
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t_scene scene)
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{
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const float epsilon = 1e-3f;
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const float epsilon = 0.001f;
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int i;
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t_vec3 dummy;
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float t;
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@@ -36,7 +36,7 @@ static bool check_shadow_sphere(const t_ray shadow_ray, float max_t,
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static bool check_shadow_plane(const t_ray shadow_ray, float max_t,
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t_scene scene)
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{
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const float epsilon = 1e-3f;
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const float epsilon = 0.001f;
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int i;
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t_vec3 dummy;
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float t;
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@@ -56,7 +56,7 @@ static bool check_shadow_plane(const t_ray shadow_ray, float max_t,
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static bool check_shadow_cylinder(const t_ray shadow_ray, float max_t,
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t_scene scene)
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{
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const float epsilon = 1e-3f;
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const float epsilon = 0.001f;
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int i;
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t_vec3 dummy;
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float t;
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@@ -75,7 +75,7 @@ static bool check_shadow_cylinder(const t_ray shadow_ray, float max_t,
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// Fonction principale qui détermine si le point est dans l'ombre
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bool is_in_shadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene)
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{
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const float epsilon = 1e-3f;
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const float epsilon = 0.001f;
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t_vec3 to_light;
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float max_t;
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t_vec3 l;
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