update norme
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@@ -0,0 +1,112 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* intersect_objects.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/19 16:07:55 by yantoine #+# #+# */
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/* Updated: 2025/02/19 16:16:52 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "miniRT.h"
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static bool intersect_spheres(const t_ray ray, t_hit *hit, t_sphere *spheres,
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int numSpheres)
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{
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int i;
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bool hitAny;
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t_vec3 n;
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float t;
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i = 0;
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hitAny = false;
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while (i < numSpheres)
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{
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t = intersect_sphere(ray, spheres[i], &n);
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if (t > 1e-3f && t < hit->t)
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{
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hit->t = t;
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hit->normal = n;
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hit->color = spheres[i].color;
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hitAny = true;
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}
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i++;
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}
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return (hitAny);
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}
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static bool intersect_planes(const t_ray ray, t_hit *hit, t_plane *planes,
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int numPlanes)
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{
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int i;
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bool hitAny;
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t_vec3 n;
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float t;
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i = 0;
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hitAny = false;
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while (i < numPlanes)
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{
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t = intersect_plane(ray, planes[i], &n);
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if (t > 1e-3f && t < hit->t)
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{
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hit->t = t;
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hit->normal = n;
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hit->color = planes[i].color;
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hitAny = true;
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}
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i++;
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}
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return (hitAny);
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}
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static bool intersect_cylinders(const t_ray ray, t_hit *hit,
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t_cylinder *cylinders, int numCylinders)
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{
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int i;
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bool hitAny;
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t_vec3 n;
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float t;
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i = 0;
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hitAny = false;
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while (i < numCylinders)
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{
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t = intersect_cylinder(ray, cylinders[i], &n);
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if (t > 1e-3f && t < hit->t)
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{
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hit->t = t;
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hit->normal = n;
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hit->color = cylinders[i].color;
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hitAny = true;
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}
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i++;
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}
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return (hitAny);
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}
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bool intersect_objects(float *tMin, t_vec3 *hitNormal, t_vec3 *objColor,
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t_scene scene)
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{
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t_hit hit;
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bool hitFound;
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hitFound = false;
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hit.t = *tMin;
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if (intersect_spheres(scene.ray, &hit, scene.spheres, scene.numSpheres))
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hitFound = true;
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if (intersect_planes(scene.ray, &hit, scene.planes, scene.numPlanes))
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hitFound = true;
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if (intersect_cylinders(scene.ray, &hit, scene.cylinders,
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scene.numCylinders))
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hitFound = true;
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if (hitFound)
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{
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*tMin = hit.t;
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*hitNormal = hit.normal;
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*objColor = hit.color;
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}
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return (hitFound);
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}
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