update 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: 2025/02/13 20:02:36 by yantoine #+# #+# */
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/* Updated: 2025/02/19 16:48:27 by yantoine ### ########.fr */
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/* Updated: 2025/02/19 16:57:35 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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@@ -69,8 +69,8 @@ typedef struct s_plane
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typedef struct s_cylinder
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{
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t_vec3 center;
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t_vec3 axis; // Axe normalisé
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float radius; // Demi-diamètre
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t_vec3 axis;
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float radius;
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float height;
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t_vec3 color;
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} t_cylinder;
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@@ -90,29 +90,29 @@ typedef struct s_ambient
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typedef struct s_hit
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{
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float t;
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t_vec3 normal;
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t_vec3 color;
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float t;
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t_vec3 normal;
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t_vec3 color;
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} t_hit;
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typedef struct s_hit_info {
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t_vec3 point;
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t_vec3 normal;
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t_vec3 color;
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} t_hit_info;
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typedef struct s_hit_info
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{
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t_vec3 point;
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t_vec3 normal;
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t_vec3 color;
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} t_hit_info;
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typedef struct s_camera
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{
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t_vec3 camPos;
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t_vec3 camDir;
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t_vec3 cam_pos;
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t_vec3 cam_dir;
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t_vec3 right;
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t_vec3 up;
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float rot_speed;
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float move_speed;
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float fov;
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float yaw; // vue de gauche a droite
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float pitch; // vue de haut en bas en radians
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float yaw;
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float pitch;
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} t_camera;
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typedef struct s_scene
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@@ -167,11 +167,11 @@ typedef struct s_calc
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float b;
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float c;
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float disc;
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float sqrtDisc;
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float sqrt_disc;
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float t0;
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float t1;
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float t;
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t_vec3 hitPoint;
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t_vec3 hit_point;
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t_vec3 d;
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t_vec3 v;
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float d_dot_v;
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@@ -198,12 +198,12 @@ typedef struct s_calc
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t_ray ray;
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t_vec3 ray_dir;
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t_vec3 color;
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t_light light;
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t_vec3 l;
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float diff;
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t_vec3 view_dir;
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t_vec3 half_dir;
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float spec;
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t_light light;
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t_vec3 l;
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float diff;
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t_vec3 view_dir;
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t_vec3 half_dir;
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float spec;
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} t_calc;
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@@ -245,17 +245,18 @@ float intersect_sphere(t_ray ray, t_sphere s, t_vec3 *hitNormal);
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bool is_in_shadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene);
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bool intersect_objects(float *tMin, t_vec3 *hitNormal,
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t_vec3 *objColor, t_scene scene);
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t_vec3 calc_lighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor,
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t_scene scene);
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t_vec3 calc_lighting(t_vec3 hitPoint, t_vec3 hitNormal,
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t_vec3 objColor, t_scene scene);
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t_vec3 trace(t_ray ray, t_scene scene);
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// Interesction utils cylindre
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int init_intersection(t_ray ray, t_cylinder cy, t_calc *calc);
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void compute_side_intersection(t_cylinder cy, t_calc *calc);
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void compute_cap_intersection(t_ray ray, t_cylinder cy, t_calc *calc);
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float select_final_intersection(t_calc *calc);
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void compute_hit_normal(t_ray ray, t_cylinder cy, t_calc *calc,
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t_vec3 *hitNormal);
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int init_intersection(t_ray ray, t_cylinder cy, t_calc *calc);
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void compute_side_intersection(t_cylinder cy, t_calc *calc);
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void compute_cap_intersection(t_ray ray, t_cylinder cy,
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t_calc *calc);
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float select_final_intersection(t_calc *calc);
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void compute_hit_normal(t_ray ray, t_cylinder cy, t_calc *calc,
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t_vec3 *hitNormal);
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// Peripherique
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int key_press(int keycode, t_app *app);
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