/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* parsing_sphere.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: yantoine +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/02/15 19:46:16 by yantoine #+# #+# */ /* Updated: 2025/02/17 21:31:36 by yantoine ### ########.fr */ /* */ /* ************************************************************************** */ #include "miniRT.h" t_scene parsing_sphere(t_scene scene) { char **tokens; tokens = get_tokens_secure(scene, scene.numSpheres, MAX_SPHERES, 4); scene.token_if_exit = tokens; scene.spheres[scene.numSpheres].center = parse_vector(tokens[1], scene); scene.spheres[scene.numSpheres].radius = ft_atof(tokens[2]) / 2.0f; scene.spheres[scene.numSpheres].color = parse_color(tokens[3], scene); ft_free_array(tokens); scene.numSpheres++; return (scene); } float intersectSphere(t_ray ray, t_sphere s, t_vec3 *hitNormal) { t_calc calc; calc.oc = vec3_sub(ray.origin, s.center); calc.a = vec3_dot(ray.dir, ray.dir); calc.b = 2.0f * vec3_dot(calc.oc, ray.dir); calc.c = vec3_dot(calc.oc, calc.oc) - s.radius * s.radius; calc.disc = calc.b * calc.b - 4 * calc.a * calc.c; if (calc.disc < 0) return (-1); calc.sqrtDisc = sqrtf(calc.disc); calc.t0 = (-calc.b - calc.sqrtDisc) / (2 * calc.a); calc.t1 = (-calc.b + calc.sqrtDisc) / (2 * calc.a); calc.t = (calc.t0 > 1e-3f) ? calc.t0 : calc.t1; if (calc.t < 1e-3f) return (-1); calc.hitPoint = vec3_add(ray.origin, vec3_scale(ray.dir, calc.t)); *hitNormal = vec3_normalize(vec3_sub(calc.hitPoint, s.center)); return (calc.t); }