Files
RayTracer/parsing_cylinder_utils.c
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2025-02-18 20:46:32 +01:00

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C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* parsing_cylinder_utils.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 18:54:45 by yantoine #+# #+# */
/* Updated: 2025/02/18 20:43:49 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
// Initialise les variables de calcul et les
// coefficients du polynôme d'intersection
int init_intersection(t_ray ray, t_cylinder cy, t_calc *calc)
{
calc->d = ray.dir;
calc->oc = vec3_sub(ray.origin, cy.center);
calc->v = cy.axis;
calc->d_dot_v = vec3_dot(calc->d, calc->v);
calc->oc_dot_v = vec3_dot(calc->oc, calc->v);
calc->d_perp = vec3_sub(calc->d, vec3_scale(calc->v, calc->d_dot_v));
calc->oc_perp = vec3_sub(calc->oc, vec3_scale(calc->v, calc->oc_dot_v));
calc->a = vec3_dot(calc->d_perp, calc->d_perp);
calc->b = 2 * vec3_dot(calc->d_perp, calc->oc_perp);
calc->c = vec3_dot(calc->oc_perp, calc->oc_perp) - cy.radius * cy.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);
return (0);
}
// Calcule l'intersection sur la surface
//latérale du cylindre
void compute_side_intersection(t_cylinder cy, t_calc *calc)
{
calc->t_side = -1;
if (calc->t0 > 1e-3f)
{
calc->y = calc->oc_dot_v + calc->t0 * calc->d_dot_v;
if (fabs(calc->y) <= cy.height / 2.0f)
calc->t_side = calc->t0;
}
if (calc->t_side < 0 && calc->t1 > 1e-3f)
{
calc->y = calc->oc_dot_v + calc->t1 * calc->d_dot_v;
if (fabs(calc->y) <= cy.height / 2.0f)
calc->t_side = calc->t1;
}
}
// Calcule l'intersection sur les
// capuchons supérieur et inférieur
void compute_cap_intersection(t_ray ray, t_cylinder cy, t_calc *calc)
{
calc->t_cap = -1;
if (fabs(calc->d_dot_v) > 1e-6f)
{
calc->t_bot = ((-cy.height / 2.0f) - calc->oc_dot_v) / calc->d_dot_v;
if (calc->t_bot > 1e-3f)
{
calc->p = vec3_add(ray.origin, vec3_scale(calc->d, calc->t_bot));
calc->cp = vec3_sub(calc->p, cy.center);
calc->dist = vec3_length(vec3_sub(calc->cp, vec3_scale(calc->v,
vec3_dot(calc->cp, calc->v))));
if (calc->dist <= cy.radius)
calc->t_cap = calc->t_bot;
}
calc->t_top = ((cy.height / 2.0f) - calc->oc_dot_v) / calc->d_dot_v;
if (calc->t_top > 1e-3f)
{
calc->p = vec3_add(ray.origin, vec3_scale(calc->d, calc->t_top));
calc->cp = vec3_sub(calc->p, cy.center);
calc->dist = vec3_length(vec3_sub(calc->cp, vec3_scale(calc->v,
vec3_dot(calc->cp, calc->v))));
if (calc->dist <= cy.radius && (calc->t_cap < 0
|| calc->t_top < calc->t_cap))
calc->t_cap = calc->t_top;
}
}
}
// Sélectionne l'intersection la plus
//proche entre la surface latérale et les capuchons
float select_final_intersection(t_calc *calc)
{
if (calc->t_side > 1e-3f && calc->t_cap > 1e-3f)
{
if (calc->t_side < calc->t_cap)
calc->t_final = calc->t_side;
else
calc->t_final = calc->t_cap;
}
else if (calc->t_side > 1e-3f)
calc->t_final = calc->t_side;
else
calc->t_final = calc->t_cap;
if (calc->t_final > 1e-3f)
return (calc->t_final);
return (-1);
}
// Calcule la normale au point d'intersection
void compute_hit_normal(t_ray ray, t_cylinder cy, t_calc *calc,
t_vec3 *hitNormal)
{
calc->hitPoint = vec3_add(ray.origin, vec3_scale(calc->d, calc->t_final));
calc->cp = vec3_sub(calc->hitPoint, cy.center);
calc->proj = vec3_dot(calc->cp, calc->v);
if (fabs(calc->proj) < cy.height / 2.0f - 1e-3f)
{
calc->n = vec3_sub(calc->cp, vec3_scale(calc->v, calc->proj));
*hitNormal = vec3_normalize(calc->n);
}
else
{
if (calc->proj > 0)
*hitNormal = calc->v;
else
*hitNormal = vec3_scale(calc->v, -1);
}
}