108 lines
4.0 KiB
C
108 lines
4.0 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* parsing_cylinder.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/15 19:54:13 by yantoine #+# #+# */
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/* Updated: 2025/02/17 18:08:15 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "miniRT.h"
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t_scene parsing_cylinder(const char *line, t_scene scene)
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{
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const char **tokens = get_tokens_secure(scene, scene.numCylinders, MAX_CYLINDERS, 6);
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scene.token_if_exit = tokens;
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scene.cylinders[scene.numCylinders].center = parse_vector(tokens[1], scene);
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scene.cylinders[scene.numCylinders].axis = parse_vector_normalize(tokens[2], scene);
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scene.cylinders[scene.numCylinders].radius = parse_float(tokens[3], scene);
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scene.cylinders[scene.numCylinders].height = parse_float(tokens[4], scene);
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scene.cylinders[scene.numCylinders].color = parse_color(tokens[5], scene);
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ft_free_array(tokens);
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scene.numCylinders++;
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return (scene);
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}
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float intersectCylinder(Ray ray, Cylinder cy, t_vec3 *hitNormal)
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{
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t_calc calc;
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calc.d = ray.dir;
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calc.oc = vec3_sub(ray.origin, cy.center);
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calc.v = cy.axis;
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calc.d_dot_v = vec3_dot(calc.d, calc.v);
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calc.oc_dot_v = vec3_dot(calc.oc, calc.v);
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calc.d_perp = vec3_sub(calc.calc.d, vec3_scale(calc.v, calc.d_dot_v));
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oc_perp = vec3_sub(calc.oc, vec3_scale(calc.v, calc.oc_dot_v));
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calc.a = vec3_dot(calc.d_perp, calc.d_perp);
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calc.b = 2 * vec3_dot(calc.d_perp, oc_perp);
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calc.c = vec3_dot(oc_perp, oc_perp) - cy.radius * cy.radius;
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calc.disc = calc.b * calc.b - 4 * calc.a * calc.c;
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if (calc.disc < 0)
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return (-1);
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calc.sqrtDisc = sqrtf(calc.disc);
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calc.t0 = (-calc.b - calc.sqrtDisc) / (2 * calc.a);
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calc.t1 = (-calc.b + calc.sqrtDisc) / (2 * calc.a);
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calc.t_side = -1;
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if (calc.t0 > 1e-3f)
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{
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calc.y = calc.oc_dot_v + calc.t0 * calc.d_dot_v;
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if (fabs(calc.y) <= cy.height / 2.0f)
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calc.t_side = calc.t0;
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}
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if (calc.t_side < 0 && calc.t1 > 1e-3f)
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{
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calc.y = calc.oc_dot_v + calc.t1 * calc.d_dot_v;
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if (fabs(calc.y) <= cy.height / 2.0f)
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calc.t_side = calc.t1;
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}
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calc.t_cap = -1;
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if (fabs(calc.d_dot_v) > 1e-6f)
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{
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calc.t_bot = ((-cy.height / 2.0f) - calc.oc_dot_v) / calc.d_dot_v;
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if (calc.t_bot > 1e-3f)
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{
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p = vec3_add(ray.origin, vec3_scale(calc.d, calc.t_bot));
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cp = vec3_sub(p, cy.center);
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calc.dist = vec3_length(vec3_sub(cp, vec3_scale(calc.v, vec3_dot(cp, calc.v))));
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if (calc.dist <= cy.radius)
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calc.t_cap = calc.t_bot;
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}
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t_top = ((cy.height / 2.0f) - calc.oc_dot_v) / calc.d_dot_v;
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if (t_top > 1e-3f)
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{
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p = vec3_add(ray.origin, vec3_scale(calc.d, t_top));
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cp = vec3_sub(p, cy.center);
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calc.dist = vec3_length(vec3_sub(cp, vec3_scale(calc.v, vec3_dot(cp, calc.v))));
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if (calc.dist <= cy.radius && (calc.t_cap < 0 || t_top < calc.t_cap))
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calc.t_cap = t_top;
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}
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}
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calc.t_final = -1;
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if (calc.t_side > 1e-3f && calc.t_cap > 1e-3f)
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calc.t_final = (calc.t_side < calc.t_cap) ? calc.t_side : calc.t_cap;
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else if (calc.t_side > 1e-3f)
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calc.t_final = calc.t_side;
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else
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calc.t_final = calc.t_cap;
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if (calc.t_final < 1e-3f)
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return (-1);
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calc.hitPoint = vec3_add(ray.origin, vec3_scale(calc.d, calc.t_final));
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cp = vec3_sub(calc.hitPoint, cy.center);
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calc.proj = vec3_dot(cp, calc.v);
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if (fabs(calc.proj) < cy.height / 2.0f - 1e-3f)
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{
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calc.n = vec3_sub(cp, vec3_scale(calc.v, calc.proj));
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*hitNormal = vec3_normalize(calc.n);
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}
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else
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{
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*hitNormal = (calc.proj > 0) ? calc.v : vec3_scale(calc.v, -1);
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}
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return calc.t_final;
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}
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