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check_camera_pos.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* check_camera_pos.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: mkaratzi <mkaratzi@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/10/19 10:29:50 by mkaratzi #+# #+# */
/* Updated: 2023/10/19 15:07:00 by mkaratzi ### ########.fr */
/* */
/* ************************************************************************** */
#include "./includes/minirt.h"
static int check_inside_sphere(t_scene *scene, t_sphere *sphere)
{
if (distance(vec3_sub(scene->camera.pos, sphere->pos)) <= sphere->diameter \
/ 2)
return (INSIDE_OBJECT);
return (0);
}
static int closest_point_to_vector(t_vec3 start, t_vec3 end, t_vec3 point, \
t_cylinder *cylinder)
{
t_vec3 line_ve;
t_vec3 point_to_point;
float dist;
float dot;
line_ve = vec3_sub(end, start);
line_ve = vec3_normalize(line_ve);
point_to_point = vec3_sub(point, start);
dot = dot_vector3(line_ve, line_ve);
if (dot < 0.0001)
return (0);
dist = dot_vector3(point_to_point, line_ve) / dot;
start = (t_vec3){start.x + dist * line_ve.x, start.y + dist \
* line_ve.y, start.z + dist * line_ve.z};
if (distance(vec3_sub(start, cylinder->pos)) < cylinder->height / 2 \
&& distance(vec3_sub(point, start)) < cylinder->diameter / 2)
return (1);
return (0);
}
static int check_inside_cylinder(t_scene *scene, t_cylinder *cylinder)
{
t_vec3 start;
t_vec3 end;
cylinder->axis_vector = vec3_normalize(cylinder->axis_vector);
start = (t_vec3){cylinder->pos.x + cylinder->axis_vector.x \
* (cylinder->diameter / 2), cylinder->pos.y + cylinder->axis_vector.y \
* (cylinder->diameter / 2), cylinder->pos.z + cylinder->axis_vector.z \
* (cylinder->diameter / 2)};
end = (t_vec3){cylinder->pos.x + cylinder->axis_vector.x \
* (cylinder->diameter / 2) * (-1.0f), cylinder->pos.y \
+ cylinder->axis_vector.y * (cylinder->diameter / 2) * (-1.0f), \
cylinder->pos.z + cylinder->axis_vector.z \
* (cylinder->diameter / 2) * (-1.0f)};
if (closest_point_to_vector(start, end, scene->camera.pos, cylinder))
return (INSIDE_OBJECT);
return (0);
}
static int check_inside_plane(t_scene *scene, t_plane *plane)
{
t_vec3 camera_to_plane;
camera_to_plane = vec3_normalize(vec3_sub(plane->point, scene->camera.pos));
plane->normal_vector = vec3_normalize(plane->normal_vector);
if (fabsf(dot_vector3(camera_to_plane, plane->normal_vector)) <= TINY_VALUE)
return (INSIDE_OBJECT);
return (0);
}
int check_camera(t_scene *scene)
{
t_object *temp;
temp = scene->objects;
while (temp->next != NULL && !scene->error_catcher)
{
if (temp->type == OBJECT_SPHERE)
scene->error_catcher = check_inside_sphere(scene, \
(t_sphere *)temp->data);
else if (temp->type == OBJECT_PLANE)
scene->error_catcher = check_inside_plane(scene, \
(t_plane *)temp->data);
else if (temp->type == OBJECT_CYLINDER)
scene->error_catcher = check_inside_cylinder(scene, \
(t_cylinder *)temp->data);
temp = temp->next;
}
return (scene->error_catcher);
}