NON WORKING
absoluter clutter beim versuch quads zu implementieren. refactor absolut noetig
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+27
@@ -1,6 +1,7 @@
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#include "structs.h"
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#include "math.h"
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#include "helper.h"
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#include "vectorOp.h"
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vec3 collisionPointSphere(ray *lightray, sphere *object)
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{
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@@ -34,4 +35,30 @@ vec3 collisionPointSphere(ray *lightray, sphere *object)
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collisionPoint.y = S * lightray->direction.y + lightray->origin.y;
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collisionPoint.z = S * lightray->direction.z + lightray->origin.z;
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return collisionPoint;
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}
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vec3 collisionPlane(ray *lightray, plane *object) {
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vec3 collisionPoint;
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double r;
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if (vec3Product(lightray->direction, object->normal) >= 0) return (vec3){-10000000, -10000000, -10000000};
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r = vec3Product(object->normal, vec3Subtract(object->origin, lightray->origin)) * 1/(vec3Product(lightray->direction, object->normal));
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collisionPoint = vec3Add(lightray->origin, vec3Scale(lightray->direction, r));
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return collisionPoint;
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}
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vec3 collisionQuad(ray *lightray, quad *object) {
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vec3 collisionPoint;
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vec3 corner = vec3Add(vec3Add(object->v1, object->v2),object->origin);
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plane Plane = (plane){object->origin, object->normal};
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collisionPoint = collisionPlane(lightray, &Plane);
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if (collisionPoint.x < corner.x && collisionPoint.y < corner.y && collisionPoint.z < corner.z && collisionPoint.x > object->origin.x && collisionPoint.y > object->origin.y && collisionPoint.z > object->origin.z) {
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return collisionPoint;
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}
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return (vec3){-10000000, -10000000, -10000000};
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}
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