// // Created by ary on 29.07.2026. // #include "helper.h" #include #include #include "structs.h" #include "vectorOp.h" #define EPSILON 1e-8 vec3 randUnitVector() { double x1,x2,lengthSquared; do { x1 = (rand() / (double) RAND_MAX) * 2 - 1; //random zahl zwischen -1 und 1 x2 = (rand() / (double) RAND_MAX) * 2 - 1; lengthSquared = x1 * x1 + x2 * x2; }while (lengthSquared >= 1); double weirdFactor = 2.0 * sqrt(1.0 - lengthSquared); return (vec3){ x1 * weirdFactor, x2 * weirdFactor, 1.0 - 2.0 * lengthSquared}; } int epsilonCheck(vec3 p1, vec3 p2) { //if distance is to small, the test fails (return 0) vec3 distanceVector = vec3Subtract(p1, p2); double sumVector = fabs(distanceVector.x) + fabs(distanceVector.y) + fabs(distanceVector.z); if (sumVector <= EPSILON) { return 0; } return 1; } cube createCuboid(vec3 origin, vec3 right, vec3 up, vec3 forward, RGBA color) { cube object; object.quad1.origin = origin; object.quad1.v1 = right; object.quad1.v2 = up; object.quad1.normal = vec3Normalize(vec3Cross(object.quad1.v2, object.quad1.v1)); object.quad1.color = color; object.quad2.origin = vec3Add(origin, forward); object.quad2.v1 = vec3Scale(forward, -1); object.quad2.v2 = up; object.quad2.normal = vec3Normalize(vec3Cross(object.quad2.v2, object.quad2.v1)); object.quad2.color = color; object.quad3.origin = vec3Add(object.quad2.origin, right); object.quad3.v1 = vec3Scale(right, -1); object.quad3.v2 = up; object.quad3.normal = vec3Normalize(vec3Cross(object.quad3.v2, object.quad3.v1)); object.quad3.color = color; object.quad4.origin = vec3Add(origin, right); object.quad4.v1 = forward; object.quad4.v2 = up; object.quad4.normal = vec3Normalize(vec3Cross(object.quad4.v2, object.quad4.v1)); object.quad4.color = color; object.quad5.origin = origin; object.quad5.v1 = forward; object.quad5.v2 = right; object.quad5.normal = vec3Normalize(vec3Cross(object.quad5.v2, object.quad5.v1)); object.quad5.color = color; object.quad6.origin = vec3Add(origin, up); object.quad6.v1 = right; object.quad6.v2 = forward; object.quad6.normal = vec3Normalize(vec3Cross(object.quad6.v2, object.quad6.v1)); object.quad6.color = color; return object; } cube createCube(vec3 origin, double size, double pitch, double yaw, double roll) { vec3 right, up, forward; right = vec3Scale((vec3){1,0,0}, size); up = vec3Scale((vec3){0,1,0}, size); forward = vec3Scale((vec3){0,0,1}, size); }