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