int	csg_display_sphere(t_rt *s, t_object *obj)
{
  t_sphere	*shape;

  s->hit.limited = 0;
  shape = (t_sphere *)obj->datas;
  inter_sphere(s, shape);
  if (get_simple_inter(s, s->ray.vct, &s->ray.new_eye) == 0)
    {
      end_rotation(&s->rotation, s->ray.vct, &shape->rot);
      end_rotation(&s->rotation, &s->hit.simple_inter1, &shape->rot);
      get_norm_sphere(s, &s->hit.norm1);
      rotation(&s->rotation, &s->hit.simple_inter1, &shape->rot);
      shape->simple_inter1 = s->hit.simple_inter1;
      shape->simple_inter2 = s->hit.simple_inter2;
      shape->k1 = s->hit.k1;
      shape->k2 = s->hit.k2;
      shape->norm1 = s->hit.norm1;
      s->hit.name = obj->name;
      if ((fill_inter_list_sphere(s, obj)) == -1)
	return (-1);
    }
  else
    end_rotation(&s->rotation, s->ray.vct, &shape->rot);
  return (0);
}
Exemple #2
0
t_obj		*all_inter(t_env *e)
{
	t_obj		*my_obj;
	t_obj		*obj;
	double		value;

	obj = NULL;
	my_obj = e->obj;
	value = e->value;
	while (my_obj)
	{
		if (my_obj->type == 0)
			value = inter_plan(my_obj, e);
		else if (my_obj->type == 1)
			value = inter_sphere(my_obj, e);
		else if (my_obj->type == 3)
			value = inter_cyl(my_obj, e);
		else if (my_obj->type == 2)
			value = inter_cone(my_obj, e);
		if (value > 0.0001 && value < e->value)
		{
			obj = my_obj;
			e->value = value;
		}
		my_obj = my_obj->next;
	}
	return (obj);
}
Exemple #3
0
int		get_pixel_color(t_pos xyz, t_win *mw)
{
  int		i;
  int		color;
  double	k;
  double	a;
  double	cos;

  i = 0;
  k = 1000000;
  color = 0x000000;
  while (mw->tab_obj[i].obj != 0)
    {
      mw->tab_obj[i].obj == 1 ? a = inter_sphere(xyz, *mw, i) : 0;
      mw->tab_obj[i].obj == 2 ? a = inter_plan(xyz, *mw, i) : 0;
      mw->tab_obj[i].obj == 3 ? a = inter_cone(xyz, *mw, i, &cos) : 0;
      mw->tab_obj[i].obj == 4 ? a = inter_cylindre(xyz, *mw, i) : 0;
      mw->tab_obj[i].obj == 5 ? a = inter_cube(xyz, *mw, i) : 0;
      if (a < k && a > 0.000001)
	{
	  k = a;
	  color = mw->tab_obj[i].color;
	}
      i++;
    }
  color = change_color(color, xyz, *mw, k);
  return (color);
}
Exemple #4
0
void	spot_calc(t_scene *sc, t_object *obj)
{
  if (obj->type == SPHERE)
    inter_sphere(sc);
  if (obj->type == CONE)
    inter_cone(sc);
  if (obj->type == PLAN)
    inter_plan(sc);
  if (obj->type == CYLIND)
    inter_cylindre(sc);
}
Exemple #5
0
int	calc(t_pixel *pixel, t_rt *rt)
{
  rt->vx = 100;
  rt->vy = 200 - pixel->x;
  rt->vz = 200 - pixel->y;
  rt->xoeil = - 300;
  rt->zoeil = 100;
  rt->yoeil = 0;
  inter_sphere(pixel, rt);
  inter_plan(pixel, rt);
  //  inter_cylindre(pixel, rt);
  //inter_cone(pixel, rt);
}
Exemple #6
0
double	calc_shad(t_objet p, t_utils l, int type)
{
	double	k;

	k = -1.0;
	if (type == PLAN)
		k = inter_plan(l, &p);
	else if (type == SPHERE)
		k = inter_sphere(l, &p);
	else if (type == CYLINDRE)
		k = inter_cylindre(l, &p);
	else if (type == CONE)
		k = inter_cone(l, &p);
	else if (type == PARABOLOIDE)
		k = inter_paraboloide(l, &p);
	else if (type == HYPERBOLOIDE)
		k = inter_hyperboloide(l, &p);
	return (k);
}
Exemple #7
0
float		get_inter(t_eye *eye, t_3dpoint *vec, t_obj *obj)
{
  t_3dpoint	tmp_eye;
  t_3dpoint	pvec;

  pvec.x = vec->x;
  pvec.y = vec->y;
  pvec.z = vec->z;
  real_position(&tmp_eye, &pvec, eye, obj);
  if (obj->type == O_SPHERE)
    return (inter_sphere(&tmp_eye, &pvec, obj->obj.sphere.radius));
  if (obj->type == O_PLANE)
    return (inter_plane(&tmp_eye, &pvec));
  if (obj->type == O_CONE)
    return (inter_cone(obj, &tmp_eye, &pvec));
  if (obj->type == O_CYLINDER)
    return (inter_cylinder(obj, &tmp_eye, &pvec));
  return (0);
}
Exemple #8
0
t_obj		*all_inter(t_env *e)
{
	t_obj		*my_obj;
	t_obj		*obj;
	double		value;
	double nb;

	nb = 0;
	obj = NULL;
	my_obj = e->obj;
	value = e->value;
	while (my_obj)
	{
		if (my_obj->type == 0)
			value = inter_plan(my_obj, e);
		else if (my_obj->type == 1)// && e->type_actual != 1)
		    value = inter_sphere(my_obj, e);
		else if (my_obj->type == 3)
			value = inter_cyl(my_obj, e);
		else if (my_obj->type == 2)
			value = inter_cone(my_obj, e);
		if (value > 0.0001 && value < e->value)
		{
		  if(e->myetat == 1 && e->myv == nb)
		    {

		    }
		  else
		    {
		      obj = my_obj;
		      e->value = value;
		      if(e->myetat == 0)
			e->myv = nb;
		    }
		}
		nb++;
		my_obj = my_obj->next;
	}
	return (obj);
}