Exemplo n.º 1
0
Arquivo: ray_throw.c Projeto: kube/RT
static void		calculate_reflected(t_ray *a, t_ray *b)
{
	t_vector	n;
	t_point		intersection;

	intersection.x = a->origin.x + a->direction.x * a->inter_t;
	intersection.y = a->origin.y + a->direction.y * a->inter_t;
	intersection.z = a->origin.z + a->direction.z * a->inter_t;
	if (a->closest->type == OBJ_SPHERE)
	{
		n.x = intersection.x - a->closest->origin.x;
		n.y = intersection.y - a->closest->origin.y;
		n.z = intersection.z - a->closest->origin.z;
	}
	else if (a->closest->type == OBJ_CYLINDER)
		get_cylinder_normal(&n, a->closest, &intersection);
	else if (a->closest->type == OBJ_CONE)
		get_cone_normal(&n, a->closest, &intersection);
	else
		n = a->closest->normal;
	b->origin = intersection;
	vect_scale(&a->direction, -1);
	b->direction.x = 2 * (vect_dot(&n, &a->direction)) * n.x - a->direction.x;
	b->direction.y = 2 * (vect_dot(&n, &a->direction)) * n.y - a->direction.y;
	b->direction.z = 2 * (vect_dot(&n, &a->direction)) * n.z - a->direction.z;
	normalize_vector(&b->direction);
}
Exemplo n.º 2
0
void	set_val_cone(t_env *env, double t, t_ray *ray)
{
	OBJ.new_start = vector_add(ray->start, vector_scale(t, ray->dir));
	OBJ.normal = get_cone_normal(CONES[OBJ.cur_cone], OBJ.new_start);
	OBJ.cur_mat = env->obj.mats[CONES[OBJ.cur_cone].shape.material];
	env->spec_coef = OBJ.cur_mat.specular;
}
Exemplo n.º 3
0
int			get_normal(t_vec3 *normal, t_scene *obj, t_coord *point)
{
	t_cone		*circle;
	t_cone		*plane;
	t_cone		*cone;
	t_cylinder	*cylinder;

	if (obj->type == CONE)
	{
		cone = obj->object;
		get_cone_normal(normal, cone, point);
	}
	else if (obj->type == CYLINDER)
	{
		cylinder = obj->object;
		get_cylinder_normal(normal, cylinder, point);
	}
	else if (obj->type == PLANE)
	{
		plane = obj->object;
		normal->x =  plane->n.x;
		normal->y =  plane->n.y;
		normal->z =  plane->n.z;
		normalize(normal);
	}
	else if (obj->type == CIRCLE)
	{
		circle = obj->object;
		normal->x =  point->x - circle->center.x;
		normal->y =  point->y - circle->center.y;
		normal->z =  point->z - circle->center.z;
		normalize(normal);
	}
	else
		return (1);
	return (0);
}