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🏗️」 wip(ft_passagepietion): passage pieton working 👍

This commit is contained in:
Maelys
2024-11-01 16:34:54 +01:00
parent 90c84c7b37
commit 0d54c93764
7 changed files with 29 additions and 24 deletions

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */ /* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */
/* Updated: 2024/10/29 14:55:59 by adjoly ### ########.fr */ /* Updated: 2024/11/01 15:53:20 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -27,7 +27,7 @@
# define WINDOW_W 1600 # define WINDOW_W 1600
# define PLAYER_ROT_SPEED (2 * M_PI) / 128 # define PLAYER_ROT_SPEED (2 * M_PI) / 128
# define PLAYER_SPEED 0.01 # define PLAYER_SPEED 0.01
# define RAY_SIZE 1 # define RAY_SIZE 50
# define FOV ( 60 * (M_PI / 180) ) # define FOV ( 60 * (M_PI / 180) )
# define CHUNK_SIZE 64 # define CHUNK_SIZE 64

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@ -6,7 +6,7 @@
/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */ /* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */ /* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
/* Updated: 2024/10/30 10:02:56 by adjoly ### ########.fr */ /* Updated: 2024/11/01 16:16:52 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -30,9 +30,9 @@ int main(int ac, char **av)
world.arr = ft_split("11111 10001 10001 10001 11111", ' '); world.arr = ft_split("11111 10001 10001 10001 11111", ' ');
world.size.x = 5; world.size.x = 5;
world.size.y = 5; world.size.y = 5;
player.coord.x = 1; player.coord.x = 2.5;
player.coord.y = 1; player.coord.y = 3.5;
player.direction = 0; player.direction = 2 * M_PI - 0.001;
render.mlx = mlx_init(); render.mlx = mlx_init();
render.win = mlx_new_window(render.mlx, WINDOW_W, WINDOW_H, "WTF"); render.win = mlx_new_window(render.mlx, WINDOW_W, WINDOW_H, "WTF");
render.img = mlx_new_image(render.mlx, WINDOW_W, WINDOW_H); render.img = mlx_new_image(render.mlx, WINDOW_W, WINDOW_H);

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */ /* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/10/30 14:42:06 by adjoly ### ########.fr */ /* Updated: 2024/11/01 16:13:57 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -14,10 +14,12 @@
#include <game/settings.h> #include <game/settings.h>
#include <game/dda.h> #include <game/dda.h>
#include <math.h> #include <math.h>
#include <stdbool.h>
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda) void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{ {
dda->h = true; dda->distance.x = 1000000;
dda->h = false;
dda->s = true; dda->s = true;
ray->tan = tan(ray->angle); ray->tan = tan(ray->angle);
if (cos(ray->angle) < -0.001) if (cos(ray->angle) < -0.001)
@ -36,36 +38,37 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
} }
else else
{ {
dda->s = false;
ray->pos.x = play->coord.x; ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y; ray->pos.y = play->coord.y;
dda->s = false;
} }
} }
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda) void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{ {
dda->distance.y = 1000000;
dda->s = true; dda->s = true;
dda->h = false; dda->h = true;
ray->tan = 1 / tan(ray->angle); ray->tan = 1 / tan(ray->angle);
if (sin(ray->angle) < -0.001) if (sin(ray->angle) < -0.001)
{ {
ray->offset.y = CHUNK_SIZE; ray->offset.y = CHUNK_SIZE;
ray->offset.x = -CHUNK_SIZE * ray->tan; ray->offset.x = -CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) - CHUNK_SIZE; ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x; ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
} }
else if(sin(ray->angle) > 0.001) else if(sin(ray->angle) > 0.001)
{ {
ray->offset.y = -CHUNK_SIZE; ray->offset.y = -CHUNK_SIZE;
ray->offset.x = CHUNK_SIZE * ray->tan; ray->offset.x = CHUNK_SIZE * ray->tan;
ray->pos.y = (((int)play->coord.y >> 6) << 6) + 0.001; ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x; ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
} }
else else
{ {
dda->s = false;
ray->pos.x = play->coord.x; ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y; ray->pos.y = play->coord.y;
dda->s = false;
} }
} }
@ -80,7 +83,6 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
{ {
dda->map.x = (int)(ray->pos.x / 64); dda->map.x = (int)(ray->pos.x / 64);
dda->map.y = (int)(ray->pos.y / 64); dda->map.y = (int)(ray->pos.y / 64);
printf("%f, %f\n", ray->pos.x, ray->pos.y);
if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \ if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \
map->arr[(int)dda->map.y][(int)dda->map.x] == '1') map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
{ {

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */ /* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
/* Updated: 2024/10/29 14:57:10 by adjoly ### ########.fr */ /* Updated: 2024/11/01 16:05:37 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */ /* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */
/* Updated: 2024/10/29 14:22:37 by adjoly ### ########.fr */ /* Updated: 2024/11/01 16:30:17 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -64,9 +64,12 @@ void print_line(t_render *render, t_ray *ray, int x)
y = 0; y = 0;
while (y < line) while (y < line)
{ {
j = -1; j = 0;
while (++j <= RAY_SIZE) while (j < RAY_SIZE)
{
mlx_set_image_pixel(render->mlx, render->img, x + j, line_start + y, WHITE); mlx_set_image_pixel(render->mlx, render->img, x + j, line_start + y, WHITE);
j++;
}
y++; y++;
} }
} }
@ -89,8 +92,9 @@ void render_frame(t_render *render)
ang = render->player->direction - ray.angle; ang = render->player->direction - ray.angle;
fix_ang(&ang); fix_ang(&ang);
ray.distance *= cos(ang); ray.distance *= cos(ang);
printf("distance = %f\n", ray.distance);
print_line(render, &ray, i); print_line(render, &ray, i);
ray.angle += (M_PI / 180) / (WINDOW_W / FOV); ray.angle += (M_PI / 180) / ((WINDOW_W * RAY_SIZE) / FOV);
fix_ang(&ray.angle); fix_ang(&ray.angle);
i -= RAY_SIZE; i -= RAY_SIZE;
} }

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@ -6,14 +6,13 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */ /* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */ /* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
/* Updated: 2024/10/28 15:20:24 by adjoly ### ########.fr */ /* Updated: 2024/11/01 16:07:33 by madumerg ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
#include "game/vectwo.h" #include "game/vectwo.h"
#include <math.h> #include <math.h>
float vec2_dist(t_vec2 first, t_vec2 second) float vec2_dist(t_vec2 first, t_vec2 second)
{ {
return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2))); return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2)));