「✨」 feat(Raycasting): Now working 🎉
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@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
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/* Updated: 2024/11/02 13:59:41 by adjoly ### ########.fr */
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/* Updated: 2024/11/02 15:58:33 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,7 +20,6 @@ void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->distance.x = 100000;
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dda->h = false;
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dda->s = true;
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ray->tan = tan(ray->angle);
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if (cos(ray->angle) < -0.001)
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{
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@ -29,25 +28,18 @@ void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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ray->pos.x = (((int)play->coord.x >> 6) << 6) - 0.001;
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ray->pos.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
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}
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else if(cos(ray->angle) > 0.001)
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else if (cos(ray->angle) > 0.001)
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{
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ray->offset.x = CHUNK_SIZE;
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ray->offset.y = -CHUNK_SIZE * ray->tan;
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ray->pos.x = (((int)play->coord.x >> 6) << 6) + CHUNK_SIZE;
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ray->pos.y = (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
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}
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else
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{
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->distance.y = 100000;
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dda->s = true;
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dda->h = true;
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ray->tan = 1 / tan(ray->angle);
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if (sin(ray->angle) < -0.001)
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@ -57,29 +49,24 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
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ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else if(sin(ray->angle) > 0.001)
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else if (sin(ray->angle) > 0.001)
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{
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ray->offset.y = -CHUNK_SIZE;
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ray->offset.x = CHUNK_SIZE * ray->tan;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
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ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else
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{
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
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{
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while (dda->s && dda->i)
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while (dda->i)
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{
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dda->map.x = (int)((int)ray->pos.x / 64);
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dda->map.y = (int)((int)ray->pos.y / 64);
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if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && dda->map.y < map->size.y && \
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map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
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if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && \
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dda->map.y < map->size.y && \
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map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
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{
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dda->i = 0;
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if (dda->h)
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@ -99,18 +86,12 @@ void dda_algo(t_render *render, t_dda *dda, t_ray *ray)
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{
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setup_dda_hor(render->player, ray, dda);
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dda->i = render->world->size.y;
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//printf("caca pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda_loop(dda, ray, render->world, render->player);
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//printf("pipi pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda->hori.x = ray->pos.x;
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dda->hori.y = ray->pos.y;
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dda->hori = ray->pos;
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setup_dda_ver(render->player, ray, dda);
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dda->i = render->world->size.x;
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//printf("caca pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda_loop(dda, ray, render->world, render->player);
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//printf("pipi pos = %f, %f\n", ray->pos.x, ray->pos.y);
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dda->vert.x = ray->pos.x;
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dda->vert.y = ray->pos.y;
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dda->vert = ray->pos;
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if (dda->distance.y < dda->distance.x)
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{
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ray->pos.x = fabsf(dda->hori.x);
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