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」 feat(Raycasting): Now working 🎉

This commit is contained in:
2024-11-02 16:08:39 +01:00
parent cec486ad81
commit 2df57b2f15
9 changed files with 51 additions and 58 deletions

View File

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