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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

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@ -6,23 +6,22 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 13:04:36 by adjoly #+# #+# */
/* Updated: 2024/10/29 14:15:59 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:57:19 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
# ifndef DDA_H
#ifndef DDA_H
# define DDA_H
# include <math.h>
# include "game.h"
#include "game/vectwo.h"
# include "game/vectwo.h"
typedef struct s_dda
{
bool h;
int i;
bool s;
t_vec2 map;
t_vec2 vert;
t_vec2 hori;

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:38:40 by adjoly #+# #+# */
/* Updated: 2024/10/29 13:56:32 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:55:39 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
@ -53,7 +53,6 @@ typedef struct s_render
void *texture[4];
} t_render;
/**
* @brief This function is used to handle keypress
*
@ -64,7 +63,6 @@ typedef struct s_render
*/
int key_hook(int key, void *param);
/**
* @brief This function is here to change the direction of the player
* by setting the t_player->direction and check overflow to be
@ -77,7 +75,6 @@ int key_hook(int key, void *param);
*/
void change_direction(float speed, bool clockwise, t_player *player);
/**
* @brief Render a cub3d frame by executing a dda on every ray and
* putting the pixel on the window

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@ -6,11 +6,11 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */
/* Updated: 2024/11/02 14:15:03 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:55:02 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef SETTINGS_H
#ifndef SETTINGS_H
# define SETTINGS_H
// Key code
@ -24,8 +24,8 @@
# define WINDOW_W 1600
# define WINDOW_H 900
# define PLAYER_ROT_SPEED (2 * M_PI) / 128
# define PLAYER_SPEED 0.5
# define PLAYER_ROT_SPEED 0.034906585039887
# define PLAYER_SPEED 1.5
# define FOV 70
# define CHUNK_SIZE 64

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@ -6,14 +6,14 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/29 10:07:24 by adjoly #+# #+# */
/* Updated: 2024/10/29 10:08:04 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:54:32 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef UTILS_MATH_H
# define UTILS_MATH_H
#include <math.h>
# include <math.h>
void fix_ang(float *ang);

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@ -6,13 +6,15 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 13:32:14 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:24:56 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:51:49 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef VECTWO_H
# define VECTWO_H
# include <stdint.h>
typedef struct s_vec2
{
float x;
@ -35,4 +37,9 @@ void vec2_add(t_vec2 *first, t_vec2 second);
* @brief Just substract second to first
*/
void vec2_sub(t_vec2 *first, t_vec2 second);
/**
* @brief Multiply a vec2 by a number n and returns it
*/
t_vec2 vec2_mul_ret(t_vec2 vec, float n);
#endif

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@ -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);

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
/* Updated: 2024/11/02 14:21:14 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:50:23 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
@ -33,13 +33,17 @@ int key_hook(int key, void *param)
return (mlx_loop_end(render->mlx));
if (key == W_KEY)
{
render->player->coord.x += PLAYER_SPEED * cos(render->player->direction);
render->player->coord.y += PLAYER_SPEED * sin(render->player->direction);
render->player->coord.x += PLAYER_SPEED * \
cos(render->player->direction);
render->player->coord.y += PLAYER_SPEED * \
-sin(render->player->direction);
}
else if (key == S_KEY)
{
render->player->coord.x -= PLAYER_SPEED * cos(render->player->direction);
render->player->coord.y -= PLAYER_SPEED * sin(render->player->direction);
render->player->coord.x -= PLAYER_SPEED * \
cos(render->player->direction);
render->player->coord.y -= PLAYER_SPEED * \
-sin(render->player->direction);
}
else if (key == D_KEY)
change_direction(PLAYER_ROT_SPEED, false, render->player);

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/28 15:48:39 by adjoly #+# #+# */
/* Updated: 2024/11/02 14:14:45 by adjoly ### ########.fr */
/* Updated: 2024/11/02 16:00:11 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
@ -22,12 +22,13 @@ void draw_floor(t_render *render)
size_t y;
y = WINDOW_H / 2;
while(y < WINDOW_H - 1)
while (y < WINDOW_H - 1)
{
x = 0;
while (x < WINDOW_W)
{
mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->floor);
mlx_set_image_pixel(render->mlx, render->img, x, y, \
render->world->floor);
x++;
}
y++;
@ -40,12 +41,13 @@ void draw_celling(t_render *render)
size_t y;
y = 0;
while(y < WINDOW_H / 2)
while (y < WINDOW_H / 2)
{
x = 0;
while (x < WINDOW_W)
{
mlx_set_image_pixel(render->mlx, render->img, x, y, render->world->celling);
mlx_set_image_pixel(render->mlx, render->img, x, y, \
render->world->celling);
x++;
}
y++;
@ -77,15 +79,18 @@ void render_frame(t_render *render)
int i;
t_dda dda;
t_ray ray;
float ang;
i = WINDOW_W;
ray.angle = render->player->direction - (M_PI / 180) / ((float)FOV / 2);
ray.angle = render->player->direction - ((M_PI / 180) * ((float)FOV / 2));
fix_ang(&ray.angle);
draw_celling(render);
draw_floor(render);
while(i > -1)
while (i > -1)
{
dda_algo(render, &dda, &ray);
ang = cos(render->player->direction - ray.angle);
ray.distance *= ang;
print_line(render, &ray, i);
ray.angle += (M_PI / 180) / ((float)WINDOW_W / FOV);
fix_ang(&ray.angle);

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@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
/* Updated: 2024/11/02 14:25:24 by adjoly ### ########.fr */
/* Updated: 2024/11/02 15:42:28 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
@ -24,14 +24,14 @@ void vec2_add(t_vec2 *first, t_vec2 second)
first->x += second.x;
first->y += second.y;
}
// to be removed
void vec2_sub(t_vec2 *first, t_vec2 second)
{
first->x -= second.x;
first->y -= second.y;
}
t_vec2 vec2_mul_ret(t_vec2 vec, uint16_t n)
t_vec2 vec2_mul_ret(t_vec2 vec, float n)
{
t_vec2 ret;