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🏗️」 wip(Raycasting): Should be working but not

This commit is contained in:
2024-10-30 16:33:14 +01:00
parent efa0d6fbbd
commit 90c84c7b37
13 changed files with 281 additions and 247 deletions

View File

@ -6,7 +6,7 @@
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/10/28 14:40:14 by adjoly ### ########.fr */
/* Updated: 2024/10/30 14:42:06 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
@ -18,40 +18,54 @@
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{
dda->h = true;
dda->s = true;
ray->tan = tan(ray->angle);
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) - 0.001;
ray->pos.y -= (play->coord.x - ray->pos.x) * ray->tan + play->coord.y;
ray->offset.x = -CHUNK_SIZE;
ray->offset.y = -ray->offset.x * ray->tan;
}
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;
ray->offset.x = CHUNK_SIZE;
ray->offset.y = -ray->offset.x * ray->tan;
}
else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
}
}
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{
dda->s = true;
dda->h = false;
ray->tan = 1 / tan(ray->angle);
if (sin(ray->angle) < -0.001)
{
ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
ray->offset.y = CHUNK_SIZE;
ray->offset.x = -CHUNK_SIZE * ray->tan;
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->offset.y = -CHUNK_SIZE;
ray->offset.x = -ray->offset.y * ray->tan;
}
else if(sin(ray->angle) > 0.001)
{
ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
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;
ray->offset.y = CHUNK_SIZE;
ray->offset.x = -ray->offset.y * ray->tan;
}
else
{
dda->s = false;
ray->pos.x = play->coord.x;
ray->pos.y = play->coord.y;
}
}
@ -62,15 +76,18 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
w = map->size.x;
h = map->size.y;
while (dda->i)
while (dda->s && dda->i)
{
dda->map.x = ((int)ray->pos.x >> 6);
dda->map.y = ((int)ray->pos.x >> 6);
dda->map.x = (int)(ray->pos.x / 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 && \
map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
{
dda->i = 0;
if (dda->h)
dda->distance.y = vec2_dist(play->coord, ray->pos);
else
dda->distance.x = vec2_dist(play->coord, ray->pos);
}
else
@ -81,25 +98,28 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
}
}
void dda(t_player *player, t_render *render)
void dda_algo(t_render *render, t_dda *dda, t_ray *ray)
{
t_dda dda;
t_ray ray;
setup_dda_hor(player, &ray, &dda);
dda_loop(&dda, &ray, render->world, player);
setup_dda_ver(player, &ray, &dda);
dda_loop(&dda, &ray, render->world, player);
if (dda.distance.x < dda.distance.y)
setup_dda_hor(render->player, ray, dda);
dda->i = render->world->size.y;
dda_loop(dda, ray, render->world, render->player);
dda->hori.x = ray->pos.x;
dda->hori.y = ray->pos.y;
setup_dda_ver(render->player, ray, dda);
dda->i = render->world->size.x;
dda_loop(dda, ray, render->world, render->player);
dda->vert.x = ray->pos.x;
dda->vert.y = ray->pos.y;
if (dda->distance.y < dda->distance.x)
{
ray.pos.x = fabsf(dda.hori.x);
ray.pos.y = fabsf(dda.hori.y);
ray.distance = dda.distance.x;
ray->pos.x = fabsf(dda->hori.x);
ray->pos.y = fabsf(dda->hori.y);
ray->distance = dda->distance.x;
}
else
{
ray.pos.x = fabsf(dda.vert.x);
ray.pos.y = fabsf(dda.vert.y);
ray.distance = dda.distance.y;
ray->pos.x = fabsf(dda->vert.x);
ray->pos.y = fabsf(dda->vert.y);
ray->distance = dda->distance.y;
}
}