「🏗️」 wip(Raycasting): Seems better now
This commit is contained in:
Submodule MacroLibX updated: 4d640ed70c...fc6aeab678
@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/04 14:06:39 by adjoly #+# #+# */
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/* Updated: 2024/11/01 18:15:03 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 14:15:03 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -22,10 +22,10 @@
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# define WHITE 0xFFFFFFFF
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# define WINDOW_H 900
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# define WINDOW_W 1600
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# define WINDOW_H 900
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# define PLAYER_ROT_SPEED (2 * M_PI) / 128
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# define PLAYER_SPEED 0.01
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# define PLAYER_SPEED 0.5
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# define FOV 70
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# define CHUNK_SIZE 64
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15
src/cub3d.c
15
src/cub3d.c
@ -6,7 +6,7 @@
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
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/* Updated: 2024/11/01 18:09:53 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 14:21:07 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -17,6 +17,18 @@
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#include "mlx.h"
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#include <stdlib.h>
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int loop(void *param)
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{
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t_render *render;
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render = (t_render *)param;
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mlx_destroy_image(render->mlx, render->img);
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render->img = mlx_new_image(render->mlx, WINDOW_W, WINDOW_H);
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render_frame(render);
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mlx_put_image_to_window(render->mlx, render->win, render->img, 0, 0);
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return (0);
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}
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int main(int ac, char **av)
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{
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t_render render;
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@ -41,6 +53,7 @@ int main(int ac, char **av)
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(void)ac;
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(void)av;
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mlx_on_event(render.mlx, render.win, MLX_KEYDOWN, key_hook, &render);
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mlx_loop_hook(render.mlx, loop, &render);
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mlx_loop(render.mlx);
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mlx_destroy_image(render.mlx, render.img);
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mlx_destroy_window(render.mlx, render.win);
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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: 2024/11/01 18:33:52 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 13:59:41 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -74,16 +74,11 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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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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uint16_t w;
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uint16_t h;
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w = map->size.x;
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h = map->size.y;
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while (dda->s && 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 < w && dda->map.y >= 0 && dda->map.y < h && \
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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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{
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dda->i = 0;
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@ -104,28 +99,28 @@ 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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//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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//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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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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//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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//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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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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ray->pos.y = fabsf(dda->hori.y);
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ray->distance = dda->distance.x;
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ray->distance = dda->distance.y;
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}
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else
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{
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ray->pos.x = fabsf(dda->vert.x);
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ray->pos.y = fabsf(dda->vert.y);
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ray->distance = dda->distance.y;
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ray->distance = dda->distance.x;
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}
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}
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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: 2024/09/11 16:37:56 by adjoly #+# #+# */
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/* Updated: 2024/11/01 16:05:37 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 14:21:14 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -45,10 +45,5 @@ int key_hook(int key, void *param)
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change_direction(PLAYER_ROT_SPEED, false, render->player);
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else if (key == A_KEY)
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change_direction(PLAYER_ROT_SPEED, true, render->player);
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printf("player coord x = %f, y = %f\n", render->player->coord.x, render->player->coord.y);
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mlx_destroy_image(render->mlx, render->img);
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render->img = mlx_new_image(render->mlx, WINDOW_W, WINDOW_H);
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render_frame(render);
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mlx_put_image_to_window(render->mlx, render->win, render->img, 0, 0);
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return (0);
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}
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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: 2024/10/28 15:48:39 by adjoly #+# #+# */
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/* Updated: 2024/11/01 18:32:01 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 14:14:45 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -54,26 +54,29 @@ void draw_celling(t_render *render)
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void print_line(t_render *render, t_ray *ray, int x)
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{
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int line;
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int line_size;
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int line_stop;
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int line_start;
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int y;
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line = (CHUNK_SIZE * WINDOW_H) / ray->distance;
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line_start = -line / 2 + WINDOW_H / 2;
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y = 0;
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while (y < line)
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line_size = (CHUNK_SIZE * WINDOW_H) / ray->distance;
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line_start = -line_size / 2 + WINDOW_H / 2;
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line_stop = line_size / 2 + WINDOW_H / 2;
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if (line_start < 0)
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line_start = 0;
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if (line_stop > WINDOW_H)
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line_stop = WINDOW_H - 1;
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while (line_start < line_stop)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, line_start + y, WHITE);
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y++;
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mlx_set_image_pixel(render->mlx, render->img, x, line_start, WHITE);
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line_start++;
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}
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}
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void render_frame(t_render *render)
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{
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int i;
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int i;
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t_dda dda;
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t_ray ray;
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float ang;
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i = WINDOW_W;
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ray.angle = render->player->direction - (M_PI / 180) / ((float)FOV / 2);
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@ -83,9 +86,6 @@ void render_frame(t_render *render)
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while(i > -1)
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{
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dda_algo(render, &dda, &ray);
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ang = render->player->direction - ray.angle;
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fix_ang(&ang);
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ray.distance *= cos(ang);
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print_line(render, &ray, i);
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ray.angle += (M_PI / 180) / ((float)WINDOW_W / FOV);
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fix_ang(&ray.angle);
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@ -6,12 +6,13 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
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/* Updated: 2024/11/01 16:07:33 by madumerg ### ########.fr */
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/* Updated: 2024/11/02 14:25:24 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/vectwo.h"
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#include <math.h>
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#include <stdint.h>
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float vec2_dist(t_vec2 first, t_vec2 second)
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{
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@ -29,3 +30,12 @@ void vec2_sub(t_vec2 *first, t_vec2 second)
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first->x -= second.x;
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first->y -= second.y;
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}
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t_vec2 vec2_mul_ret(t_vec2 vec, uint16_t n)
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{
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t_vec2 ret;
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ret.x = vec.x * n;
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ret.y = vec.y * n;
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return (ret);
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}
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