「🏗️」 wip(Merge): Merged raycasting
This commit is contained in:
53
src/cub3d.c
53
src/cub3d.c
@ -6,22 +6,59 @@
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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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<<<<<<< HEAD
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/* Updated: 2024/10/05 19:18:00 by madumerg ### ########.fr */
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=======
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/* Updated: 2024/11/06 11:50:38 by adjoly ### ########.fr */
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>>>>>>> raycasting
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/* */
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/* ************************************************************************** */
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#include "cub3d.h"
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#include "game/game.h"
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#include "game/settings.h"
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#include "libft.h"
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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_pars pars;
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t_render render;
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t_map world;
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t_player player;
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pars = init_pars();
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if (basics_check(ac, av, &pars) == 1)
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{
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free_pars(&pars);
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return (1);
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}
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free_pars(&pars);
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render.player = &player;
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render.world = &world;
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world.celling = 0xffffa07a;
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world.floor = 0xffadd8e6;
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world.arr = ft_split("11111 10001 10001 10001 11111", ' ');
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world.size.x = 5;
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world.size.y = 5;
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player.coord.x = 2 * CHUNK_SIZE;
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player.coord.y = 3 * CHUNK_SIZE;
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player.direction = 0;
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render.mlx = mlx_init();
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render.win = mlx_new_window(render.mlx, WINDOW_W, WINDOW_H, "WTF");
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render.img = mlx_new_image(render.mlx, WINDOW_W, WINDOW_H);
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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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mlx_destroy_display(render.mlx);
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return (0);
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}
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@ -6,7 +6,7 @@
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/12 12:44:52 by madumerg #+# #+# */
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/* Updated: 2024/10/07 11:28:45 by madumerg ### ########.fr */
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/* Updated: 2024/11/06 12:52:08 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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114
src/raycasting/dda.c
Normal file
114
src/raycasting/dda.c
Normal file
@ -0,0 +1,114 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* dda.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/11/06 12:34:58 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/vectwo.h"
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#include <game/settings.h>
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#include <game/dda.h>
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#include <math.h>
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#include <stdbool.h>
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void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->s = true;
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dda->h = false;
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dda->distance.x = 100000;
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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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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) - 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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{
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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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}
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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->h = true;
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dda->s = true;
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dda->distance.y = 100000;
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ray->tan = 1 / tan(ray->angle);
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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) + 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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{
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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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dda->s = false;
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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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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dda->map.x = (ray->pos.x / 64);
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dda->map.y = (ray->pos.y / 64);
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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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dda->distance.y = vec2_dist(play->coord, ray->pos);
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else
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dda->distance.x = vec2_dist(play->coord, ray->pos);
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}
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else
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{
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vec2_add(&ray->pos, ray->offset);
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dda->i--;
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}
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}
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}
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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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dda_loop(dda, ray, render->world, render->player);
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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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dda_loop(dda, ray, render->world, render->player);
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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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ray->pos.y = fabsf(dda->hori.y);
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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.x;
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}
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}
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53
src/raycasting/key_hook.c
Normal file
53
src/raycasting/key_hook.c
Normal file
@ -0,0 +1,53 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* key_hook.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/11/02 15:50:23 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/settings.h"
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#include "mlx.h"
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#include <game/game.h>
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#include <game/utils_math.h>
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void change_direction(float speed, bool clockwise, t_player *player)
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{
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if (clockwise)
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player->direction += speed;
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else
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player->direction -= speed;
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fix_ang(&player->direction);
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}
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int key_hook(int key, 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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if (key == ESCAPE_KEY)
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return (mlx_loop_end(render->mlx));
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if (key == W_KEY)
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{
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render->player->coord.x += PLAYER_SPEED * \
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cos(render->player->direction);
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render->player->coord.y += PLAYER_SPEED * \
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-sin(render->player->direction);
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}
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else if (key == S_KEY)
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{
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render->player->coord.x -= PLAYER_SPEED * \
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cos(render->player->direction);
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render->player->coord.y -= PLAYER_SPEED * \
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-sin(render->player->direction);
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}
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else if (key == D_KEY)
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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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return (0);
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}
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@ -1,31 +1,21 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* event_handler.c :+: :+: :+: */
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/* maths.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/09/12 14:40:22 by adjoly ### ########.fr */
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/* Created: 2024/10/29 10:05:15 by adjoly #+# #+# */
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/* Updated: 2024/11/01 17:25:32 by madumerg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include <stdio.h>
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#include "mlx.h"
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#include "game.h"
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#include <math.h>
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int key_hook(int key, t_cub *cub)
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void fix_ang(float *ang)
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{
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(void)mlx;
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if (key == ESCAPE_KEY)
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mlx_loop_end(cub->mlx);
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if (key == W_KEY)
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printf("UP\n");
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if (key == S_KEY)
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printf("DOWN\n");
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if (key == D_KEY)
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printf("RIGHT\n");
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if (key == A_KEY)
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printf("LEFT\n");
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return (0);
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if (*ang < 0)
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*ang += 2 * M_PI;
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if (*ang > 2 * M_PI)
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*ang -= 2 * M_PI;
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}
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99
src/raycasting/renderer.c
Normal file
99
src/raycasting/renderer.c
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@ -0,0 +1,99 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* renderer.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/11/06 11:59:23 by madumerg ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/utils_math.h"
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#include "mlx.h"
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#include <game/dda.h>
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#include <game/settings.h>
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#include <game/game.h>
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void draw_floor(t_render *render)
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{
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size_t x;
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size_t y;
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y = WINDOW_H / 2;
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while (y < WINDOW_H)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, \
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render->world->floor);
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x++;
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}
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y++;
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}
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}
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void draw_celling(t_render *render)
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{
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size_t x;
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size_t y;
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y = 0;
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while (y < WINDOW_H / 2)
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{
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x = 0;
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while (x < WINDOW_W)
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{
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mlx_set_image_pixel(render->mlx, render->img, x, y, \
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render->world->celling);
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x++;
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}
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y++;
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}
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}
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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_size;
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int line_stop;
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int line_start;
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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, 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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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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fix_ang(&ray.angle);
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draw_celling(render);
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draw_floor(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 = cos(render->player->direction - ray.angle);
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ray.distance *= 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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i--;
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}
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}
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41
src/raycasting/vectwo.c
Normal file
41
src/raycasting/vectwo.c
Normal file
@ -0,0 +1,41 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* vectwo.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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: 2024/11/02 15:42:28 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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return (sqrt(powf(second.x - first.x, 2) + powf(second.y - first.y, 2)));
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}
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void vec2_add(t_vec2 *first, t_vec2 second)
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{
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first->x += second.x;
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first->y += second.y;
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}
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// to be removed
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void vec2_sub(t_vec2 *first, t_vec2 second)
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{
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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, float 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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