「🏗️」 wip(DDA): Fuck that was hard (thx @kbz-8)
This commit is contained in:
105
src/raycasting/dda.c
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105
src/raycasting/dda.c
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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: 2024/10/28 14:40:14 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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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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ray->tan = tan(ray->angle);
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if (cos(ray->angle) < -0.001)
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{
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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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ray->offset.x = -CHUNK_SIZE;
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ray->offset.y = -ray->offset.x * ray->tan;
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}
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else if(cos(ray->angle) > 0.001)
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{
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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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ray->offset.x = CHUNK_SIZE;
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ray->offset.y = -ray->offset.x * ray->tan;
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}
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}
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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->h = false;
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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->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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ray->offset.y = -CHUNK_SIZE;
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ray->offset.x = -ray->offset.y * ray->tan;
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}
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else if(sin(ray->angle) > 0.001)
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{
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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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ray->offset.y = CHUNK_SIZE;
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ray->offset.x = -ray->offset.y * ray->tan;
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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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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->i)
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{
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dda->map.x = ((int)ray->pos.x >> 6);
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dda->map.y = ((int)ray->pos.x >> 6);
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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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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.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(t_player *player, t_render *render)
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{
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t_dda dda;
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t_ray ray;
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setup_dda_hor(player, &ray, &dda);
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dda_loop(&dda, &ray, render->world, player);
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setup_dda_ver(player, &ray, &dda);
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dda_loop(&dda, &ray, render->world, player);
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if (dda.distance.x < dda.distance.y)
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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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}
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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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}
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}
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@ -1,38 +0,0 @@
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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: 2024/10/23 15:04:45 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/dda.h"
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#include "game/settings.h"
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#include "sys/types.h"
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#include <stdint.h>
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#include <stdio.h>
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uint16_t *dda(t_player *player, char **map)
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{
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t_dda dda[WINDOW_X / RAY_SIZE];
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float *wall_dist;
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uint16_t *line_size;
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setup_dda(&dda, player);
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player->map_coords.x = player->coords.x - player->coords.x % MAP_CHUNK_SIZE;
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player->map_coords.y = player->coords.y - player->coords.y % MAP_CHUNK_SIZE;
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while_dda(&dda, map, player);
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wall_dist = dist_dda(dda);
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line_size = line_dda(wall_dist);
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return (line_size);
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}
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/**
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* calculate size on screen
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* screen_height / per_wall_dist
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* (and get orientation)
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*/
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@ -1,36 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* dist_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: 2024/10/08 13:26:19 by adjoly #+# #+# */
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/* Updated: 2024/10/23 14:10:52 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/dda.h"
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#include <stddef.h>
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#include "game/settings.h"
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#include "libft.h"
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float *dist_dda(t_dda dda[WINDOW_X / RAY_SIZE])
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{
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size_t i;
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float *wall_dist;
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i = 0;
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wall_dist = ft_calloc(WINDOW_X / RAY_SIZE + 1, sizeof(float));
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if (!wall_dist)
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return (NULL);
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while (i < WINDOW_X / RAY_SIZE)
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{
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if (dda[i].wall_side == HORIZONTAL)
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wall_dist[i] = dda[i].side_dist.x - dda[i].delta_dist.x;
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else
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wall_dist[i] = dda[i].side_dist.y - dda[i].delta_dist.y;
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i++;
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}
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return (wall_dist);
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}
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@ -1,32 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* get_ray_angle.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/29 15:26:29 by adjoly #+# #+# */
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/* Updated: 2024/10/23 14:19:21 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/dda.h"
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#include "game/settings.h"
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#include <math.h>
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#include <stdint.h>
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#include <stdio.h>
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void get_ray_angle(t_player *player, t_dda (*dda)[WINDOW_X / RAY_SIZE])
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{
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uint16_t x;
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float ray_angle;
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x = 0;
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while (x < WINDOW_X)
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{
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ray_angle = (float)(player->direction - (FOV / 2) + ((float)x / WINDOW_X) * FOV);
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(*dda)[x / RAY_SIZE].ray_dir.x = cos(ray_angle);
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(*dda)[x / RAY_SIZE].ray_dir.y = sin(ray_angle);
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x += RAY_SIZE;
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}
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}
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* setup_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: 2024/09/30 23:47:14 by adjoly #+# #+# */
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/* Updated: 2024/10/24 12:40:00 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/settings.h"
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#include "game/dda.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <stdio.h>
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void get_side_dist(t_dda *dda, t_player *player)
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{
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if (dda->ray_dir.x < 0)
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{
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dda->side_dist.x = (player->coords.x - player->map_coords.x) * dda->delta_dist.x;
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dda->step.x = -MAP_CHUNK_SIZE;
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}
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else
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{
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dda->side_dist.x = ((player->map_coords.x + MAP_CHUNK_SIZE) - player->coords.x) * dda->delta_dist.x;
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dda->step.x = MAP_CHUNK_SIZE;
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}
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if (dda->ray_dir.y < 0)
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{
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dda->side_dist.y = (player->coords.y - player->map_coords.y) * dda->delta_dist.y;
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dda->step.y = -MAP_CHUNK_SIZE;
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}
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else
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{
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dda->side_dist.y = (player->map_coords.y + MAP_CHUNK_SIZE - player->coords.y) * dda->delta_dist.y;
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dda->step.y = MAP_CHUNK_SIZE;
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}
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}
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void setup_dda(t_dda (*dda)[WINDOW_X / RAY_SIZE], t_player *player)
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{
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size_t i;
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i = 0;
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get_ray_angle(player, dda);
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while (i < WINDOW_X / RAY_SIZE)
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{
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(*dda)[i].delta_dist.x = fabsf(MAP_CHUNK_SIZE / (*dda)[i].ray_dir.x);
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(*dda)[i].delta_dist.y = fabsf(MAP_CHUNK_SIZE / (*dda)[i].ray_dir.y);
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printf("%f \n", (*dda)[i].delta_dist.x);
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printf("%f \n", (*dda)[i].delta_dist.y);
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get_side_dist(&(*dda)[i], player);
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printf("side %f \n", (*dda)[i].side_dist.x);
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printf("side %f \n", (*dda)[i].side_dist.y);
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i++;
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}
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}
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@ -1,47 +0,0 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* while_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: 2024/10/06 18:46:56 by adjoly #+# #+# */
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/* Updated: 2024/10/23 15:03:03 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/dda.h"
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#include "game/settings.h"
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#include <stdio.h>
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void while_dda(t_dda (*dda)[WINDOW_X / RAY_SIZE], char **map, t_player *player)
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{
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uint16_t i;
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t_coord map_coord;
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i = 0;
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while (i < WINDOW_X / RAY_SIZE)
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{
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(*dda)[i].wall_hit = false;
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map_coord.x = player->map_coords.x;
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map_coord.y = player->map_coords.y;
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while (!(*dda)[i].wall_hit)
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{
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if ((*dda)[i].side_dist.x < (*dda)[i].side_dist.y)
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{
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(*dda)[i].side_dist.x += (*dda)[i].delta_dist.x;
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map_coord.x += (*dda)[i].step.x;
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(*dda)[i].wall_side = HORIZONTAL;
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}
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else
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{
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(*dda)[i].side_dist.y += (*dda)[i].delta_dist.y;
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map_coord.y += (*dda)[i].step.y;
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(*dda)[i].wall_side = VERTICAL;
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}
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if (map_coord.x < 0 || map_coord.y < 0 || map[map_coord.x / MAP_CHUNK_SIZE][map_coord.y / MAP_CHUNK_SIZE] == '1')
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(*dda)[i].wall_hit = true;
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}
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i++;
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}
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}
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@ -1,30 +1,31 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* line_dda.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: 2024/10/13 17:27:44 by adjoly #+# #+# */
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/* Updated: 2024/10/22 13:03:40 by adjoly ### ########.fr */
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/* Created: 2024/10/26 15:47:29 by adjoly #+# #+# */
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/* Updated: 2024/10/28 14:00:34 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/settings.h"
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#include "game/dda.h"
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#include <stdlib.h>
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#include <game/type.h>
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#include <math.h>
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uint16_t *line_dda(float *wall_dist)
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float vec2_dist(t_vec2 first, t_vec2 second)
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{
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uint16_t i;
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uint16_t *line_size;
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i = 0;
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line_size = malloc(WINDOW_X / RAY_SIZE * sizeof(uint16_t));
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while (i < WINDOW_X / RAY_SIZE)
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{
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line_size[i] = WINDOW_Y * MAP_CHUNK_SIZE / wall_dist[i];
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i++;
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}
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return (line_size);
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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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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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