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🏗️」 wip(DDA): Fuck that was hard (thx @kbz-8)

This commit is contained in:
2024-10-28 14:41:48 +01:00
parent bce9da0440
commit efa0d6fbbd
12 changed files with 206 additions and 381 deletions

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src/raycasting/dda.c Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* dda.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* 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 */
/* */
/* ************************************************************************** */
#include "game/vectwo.h"
#include <game/settings.h>
#include <game/dda.h>
#include <math.h>
void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
{
dda->h = true;
ray->tan = tan(ray->angle);
if (cos(ray->angle) < -0.001)
{
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->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;
}
}
void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
{
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->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->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;
}
}
void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
{
uint16_t w;
uint16_t h;
w = map->size.x;
h = map->size.y;
while (dda->i)
{
dda->map.x = ((int)ray->pos.x >> 6);
dda->map.y = ((int)ray->pos.x >> 6);
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.x = vec2_dist(play->coord, ray->pos);
}
else
{
vec2_add(&ray->pos, ray->offset);
dda->i--;
}
}
}
void dda(t_player *player, t_render *render)
{
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)
{
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;
}
}