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