/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* dda.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: adjoly +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */ /* Updated: 2024/11/06 12:34:58 by adjoly ### ########.fr */ /* */ /* ************************************************************************** */ #include "game/vectwo.h" #include #include #include #include void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda) { dda->s = true; dda->h = false; dda->distance.x = 100000; ray->tan = tan(ray->angle); if (cos(ray->angle) < -0.001) { ray->offset.x = -CHUNK_SIZE; ray->offset.y = CHUNK_SIZE * ray->tan; 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; } else if (cos(ray->angle) > 0.001) { ray->offset.x = CHUNK_SIZE; ray->offset.y = -CHUNK_SIZE * ray->tan; 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; } } void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda) { dda->h = true; dda->s = true; dda->distance.y = 100000; ray->tan = 1 / tan(ray->angle); if (sin(ray->angle) < -0.001) { ray->offset.y = CHUNK_SIZE; ray->offset.x = -CHUNK_SIZE * ray->tan; 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; } else if (sin(ray->angle) > 0.001) { ray->offset.y = -CHUNK_SIZE; ray->offset.x = CHUNK_SIZE * ray->tan; 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; } else { dda->s = false; ray->pos.x = play->coord.x; ray->pos.y = play->coord.y; } } void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play) { while (dda->s && dda->i) { dda->map.x = (ray->pos.x / 64); dda->map.y = (ray->pos.y / 64); if (dda->map.x >= 0 && dda->map.x < map->size.x && dda->map.y >= 0 && \ dda->map.y < map->size.y && \ map->arr[(int)dda->map.y][(int)dda->map.x] == '1') { dda->i = 0; if (dda->h) dda->distance.y = vec2_dist(play->coord, ray->pos); else dda->distance.x = vec2_dist(play->coord, ray->pos); } else { vec2_add(&ray->pos, ray->offset); dda->i--; } } } void dda_algo(t_render *render, t_dda *dda, t_ray *ray) { setup_dda_hor(render->player, ray, dda); dda->i = render->world->size.y; dda_loop(dda, ray, render->world, render->player); dda->hori = ray->pos; setup_dda_ver(render->player, ray, dda); dda->i = render->world->size.x; dda_loop(dda, ray, render->world, render->player); dda->vert = ray->pos; if (dda->distance.y < dda->distance.x) { ray->pos.x = fabsf(dda->hori.x); ray->pos.y = fabsf(dda->hori.y); ray->distance = dda->distance.y; } else { ray->pos.x = fabsf(dda->vert.x); ray->pos.y = fabsf(dda->vert.y); ray->distance = dda->distance.x; } }