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Files
cub3d/src/raycasting/dda.c

115 lines
3.5 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* dda.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
/* Updated: 2024/11/06 12:34:58 by adjoly ### ########.fr */
/* */
/* ************************************************************************** */
#include "game/vectwo.h"
#include <game/settings.h>
#include <game/dda.h>
#include <math.h>
#include <stdbool.h>
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;
}
}