-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathraycasting.c
120 lines (113 loc) · 3.89 KB
/
raycasting.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* raycasting.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: fatkeski <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/19 18:42:55 by fatkeski #+# #+# */
/* Updated: 2025/02/21 21:36:17 by fatkeski ### ########.fr */
/* */
/* ************************************************************************** */
#include "./includes/cub3d.h"
void init_raycast(t_game *game, int x)
{
game->ray.camera_x = 2 * x / (double)SCREENWIDTH - 1;
game->ray.raydir_x = game->player.dir_x + game->player.plane_x
* game->ray.camera_x;
game->ray.raydir_y = game->player.dir_y + game->player.plane_y
* game->ray.camera_x;
game->loc_px = (int)game->player.x;
game->loc_py = (int)game->player.y;
game->ray.deltadist_x = fabs(1 / game->ray.raydir_x);
game->ray.deltadist_y = fabs(1 / game->ray.raydir_y);
game->ray.hit_flag = 0;
}
void calculate_side_distances(t_game *game)
{
if (game->ray.raydir_x < 0)
{
game->ray.step_x = -1;
game->ray.sidedist_x = (game->player.x - game->loc_px)
* game->ray.deltadist_x;
}
else
{
game->ray.step_x = 1;
game->ray.sidedist_x = (game->loc_px + 1.0 - game->player.x)
* game->ray.deltadist_x;
}
if (game->ray.raydir_y < 0)
{
game->ray.step_y = -1;
game->ray.sidedist_y = (game->player.y - game->loc_py)
* game->ray.deltadist_y;
}
else
{
game->ray.step_y = 1;
game->ray.sidedist_y = (game->loc_py + 1.0 - game->player.y)
* game->ray.deltadist_y;
}
}
void perform_dda(t_game *game)
{
while (game->ray.hit_flag == 0)
{
if (game->ray.sidedist_x < game->ray.sidedist_y)
{
game->ray.sidedist_x += game->ray.deltadist_x;
game->loc_px += game->ray.step_x;
if (game->ray.step_x == 1)
game->ray.hit_point = 1;
else
game->ray.hit_point = 0;
}
else
{
game->ray.sidedist_y += game->ray.deltadist_y;
game->loc_py += game->ray.step_y;
if (game->ray.step_y == 1)
game->ray.hit_point = 2;
else
game->ray.hit_point = 3;
}
if (game->map.map_2d[game->loc_py][game->loc_px] == '1')
game->ray.hit_flag = 1;
}
}
double calc_perp_dist_step(t_game *game)
{
if (game->ray.hit_point == 0 || game->ray.hit_point == 1)
{
game->ray.perp_dist_step = (game->loc_px - game->player.x + (1
- game->ray.step_x) / 2) / game->ray.raydir_x;
if (game->ray.perp_dist_step <= 0.000001)
game->ray.perp_dist_step = 0.00001;
return (game->player.y + (game->ray.perp_dist_step
* game->ray.raydir_y));
}
game->ray.perp_dist_step = (game->loc_py - game->player.y + (1
- game->ray.step_y) / 2) / game->ray.raydir_y;
if (game->ray.perp_dist_step <= 0.000001)
game->ray.perp_dist_step = 0.00001;
return (game->player.x + (game->ray.perp_dist_step * game->ray.raydir_x));
}
void calculate_wall_height(t_game *game)
{
double wall_x;
wall_x = calc_perp_dist_step(game);
wall_x = wall_x - floor(wall_x);
game->ray.wall_height = (SCREENHEIGHT / game->ray.perp_dist_step);
game->ray.tex_x = (int)(wall_x * (double)TILE);
if (game->ray.hit_point == 2 && game->ray.raydir_y > 0)
game->ray.tex_x = 64 - game->ray.tex_x - 1;
if (game->ray.hit_point == 0 && game->ray.raydir_x < 0)
game->ray.tex_x = 64 - game->ray.tex_x - 1;
game->ray.start_y = -game->ray.wall_height / 2 + SCREENHEIGHT / 2;
if (game->ray.start_y < 0)
game->ray.start_y = 0;
game->ray.end_y = game->ray.wall_height / 2 + SCREENHEIGHT / 2;
if (game->ray.end_y >= SCREENHEIGHT)
game->ray.end_y = SCREENHEIGHT - 1;
}