resolve 3d deformation when map too big

This commit is contained in:
hugogogo
2022-05-01 23:40:20 +02:00
parent eb5f2db7fa
commit a2e4db41a9
2 changed files with 9 additions and 4 deletions

View File

@@ -6,7 +6,7 @@
*/
/* nbr pixel player move */
# define PLR_MV 2
# define PLR_MV 5
/* degree of rotation of the player per press */
# define PLR_ROT 2
/* nbr key you can press at the same time */
@@ -20,7 +20,7 @@
/* screen focal (in degree) */
# define SCREEN_FOCAL 70
/* size of a cell on the map */
# define CELL 20
# define CELL 40
/*
* keys macro

View File

@@ -42,8 +42,8 @@ static void fill_wall_vector(t_rcast *rcast, int height)
static void calcul_wall(t_rcast *rcast)
{
int height;
int delta;
long int height;
int delta;
rcast->wall.start.x = rcast->ray_nb;
rcast->wall.end.x = rcast->ray_nb;
@@ -51,13 +51,17 @@ static void calcul_wall(t_rcast *rcast)
delta = rcast->next_x - rcast->ray_step_x;
else if (rcast->is_x == 0)
delta = rcast->next_y - rcast->ray_step_y;
if (rcast->ray_nb % 10) printf("delta:%i ", delta);
height = rcast->screen_height * rcast->cell;
if (rcast->slope_x)
height *= rcast->slope_x;
if (rcast->ray_nb % 10) printf("height:%li ", height);
if (rcast->slope_y)
height *= rcast->slope_y;
if (rcast->ray_nb % 10) printf("height:%li ", height);
if (delta && rcast->screen_dist)
height /= (delta * rcast->screen_dist);
if (rcast->ray_nb % 10) printf("height:%li\n", height);
height = ft_abs(height);
fill_wall_vector(rcast, height);
}
@@ -67,6 +71,7 @@ void raycast(t_game *game, t_rcast *rcast)
t_vec ray;
rcast->ray_nb = 0;
printf("\n");
while (rcast->ray_nb <= rcast->screen_width)
{
ray_intersect(game, rcast, &ray);