params adjust angle of view and size of game window
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@@ -12,8 +12,8 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
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if (ray->start.y < ray->end.y)
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rcast->ray_sign_y = -1;
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// cell position of ray
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rcast->cell_x = ray->start.x / CELL;
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rcast->cell_y = ray->start.y / CELL;
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rcast->cell_x = ray->start.x / rcast->cell;
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rcast->cell_y = ray->start.y / rcast->cell;
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// slope of ray
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rcast->slope_x = ray->end.x - ray->start.x;
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rcast->slope_y = ray->end.y - ray->start.y;
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@@ -21,23 +21,22 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
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rcast->next_cell_x = -rcast->ray_sign_x;
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rcast->next_cell_y = -rcast->ray_sign_y;
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// ray steps in both axis
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rcast->ray_step_x = ft_abs(CELL * rcast->slope_y);
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rcast->ray_step_y = ft_abs(CELL * rcast->slope_x);
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rcast->ray_step_x = ft_abs(rcast->cell * rcast->slope_y);
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rcast->ray_step_y = ft_abs(rcast->cell * rcast->slope_x);
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}
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static void init_first_step(t_rcast *rcast, t_vec *ray)
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{
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// first next time ray cross grid
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rcast->first_next_x = ray->start.x % CELL;
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rcast->first_next_x = ray->start.x % rcast->cell;
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if (rcast->first_next_x && rcast->ray_sign_x < 0)
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rcast->first_next_x = CELL - rcast->first_next_x;
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rcast->first_next_x = rcast->cell - rcast->first_next_x;
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if (!rcast->first_next_x && rcast->ray_sign_x < 0)
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rcast->first_next_x = CELL;
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rcast->first_next_y = ray->start.y % CELL;
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rcast->first_next_x = rcast->cell;
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rcast->first_next_y = ray->start.y % rcast->cell;
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if (rcast->first_next_y && rcast->ray_sign_y < 0)
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rcast->first_next_y = CELL - rcast->first_next_y;
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rcast->first_next_y = rcast->cell - rcast->first_next_y;
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if (!rcast->first_next_y && rcast->ray_sign_y < 0)
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rcast->first_next_y = CELL;
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rcast->first_next_y = rcast->cell;
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rcast->next_x = ft_abs(rcast->first_next_x * rcast->slope_y);
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rcast->next_y = ft_abs(rcast->first_next_y * rcast->slope_x);
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}
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@@ -58,45 +57,16 @@ static void next_cell(t_rcast *rcast)
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}
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}
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static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
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{
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if (rcast->is_x)
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{
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ray->end.x = rcast->cell_x * CELL;
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if (rcast->ray_sign_x == 1)
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ray->end.x += CELL;
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if (rcast->slope_x)
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{
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rcast->ratio = (double)(ray->end.x - ray->start.x) / (double)rcast->slope_x;
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ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio;
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}
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}
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else
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{
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ray->end.y = rcast->cell_y * CELL;
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if (rcast->ray_sign_y == 1)
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ray->end.y += CELL;
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if (rcast->slope_y)
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{
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rcast->ratio = (double)(ray->end.y - ray->start.y) / (double)rcast->slope_y;
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ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio;
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}
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}
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}
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void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
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{
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ray->start.x = rcast->ray.start.x + game->plr.pos.x;
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ray->start.y = rcast->ray.start.y + game->plr.pos.y;
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ray->end.x = rcast->ray.end.x + game->plr.pos.x;
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ray->end.x += rcast->ray_nb * SCREEN_SIZE / SCREEN_DEF;
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ray->end.x += rcast->ray_nb;
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ray->end.y = rcast->ray.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(ray->end));
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init_raycast(rcast, ray);
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init_first_step(rcast, ray);
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// loop through grid
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while (!is_wall(game, rcast->cell_x, rcast->cell_y))
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next_cell(rcast);
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// end ray position
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calcul_ray_end(rcast, ray);
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}
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