possibility to choose angle of view

This commit is contained in:
hugogogo
2022-04-23 11:58:11 +02:00
parent fac1f78230
commit e9b0dd7ec9
9 changed files with 72 additions and 48 deletions

View File

@@ -75,7 +75,9 @@ void draw_line(t_game *game, t_vec vec, int color)
{
t_coord incr;
t_coord pos;
int cell;
cell = game->map.cell;
incr.x = 0;
pos.x = 0;
pos.y = 0;
@@ -85,19 +87,19 @@ void draw_line(t_game *game, t_vec vec, int color)
while ((game->map.content)[incr.x][incr.y])
{
if ((game->map.content)[incr.x][incr.y] == '1' )
draw_square(game, pos, 0x00999999, 0x00000000, CELL, 0);
draw_square(game, pos, 0x00999999, 0x00000000, cell, 0);
else
draw_square(game, pos, 0x00555555, 0x00333333, CELL, 0);
draw_square(game, pos, 0x00555555, 0x00333333, cell, 0);
(incr.y)++;
pos.x += CELL;
pos.x += cell;
}
(incr.x)++;
pos.x = 0;
pos.y += CELL;
pos.y += cell;
}
pos.x = game->plr.pos.x - CELL / 2;
pos.y = game->plr.pos.y - CELL / 2;
draw_square(game, pos, 0x00999900, 0x00330033, CELL, 1);
pos.x = game->plr.pos.x - cell / 2;
pos.y = game->plr.pos.y - cell / 2;
draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
}
static void draw_screen(t_game *game, t_rcast *rcast)

View File

@@ -12,8 +12,8 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
if (ray->start.y < ray->end.y)
rcast->ray_sign_y = -1;
// cell position of ray
rcast->cell_x = ray->start.x / CELL;
rcast->cell_y = ray->start.y / CELL;
rcast->cell_x = ray->start.x / rcast->cell;
rcast->cell_y = ray->start.y / rcast->cell;
// slope of ray
rcast->slope_x = ray->end.x - ray->start.x;
rcast->slope_y = ray->end.y - ray->start.y;
@@ -21,23 +21,23 @@ static void init_raycast(t_rcast *rcast, t_vec *ray)
rcast->next_cell_x = -rcast->ray_sign_x;
rcast->next_cell_y = -rcast->ray_sign_y;
// ray steps in both axis
rcast->ray_step_x = ft_abs(CELL * rcast->slope_y);
rcast->ray_step_y = ft_abs(CELL * rcast->slope_x);
rcast->ray_step_x = ft_abs(rcast->cell * rcast->slope_y);
rcast->ray_step_y = ft_abs(rcast->cell * rcast->slope_x);
}
static void init_first_step(t_rcast *rcast, t_vec *ray)
{
// first next time ray cross grid
rcast->first_next_x = ray->start.x % CELL;
rcast->first_next_x = ray->start.x % rcast->cell;
if (rcast->first_next_x && rcast->ray_sign_x < 0)
rcast->first_next_x = CELL - rcast->first_next_x;
rcast->first_next_x = rcast->cell - rcast->first_next_x;
if (!rcast->first_next_x && rcast->ray_sign_x < 0)
rcast->first_next_x = CELL;
rcast->first_next_y = ray->start.y % CELL;
rcast->first_next_x = rcast->cell;
rcast->first_next_y = ray->start.y % rcast->cell;
if (rcast->first_next_y && rcast->ray_sign_y < 0)
rcast->first_next_y = CELL - rcast->first_next_y;
rcast->first_next_y = rcast->cell - rcast->first_next_y;
if (!rcast->first_next_y && rcast->ray_sign_y < 0)
rcast->first_next_y = CELL;
rcast->first_next_y = rcast->cell;
rcast->next_x = ft_abs(rcast->first_next_x * rcast->slope_y);
rcast->next_y = ft_abs(rcast->first_next_y * rcast->slope_x);
}
@@ -62,9 +62,9 @@ static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
{
if (rcast->is_x)
{
ray->end.x = rcast->cell_x * CELL;
ray->end.x = rcast->cell_x * rcast->cell;
if (rcast->ray_sign_x == 1)
ray->end.x += CELL;
ray->end.x += rcast->cell;
if (rcast->slope_x)
{
rcast->ratio = (double)(ray->end.x - ray->start.x) / (double)rcast->slope_x;
@@ -73,9 +73,9 @@ static void calcul_ray_end(t_rcast *rcast, t_vec *ray)
}
else
{
ray->end.y = rcast->cell_y * CELL;
ray->end.y = rcast->cell_y * rcast->cell;
if (rcast->ray_sign_y == 1)
ray->end.y += CELL;
ray->end.y += rcast->cell;
if (rcast->slope_y)
{
rcast->ratio = (double)(ray->end.y - ray->start.y) / (double)rcast->slope_y;
@@ -89,7 +89,7 @@ void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
ray->start.x = rcast->ray.start.x + game->plr.pos.x;
ray->start.y = rcast->ray.start.y + game->plr.pos.y;
ray->end.x = rcast->ray.end.x + game->plr.pos.x;
ray->end.x += rcast->ray_nb * SCREEN_SIZE / SCREEN_DEF;
ray->end.x += rcast->ray_nb;
ray->end.y = rcast->ray.end.y + game->plr.pos.y;
rotate(&(game->plr), &(ray->end));
init_raycast(rcast, ray);

View File

@@ -5,7 +5,7 @@ void raycast(t_game *game, t_rcast *rcast)
t_vec ray;
rcast->ray_nb = 0;
while (rcast->ray_nb <= SCREEN_DEF)
while (rcast->ray_nb <= rcast->screen_def)
{
ray_intersect(game, rcast, &ray);