#include "cube3d.h" // tmp draw map static void calcul_ray_end(t_rcast *rcast, t_vec *ray) { if (rcast->is_x) { ray->end.x = rcast->cell_x * rcast->cell; if (rcast->ray_sign_x == 1) ray->end.x += rcast->cell; if (rcast->slope_x) { rcast->ratio = (double)(ray->end.x - ray->start.x); rcast->ratio /= (double)rcast->slope_x; ray->end.y = ray->start.y + (double)rcast->slope_y * rcast->ratio; } } else { ray->end.y = rcast->cell_y * rcast->cell; if (rcast->ray_sign_y == 1) ray->end.y += rcast->cell; if (rcast->slope_y) { rcast->ratio = (double)(ray->end.y - ray->start.y); rcast->ratio /= (double)rcast->slope_y; ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio; } } } // tmp end static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall) { int tmp; if (rcast->is_x == 1) { tmp = (rcast->slope_y + wall->delta) / ft_abs(rcast->slope_x); tmp += game->plr.pos.y; wall->posx = tmp % rcast->cell; } else { tmp = (rcast->slope_x + wall->delta) / ft_abs(rcast->slope_y); tmp += game->plr.pos.x; wall->posx = tmp % rcast->cell; } } static void fill_wall_vector(t_rcast *rcast, t_wall *wall) { int height; height = wall->height; if (height < 0) height = 0; wall->limit = 0; if (height > rcast->screen_height) { wall->limit = (height - rcast->screen_height) / 2; height = rcast->screen_height; } rcast->wall.vec.start.y = rcast->screen_height / 2 + height / 2; rcast->wall.vec.end.y = rcast->screen_height / 2 - height / 2; } static void calcul_wall(t_rcast *rcast) { long int height; rcast->wall.vec.start.x = rcast->ray_nb; rcast->wall.vec.end.x = rcast->ray_nb; if (rcast->is_x == 1) rcast->wall.delta = rcast->next_x - rcast->ray_step_x; else rcast->wall.delta = rcast->next_y - rcast->ray_step_y; height = rcast->screen_height * rcast->cell; if (rcast->slope_x) height *= rcast->slope_x; if (rcast->slope_y) height *= rcast->slope_y; if (rcast->wall.delta && rcast->screen_dist) height /= (rcast->wall.delta * rcast->screen_dist); rcast->wall.height = ft_abs(height); fill_wall_vector(rcast, &rcast->wall); } void raycast(t_game *game, t_rcast *rcast) { t_vec ray; rcast->ray_nb = 0; while (rcast->ray_nb <= rcast->screen_width) { // tmp draw map // rays game->ray_activ = 0; if (rcast->ray_nb == game->ray_highlight) game->ray_activ = 1; //if (game->ray_activ) printf("hello\n"); // tmp end ray_intersect_wall(game, rcast, &ray); // tmp draw map calcul_ray_end(rcast, &ray); if (game->ray_activ) draw_line(&game->map_img, &ray, 0x00FF00FF); else if (rcast->ray_nb % 10 == 0) draw_line(&game->map_img, &ray, 0x00FFFFFF); // tmp end calcul_wall(rcast); calcul_img_column(game, rcast, &rcast->wall); draw_column(game, rcast, &rcast->wall, &game->txt); (rcast->ray_nb)++; } }