#include "cube3d.h" static void init_raycast(t_rcast *rcast, t_vec *ray) { rcast->is_x = 0; rcast->wall_height = 0; // ray sign rcast->ray_sign_x = 1; if (ray->start.x < ray->end.x) rcast->ray_sign_x = -1; rcast->ray_sign_y = 1; if (ray->start.y < ray->end.y) rcast->ray_sign_y = -1; // cell position of ray 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; // direction of next cell 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(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 % rcast->cell; if (rcast->first_next_x && rcast->ray_sign_x < 0) rcast->first_next_x = rcast->cell - rcast->first_next_x; if (!rcast->first_next_x && rcast->ray_sign_x < 0) 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 = rcast->cell - rcast->first_next_y; if (!rcast->first_next_y && rcast->ray_sign_y < 0) 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); } static void next_cell(t_rcast *rcast) { if (rcast->next_x > rcast->next_y) { rcast->cell_y += rcast->next_cell_y; rcast->next_y += rcast->ray_step_y; rcast->is_x = 0; } else { rcast->cell_x += rcast->next_cell_x; rcast->next_x += rcast->ray_step_x; rcast->is_x = 1; } } 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) / (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) / (double)rcast->slope_y; ray->end.x = ray->start.x + (double)rcast->slope_x * rcast->ratio; } } */ int *nd1; int *cell1; int *sign1; int *st1; int *slp1; int *nd2; int *st2; int *slp2; if (rcast->is_x) { nd1 = &(ray->end.x); cell1 = &(rcast->cell_x); sign1 = &(rcast->ray_sign_x); st1 = &(ray->start.x); slp1 = &(rcast->slope_x); nd2 = &(ray->end.y); st2 = &(ray->start.y); slp2 = &(rcast->slope_y); } else { nd1 = &(ray->end.y); cell1 = &(rcast->cell_y); sign1 = &(rcast->ray_sign_y); st1 = &(ray->start.y); slp1 = &(rcast->slope_y); nd2 = &(ray->end.x); st2 = &(ray->start.x); slp2 = &(rcast->slope_x); } *nd1 = *cell1 * rcast->cell; if (*sign1 == 1) *nd1 += rcast->cell; if (*slp1) *nd2 = *st2 + (double)(*slp2) * (double)(*nd1 - *st1) / (double)(*slp1); } 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; ray->end.y = rcast->ray.end.y + game->plr.pos.y; rotate(&(game->plr), &(ray->end)); init_raycast(rcast, ray); init_first_step(rcast, ray); // loop through grid while (!is_wall(game, rcast->cell_x, rcast->cell_y)) next_cell(rcast); // end ray position calcul_ray_end(rcast, ray); }