#include "cube3d.h" 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, int height) { if (height < 0) height = 0; if (height > rcast->screen_height) 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.height); } void raycast(t_game *game, t_rcast *rcast) { t_vec ray; rcast->ray_nb = 0; while (rcast->ray_nb <= rcast->screen_width) { ray_intersect_wall(game, rcast, &ray); calcul_wall(rcast); calcul_img_column(game, rcast, &rcast->wall); draw_column(game, rcast, &rcast->wall, &game->txt); (rcast->ray_nb)++; } }