#include "cube3d.h" 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.start.y = rcast->screen_height / 2 + height / 2; rcast->wall.end.y = rcast->screen_height / 2 - height / 2; } static void calcul_wall(t_rcast *rcast) { long int height; int delta; rcast->wall.start.x = rcast->ray_nb; rcast->wall.end.x = rcast->ray_nb; if (rcast->is_x == 1) delta = rcast->next_x - rcast->ray_step_x; else if (rcast->is_x == 0) 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 (delta && rcast->screen_dist) height /= (delta * rcast->screen_dist); height = ft_abs(height); fill_wall_vector(rcast, 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(game, rcast, &ray); calcul_wall(rcast); draw_column(game, rcast); (rcast->ray_nb)++; } }