#include "cube3d.h" // tmp, to draw rays 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 void draw_column(t_game *game, t_rcast *rcast, t_vec *ray) { (void)game; (void)rcast; (void)ray; } void raycast(t_game *game, t_rcast *rcast) { t_vec ray; rcast->ray_nb = 0; while (rcast->ray_nb <= rcast->screen_def) { ray_intersect(game, rcast, &ray); // tmp, to draw the map calcul_ray_end(rcast, &ray); draw_line(game, ray, 0x00FF00FF); // tmp end draw_column(game, rcast, &ray); (rcast->ray_nb)++; } }