87 lines
2.3 KiB
C
87 lines
2.3 KiB
C
#include "cube3d.h"
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static void init_ray_params(t_rcast *rcast, t_vec *ray)
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{
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rcast->ray_sign_x = 1;
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if (ray->start.x < ray->end.x)
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rcast->ray_sign_x = -1;
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rcast->ray_sign_y = 1;
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if (ray->start.y < ray->end.y)
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rcast->ray_sign_y = -1;
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rcast->cell_x = ray->start.x / rcast->cell;
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rcast->cell_y = ray->start.y / rcast->cell;
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rcast->slope_x = ray->end.x - ray->start.x;
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rcast->slope_y = ray->end.y - ray->start.y;
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rcast->next_cell_x = -rcast->ray_sign_x;
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rcast->next_cell_y = -rcast->ray_sign_y;
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}
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static void init_first_step(t_rcast *rcast, t_vec *ray)
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{
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rcast->first_next_x = 0;
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if (rcast->slope_x)
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rcast->first_next_x = ray->start.x % rcast->cell;
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if (rcast->ray_sign_x < 0)
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rcast->first_next_x -= rcast->cell;
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rcast->first_next_y = 0;
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if (rcast->slope_y)
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rcast->first_next_y = ray->start.y % rcast->cell;
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if (rcast->ray_sign_y < 0)
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rcast->first_next_y -= rcast->cell;
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rcast->next_x = ft_abs(rcast->first_next_x);
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if (rcast->slope_y != 0)
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rcast->next_x *= ft_abs(rcast->slope_y);
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rcast->next_y = ft_abs(rcast->first_next_y);
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if (rcast->slope_x != 0)
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rcast->next_y *= ft_abs(rcast->slope_x);
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}
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static void init_steps(t_rcast *rcast)
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{
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rcast->ray_step_x = 0;
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if (rcast->slope_x)
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{
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rcast->ray_step_x = ft_abs(rcast->cell);
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if (rcast->slope_y)
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rcast->ray_step_x *= ft_abs(rcast->slope_y);
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}
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rcast->ray_step_y = 0;
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if (rcast->slope_y)
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{
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rcast->ray_step_y = ft_abs(rcast->cell);
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if (rcast->slope_x)
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rcast->ray_step_y *= ft_abs(rcast->slope_x);
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}
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}
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static void next_cell(t_rcast *rcast)
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{
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if (!rcast->slope_x || (rcast->next_x > rcast->next_y && rcast->slope_y))
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{
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rcast->cell_y += rcast->next_cell_y;
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rcast->next_y += rcast->ray_step_y;
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rcast->is_x = 0;
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}
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else
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{
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rcast->cell_x += rcast->next_cell_x;
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rcast->next_x += rcast->ray_step_x;
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rcast->is_x = 1;
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}
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}
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void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray)
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{
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ray->start.x = rcast->ray.start.x + game->plr.pos.x;
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ray->start.y = rcast->ray.start.y + game->plr.pos.y;
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ray->end.x = rcast->ray.end.x + game->plr.pos.x;
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ray->end.x += rcast->ray_nb;
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ray->end.y = rcast->ray.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(ray->end));
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init_ray_params(rcast, ray);
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init_first_step(rcast, ray);
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init_steps(rcast);
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while (!is_wall(game, rcast->cell_x, rcast->cell_y))
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next_cell(rcast);
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}
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