Files
42_INT_10_cube3d/srcs/draw/ray_intersect.c
2022-04-23 12:55:10 +02:00

141 lines
3.6 KiB
C

#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);
}