style: normed all the repo (except the debug function and the too_many_args
This commit is contained in:
parent
57c7893501
commit
954c5f76d6
12 changed files with 244 additions and 207 deletions
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@ -6,7 +6,7 @@
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/* By: bgoulard <bgoulard@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/12 06:02:54 by bgoulard #+# #+# */
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/* Updated: 2024/12/01 17:09:40 by bgoulard ### ########.fr */
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/* Updated: 2024/12/01 18:57:25 by rparodi ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,34 +20,45 @@
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#include <math.h>
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#include <unistd.h>
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void draw_(int side, double perpWallDist, t_ipoint step, int x, t_info *data)
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void set_step(t_ipoint *step, t_dpoint raydir);
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void set_side_dist(t_dpoint *side_dist, t_dpoint *tb, t_ipoint pos_i);
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/// line 33: normalize draw_start and draw_end
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void draw_(int side, double perpWallDist, t_ipoint step, int x, t_info *data)
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{
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const int lineHeight = (int)(data->screen_size.y / perpWallDist) * cos(deg2rad(FOV/ 2));
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int drawStart;
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int drawEnd;
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const int line_height = (int)(data->screen_size.y / perpWallDist) \
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* cos(deg2rad(FOV / 2));
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int draw_start;
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int draw_end;
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int color;
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drawStart = -lineHeight / 2 + data->screen_size.y / 2;
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drawEnd = lineHeight / 2 + data->screen_size.y / 2;
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// normalize drawStart and drawEnd
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drawStart = ft_clamp(drawStart, 0, data->screen_size.y - 1);
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drawEnd = ft_clamp(drawEnd, 0, data->screen_size.y - 1);
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draw_start = -line_height / 2 + data->screen_size.y / 2;
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draw_end = line_height / 2 + data->screen_size.y / 2;
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draw_start = ft_clamp(draw_start, 0, data->screen_size.y - 1);
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draw_end = ft_clamp(draw_end, 0, data->screen_size.y - 1);
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color = get_cl(side, step);
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while (drawStart < drawEnd)
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my_mlx_pixel_put(data, x, drawStart++, color);
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while (draw_start < draw_end)
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my_mlx_pixel_put(data, x, draw_start++, color);
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}
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void search_hit(t_dpoint *sideDist, t_dpoint deltaDist, t_ipoint *pos_i, t_ipoint step, void *_data[2])
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void search_hit(t_dpoint *sideDist, t_dpoint deltaDist, t_ipoint *pos_i, \
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t_ipoint step, void *_data[2])
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{
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int *side = (int *)_data[1];
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t_info *data = (t_info *)_data[0];
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int *side;
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t_info *data;
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while (true) {
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if (sideDist->x < sideDist->y) {
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side = (int *)_data[1];
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data = (t_info *)_data[0];
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while (true)
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{
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if (sideDist->x < sideDist->y)
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{
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sideDist->x += deltaDist.x;
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pos_i->x += step.x;
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*side = 0;
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} else {
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}
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else
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{
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sideDist->y += deltaDist.y;
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pos_i->y += step.y;
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*side = 1;
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@ -58,74 +69,52 @@ void search_hit(t_dpoint *sideDist, t_dpoint deltaDist, t_ipoint *pos_i, t_ipoin
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}
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}
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static void set_step(t_ipoint *step, t_dpoint raydir)
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void column_handler(t_ipoint pos_i, t_dpoint ray_dir, t_info *data, int x)
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{
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if (raydir.x < 0)
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step->x = -1;
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else
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step->x = 1;
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if (raydir.y < 0)
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step->y = -1;
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else
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step->y = 1;
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}
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static void set_side_dist(t_dpoint *sideDist, t_dpoint *tb, t_ipoint pos_i)
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{
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t_dpoint rayDir = tb[0];
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t_dpoint pos = tb[1];
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t_dpoint deltaDist = tb[2];
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if (rayDir.x < 0)
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sideDist->x = (pos.x - pos_i.x) * deltaDist.x;
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else
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sideDist->x = (pos_i.x + 1.0 - pos.x) * deltaDist.x;
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if (rayDir.y < 0)
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sideDist->y = (pos.y - pos_i.y) * deltaDist.y;
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else
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sideDist->y = (pos_i.y + 1.0 - pos.y) * deltaDist.y;
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}
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void column_handler(t_ipoint pos_i, t_dpoint rayDir, t_info *data, int x)
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{
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t_dpoint sideDist;
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t_dpoint deltaDist;
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double perpWallDist;
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t_dpoint side_dist;
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t_dpoint delta_dist;
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double perp_wall_dist;
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t_ipoint step;
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int side;
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deltaDist = (t_dpoint){fabs(1 / rayDir.x), fabs(1 / rayDir.y)};
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set_step(&step, rayDir);
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set_side_dist(&sideDist, (t_dpoint[]){rayDir, data->player.pos, deltaDist}, pos_i);
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search_hit(&sideDist, deltaDist, &pos_i, step, (void *[]){data, &side});
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delta_dist = (t_dpoint){fabs(1 / ray_dir.x), fabs(1 / ray_dir.y)};
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set_step(&step, ray_dir);
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set_side_dist(&side_dist, (t_dpoint[]){ray_dir, data->player.pos, \
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delta_dist}, pos_i);
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search_hit(&side_dist, delta_dist, &pos_i, step, (void *[]){data, &side});
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if (side == 0)
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perpWallDist = (pos_i.x - data->player.pos.x + (double)(1 - step.x) / 2)
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/ rayDir.x;
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perp_wall_dist = (pos_i.x - data->player.pos.x + \
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(double)(1 - step.x) / 2) / ray_dir.x;
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else
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perpWallDist = (pos_i.y - data->player.pos.y + (double)(1 - step.y) / 2)
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/ rayDir.y;
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draw_(side, perpWallDist, step, x, data);
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perp_wall_dist = (pos_i.y - data->player.pos.y + \
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(double)(1 - step.y) / 2) / ray_dir.y;
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draw_(side, perp_wall_dist, step, x, data);
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}
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int render_frame(t_info *data)
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{
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double camera_x;
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double coef;
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double camera_x;
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double coef;
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int x;
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x = 0;
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coef = 2 * tan(deg2rad(FOV) / 2) / (double)data->screen_size.x;
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ft_bzero(data->camera.img_addr, data->screen_size.x * data->screen_size.y * (data->camera.bpp / 8));
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for(int x = 0; x < data->screen_size.x; x++)
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ft_bzero(data->camera.img_addr, data->screen_size.x * data->screen_size.y \
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* (data->camera.bpp / 8));
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while (x < data->screen_size.x)
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{
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camera_x = x * coef - 1;
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column_handler(data->player.pos_i,
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(t_dpoint){
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data->player.dir.x + data->player.plane.x * camera_x,
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data->player.dir.y + data->player.plane.y * camera_x},
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column_handler(data->player.pos_i, (t_dpoint){\
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data->player.dir.x + data->player.plane.x * camera_x, \
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data->player.dir.y + data->player.plane.y * camera_x}, \
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data, x);
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x++;
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}
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mlx_put_image_to_window(data->mlx_ptr, data->win_ptr, data->camera.screen_buff, 0, 0);
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mlx_put_image_to_window(data->mlx_ptr, data->win_ptr, \
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data->camera.screen_buff, 0, 0);
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return (0);
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}
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// Return 42 is irrelevant check mlx_loop to see that mlx doesn't care for the
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// return of the function...
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// (Why 'int (*)(void*)' when you dont use the int)
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@ -139,12 +128,11 @@ int render_frame(t_info *data)
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// struct.
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// As a pure artefact of using mlx this function will likely be mooved to
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// mlx_layer in the final repo.
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int c3_frame_update(void *inf_ptr)
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int c3_frame_update(void *inf_ptr)
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{
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t_info *info;
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t_info *info;
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info = inf_ptr;
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mlx_clear_window(info->mlx_ptr, info->win_ptr);
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// ft_putendl_fd("update called\n", STDOUT_FILENO);
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return (EXIT_SUCCESS);
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}
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52
raycast/frame_update2.c
Normal file
52
raycast/frame_update2.c
Normal file
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@ -0,0 +1,52 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* frame_update2.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/01 18:55:11 by rparodi #+# #+# */
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/* Updated: 2024/12/01 18:57:21 by rparodi ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "cub3d.h"
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#include "cub3d_struct.h"
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#include "mlx_functions.h"
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#include "ft_string.h"
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#include "ft_math.h"
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#include <math.h>
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#include <unistd.h>
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void set_step(t_ipoint *step, t_dpoint raydir)
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{
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if (raydir.x < 0)
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step->x = -1;
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else
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step->x = 1;
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if (raydir.y < 0)
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step->y = -1;
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else
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step->y = 1;
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}
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void set_side_dist(t_dpoint *side_dist, t_dpoint *tb, t_ipoint pos_i)
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{
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t_dpoint ray_dir;
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t_dpoint pos;
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t_dpoint delta_dist;
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ray_dir = tb[0];
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pos = tb[1];
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delta_dist = tb[2];
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if (ray_dir.x < 0)
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side_dist->x = (pos.x - pos_i.x) * delta_dist.x;
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else
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side_dist->x = (pos_i.x + 1.0 - pos.x) * delta_dist.x;
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if (ray_dir.y < 0)
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side_dist->y = (pos.y - pos_i.y) * delta_dist.y;
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else
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side_dist->y = (pos_i.y + 1.0 - pos.y) * delta_dist.y;
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}
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@ -6,7 +6,7 @@
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/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/12 12:24:35 by rparodi #+# #+# */
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/* Updated: 2024/11/28 15:15:15 by bgoulard ### ########.fr */
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/* Updated: 2024/12/01 18:39:11 by rparodi ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -17,13 +17,14 @@
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#include <stdlib.h>
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/**
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* @brief Launches a ray for raycasting to determine the distance to the first wall.
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* @brief Launches a ray for raycasting to determine the distance to the first
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* wall.
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*
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* This function calculates the distance of a ray cast in a specified angle
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* until it either hits a wall or reaches the maximum range.
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*
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* @param info A pointer to the `t_info` structure containing the map and other relevant data.
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* @param info A pointer to the `t_info` structure containing the map
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* and other relevant data.
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* @param angle The angle of the ray being cast, in radians.
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*
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* @return The distance from the starting position to the first wall hit.
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@ -32,10 +33,15 @@
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*/
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double rc_launch(t_info *info, double angle)
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{
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double distance = 0;
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t_dpoint direction = { cos(angle), sin(angle) };
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t_dpoint rayon = { 0, 0 };
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double distance;
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t_dpoint direction;
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t_dpoint rayon;
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distance = 0;
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direction.x = cos(angle);
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direction.y = sin(angle);
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rayon.x = 0;
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rayon.y = 0;
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while (distance < MAX_RANGE)
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{
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rayon.x = info->player.pos.x + direction.x * distance;
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@ -47,51 +53,7 @@ double rc_launch(t_info *info, double angle)
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return (MAX_RANGE);
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}
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/**
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* @brief Launches algorithm over a specified width with angle adjustments.
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*
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* @param info The structure of the game (for the view)
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* @param spacing The spacing between rays.
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* @param focal The focal length affecting the angle adjustment.
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* @param width The total width (number of columns) to iterate over.
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*
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* @note The function assumes `rc_launch` is defined elsewhere to handle the angle.
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*/
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void draw_line(t_info *info, int x, int start, int end, unsigned int color)
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{
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while (start <= end)
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{
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mlx_pixel_put(info->mlx_ptr, info->win_ptr, x, start, color);
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start++;
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}
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}
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/*
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{
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info->player.pos = (t_dpoint){ 4.5, 4.5 }; // Starting in the middle of the map
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info->player.view = 0; int x;
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double angle;
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double distance;
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double projection_plane = info->map.size.x / (2.0 * tan(M_PI / 6.0));
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for (x = 0; x < info->map.size.x; x++)
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{
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angle = info->player.view + atan((x - info->map.size.x / 2.0) / projection_plane);
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distance = rc_launch(info, angle);
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int line_height = (int)(TILE_SIZE / distance * projection_plane);
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int start = (info->map.size.y / 2) - (line_height / 2);
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int end = (info->map.size.y / 2) + (line_height / 2);
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if (start < 0) start = 0;
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if (end >= info->map.size.y) end = info->map.size.y - 1;
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draw_line(info, x, start, end, 0xFFFFFF);
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}
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}*/
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int shelves_launch(t_info *info)
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int shelves_launch(t_info *info)
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{
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render_frame(info);
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return (EXIT_SUCCESS);
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@ -6,7 +6,7 @@
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/* By: bgoulard <bgoulard@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/28 14:09:12 by bgoulard #+# #+# */
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/* Updated: 2024/11/29 15:33:19 by bgoulard ### ########.fr */
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/* Updated: 2024/12/01 18:39:24 by rparodi ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -30,10 +30,8 @@ double deg2rad(int deg)
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void rotate_plane(t_dpoint *plane, double angle)
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{
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double old_plane_x;
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// double old_plane_y;
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old_plane_x = (*plane).x;
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// old_plane_y = (*plane).y;
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plane->x = plane->x * cos(angle) - plane->y * sin(angle);
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plane->y = old_plane_x * sin(angle) + plane->y * cos(angle);
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}
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