feat: raycasting functionnal

This commit is contained in:
Raphael 2024-11-27 16:10:31 +01:00
parent a3b0d266bb
commit 9ae3eb011f
19 changed files with 1183 additions and 101 deletions

View file

@ -6,7 +6,7 @@
/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/11/12 12:24:35 by rparodi #+# #+# */
/* Updated: 2024/11/23 12:33:39 by rparodi ### ########.fr */
/* Updated: 2024/11/26 13:39:56 by rparodi ### ########.fr */
/* */
/* ************************************************************************** */
@ -27,91 +27,76 @@ double cub_convert_deg_to_rad(double degrees)
}
/**
* @brief Launches a ray for raycasting to determine the distance to the first wall.
* @brief Launches a ray for raycasting to determine the distance to the first wall.
*
* This function calculates the distance of a ray cast in a specified angle
* until it either hits a wall or reaches the maximum range.
*
* @param info A pointer to the `t_info` structure containing the map and other relevant data.
* @param info A pointer to the `t_info` structure containing the map and other relevant data.
* @param angle The angle of the ray being cast, in radians.
*
* @return The distance from the starting position to the first wall hit.
* If no wall is hit within `MAX_RANGE`, the function returns `MAX_RANGE`.
* If no wall is hit within `MAX_RANGE`,
the function returns `MAX_RANGE`.
*/
double rc_launch(t_info *info, double angle)
{
double distance;
t_dpoint direction;
t_dpoint rayon;
distance = 0;
direction.x = cos(angle);
direction.y = sin(angle);
rayon.x = 0;
rayon.y = 0;
while (distance < MAX_RANGE)
{
rayon.x = direction.x * distance;
rayon.y = direction.y * distance;
if (info->map.map[(int)info->map.fraw[(int)rayon.x][(int)rayon.y]] == '1')
return (distance);
distance += STEP_SIZE;
}
return (MAX_RANGE);
}
/**
* @brief Launches algorithm over a specified width with angle adjustments.
*
* @param info The structure of the game (for the view)
* @param spacing The spacing between rays.
* @param focal The focal length affecting the angle adjustment.
* @param width The total width (number of columns) to iterate over.
*
* @note The function assumes `rc_launch` is defined elsewhere to handle the angle.
*/
void shelves_launch(t_info *info, double spacing, double focal, int width)
{
int x;
double angle;
x = 0;
while (x < width)
{
angle = info->player.view + atan(\
(spacing / 2 - x * spacing / (width - 1)) / focal);
rc_launch(info, angle);
x++;
}
}
t_win_list *c3_init_mlx_window(t_info *info)
double rc_launch(t_info *info, double angle)
{
void *window;
int i;
int j;
int x;
int y;
double distance = 0;
t_dpoint direction = { cos(angle), sin(angle) };
t_dpoint rayon = { 0, 0 };
x = 0;
y = 0;
mlx_get_screen_size(info->mlx_ptr, &x, &y);
i = 0;
window = mlx_new_window(info->mlx_ptr, x, y, "Raycasting");
while (i < x)
while (distance < MAX_RANGE)
{
j = 0;
while (j < y)
{
if (info->map.fraw[i / info->map.size.x][j / info->map.size.y] == '1')
mlx_pixel_put(info->mlx_ptr, window, i, j, 0xFFFFFF);
else
mlx_pixel_put(info->mlx_ptr, window, i, j, 0x000000);
j++;
}
i++;
rayon.x = info->player.pos.x + direction.x * distance;
rayon.y = info->player.pos.y + direction.y * distance;
if (info->map.fraw[(int)(rayon.y)][(int)(rayon.x)] == '1')
return (distance);
distance += STEP_SIZE;
}
mlx_loop(info->mlx_ptr);
return (window);
}
return (MAX_RANGE);
}
/**
* @brief Launches algorithm over a specified width with angle adjustments.
*
* @param info The structure of the game (for the view)
* @param spacing The spacing between rays.
* @param focal The focal length affecting the angle adjustment.
* @param width The total width (number of columns) to iterate over.
*
* @note The function assumes `rc_launch` is defined elsewhere to handle the angle.
*/
void draw_line(t_info *info, int x, int start, int end, unsigned int color)
{
while (start <= end)
{
mlx_pixel_put(info->mlx_ptr, info->win_ptr, x, start, color);
start++;
}
}
void shelves_launch(t_info *info)
{
info->player.pos = (t_dpoint){ 4.5, 4.5 }; // Starting in the middle of the map
info->player.view = 0; int x;
double angle;
double distance;
double projection_plane = info->map.size.x / (2.0 * tan(M_PI / 6.0));
for (x = 0; x < info->map.size.x; x++)
{
angle = info->player.view + atan((x - info->map.size.x / 2.0) / projection_plane);
distance = rc_launch(info, angle);
int line_height = (int)(TILE_SIZE / distance * projection_plane);
int start = (info->map.size.y / 2) - (line_height / 2);
int end = (info->map.size.y / 2) + (line_height / 2);
if (start < 0) start = 0;
if (end >= info->map.size.y) end = info->map.size.y - 1;
draw_line(info, x, start, end, 0xFFFFFF);
}
}