feat: adding the raycasting launch ray
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3 changed files with 30 additions and 11 deletions
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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: 2024/11/12 12:38:14 by rparodi ### ########.fr */
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/* Updated: 2024/11/12 15:08:08 by rparodi ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,22 +20,39 @@ double cub_convert_rad_to_deg(double degrees)
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return (degrees * (M_PI / 180.0));
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}
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void rc_launch(double angle)
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double rc_launch(t_info *info, double angle)
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{
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return ;
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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 = 0;
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direction.y = 0;
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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 += direction.x * STEP_SIZE;
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rayon.y += direction.y * STEP_SIZE;
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distance += STEP_SIZE;
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if (info->map.map(info->map.fraw[(int)rayon.x][(int)rayon.y]) == WALL)
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return (distance);
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}
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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 delta The initial angle offset for the ray.
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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 shelves_launch(double delta, double spacing, double focal, int width)
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void shelves_launch(t_info *info, double spacing, double focal, int width)
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{
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int x;
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double angle;
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@ -44,8 +61,8 @@ void shelves_launch(double delta, double spacing, double focal, int width)
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angle = 0;
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while (x < width)
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{
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angle = delta + atan((spacing / 2 - x * spacing / (width - 1)) / focal);
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rc_launch(angle);
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angle = info->player.view + atan((spacing / 2 - x * spacing / (width - 1)) / focal);
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rc_launch(info, angle);
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x++;
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}
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}
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