feat: adding the raycasting launch ray

This commit is contained in:
Raphael 2024-11-12 15:09:27 +01:00
parent b9117a26e2
commit bd5ed03b27
3 changed files with 30 additions and 11 deletions

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@ -6,7 +6,7 @@
/* By: bgoulard <bgoulard@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/11/08 23:55:29 by bgoulard #+# #+# */
/* Updated: 2024/11/12 11:05:49 by bgoulard ### ########.fr */
/* Updated: 2024/11/12 15:03:39 by rparodi ### ########.fr */
/* */
/* ************************************************************************** */
@ -109,7 +109,6 @@ typedef enum e_error
typedef struct s_info
{
t_error last_error;
t_xvar *mlx_ptr;
t_win_list *win_ptr;
t_map map;

View file

@ -6,7 +6,7 @@
/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/11/12 12:27:30 by rparodi #+# #+# */
/* Updated: 2024/11/12 12:29:51 by rparodi ### ########.fr */
/* Updated: 2024/11/12 15:04:37 by rparodi ### ########.fr */
/* */
/* ************************************************************************** */
@ -15,6 +15,9 @@
# include <math.h>
# define MAX_RANGE 100.0
# define STEP_SIZE 0.1
/**
* @brief Convert the degrees to radian
*

View file

@ -6,7 +6,7 @@
/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/11/12 12:24:35 by rparodi #+# #+# */
/* Updated: 2024/11/12 12:38:14 by rparodi ### ########.fr */
/* Updated: 2024/11/12 15:08:08 by rparodi ### ########.fr */
/* */
/* ************************************************************************** */
@ -20,22 +20,39 @@ double cub_convert_rad_to_deg(double degrees)
return (degrees * (M_PI / 180.0));
}
void rc_launch(double angle)
double rc_launch(t_info *info, double angle)
{
return ;
double distance;
t_dpoint direction;
t_dpoint rayon;
distance = 0;
direction.x = 0;
direction.y = 0;
rayon.x = 0;
rayon.y = 0;
while (distance < MAX_RANGE)
{
rayon.x += direction.x * STEP_SIZE;
rayon.y += direction.y * STEP_SIZE;
distance += STEP_SIZE;
if (info->map.map(info->map.fraw[(int)rayon.x][(int)rayon.y]) == WALL)
return (distance);
}
return (MAX_RANGE);
}
/**
* @brief Launches algorithm over a specified width with angle adjustments.
*
* @param delta The initial angle offset for the ray.
* @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(double delta, double spacing, double focal, int width)
void shelves_launch(t_info *info, double spacing, double focal, int width)
{
int x;
double angle;
@ -44,8 +61,8 @@ void shelves_launch(double delta, double spacing, double focal, int width)
angle = 0;
while (x < width)
{
angle = delta + atan((spacing / 2 - x * spacing / (width - 1)) / focal);
rc_launch(angle);
angle = info->player.view + atan((spacing / 2 - x * spacing / (width - 1)) / focal);
rc_launch(info, angle);
x++;
}
}