300 lines
9 KiB
C
300 lines
9 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* test.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: rparodi <rparodi@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/27 12:09:00 by rparodi #+# #+# */
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/* Updated: 2024/11/28 12:09:36 by bgoulard ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "ft_string.h"
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#include "ft_math.h"
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#include "minilibx-linux/mlx.h"
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#include <math.h>
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#include <X11/X.h>
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#include "./test.h"
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const int g_worldMap[MAP_WIDTH][MAP_HEIGHT] = { \
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, \
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} \
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};
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void my_mlx_pixel_put(t_data *data, int x, int y, int color)
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{
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uint *dst;
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x *= data->bits_per_pixel / 8;
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dst = (uint *)(data->addr + (y * data->line_length + x));
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*dst = color;
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}
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double deg2rad(int deg)
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{
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return (deg * M_PI / 180);
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}
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void rotate_plane(t_2dpoint *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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void move_straight(t_data *data)
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{
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if (!g_worldMap[\
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(int)(data->pos.x + data->dir.x * MOVE_SPEED)][(int)data->pos.y])
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data->pos.x += data->dir.x * MOVE_SPEED;
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if (!g_worldMap[\
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(int)data->pos.x][(int)(data->pos.y + data->dir.y * MOVE_SPEED)])
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data->pos.y += data->dir.y * MOVE_SPEED;
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}
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void move_backward(t_data *data)
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{
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if (!g_worldMap[\
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(int)(data->pos.x - data->dir.x * MOVE_SPEED)][(int)data->pos.y])
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data->pos.x -= data->dir.x * MOVE_SPEED;
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if (!g_worldMap[\
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(int)data->pos.x][(int)(data->pos.y - data->dir.y * MOVE_SPEED)])
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data->pos.y -= data->dir.y * MOVE_SPEED;
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}
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void move_left(t_data *data)
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{
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double pdir_x;
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double pdir_y;
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pdir_x = -data->dir.y;
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pdir_y = data->dir.x;
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if (!g_worldMap[(int)(data->pos.x + pdir_x * MOVE_SPEED)][(int)data->pos.y])
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data->pos.x -= pdir_x * MOVE_SPEED;
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if (!g_worldMap[(int)data->pos.x][(int)(data->pos.y - pdir_y * MOVE_SPEED)])
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data->pos.y -= pdir_y * MOVE_SPEED;
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}
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void move_right(t_data *data)
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{
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double pdir_x;
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double pdir_y;
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pdir_x = -data->dir.y;
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pdir_y = data->dir.x;
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if (!g_worldMap[(int)(data->pos.x - pdir_x * MOVE_SPEED)][(int)data->pos.y])
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data->pos.x += pdir_x * MOVE_SPEED;
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if (!g_worldMap[(int)data->pos.x][(int)(data->pos.y + pdir_y * MOVE_SPEED)])
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data->pos.y += pdir_y * MOVE_SPEED;
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}
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void look_left(t_data *data)
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{
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rotate_plane(&data->dir, ROT_SPEED);
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rotate_plane(&data->plane, ROT_SPEED);
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}
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void look_right(t_data *data)
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{
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rotate_plane(&data->dir, -ROT_SPEED);
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rotate_plane(&data->plane, -ROT_SPEED);
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}
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int key_hook(int keycode, t_data *data)
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{
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if (keycode == XK_Escape)
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exit(0);
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if (keycode == XK_w)
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move_straight(data);
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if (keycode == XK_s)
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move_backward(data);
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if (keycode == XK_a)
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move_right(data);
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if (keycode == XK_d)
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move_left(data);
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if (keycode == XK_Left)
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look_left(data);
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if (keycode == XK_Right)
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look_right(data);
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return (0);
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}
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int get_cl(int side, t_2ipoint step)
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{
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int color;
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if (side == 0 && step.x > 0)
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color = 0x00FF0000;
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else if (side == 0 && step.x < 0)
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color = 0x0000FF00;
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else if (side == 1 && step.y > 0)
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color = 0x000000FF;
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else
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color = 0x00FFFF00;
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return (color);
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}
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void draw_(int side, double perpWallDist, t_2ipoint step, int x, t_data *data)
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{
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const int lineHeight = (int)(WINDOW_HEIGHT / perpWallDist) * cos(deg2rad(FOV/ 2));
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int drawStart;
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int drawEnd;
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int color;
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drawStart = -lineHeight / 2 + WINDOW_HEIGHT / 2;
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drawEnd = lineHeight / 2 + WINDOW_HEIGHT / 2;
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// normalize drawStart and drawEnd
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drawStart = ft_clamp(drawStart, 0, WINDOW_HEIGHT - 1);
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drawEnd = ft_clamp(drawEnd, 0, WINDOW_HEIGHT - 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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}
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void search_hit(t_2dpoint *sideDist, t_2dpoint deltaDist, t_2ipoint *map, t_2ipoint step, int *side)
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{
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while (true) {
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if (sideDist->x < sideDist->y) {
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sideDist->x += deltaDist.x;
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map->x += step.x;
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*side = 0;
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} else {
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sideDist->y += deltaDist.y;
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map->y += step.y;
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*side = 1;
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}
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if (g_worldMap[map->x][map->y] > 0)
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return ;
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}
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}
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void static set_step(t_2ipoint *step, t_2dpoint 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 static set_side_dist(t_2dpoint *sideDist, t_2dpoint *tb, t_2ipoint map)
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{
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t_2dpoint rayDir = tb[0];
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t_2dpoint pos = tb[1];
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t_2dpoint deltaDist = tb[2];
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if (rayDir.x < 0)
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sideDist->x = (pos.x - map.x) * deltaDist.x;
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else
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sideDist->x = (map.x + 1.0 - pos.x) * deltaDist.x;
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if (rayDir.y < 0)
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sideDist->y = (pos.y - map.y) * deltaDist.y;
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else
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sideDist->y = (map.y + 1.0 - pos.y) * deltaDist.y;
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}
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void column_handler(t_2ipoint map, t_2dpoint rayDir, t_data *data, int x)
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{
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t_2dpoint sideDist;
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t_2dpoint deltaDist;
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double perpWallDist;
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t_2ipoint step;
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int side;
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deltaDist = (t_2dpoint){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_2dpoint[]){rayDir, data->pos, deltaDist}, map);
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search_hit(&sideDist, deltaDist, &map, step, &side);
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if (side == 0)
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perpWallDist = (map.x - data->pos.x + (double)(1 - step.x) / 2)
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/ rayDir.x;
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else
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perpWallDist = (map.y - data->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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}
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int render_frame(t_data *data)
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{
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double cameraX;
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double coef;
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coef = 2 * tan(deg2rad(FOV) / 2) / (double)WINDOW_WIDTH;
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ft_bzero(data->addr, WINDOW_WIDTH * WINDOW_HEIGHT * data->bits_per_pixel / 8);
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for(int x = 0; x < WINDOW_WIDTH; x++)
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{
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cameraX = x * coef - 1;
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column_handler((t_2ipoint){(int)data->pos.x, (int)data->pos.y},
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(t_2dpoint){data->dir.x + data->plane.x * cameraX, data->dir.y + data->plane.y * cameraX},
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data, x);
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}
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mlx_put_image_to_window(data->mlx, data->win, data->img, 0, 0);
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return (0);
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}
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int main(void)
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{
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t_data data;
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data.mlx = mlx_init();
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data.win = mlx_new_window(data.mlx, WINDOW_WIDTH, WINDOW_HEIGHT, "Raycaster");
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data.img = mlx_new_image(data.mlx, WINDOW_WIDTH, WINDOW_HEIGHT);
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data.addr = mlx_get_data_addr(data.img, &data.bits_per_pixel, &data.line_length, &data.endian);
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// player position
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//
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// used to get player position in the map
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data.pos.x = 22;
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data.pos.y = 12;
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// player look direction
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//
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// used to get player look direction vector
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data.dir.x = -1;
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data.dir.y = 0;
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// plane perpendicular to look direction
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//
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// used to get player camera plane (aka projected screen in front of the
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// player for ray intersection)
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// the length of the camera plane is 2 * tan(fov / 2) * 1
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// where fov is the field of view of the camera
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data.plane.x = 0;
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data.plane.y = \
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2 * tan(deg2rad(FOV) / 2);
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mlx_hook(data.win, KeyPress, KeyPressMask, key_hook, &data);
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mlx_loop_hook(data.mlx, render_frame, &data);
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mlx_loop(data.mlx);
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return (0);
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}
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