Cub3D/raycast/rc_utils.c
2024-11-23 12:34:44 +01:00

117 lines
3.5 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* rc_utils.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* 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 */
/* */
/* ************************************************************************** */
#include "cub3d.h"
#include "cub3d_struct.h"
#include "mlx_functions.h"
#include "raycast.h"
/**
* @brief convert a angle in degrees to radian
*
* @param degrees the angle in degrees
* @return the angle in radian
*/
double cub_convert_deg_to_rad(double degrees)
{
return (degrees * (M_PI / 180.0));
}
/**
* @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 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`.
*/
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)
{
void *window;
int i;
int j;
int x;
int y;
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)
{
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++;
}
mlx_loop(info->mlx_ptr);
return (window);
}