ray casting start working
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@ -6,7 +6,7 @@
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/* By: apommier <apommier@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/02/13 16:30:59 by apommier #+# #+# */
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/* Updated: 2022/05/04 17:34:25 by apommier ### ########.fr */
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/* Updated: 2022/05/04 18:46:58 by apommier ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -6,12 +6,23 @@
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/* By: apommier <apommier@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/05/04 18:08:14 by apommier #+# #+# */
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/* Updated: 2022/05/04 18:35:18 by apommier ### ########.fr */
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/* Updated: 2022/05/04 20:55:52 by apommier ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../includes/Cub3D.h"
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void print_ray2(t_data *img, float vx, float vy, float dist)
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{
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int i = -1;
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while (++i < dist)
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{
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mlx_pixel_put(img->mlx, img->mlx_win, (img->player.x + (vx) * i) , (img->player.y + (vy) * i) , 500);
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mlx_pixel_put(img->mlx, img->mlx_win, (img->player.x + (vx) * i) + 1, (img->player.y + (vy) * i) , 500);
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mlx_pixel_put(img->mlx, img->mlx_win, (img->player.x + (vx) * i) , (img->player.y + (vy) * i) + 1, 500);
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}
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}
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void draw_ray(t_data *img)
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{
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float ray_angle = 0; //ray angle
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@ -19,8 +30,11 @@ void draw_ray(t_data *img)
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float ray_x = 0; //where ray touch y
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float next_x = 0;
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float next_y = 0;
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float dist_v = 0;
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float dist_h = 0;
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float dist_v = 1000000000;
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float dist_h = 1000000000;
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float dist_f = 0;
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float vx = 0;
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float vy = 0;
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int count = 0;
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float aTan = 0;
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int nb_ray = -1;
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@ -29,13 +43,24 @@ void draw_ray(t_data *img)
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int mp = 0;
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printf("\nENTER DRAW RAY\n");
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//printf("\nENTER DRAW RAY\n");
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int k = -1;
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//while (++k < ft_strlen(img->map.simple_map))
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// printf("%d--- %c\n", k, img->map.simple_map[k]);
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//printf("map = -%s-\n", img->map.simple_map);
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count = 0;
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ray_angle = img->player.angle;
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while (++nb_ray < 1)
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ray_angle = reset_angle(img->player.angle + 30);
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//ray_angle = reset_angle(img->player.angle);
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while (++nb_ray < 60)
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{
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printf("player_angle= %f\n", img->player.angle);
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//start vertical ray
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//if (nb_ray)
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// ray_angle -= 30;
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count = 0;
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dist_v = -1;
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dist_h = -1;
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//printf("------RAY N0 %d-------\n", nb_ray);
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//printf("player_angle= %f ray_angle= %f\n", img->player.angle, ray_angle);
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//----------start vertical ray----------
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aTan = tan(deg_to_rad(ray_angle));
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if (cos(deg_to_rad(ray_angle)) > 0.001)//looking left
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{
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@ -57,9 +82,13 @@ void draw_ray(t_data *img)
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ray_y = img->player.y;
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count = 8;
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}
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printf("ray_y= %f ray_x= %f\n", ray_y, ray_x);
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printf("next_y= %f next_x= %f\n", next_y, next_x);
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printf("BASE p_y= %f p_x= %f\n", img->player.y, img->player.x);
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//if (next_x > 0)
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// printf("for hroizon looking left\n");
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//else
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// printf("for hroizon looking right\n");
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//printf("\nray_y= %f ray_x= %f\n", ray_y, ray_x);
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//printf("next_y= %f next_x= %f\n", next_y, next_x);
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//printf("BASE p_y= %f p_x= %f\n", img->player.y, img->player.x);
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while (count < 8)
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{
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//printf("count = %d\n", count);
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@ -70,7 +99,7 @@ void draw_ray(t_data *img)
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if (mp > 0 && mp < img->map.x * img->map.y && img->map.simple_map[mp] == '1')//hit wall
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{
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count = 8;
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printf("vertical wall\n");
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//printf("vertical wall\n");
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dist_v = cos(deg_to_rad(ray_angle)) * (ray_x-img->player.x) - sin(deg_to_rad(ray_angle)) * (ray_y-img->player.y);
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}
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else
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@ -80,7 +109,10 @@ void draw_ray(t_data *img)
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count += 1;
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}
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}
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//end vertical ray && start horizontal ray
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//print_ray2(img, img->player.vx, img->player.vy, dist_v);
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vx = ray_x;
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vy = ray_y;
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//-------start horizontal ray---------
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count = 0;
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aTan = 1.0 / aTan;
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if (sin(deg_to_rad(ray_angle)) > 0.001)//looking up
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@ -88,7 +120,7 @@ void draw_ray(t_data *img)
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ray_y = (((int)img->player.y>>6)<<6) - 0.0001;
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ray_x = (img->player.y - ray_y) * aTan + img->player.x;
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next_y = -64;
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next_x = next_y * aTan;
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next_x = -next_y * aTan;
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}
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else if (sin(deg_to_rad(ray_angle))<-0.001)//looking down
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{
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@ -103,15 +135,19 @@ void draw_ray(t_data *img)
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ray_y = img->player.y;
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count = 8;
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}//looking straight left or right
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while (count<8)
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{
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//printf("ray_y= %f ray_x= %f\n", ray_y, ray_x);
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mx = (int)(ray_x)>>6;
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my = (int)(ray_y)>>6;
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mp = my * img->map.x + mx;
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//printf("mx=%d my=%d mp= %d\n", mx, my, mp);
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if (mp > 0 && mp < img->map.x * img->map.y && img->map.simple_map[mp] == '1')
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{
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count = 8;
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printf ("horizontal wall\n");
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//printf ("horizontal wall\n");
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//printf("case: x= %d, y= %d mp= %d\n", mx, my, mp);
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dist_h = cos(deg_to_rad(ray_angle)) * (ray_x - img->player.x) - sin(deg_to_rad(ray_angle)) * (ray_y - img->player.y);
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}//hit
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else
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@ -121,6 +157,20 @@ void draw_ray(t_data *img)
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count += 1;
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} //check next horizontal
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}
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printf("dist_h= %f dist_v= %f\n", dist_h, dist_v);
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//printf("dist_h= %f dist_v= %f\n", dist_h, dist_v);
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vx = cos(deg_to_rad(ray_angle));
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vy = -sin(deg_to_rad(ray_angle));
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//printf("player.vx= %f vx= %f player.vy= %f vy= %f\n", img->player.vx, vx, img->player.vy, vy);
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if ((dist_h != -1 || dist_v != -1) && dist_h < dist_v && dist_h > 0)
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{
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print_ray2(img, vx, vy, fabs(dist_h));
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dist_f = dist_h;
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}
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else if (dist_h != -1 || dist_v != -1)
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{
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dist_f = dist_v;
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print_ray2(img, vx, vy, fabs(dist_v));
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}
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ray_angle = reset_angle(ray_angle - 1);
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}
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}
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