raycaster/src/ray.c
2023-04-22 21:47:58 -04:00

105 lines
2.1 KiB
C

#include "ray.h"
#include "map.h"
#include <math.h>
float v2_cross(v2 a, v2 b) {
return fabs(a.x * b.y - a.y * b.x);
}
float v2_len(v2 a) {
return sqrt(a.x * a.x + a.y * a.y);
}
float v2_dist(v2 a, v2 b) {
return sqrt(v2_square_dist(a, b));
}
float v2_square_dist(v2 a, v2 b) {
return pow(a.x - b.x, 2) + pow(a.y - b.y, 2);
}
uint32_t cast_ray(v2 pos, float theta, v2* hit_pos) {
const v2i move = {
sign(cos(theta)),
sign(sin(theta)),
};
const v2i offset = {
move.x == -1 ? 1 : 0,
move.y == -1 ? 1 : 0
};
const float tanc = tan(theta);
const float cotc = tan(PIH - (theta));
v2i posi = {
(int)pos.x + offset.x,
(int)pos.y + offset.y
};
bool fx = false;
uint32_t vx = 0;
float x;
while (!fx) {
posi.y += move.y;
x = cotc * (posi.y - pos.y) + pos.x;
if (fabs(x) - pos.x >= MAP_SIZE) break;
vx = value((int)x, posi.y - offset.y);
if (vx != 0) {
fx = true;
}
}
bool fy = false;
uint32_t vy = 0;
float y;
while (!fy) {
posi.x += move.x;
y = tanc * (posi.x - pos.x) + pos.y;
if (fabs(y) - pos.y >= MAP_SIZE) break;
vy = value(posi.x - offset.x, (int)y);
if (vy != 0) {
fy = true;
}
}
uint32_t hit;
if (!fx && !fy) {
hit = 0;
hit_pos->x = pos.x + 1000 * move.x;
hit_pos->y = pos.y + 1000 * move.y;
return false;
} else if (fx && !fy) {
hit = vx;
hit_pos->x = x;
hit_pos->y = posi.y;
} else if (fy && !fx) {
hit = vy;
hit_pos->x = posi.x;
hit_pos->y = y;
} else {
const v2 posx = {x, posi.y};
const v2 posy = {posi.x, y};
if (v2_square_dist(posx, pos) < v2_square_dist(posy, pos)) {
hit = vx;
hit_pos->x = x;
hit_pos->y = posi.y;
} else {
hit = vy;
hit_pos->x = posi.x;
hit_pos->y= y;
}
}
return hit;
}