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init_info_rays.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* init_info_rays.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: abenheni <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/12/04 13:30:24 by abenheni #+# #+# */
/* Updated: 2023/12/04 13:30:25 by abenheni ### ########.fr */
/* */
/* ************************************************************************** */
#include "render_map.h"
static bool is_ray_facing_down(t_ray ray)
{
if (ray.ray_angle > 0 && ray.ray_angle < M_PI)
return (true);
return (false);
}
static bool is_ray_facing_up(t_ray ray)
{
return (!is_ray_facing_down(ray));
}
static bool is_ray_facing_right(t_ray ray)
{
if (ray.ray_angle < 0.5 * M_PI || ray.ray_angle > 1.5 * M_PI)
return (true);
return (false);
}
static bool is_ray_facing_left(t_ray ray)
{
return (!is_ray_facing_right(ray));
}
void init_info_rays(t_ray *ray, double rayAngle)
{
ray->distance = 0;
ray->ray_angle = norm_angl(rayAngle);
ray->is_ray_facing_down = is_ray_facing_down(*ray);
ray->is_ray_facing_up = is_ray_facing_up(*ray);
ray->is_ray_facing_right = is_ray_facing_right(*ray);
ray->is_ray_facing_left = is_ray_facing_left(*ray);
ray->_help.found_vertical_wall_hit = false;
ray->_help.vert_wall_hit_x = 0;
ray->_help.vert_wall_hit_y = 0;
ray->_help.found_horz_wall_hit = false;
ray->_help.wall_hit_x = 0;
ray->_help.wall_hit_y = 0;
}