raycasting/level.cpp

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#include "level.h"
#include <stdio.h>
#include "maths.h"
#define WIDTH 5
#define HEIGHT 5
static void drawGrid();
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static void drawGridLine(unsigned int step, bool isHorizontal);
static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
static void castRay(sf::Vector2f point, float direction);
static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static sf::RenderWindow* window = nullptr;
static unsigned int level[WIDTH * HEIGHT] = {
1, 1, 1, 1, 1,
1, 0, 0, 0, 0,
1, 0, 1, 0, 1,
1, 0, 0, 0, 0,
1, 0, 1, 0, 1,
};
int level_init(sf::RenderWindow* renderWindow)
{
printf("level_init()\n");
window = renderWindow;
return 1;
}
int level_update()
{
if (!window) return 0;
drawGrid();
return 1;
}
void level_end()
{
printf("level_end()\n");
return;
}
float level_rayCastDistance(sf::Vector2f point, float direction)
{
castRay(point, direction);
return 1000.f;
}
static void drawGrid()
{
const sf::Vector2u windowSize = window->getSize();
const unsigned int stepX = windowSize.x/WIDTH;
const unsigned int stepY = windowSize.y/HEIGHT;
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for (unsigned int x = 0; x < WIDTH; x++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
if (!level[y * HEIGHT + x]) continue;
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sf::RectangleShape rectangle(sf::Vector2f(stepY, stepY));
rectangle.setPosition(x * stepX, y * stepY);
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window->draw(rectangle);
}
}
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drawGridLine(stepX, true);
drawGridLine(stepY, false);
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}
static void drawGridLine(unsigned int step, bool isHorizontal)
{
unsigned int lines = isHorizontal? WIDTH : HEIGHT;
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for (unsigned int n = 0; n < lines; n++) {
if (n == 0) continue;
unsigned int offset = n * step;
unsigned int maxDimension = lines * step;
sf::Vertex line[] =
{
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getGridLineVertex(offset, maxDimension, true, isHorizontal),
getGridLineVertex(offset, maxDimension, false, isHorizontal)
};
window->draw(line, 2, sf::Lines);
}
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}
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static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimension, bool isStart, bool isHorizontal)
{
sf::Vertex start;
sf::Vertex end;
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if (isHorizontal) {
start = sf::Vertex(sf::Vector2f(offset, 0));
end = sf::Vertex(sf::Vector2f(offset, maxDimension));
}
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else {
start = sf::Vertex(sf::Vector2f(0, offset));
end = sf::Vertex(sf::Vector2f(maxDimension, offset));
}
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start.color = sf::Color(100, 100, 100);
end.color = sf::Color(100, 100, 100);
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return isStart? start : end;
}
static void castRay(sf::Vector2f point, float direction)
{
const sf::Vector2u windowSize = window->getSize();
const unsigned int tileWidth = windowSize.x/WIDTH;
const unsigned int tileHeight = windowSize.y/HEIGHT;
// dx and dy are the delta x and delta y of closest grid intersection
int indexX, indexY;
float dx, dy;
getGridIndex(point, &indexX, &indexY);
direction = maths_modulo(direction, 2.0f*PI);
bool goingDown = direction < PI;
int signDown = goingDown? 1 : -1;
dy = (float)((indexY + goingDown) * tileHeight) - point.y;
dx = dy/tan(direction);
float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
float horizontalStepY = (float)(signDown * (int)tileHeight);
float horizontalProjectedX = point.x + dx;
float horizontalProjectedY = (indexY + goingDown) * tileHeight;
direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI);
bool goingRight = direction < PI;
int signRight = goingRight? 1 : -1;
dx = (float)((indexX + goingRight) * tileWidth) - point.x;
dy = -dx/tan(direction);
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
float verticalStepX = (float)(signRight * (int)tileHeight);
float verticalProjectedY = point.y + dy;
float verticalProjectedX = (indexX + goingRight) * tileWidth;
bool inLevel;
do {
const float circleRadius = 3.f;
sf::CircleShape circle(circleRadius);
circle.setFillColor(sf::Color::Red);
circle.setPosition(sf::Vector2f(horizontalProjectedX, horizontalProjectedY));
circle.setOrigin(circleRadius, circleRadius);
window->draw(circle);
circle.setPosition(sf::Vector2f(verticalProjectedX, verticalProjectedY));
circle.setOrigin(circleRadius, circleRadius);
window->draw(circle);
horizontalProjectedX += horizontalStepX;
horizontalProjectedY += horizontalStepY;
verticalProjectedX += verticalStepX;
verticalProjectedY += verticalStepY;
int indexX0, indexY0;
int indexX1, indexY1;
getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
getGridIndex(sf::Vector2f(verticalProjectedX, verticalProjectedY), &indexX1, &indexY1);
bool inLevel0 = ((indexX0 >= 0 && indexX0 < WIDTH) && (indexY0 >= 0 && indexY0 < HEIGHT));
bool inLevel1 = ((indexX1 >= 0 && indexX1 < WIDTH) && (indexY1 >= 0 && indexY1 < HEIGHT));
inLevel = inLevel0 || inLevel1;
} while (inLevel);
}
static void getGridIndex(sf::Vector2f point, int* x, int* y)
{
const sf::Vector2u windowSize = window->getSize();
*x = point.x / (int)(windowSize.x / WIDTH);
*y = point.y / (int)(windowSize.y / HEIGHT);
if (*x < 0 || WIDTH <= *x) *x = -1;
if (*y < 0 || HEIGHT <= *y) *y = -1;
}