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#include "camera.h"
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2023-04-01 07:16:14 +08:00
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#include <cmath>
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#include "level.h"
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2023-04-01 07:16:14 +08:00
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#define PI 3.14159265
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#define DEG_RAD PI/180.f
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#define ROTATION_SPEED 180
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#define TRANSLATIONAL_SPEED 100.f
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2023-04-02 07:41:32 +08:00
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static void draw(Camera* camera, sf::RenderWindow* window);
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static void drawRays(Camera* camera, sf::RenderWindow* window);
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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color);
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static void move(Camera* camera, float t);
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void camera_update(Camera* camera, sf::RenderWindow* window, float t)
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{
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if (!camera || !window) return;
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2023-04-02 07:41:32 +08:00
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draw(camera, window);
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move(camera, t);
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}
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static void draw(Camera* camera, sf::RenderWindow* window)
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{
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const float circleRadius = 5.f;
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sf::CircleShape circle(circleRadius);
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circle.setPosition(camera->pos);
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circle.setOrigin(circleRadius, circleRadius);
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circle.setFillColor(sf::Color::Green);
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drawRays(camera, window);
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drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red);
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window->draw(circle);
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}
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static void drawRays(Camera* camera, sf::RenderWindow* window)
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{
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float halfFOV = camera->fov/2.f;
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float rayDirection = camera->direction - halfFOV;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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float distance = level_rayCastDistance(camera->pos, rayDirection);
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drawLine(window, camera->pos, rayDirection, distance, sf::Color::Blue);
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rayDirection += rayDirectionStep;
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}
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}
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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color)
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{
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if (!window) return;
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sf::Vector2f endOffset(length * cos(angle * DEG_RAD), length * sin(angle * DEG_RAD));
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sf::Vertex start(pos);
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sf::Vertex end(pos + endOffset);
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start.color = color;
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end.color = color;
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sf::Vertex line[] = { start, end };
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window->draw(line, 2, sf::Lines);
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}
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static void move(Camera* camera, float t)
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{
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int forward = 0;
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int rotation = 0;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::F))
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forward += 1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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forward -= 1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::T))
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rotation +=1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::R))
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rotation -=1;
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float magnitude = forward * t * TRANSLATIONAL_SPEED;
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sf::Vector2f offset(magnitude * cos(camera->direction * DEG_RAD), magnitude *sin(camera->direction * DEG_RAD));
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camera->pos += offset;
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camera->direction += rotation * t * ROTATION_SPEED;
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}
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