raycasting/camera.cpp

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#include "camera.h"
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#include <stdio.h>
#include "maths.h"
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#define ROTATION_SPEED PI
#define TRANSLATIONAL_SPEED 1.f
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static void move(Camera* camera, float t);
static void castRays(Camera* camera);
int camera_init(Camera* camera, sf::Vector2f pos, float direction, unsigned int resolution, float fov)
{
camera->pos = pos;
camera->direction = direction;
camera->resolution = resolution;
camera->fov = fov;
camera->rays = (CameraRay*)malloc(sizeof(CameraRay)*resolution);
return 1;
}
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void camera_update(Camera* camera, float t)
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{
if (!camera) return;
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move(camera, t);
castRays(camera);
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}
static void move(Camera* camera, float t)
{
int forward = 0;
int rotation = 0;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F))
forward += 1;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
forward -= 1;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::T))
rotation +=1;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::R))
rotation -=1;
float magnitude = forward * t * TRANSLATIONAL_SPEED;
sf::Vector2f offset(magnitude * cos(camera->direction), magnitude * sin(camera->direction));
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camera->pos += offset;
camera->direction += rotation * t * ROTATION_SPEED;
}
void camera_destroy(Camera *camera)
{
free(camera->rays);
}
static void castRays(Camera* camera)
{
float rayDirectionStep = camera->fov / (float)camera->resolution;
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float rayDirection = camera->direction - camera->fov/2.f + rayDirectionStep/2.f;
for (unsigned int i = 0; i < camera->resolution; i++) {
camera->rays[i].direction = rayDirection;
camera->rays[i].distance = level_rayCast(camera->pos, rayDirection, &camera->rays[i].tileData);
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rayDirection += rayDirectionStep;
}
}