Add camera movement
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15c3fe7604
commit
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44
camera.cpp
44
camera.cpp
@ -1,24 +1,40 @@
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#include "camera.h"
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#include "camera.h"
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#include <cmath>
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#include <cmath>
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#include <SFML/Graphics/Color.hpp>
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#define PI 3.14159265
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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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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color);
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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 draw(Camera* camera, sf::RenderWindow* window);
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static void move(Camera* camera, float t);
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void camera_update(Camera* camera, sf::RenderWindow* window)
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void camera_update(Camera* camera, sf::RenderWindow* window, float t)
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{
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{
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if (!camera || !window) return;
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if (!camera || !window) return;
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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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drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red);
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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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}
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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 drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color)
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{
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{
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if (!window) return;
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if (!window) return;
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sf::Vector2f endOffset(length * cos(angle * PI/180.f), length * sin(angle * PI/180.3));
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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 start(pos);
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sf::Vertex end(pos + endOffset);
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sf::Vertex end(pos + endOffset);
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@ -29,3 +45,23 @@ static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, fl
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window->draw(line, 2, sf::Lines);
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window->draw(line, 2, sf::Lines);
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}
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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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5
camera.h
5
camera.h
@ -1,8 +1,7 @@
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#ifndef CAMERA_H
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#ifndef CAMERA_H
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#define CAMERA_H
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#define CAMERA_H
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/System/Vector2.hpp>
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typedef struct
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typedef struct
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{
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{
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@ -12,6 +11,6 @@ typedef struct
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float fov;
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float fov;
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} Camera;
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} Camera;
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void camera_update(Camera* camera, sf::RenderWindow* window);
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void camera_update(Camera* camera, sf::RenderWindow* window, float t);
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#endif
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#endif
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5
view.cpp
5
view.cpp
@ -9,6 +9,7 @@ static int handleKeyCode(sf::Keyboard::Key key);
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
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static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
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static sf::Clock timer;
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 1.f, 70.f };
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 1.f, 70.f };
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@ -37,8 +38,10 @@ int view_update()
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}
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}
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window.clear();
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window.clear();
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sf::Time t = timer.restart();
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if (!level_update()) return 0;
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if (!level_update()) return 0;
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camera_update(&camera, &window);
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camera_update(&camera, &window, t.asSeconds());
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window.display();
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window.display();
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return 1;
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return 1;
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