Implment getting horizontal/vertical intesections of ray casting.

This commit is contained in:
Sheldon Lee 2023-04-04 20:02:49 +01:00
parent ca50b6f4b7
commit 3402fb50d9
5 changed files with 127 additions and 14 deletions

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@ -1,11 +1,9 @@
#include "camera.h"
#include <cmath>
#include "maths.h"
#include "level.h"
#define PI 3.14159265
#define DEG_RAD PI/180.f
#define ROTATION_SPEED 180
#define ROTATION_SPEED PI
#define TRANSLATIONAL_SPEED 100.f
static void draw(Camera* camera, sf::RenderWindow* window);
@ -36,14 +34,24 @@ static void draw(Camera* camera, sf::RenderWindow* window)
static void drawRays(Camera* camera, sf::RenderWindow* window)
{
float halfFOV = camera->fov/2.f;
float rayDirection = camera->direction - halfFOV;
float rayDirection = 0;
float rayDirectionStep = camera->fov / (float)camera->resolution;
bool isOddResolution = (camera->resolution % 2);
float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
for (unsigned int i = 0; i < camera->resolution; i++) {
if (isOddResolution && i == 0)
rayDirection = camera->direction;
else if (i % 2)
rayDirection = camera->direction - rayDirectionOffset;
else
rayDirection = camera->direction + rayDirectionOffset;
float distance = level_rayCastDistance(camera->pos, rayDirection);
drawLine(window, camera->pos, rayDirection, distance, sf::Color::Blue);
rayDirection += rayDirectionStep;
if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
}
}
@ -51,7 +59,7 @@ static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, fl
{
if (!window) return;
sf::Vector2f endOffset(length * cos(angle * DEG_RAD), length * sin(angle * DEG_RAD));
sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
sf::Vertex start(pos);
sf::Vertex end(pos + endOffset);
@ -77,7 +85,7 @@ static void move(Camera* camera, float t)
rotation -=1;
float magnitude = forward * t * TRANSLATIONAL_SPEED;
sf::Vector2f offset(magnitude * cos(camera->direction * DEG_RAD), magnitude *sin(camera->direction * DEG_RAD));
sf::Vector2f offset(magnitude * cos(camera->direction), magnitude *sin(camera->direction));
camera->pos += offset;
camera->direction += rotation * t * ROTATION_SPEED;

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@ -1,6 +1,8 @@
#include "level.h"
#include "level.h"
#include <stdio.h>
#include "maths.h"
#define WIDTH 5
#define HEIGHT 5
@ -8,6 +10,9 @@ static void drawGrid();
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);
static sf::RenderWindow* window = nullptr;
static unsigned int level[WIDTH * HEIGHT] = {
@ -40,14 +45,15 @@ void level_end()
float level_rayCastDistance(sf::Vector2f point, float direction)
{
return 100.f;
castRay(point, direction);
return 1000.f;
}
static void drawGrid()
{
const sf::Vector2u windowSize = window->getSize();
unsigned int stepX = windowSize.x/WIDTH;
unsigned int stepY = windowSize.y/HEIGHT;
const unsigned int stepX = windowSize.x/WIDTH;
const unsigned int stepY = windowSize.y/HEIGHT;
for (unsigned int x = 0; x < WIDTH; x++) {
for (unsigned int y = 0; y < HEIGHT; y++) {
@ -100,3 +106,83 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
end.color = sf::Color(100, 100, 100);
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;
}

7
maths.cpp Normal file
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@ -0,0 +1,7 @@
#include "maths.h"
float maths_modulo(float a, float b)
{
float r = fmod(a, b);
return r < 0? r + b : r;
}

11
maths.h Normal file
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@ -0,0 +1,11 @@
#ifndef MATHS_H
#define MATHS_H
#include <cmath>
#define PI 3.14159265
#define DEG_RAD PI/180.f
float maths_modulo(float a, float b);
#endif

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@ -4,6 +4,7 @@
#include "level.h"
#include "camera.h"
#include "maths.h"
static int handleKeyCode(sf::Keyboard::Key key);
@ -11,7 +12,7 @@ static sf::Uint32 style = sf::Style::Titlebar;
static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
static sf::Clock timer;
static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 20, 360.f };
static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 50, 2.0f*PI };
int view_init()
{