Implment getting horizontal/vertical intesections of ray casting.
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ca50b6f4b7
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3402fb50d9
26
camera.cpp
26
camera.cpp
@ -1,11 +1,9 @@
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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 "maths.h"
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#include "level.h"
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#include "level.h"
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#define PI 3.14159265
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#define ROTATION_SPEED PI
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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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#define TRANSLATIONAL_SPEED 100.f
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static void draw(Camera* camera, sf::RenderWindow* window);
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static void draw(Camera* camera, sf::RenderWindow* window);
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@ -36,14 +34,24 @@ 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 drawRays(Camera* camera, sf::RenderWindow* window)
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{
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{
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float halfFOV = camera->fov/2.f;
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float rayDirection = 0;
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float rayDirection = camera->direction - halfFOV;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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bool isOddResolution = (camera->resolution % 2);
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float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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for (unsigned int i = 0; i < camera->resolution; i++) {
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if (isOddResolution && i == 0)
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rayDirection = camera->direction;
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else if (i % 2)
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rayDirection = camera->direction - rayDirectionOffset;
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else
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rayDirection = camera->direction + rayDirectionOffset;
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float distance = level_rayCastDistance(camera->pos, rayDirection);
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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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drawLine(window, camera->pos, rayDirection, distance, sf::Color::Blue);
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rayDirection += rayDirectionStep;
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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}
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}
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}
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@ -51,7 +59,7 @@ static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, fl
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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 * DEG_RAD), length * sin(angle * DEG_RAD));
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sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
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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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@ -77,7 +85,7 @@ static void move(Camera* camera, float t)
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rotation -=1;
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rotation -=1;
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float magnitude = forward * t * TRANSLATIONAL_SPEED;
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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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sf::Vector2f offset(magnitude * cos(camera->direction), magnitude *sin(camera->direction));
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camera->pos += offset;
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camera->pos += offset;
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camera->direction += rotation * t * ROTATION_SPEED;
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camera->direction += rotation * t * ROTATION_SPEED;
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94
level.cpp
94
level.cpp
@ -1,6 +1,8 @@
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#include "level.h"
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#include "level.h"
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#include <stdio.h>
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#include <stdio.h>
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#include "maths.h"
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#define WIDTH 5
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#define WIDTH 5
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#define HEIGHT 5
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#define HEIGHT 5
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@ -8,6 +10,9 @@ static void drawGrid();
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static void drawGridLine(unsigned int step, bool isHorizontal);
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static void drawGridLine(unsigned int step, bool isHorizontal);
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static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
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static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
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static void castRay(sf::Vector2f point, float direction);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static sf::RenderWindow* window = nullptr;
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static sf::RenderWindow* window = nullptr;
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static unsigned int level[WIDTH * HEIGHT] = {
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static unsigned int level[WIDTH * HEIGHT] = {
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@ -40,14 +45,15 @@ void level_end()
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float level_rayCastDistance(sf::Vector2f point, float direction)
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float level_rayCastDistance(sf::Vector2f point, float direction)
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{
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{
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return 100.f;
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castRay(point, direction);
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return 1000.f;
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}
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}
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static void drawGrid()
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static void drawGrid()
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{
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{
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const sf::Vector2u windowSize = window->getSize();
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const sf::Vector2u windowSize = window->getSize();
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unsigned int stepX = windowSize.x/WIDTH;
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const unsigned int stepX = windowSize.x/WIDTH;
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unsigned int stepY = windowSize.y/HEIGHT;
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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 x = 0; x < WIDTH; x++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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@ -100,3 +106,83 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
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end.color = sf::Color(100, 100, 100);
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end.color = sf::Color(100, 100, 100);
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return isStart? start : end;
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return isStart? start : end;
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}
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}
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static void castRay(sf::Vector2f point, float direction)
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{
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const sf::Vector2u windowSize = window->getSize();
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const unsigned int tileWidth = windowSize.x/WIDTH;
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const unsigned int tileHeight = windowSize.y/HEIGHT;
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// dx and dy are the delta x and delta y of closest grid intersection
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int indexX, indexY;
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float dx, dy;
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getGridIndex(point, &indexX, &indexY);
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direction = maths_modulo(direction, 2.0f*PI);
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bool goingDown = direction < PI;
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int signDown = goingDown? 1 : -1;
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dy = (float)((indexY + goingDown) * tileHeight) - point.y;
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dx = dy/tan(direction);
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float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
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float horizontalStepY = (float)(signDown * (int)tileHeight);
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float horizontalProjectedX = point.x + dx;
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float horizontalProjectedY = (indexY + goingDown) * tileHeight;
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direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI);
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bool goingRight = direction < PI;
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int signRight = goingRight? 1 : -1;
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dx = (float)((indexX + goingRight) * tileWidth) - point.x;
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dy = -dx/tan(direction);
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float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
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float verticalStepX = (float)(signRight * (int)tileHeight);
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float verticalProjectedY = point.y + dy;
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float verticalProjectedX = (indexX + goingRight) * tileWidth;
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bool inLevel;
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do {
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const float circleRadius = 3.f;
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sf::CircleShape circle(circleRadius);
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circle.setFillColor(sf::Color::Red);
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circle.setPosition(sf::Vector2f(horizontalProjectedX, horizontalProjectedY));
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circle.setOrigin(circleRadius, circleRadius);
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window->draw(circle);
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circle.setPosition(sf::Vector2f(verticalProjectedX, verticalProjectedY));
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circle.setOrigin(circleRadius, circleRadius);
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window->draw(circle);
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horizontalProjectedX += horizontalStepX;
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horizontalProjectedY += horizontalStepY;
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verticalProjectedX += verticalStepX;
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verticalProjectedY += verticalStepY;
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int indexX0, indexY0;
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int indexX1, indexY1;
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getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
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getGridIndex(sf::Vector2f(verticalProjectedX, verticalProjectedY), &indexX1, &indexY1);
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bool inLevel0 = ((indexX0 >= 0 && indexX0 < WIDTH) && (indexY0 >= 0 && indexY0 < HEIGHT));
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bool inLevel1 = ((indexX1 >= 0 && indexX1 < WIDTH) && (indexY1 >= 0 && indexY1 < HEIGHT));
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inLevel = inLevel0 || inLevel1;
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} while (inLevel);
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}
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static void getGridIndex(sf::Vector2f point, int* x, int* y)
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{
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const sf::Vector2u windowSize = window->getSize();
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*x = point.x / (int)(windowSize.x / WIDTH);
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*y = point.y / (int)(windowSize.y / HEIGHT);
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if (*x < 0 || WIDTH <= *x) *x = -1;
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if (*y < 0 || HEIGHT <= *y) *y = -1;
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}
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7
maths.cpp
Normal file
7
maths.cpp
Normal file
@ -0,0 +1,7 @@
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#include "maths.h"
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float maths_modulo(float a, float b)
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{
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float r = fmod(a, b);
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return r < 0? r + b : r;
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}
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11
maths.h
Normal file
11
maths.h
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@ -0,0 +1,11 @@
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#ifndef MATHS_H
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#define MATHS_H
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#include <cmath>
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#define PI 3.14159265
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#define DEG_RAD PI/180.f
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float maths_modulo(float a, float b);
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#endif
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3
view.cpp
3
view.cpp
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#include "level.h"
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#include "level.h"
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#include "camera.h"
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#include "camera.h"
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#include "maths.h"
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static int handleKeyCode(sf::Keyboard::Key key);
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static int handleKeyCode(sf::Keyboard::Key key);
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@ -11,7 +12,7 @@ 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 sf::Clock timer;
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 20, 360.f };
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 50, 2.0f*PI };
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int view_init()
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int view_init()
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{
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{
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