Ray casting now working

This commit is contained in:
Sheldon Lee 2023-04-07 05:34:22 +01:00
parent 3402fb50d9
commit ccfe9fd786
3 changed files with 71 additions and 48 deletions

View File

@ -49,7 +49,7 @@ static void drawRays(Camera* camera, sf::RenderWindow* window)
float distance = level_rayCastDistance(camera->pos, rayDirection);
drawLine(window, camera->pos, rayDirection, distance, sf::Color::Blue);
drawLine(window, camera->pos, rayDirection, distance, sf::Color(150, 150, 100));
if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
}

115
level.cpp
View File

@ -10,17 +10,17 @@ 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 float 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] = {
1, 1, 1, 1, 1,
1, 0, 0, 0, 0,
1, 0, 1, 0, 1,
1, 0, 0, 0, 0,
1, 0, 1, 0, 1,
0, 0, 0, 0, 0,
0, 0, 1, 0, 1,
0, 0, 0, 0, 0,
0, 0, 1, 0, 1,
};
int level_init(sf::RenderWindow* renderWindow)
@ -45,8 +45,7 @@ void level_end()
float level_rayCastDistance(sf::Vector2f point, float direction)
{
castRay(point, direction);
return 1000.f;
return castRay(point, direction);
}
static void drawGrid()
@ -107,73 +106,97 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
return isStart? start : end;
}
static void castRay(sf::Vector2f point, float direction)
static float 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);
// The horizontal* and vertical* variables correspond to variables, that
// are used to calculate the horizontal and vertical grid intersection points
// respectively. The horizontal and vertical grid intersections are done
// separately.
//
// The *Dy and *Dx variables are the deltas to the nearest grid boundary.
//
// The *StepX and *StepY variables are the regular x and y steps from the
// initial boundary intersection along the ray.
//
// The *ProjectedX and *ProjectedY variables are projected coordinates of the
// grid intersections along the ray.
//
// The *DistCoeff variables store the coefficient of sin(direction) used to
// calculate distance travelled along the ray, without having to do extra
// calls to sin(), as the direction doesn't change.
direction = maths_modulo(direction, 2.0f*PI); // modulo to keep the angle between 0 and 2 PI radians
bool goingDown = direction < PI;
int signDown = goingDown? 1 : -1;
dy = (float)((indexY + goingDown) * tileHeight) - point.y;
dx = dy/tan(direction);
float horizontalDy = (float)((indexY + goingDown) * tileHeight) - point.y;
float horizontalDx = horizontalDy/tan(direction);
float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
float horizontalStepY = (float)(signDown * (int)tileHeight);
float horizontalProjectedX = point.x + dx;
float horizontalProjectedX = point.x + horizontalDx;
float horizontalProjectedY = (indexY + goingDown) * tileHeight;
direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI);
float horizontalDistCoeff = sin(direction);
float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI); // rotate angle by 90 degrees for ease of calaculation
bool goingRight = direction < PI;
int signRight = goingRight? 1 : -1;
dx = (float)((indexX + goingRight) * tileWidth) - point.x;
dy = -dx/tan(direction);
float verticalDx = (float)((indexX + goingRight) * tileWidth) - point.x;
float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); // y axis also flipped here
float verticalStepX = (float)(signRight * (int)tileHeight);
float verticalProjectedY = point.y + dy;
float verticalProjectedY = point.y + verticalDy;
float verticalProjectedX = (indexX + goingRight) * tileWidth;
bool inLevel;
do {
const float circleRadius = 3.f;
sf::CircleShape circle(circleRadius);
float verticalDistCoeff = sin(direction);
float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
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;
while (true) {
int indexX0, indexY0; // store grid indices for horizontal intersections
int indexX1, indexY1; // store grid indices for vertical intersections
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));
// If the ray going up or to left, the intersection points will give an index
// of the cells below or to the right of the cell boundaries. For those cases,
// the appropriate indices will be reduced by one.
indexY0 -= !goingDown;
indexX1 -= !goingRight;
inLevel = inLevel0 || inLevel1;
} while (inLevel);
bool inLevel0 = indexX0 != -1 && indexY0 != -1;
bool inLevel1 = indexX1 != -1 && indexY1 != -1;
if (!(inLevel0 || inLevel1)) break;
if (horizontalRayDist < verticalRayDist) {
if (level[indexY0 * WIDTH + indexX0]) return horizontalRayDist;
horizontalProjectedX += horizontalStepX;
horizontalProjectedY += horizontalStepY;
horizontalRayDist += std::abs(horizontalStepY/horizontalDistCoeff);
}
else {
if (level[indexY1 * WIDTH + indexX1]) return verticalRayDist;
verticalProjectedX += verticalStepX;
verticalProjectedY += verticalStepY;
verticalRayDist += std::abs(verticalStepX/verticalDistCoeff);
}
};
return 1000.f;
}
static void getGridIndex(sf::Vector2f point, int* x, int* y)

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@ -12,7 +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, 50, 2.0f*PI };
static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 100, 2.0f*PI };
int view_init()
{