Ray casting now working
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3402fb50d9
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@ -49,7 +49,7 @@ static void drawRays(Camera* camera, sf::RenderWindow* window)
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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(150, 150, 100));
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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115
level.cpp
115
level.cpp
@ -10,17 +10,17 @@ static void drawGrid();
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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 void castRay(sf::Vector2f point, float direction);
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static float 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 unsigned int level[WIDTH * HEIGHT] = {
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1, 1, 1, 1, 1,
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1, 0, 0, 0, 0,
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1, 0, 1, 0, 1,
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1, 0, 0, 0, 0,
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1, 0, 1, 0, 1,
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0, 0, 0, 0, 0,
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0, 0, 1, 0, 1,
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0, 0, 0, 0, 0,
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0, 0, 1, 0, 1,
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};
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int level_init(sf::RenderWindow* renderWindow)
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@ -45,8 +45,7 @@ void level_end()
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float level_rayCastDistance(sf::Vector2f point, float direction)
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{
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castRay(point, direction);
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return 1000.f;
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return castRay(point, direction);
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}
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static void drawGrid()
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@ -107,73 +106,97 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
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return isStart? start : end;
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}
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static void castRay(sf::Vector2f point, float direction)
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static float 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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// The horizontal* and vertical* variables correspond to variables, that
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// are used to calculate the horizontal and vertical grid intersection points
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// respectively. The horizontal and vertical grid intersections are done
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// separately.
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//
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// The *Dy and *Dx variables are the deltas to the nearest grid boundary.
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//
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// The *StepX and *StepY variables are the regular x and y steps from the
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// initial boundary intersection along the ray.
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//
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// The *ProjectedX and *ProjectedY variables are projected coordinates of the
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// grid intersections along the ray.
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//
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// The *DistCoeff variables store the coefficient of sin(direction) used to
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// calculate distance travelled along the ray, without having to do extra
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// calls to sin(), as the direction doesn't change.
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direction = maths_modulo(direction, 2.0f*PI); // modulo to keep the angle between 0 and 2 PI radians
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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 horizontalDy = (float)((indexY + goingDown) * tileHeight) - point.y;
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float horizontalDx = horizontalDy/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 horizontalProjectedX = point.x + horizontalDx;
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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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float horizontalDistCoeff = sin(direction);
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float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
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direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI); // rotate angle by 90 degrees for ease of calaculation
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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 verticalDx = (float)((indexX + goingRight) * tileWidth) - point.x;
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float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
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float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
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float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); // y axis also flipped here
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float verticalStepX = (float)(signRight * (int)tileHeight);
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float verticalProjectedY = point.y + dy;
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float verticalProjectedY = point.y + verticalDy;
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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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float verticalDistCoeff = sin(direction);
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float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
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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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while (true) {
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int indexX0, indexY0; // store grid indices for horizontal intersections
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int indexX1, indexY1; // store grid indices for vertical intersections
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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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// If the ray going up or to left, the intersection points will give an index
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// of the cells below or to the right of the cell boundaries. For those cases,
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// the appropriate indices will be reduced by one.
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indexY0 -= !goingDown;
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indexX1 -= !goingRight;
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inLevel = inLevel0 || inLevel1;
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} while (inLevel);
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bool inLevel0 = indexX0 != -1 && indexY0 != -1;
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bool inLevel1 = indexX1 != -1 && indexY1 != -1;
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if (!(inLevel0 || inLevel1)) break;
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if (horizontalRayDist < verticalRayDist) {
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if (level[indexY0 * WIDTH + indexX0]) return horizontalRayDist;
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horizontalProjectedX += horizontalStepX;
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horizontalProjectedY += horizontalStepY;
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horizontalRayDist += std::abs(horizontalStepY/horizontalDistCoeff);
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}
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else {
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if (level[indexY1 * WIDTH + indexX1]) return verticalRayDist;
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verticalProjectedX += verticalStepX;
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verticalProjectedY += verticalStepY;
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verticalRayDist += std::abs(verticalStepX/verticalDistCoeff);
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}
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};
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return 1000.f;
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}
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static void getGridIndex(sf::Vector2f point, int* x, int* y)
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2
view.cpp
2
view.cpp
@ -12,7 +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::Clock timer;
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 50, 2.0f*PI };
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 100, 2.0f*PI };
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int view_init()
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{
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