#include "camera.h" #include "maths.h" #include "level.h" #define ROTATION_SPEED PI #define TRANSLATIONAL_SPEED 100.f static void draw(Camera* camera, sf::RenderWindow* window); static void drawRays(Camera* camera, sf::RenderWindow* window); static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color); static void move(Camera* camera, float t); void camera_update(Camera* camera, sf::RenderWindow* window, float t) { if (!camera || !window) return; draw(camera, window); move(camera, t); } static void draw(Camera* camera, sf::RenderWindow* window) { const float circleRadius = 5.f; sf::CircleShape circle(circleRadius); circle.setPosition(camera->pos); circle.setOrigin(circleRadius, circleRadius); circle.setFillColor(sf::Color::Green); drawRays(camera, window); drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red); window->draw(circle); } static void drawRays(Camera* camera, sf::RenderWindow* window) { 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); if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep; } } static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color) { if (!window) return; sf::Vector2f endOffset(length * cos(angle), length * sin(angle)); sf::Vertex start(pos); sf::Vertex end(pos + endOffset); start.color = color; end.color = color; sf::Vertex line[] = { start, end }; window->draw(line, 2, sf::Lines); } static void move(Camera* camera, float t) { int forward = 0; int rotation = 0; if (sf::Keyboard::isKeyPressed(sf::Keyboard::F)) forward += 1; if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) forward -= 1; if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) rotation +=1; if (sf::Keyboard::isKeyPressed(sf::Keyboard::R)) rotation -=1; float magnitude = forward * t * TRANSLATIONAL_SPEED; sf::Vector2f offset(magnitude * cos(camera->direction), magnitude *sin(camera->direction)); camera->pos += offset; camera->direction += rotation * t * ROTATION_SPEED; }