raycasting/camera.cpp

93 lines
2.6 KiB
C++

#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;
}