Sheldon Lee
2c06859473
The ray-casting is done when camera_update() is called, and distances are stored in the Camera struct.
76 lines
1.9 KiB
C++
76 lines
1.9 KiB
C++
#include "camera.h"
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#include "maths.h"
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#include "level.h"
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#define ROTATION_SPEED PI
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#define TRANSLATIONAL_SPEED 1.f
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static void move(Camera* camera, float t);
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static void castRays(Camera* camera);
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int camera_init(Camera* camera, sf::Vector2f pos, float direction, unsigned int resolution, float fov)
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{
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camera->pos = pos;
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camera->direction = direction;
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camera->resolution = resolution;
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camera->fov = fov;
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camera->rays = (CameraRay*)malloc(sizeof(CameraRay)*resolution);
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return 1;
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}
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void camera_update(Camera* camera, float t)
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{
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if (!camera) return;
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move(camera, t);
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castRays(camera);
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}
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static void move(Camera* camera, float t)
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{
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int forward = 0;
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int rotation = 0;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::F))
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forward += 1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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forward -= 1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::T))
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rotation +=1;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::R))
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rotation -=1;
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float magnitude = forward * t * TRANSLATIONAL_SPEED;
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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->direction += rotation * t * ROTATION_SPEED;
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}
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void camera_destroy(Camera *camera)
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{
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free(camera->rays);
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}
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static void castRays(Camera* camera)
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{
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float rayDirection = 0;
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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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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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camera->rays[i].direction = rayDirection;
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camera->rays[i].distance = level_rayCastDistance(camera->pos, rayDirection);
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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}
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