Sheldon Lee
2c06859473
The ray-casting is done when camera_update() is called, and distances are stored in the Camera struct.
151 lines
4.5 KiB
C++
151 lines
4.5 KiB
C++
#include "level.h"
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#include "maths.h"
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#define WIDTH 5
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#define HEIGHT 5
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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 unsigned int level[WIDTH * HEIGHT] = {
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0, 0, 1, 1, 1,
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0, 0, 0, 0, 0,
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1, 0, 1, 0, 1,
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1, 0, 0, 0, 1,
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1, 0, 1, 1, 1,
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};
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int level_init()
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{
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return 1;
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}
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void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize)
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{
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if (!renderTarget) return;
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}
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void level_end()
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{
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return;
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}
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float level_rayCastDistance(sf::Vector2f point, float direction)
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{
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return castRay(point, direction);
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}
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void level_getDimensions(unsigned int* width, unsigned int* height)
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{
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*width = WIDTH;
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*height = HEIGHT;
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}
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unsigned int level_getGridValue(unsigned int x, unsigned int y)
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{
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if (x < 0 || WIDTH <= x) return 0;
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if (y < 0 || HEIGHT <= y) return 0;
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return level[y * HEIGHT + x];
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}
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static float castRay(sf::Vector2f point, float direction)
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{
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int indexX, indexY;
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getGridIndex(point, &indexX, &indexY);
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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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float horizontalDy = (float)(indexY + goingDown) - point.y;
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float horizontalDx = horizontalDy/tan(direction);
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float horizontalStepX = ((float)signDown * (1.f/tan(direction)));
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float horizontalStepY = (float)signDown;
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float horizontalProjectedX = point.x + horizontalDx;
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float horizontalProjectedY = indexY + goingDown;
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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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float verticalDx = (float)(indexX + goingRight) - 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 * (1.f/tan(direction))); // y axis also flipped here
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float verticalStepX = (float)signRight;
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float verticalProjectedY = point.y + verticalDy;
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float verticalProjectedX = indexX + goingRight;
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float verticalDistCoeff = sin(direction);
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float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
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unsigned int tries = WIDTH * HEIGHT;
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while (tries--) {
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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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// 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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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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{
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*x = point.x;
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*y = point.y;
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if (*x < 0 || WIDTH <= *x) *x = -1;
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if (*y < 0 || HEIGHT <= *y) *y = -1;
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}
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