|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include <SFML/Graphics.hpp>
|
|
|
|
#include <iostream>
|
|
|
|
#include "Map.h"
|
|
|
|
#include <Ray.h>
|
|
|
|
#include "util.hpp"
|
|
|
|
|
|
|
|
Ray::Ray(
|
|
|
|
Map *map,
|
|
|
|
sf::Vector2<int> resolution,
|
|
|
|
sf::Vector2<int> pixel,
|
|
|
|
sf::Vector3<float> camera_position,
|
|
|
|
sf::Vector3<float> ray_direction) {
|
|
|
|
|
|
|
|
this->pixel = pixel;
|
|
|
|
this->map = map;
|
|
|
|
origin = camera_position;
|
|
|
|
direction = ray_direction;
|
|
|
|
dimensions = map->getDimensions();
|
|
|
|
}
|
|
|
|
|
|
|
|
sf::Color Ray::Cast() {
|
|
|
|
|
|
|
|
// Setup the voxel step based on what direction the ray is pointing
|
|
|
|
sf::Vector3<int> voxel_step(1, 1, 1);
|
|
|
|
voxel_step.x *= (direction.x > 0) - (direction.x < 0);
|
|
|
|
voxel_step.y *= (direction.y > 0) - (direction.y < 0);
|
|
|
|
voxel_step.z *= (direction.z > 0) - (direction.z < 0);
|
|
|
|
|
|
|
|
// Setup the voxel coords from the camera origin
|
|
|
|
voxel = sf::Vector3<int>(
|
|
|
|
floorf(origin.x),
|
|
|
|
floorf(origin.y),
|
|
|
|
floorf(origin.z)
|
|
|
|
);
|
|
|
|
|
|
|
|
// Delta T is the units a ray must travel along an axis in order to
|
|
|
|
// traverse an integer split
|
|
|
|
delta_t = sf::Vector3<float>(
|
|
|
|
fabsf(1.0f / direction.x),
|
|
|
|
fabsf(1.0f / direction.y),
|
|
|
|
fabsf(1.0f / direction.z)
|
|
|
|
);
|
|
|
|
|
|
|
|
// Intersection T is the collection of the next intersection points
|
|
|
|
// for all 3 axis XYZ.
|
|
|
|
intersection_t = sf::Vector3<float>(
|
|
|
|
delta_t.x,
|
|
|
|
delta_t.y,
|
|
|
|
delta_t.z
|
|
|
|
);
|
|
|
|
|
|
|
|
int dist = 0;
|
|
|
|
|
|
|
|
// Andrew Woo's raycasting algo
|
|
|
|
do {
|
|
|
|
if ((intersection_t.x) < (intersection_t.y)) {
|
|
|
|
if ((intersection_t.x) < (intersection_t.z)) {
|
|
|
|
|
|
|
|
voxel.x += voxel_step.x;
|
|
|
|
intersection_t.x = intersection_t.x + delta_t.x;
|
|
|
|
} else {
|
|
|
|
|
|
|
|
voxel.z += voxel_step.z;
|
|
|
|
intersection_t.z = intersection_t.z + delta_t.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ((intersection_t.y) < (intersection_t.z)) {
|
|
|
|
|
|
|
|
voxel.y += voxel_step.y;
|
|
|
|
intersection_t.y = intersection_t.y + delta_t.y;
|
|
|
|
} else {
|
|
|
|
|
|
|
|
voxel.z += voxel_step.z;
|
|
|
|
intersection_t.z = intersection_t.z + delta_t.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the ray went out of bounds
|
|
|
|
if (voxel.z >= dimensions.z) {
|
|
|
|
return sf::Color(0, 0, 255, 50);
|
|
|
|
}
|
|
|
|
if (voxel.x >= dimensions.x) {
|
|
|
|
return sf::Color(0, 0, 255, 100);
|
|
|
|
}
|
|
|
|
if (voxel.y >= dimensions.x) {
|
|
|
|
return sf::Color(0, 0, 255, 150);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (voxel.x < 0) {
|
|
|
|
return sf::Color(0, 255, 0, 150);
|
|
|
|
}
|
|
|
|
if (voxel.y < 0) {
|
|
|
|
return sf::Color(0, 255, 0, 100);
|
|
|
|
}
|
|
|
|
if (voxel.z < 0) {
|
|
|
|
return sf::Color(0, 255, 0, 50);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we hit a voxel
|
|
|
|
int index = voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z);
|
|
|
|
switch (map->list[index]) {
|
|
|
|
case 1:
|
|
|
|
return sf::Color::Red;
|
|
|
|
case 2:
|
|
|
|
return sf::Color::Magenta;
|
|
|
|
case 3:
|
|
|
|
return sf::Color::Yellow;
|
|
|
|
case 4:
|
|
|
|
return sf::Color(80, 0, 150, 255);
|
|
|
|
case 5:
|
|
|
|
return sf::Color(255, 120, 255, 255);
|
|
|
|
case 6:
|
|
|
|
return sf::Color(150, 80, 220, 255);
|
|
|
|
}
|
|
|
|
|
|
|
|
dist++;
|
|
|
|
|
|
|
|
|
|
|
|
} while (dist < 200);
|
|
|
|
|
|
|
|
// Ray timeout color
|
|
|
|
return sf::Color::Cyan;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|