You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
85 lines
2.5 KiB
85 lines
2.5 KiB
8 years ago
|
#include "RayCaster.h"
|
||
|
#include <util.hpp>
|
||
|
#include <Ray.h>
|
||
|
|
||
|
|
||
|
RayCaster::RayCaster(Map *map,
|
||
|
sf::Vector3<int> map_dimensions,
|
||
|
sf::Vector2<int> viewport_resolution,
|
||
|
sf::Vector3<float> camera_direction,
|
||
|
sf::Vector3<float> camera_position) {
|
||
|
|
||
|
// Override values
|
||
|
//this.map_dimensions = new Vector3<int> (50, 50, 50);
|
||
|
//this.resolution = new Vector2<int> (200, 200);
|
||
|
//this.camera_direction = new Vector3<float> (1f, 0f, .8f);
|
||
|
//this.camera_position = new Vector3<float> (1, 10, 10);
|
||
|
|
||
|
|
||
|
this->map_dimensions = map_dimensions;
|
||
|
map = map;
|
||
|
|
||
|
resolution = viewport_resolution;
|
||
|
image = new sf::Uint8[resolution.x, resolution.y];
|
||
|
|
||
|
|
||
|
this->camera_direction = camera_direction;
|
||
|
camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
|
||
|
|
||
|
this->camera_position = camera_position;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
RayCaster::~RayCaster() {
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
sf::Uint8* RayCaster::Cast() {
|
||
|
|
||
|
// The radian increment each ray is spaced from one another
|
||
|
double y_increment_radians = DegreesToRadians(40.0 / resolution.y);
|
||
|
double x_increment_radians = DegreesToRadians(50.0 / resolution.x);
|
||
|
|
||
|
|
||
|
// A reference to the positive X axis as our base viewport point
|
||
|
sf::Vector3f base_direction(1, 0, 0);
|
||
|
|
||
|
// Start the loop at the bottom left, scan right and work up
|
||
|
for (int x = 0; x < resolution.x / 2; x++) {
|
||
|
for (int y = -resolution.y / 2; y < resolution.y / 2; y++) {
|
||
|
|
||
|
// The direction the final ray will point.
|
||
|
// First take a reference to the base direction to setup the viewport
|
||
|
//Vector3<float> ray_direction = new Vector3<float> (base_direction);
|
||
|
|
||
|
// New method to cast rays using the original intended Spherical coords
|
||
|
// instead of that malarchy with converting them to cartesian from the formula
|
||
|
|
||
|
|
||
|
sf::Vector3f ray_direction(
|
||
|
camera_direction.x + 1.0f,
|
||
|
camera_direction.y + (float)(y_increment_radians * y),
|
||
|
camera_direction.z + (float)(x_increment_radians * x)
|
||
|
);
|
||
|
|
||
|
sf::Vector3f ray_cartesian = Normalize(SphereToCart(ray_direction));
|
||
|
sf::Vector3f cam_cartesian = Normalize(SphereToCart(camera_direction));
|
||
|
|
||
|
if ((y == -99 || y == 0 || y == 99) && (/*x == 99 || x == 0 || */x == -99)) {
|
||
|
std::cout << "X : " << x << "\n";
|
||
|
std::cout << "Y : " << y << "\n";
|
||
|
std::cout << ray_direction.x << " : " << ray_direction.y << " : " << ray_direction.z << "\n";
|
||
|
}
|
||
|
|
||
|
// Setup the ray
|
||
|
Ray r(map, resolution, sf::Vector2i(x, y), camera_position, ray_direction);
|
||
|
|
||
|
// Cast it
|
||
|
///image[x + 100, y + 100] = r.Cast();
|
||
|
}
|
||
|
}
|
||
|
return image;
|
||
|
}
|