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@ -4,108 +4,4 @@ RayCaster::RayCaster() {
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}
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RayCaster::~RayCaster() {
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}
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//void RayCaster::assign_map(Old_Map* map) {
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// this->map = map;
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//}
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// // Override values
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// //this.map_dimensions = new Vector3<int> (50, 50, 50);
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// //this.resolution = new Vector2<int> (200, 200);
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// //this.camera_direction = new Vector3<float> (1f, 0f, .8f);
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// //this.camera_position = new Vector3<float> (1, 10, 10);
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//
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// this->map_dimensions = map_dimensions;
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// this->map = map;
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//
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// resolution = viewport_resolution;
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// image = new sf::Color[resolution.x * resolution.y];
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//
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//
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// // Calculate the view plane vectors
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// // Because casting to individual pixels causes barrel distortion,
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// // Get the radian increments
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// // Set the camera origin
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// // Rotate the ray by the specified pixel * increment
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//
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// double y_increment_radians = DegreesToRadians(50.0 / resolution.y);
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// double x_increment_radians = DegreesToRadians(80.0 / resolution.x);
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//
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// view_plane_vectors = new sf::Vector3f[resolution.x * resolution.y];
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// for (int y = -resolution.y / 2 ; y < resolution.y / 2; y++) {
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// for (int x = -resolution.x / 2; x < resolution.x / 2; x++) {
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//
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// // The base ray direction to slew from
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// sf::Vector3f ray(1, 0, 0);
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//
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// // Y axis, pitch
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// ray = sf::Vector3f(
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// ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y),
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// ray.y,
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// ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y)
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// );
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//
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// // Z axis, yaw
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// ray = sf::Vector3f(
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// ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x),
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// ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x),
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// ray.z
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// );
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//
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// int index = (x + resolution.x / 2) + resolution.x * (y + resolution.y / 2);
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// view_plane_vectors[index] = Normalize(ray);
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// }
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// }
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//}
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//
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//RayCaster::~RayCaster() {
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// delete image;
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// delete view_plane_vectors;
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//}
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//
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//sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<float> camera_position) {
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//
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// // Setup the camera for this cast
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// this->camera_direction = camera_direction;
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// camera_direction_cartesian = Normalize(SphereToCart(camera_direction));
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// this->camera_position = camera_position;
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//
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// // Start the loop at the top left, scan right and work down
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// for (int y = 0; y < resolution.y; y++) {
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// for (int x = 0; x < resolution.x; x++) {
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//
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// // Get the ray at the base direction
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// sf::Vector3f ray = view_plane_vectors[x + resolution.x * y];
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//
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// // Rotate it to the correct pitch and yaw
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//
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// // Y axis, pitch
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// ray = sf::Vector3f(
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// ray.z * sin(camera_direction.y) + ray.x * cos(camera_direction.y),
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// ray.y,
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// ray.z * cos(camera_direction.y) - ray.x * sin(camera_direction.y)
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// );
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//
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// // Z axis, yaw
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// ray = sf::Vector3f(
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// ray.x * cos(camera_direction.z) - ray.y * sin(camera_direction.z),
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// ray.x * sin(camera_direction.z) + ray.y * cos(camera_direction.z),
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// ray.z
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// );
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//
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//
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// // Setup the ray
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// Ray r(map, resolution, sf::Vector2i(x, y), camera_position, ray);
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//
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// // Cast it and assign its return value
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// image[x + resolution.x * y] = r.Cast();
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// }
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// }
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//
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// return image;
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//}
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//
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//void RayCaster::moveCamera(sf::Vector2f v) {
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// camera_direction.y += v.x;
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// camera_direction.z += v.y;
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//}
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}
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