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@ -1,4 +1,5 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Map.h"
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@ -21,15 +22,14 @@ Ray::Ray(
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sf::Color Ray::Cast() {
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// Get the cartesian direction for computing slope
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// Get the cartesian direction for computing
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sf::Vector3<float> cartesian = SphereToCart(direction);
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// Compute the slopes
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delta_t = sf::Vector3<float>(
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(float)(1.0 / cartesian.x),
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(float)(1.0 / cartesian.y),
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(float)(1.0 / cartesian.z)
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);
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// Setup the voxel step based on what direction the ray is pointing
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sf::Vector3<int> voxel_step(1, 1, 1);
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voxel_step.x *= (cartesian.x > 0) - (cartesian.x < 0);
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voxel_step.y *= (cartesian.y > 0) - (cartesian.y < 0);
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voxel_step.z *= (cartesian.z > 0) - (cartesian.z < 0);
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// Setup the voxel coords from the camera origin
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voxel = sf::Vector3<int>(
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@ -38,59 +38,48 @@ sf::Color Ray::Cast(){
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(int) origin.z
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);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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delta_t = sf::Vector3<float>(
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fabsf((float) (1.0 / cartesian.x)),
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fabsf((float) (1.0 / cartesian.y)),
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fabsf((float) (1.0 / cartesian.z))
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);
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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// Setup the voxel step based on what direction the ray is pointing
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sf::Vector3<int> voxel_step(1, 1, 1);
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//if (direction.x <= 0.0f || direction.x >= 3.14f) {
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// voxel_step.x *= -1;
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//}
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// Up down
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//if (direction.y < 0.0f) {
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// voxel_step.z *= -1;
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//}
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//if (direction.y > PI * 2 + PI / 2 || direction.y < -1 *PI * 2 + PI / 2) {
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// voxel_step.x *= -1;
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//}
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// Left right
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/*if (direction.z > 1.57) {
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voxel_step.y *= -1;
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voxel_step.x *= -1;
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}*/
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//if (direction.z <= 3.14f + 1.57f && direction.z > 0.0f + 1.57f) {
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// voxel_step.z *= -1;
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//}
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voxel_step.x *= (cartesian.x > 0) - (cartesian.x < 0);
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voxel_step.y *= (cartesian.y > 0) - (cartesian.y < 0);
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voxel_step.z *= (cartesian.z > 0) - (cartesian.z < 0);
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// Set the first intersection to be offset by the VOXEL camera position
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// I think this is where the hangup is currently. It's taking the delta_t which is signed
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// and multiplying it by the voxel_step which is also signed. On top of this. Computing the
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// camera position by voxel coord is debug only so I need to do the math to account for the
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// origin being anywhere inside a voxel
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intersection_t = sf::Vector3<float>(
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delta_t.x * voxel_step.x + voxel.x,
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delta_t.y * voxel_step.y + voxel.y,
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delta_t.z * voxel_step.z + voxel.z
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delta_t.x + origin.x,
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delta_t.y + origin.y,
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delta_t.z + origin.z
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);
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int dist = 0;
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do {
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if(intersection_t.x < intersection_t.y) {
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if(intersection_t.x < intersection_t.z) {
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voxel.x = voxel.x + voxel_step.x;
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if ((intersection_t.x) < (intersection_t.y)) {
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if ((intersection_t.x) < (intersection_t.z)) {
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voxel.x += voxel_step.x;
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intersection_t.x = intersection_t.x + delta_t.x;
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} else {
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voxel.z = voxel.z + voxel_step.z;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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} else {
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if(intersection_t.y < intersection_t.z) {
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voxel.y = voxel.y + voxel_step.y;
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if ((intersection_t.y) < (intersection_t.z)) {
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voxel.y += voxel_step.y;
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intersection_t.y = intersection_t.y + delta_t.y;
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} else {
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voxel.z = voxel.z + voxel_step.z;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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}
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