Alright, that little change fixed some of the negative coord problems, still have some really weird warping though.

master
mitchellhansen 8 years ago
parent eb889f9937
commit c3be6e2240

@ -1,4 +1,5 @@
#pragma once
#include <SFML/Graphics.hpp>
#include <iostream>
#include "Map.h"
@ -6,144 +7,132 @@
#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->map = map;
origin = camera_position;
direction = ray_direction;
dimensions = map->getDimensions();
}
sf::Color Ray::Cast(){
// Get the cartesian direction for computing slope
sf::Vector3<float> cartesian = SphereToCart(direction);
// Compute the slopes
delta_t = sf::Vector3<float>(
(float)(1.0 / cartesian.x),
(float)(1.0 / cartesian.y),
(float)(1.0 / cartesian.z)
);
// Setup the voxel coords from the camera origin
voxel = sf::Vector3<int>(
(int)origin.x,
(int)origin.y,
(int)origin.z
);
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3<int> voxel_step(1, 1, 1);
//if (direction.x <= 0.0f || direction.x >= 3.14f) {
// voxel_step.x *= -1;
//}
// Up down
//if (direction.y < 0.0f) {
// voxel_step.z *= -1;
//}
//if (direction.y > PI * 2 + PI / 2 || direction.y < -1 *PI * 2 + PI / 2) {
// voxel_step.x *= -1;
//}
// Left right
/*if (direction.z > 1.57) {
voxel_step.y *= -1;
voxel_step.x *= -1;
}*/
//if (direction.z <= 3.14f + 1.57f && direction.z > 0.0f + 1.57f) {
// voxel_step.z *= -1;
//}
voxel_step.x *= (cartesian.x > 0) - (cartesian.x < 0);
voxel_step.y *= (cartesian.y > 0) - (cartesian.y < 0);
voxel_step.z *= (cartesian.z > 0) - (cartesian.z < 0);
// Set the first intersection to be offset by the VOXEL camera position
intersection_t = sf::Vector3<float>(
delta_t.x * voxel_step.x + voxel.x,
delta_t.y * voxel_step.y + voxel.y,
delta_t.z * voxel_step.z + voxel.z
);
int dist = 0;
do {
if(intersection_t.x < intersection_t.y) {
if(intersection_t.x < intersection_t.z) {
voxel.x = voxel.x + voxel_step.x;
intersection_t.x = intersection_t.x + delta_t.x;
} else {
voxel.z = 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.y + voxel_step.y;
intersection_t.y = intersection_t.y + delta_t.y;
} else {
voxel.z = voxel.z + voxel_step.z;
intersection_t.z = intersection_t.z + delta_t.z;
}
}
// If the voxel 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 found a voxel
// Registers hit on non-zero
switch (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)]) {
case 1:
return sf::Color::Red;
case 2:
return sf::Color::Magenta;
case 3:
return sf::Color::Yellow;
case 4:
return sf::Color(40, 230, 96, 200);
case 5:
return sf::Color(80, 120, 96, 100);
case 6:
return sf::Color(150, 80, 220, 200);
}
//else if (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)] != 0){
//
// //TODO: Switch that assigns color on voxel data
// return sf::Color::Red;
//}
dist++;
} while(dist < 200);
return sf::Color::Cyan;
}
Map *map,
sf::Vector2<int> resolution,
sf::Vector2<int> pixel,
sf::Vector3<float> camera_position,
sf::Vector3<float> ray_direction) {
this->map = map;
origin = camera_position;
direction = ray_direction;
dimensions = map->getDimensions();
}
sf::Color Ray::Cast() {
// Get the cartesian direction for computing
sf::Vector3<float> cartesian = SphereToCart(direction);
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3<int> voxel_step(1, 1, 1);
voxel_step.x *= (cartesian.x > 0) - (cartesian.x < 0);
voxel_step.y *= (cartesian.y > 0) - (cartesian.y < 0);
voxel_step.z *= (cartesian.z > 0) - (cartesian.z < 0);
// Setup the voxel coords from the camera origin
voxel = sf::Vector3<int>(
(int) origin.x,
(int) origin.y,
(int) 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((float) (1.0 / cartesian.x)),
fabsf((float) (1.0 / cartesian.y)),
fabsf((float) (1.0 / cartesian.z))
);
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ.
// I think this is where the hangup is currently. It's taking the delta_t which is signed
// and multiplying it by the voxel_step which is also signed. On top of this. Computing the
// camera position by voxel coord is debug only so I need to do the math to account for the
// origin being anywhere inside a voxel
intersection_t = sf::Vector3<float>(
delta_t.x + origin.x,
delta_t.y + origin.y,
delta_t.z + origin.z
);
int dist = 0;
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 voxel 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 found a voxel
// Registers hit on non-zero
switch (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)]) {
case 1:
return sf::Color::Red;
case 2:
return sf::Color::Magenta;
case 3:
return sf::Color::Yellow;
case 4:
return sf::Color(40, 230, 96, 200);
case 5:
return sf::Color(80, 120, 96, 100);
case 6:
return sf::Color(150, 80, 220, 200);
}
//else if (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)] != 0){
//
// //TODO: Switch that assigns color on voxel data
// return sf::Color::Red;
//}
dist++;
} while (dist < 200);
return sf::Color::Cyan;
}

@ -40,8 +40,8 @@ sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<
// 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);
double y_increment_radians = DegreesToRadians(60.0 / resolution.y);
double x_increment_radians = DegreesToRadians(80.0 / resolution.x);
// A reference to the positive X axis as our base viewport point

Loading…
Cancel
Save