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@ -6,8 +6,8 @@
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#include "RayCaster.h"
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#include <Map.h>
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const int WINDOW_X = 600;
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const int WINDOW_Y = 600;
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const int WINDOW_X = 200;
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const int WINDOW_Y = 200;
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float elap_time(){
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@ -27,23 +27,44 @@ float elap_time(){
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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// Y: -1.57 is straight up
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// Y: 1.57 is straight down
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void test_ray_reflection(){
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sf::Vector3f r(0.588, -0.78, -0.196);
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sf::Vector3f i(0, 0.928, 0.37);
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// is this needed? free spin but bounded 0 < z < pi
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if (i.z > PI)
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i.z -= PI;
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else if (i.z < 0)
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i.z += PI;
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std::cout << AngleBetweenVectors(r, i);
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return;
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}
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int main() {
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// Initialize the render window
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// Initialize the render window
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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// Timekeeping values for the loop
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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// Timekeeping values for the loop
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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fps_counter fps;
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fps_counter fps;
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// ============================= RAYCASTER SETUP ==================================
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@ -52,7 +73,7 @@ int main() {
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window_sprite.setPosition(0, 0);
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// State values
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sf::Vector3i map_dim(200, 200, 200);
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sf::Vector3i map_dim(50, 50, 50);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_pos(50, 50, 50);
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@ -147,10 +168,12 @@ int main() {
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// Take away a step from the accumulator
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accumulator_time -= step_size;
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// And update the application for the amount of time alotted for one step
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// Update(step_size);
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}
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map->moveLight(sf::Vector2f(0.3, 0));
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window.clear(sf::Color::Black);
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