#pragma once #include #include #include "Map.h" #include #include "util.hpp" Ray::Ray( Map *map, sf::Vector2 resolution, sf::Vector2 pixel, sf::Vector3 camera_position, sf::Vector3 ray_direction) { this->pixel = pixel; this->map = map; origin = camera_position; direction = ray_direction; dimensions = map->getDimensions(); } sf::Color Ray::Cast() { // Setup the voxel step based on what direction the ray is pointing sf::Vector3 voxel_step(1, 1, 1); voxel_step.x *= (direction.x > 0) - (direction.x < 0); voxel_step.y *= (direction.y > 0) - (direction.y < 0); voxel_step.z *= (direction.z > 0) - (direction.z < 0); // Setup the voxel coords from the camera origin voxel = sf::Vector3( floorf(origin.x), floorf(origin.y), floorf(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( fabsf(1.0f / direction.x), fabsf(1.0f / direction.y), fabsf(1.0f / direction.z) ); // Intersection T is the collection of the next intersection points // for all 3 axis XYZ. intersection_t = sf::Vector3( delta_t.x + origin.x, delta_t.y + origin.y, delta_t.z + origin.z ); int dist = 0; // Andrew Woo's raycasting algo 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 ray 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 hit a voxel 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); } dist++; } while (dist < 200); // Ray timeout color return sf::Color::Cyan; }