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#pragma once
#include <SFML/Graphics.hpp>
#include <iostream>
#include "Map.h"
class Ray {
private:
// The Tail of the vector
sf::Vector3<float> origin;
// Direction / Length of the vector
sf::Vector3<float> direction;
// The incrementing points at which T intersects int(X, Y, Z) points
sf::Vector3<float> intersection_t;
// The speed at which the ray climbs.
// Take the slope of the line (1 / cartesian.x/y/z) = delta_t.x/y/z
sf::Vector3<float> delta_t;
// The 3d voxel position the ray is currently at
sf::Vector3<int> voxel;
// The 2d pixel coordinate
sf::Vector2<int> pixel;
// Reference to the voxel map
Map *map;
// The dimensions of the voxel map
sf::Vector3<int> dimensions;
public:
Ray(
Map *m,
sf::Vector2<int> resolution,
sf::Vector2<int> pixel,
sf::Vector3<float> camera_position,
sf::Vector3<float> ray_direction
);
sf::Color Cast();
};