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World: Introduce a struct for raycast results

In order to implement more complexe behaviors, more information than the distance
is needed from a raycast.
Add a new struct to store and return this information, currently hit position
and hit type, and update castRay to return that instead.
This commit is contained in:
Teo-CD 2024-02-05 00:33:01 +00:00
parent 3492cfa63d
commit 9678e8c286
2 changed files with 27 additions and 5 deletions

View file

@ -99,7 +99,7 @@ std::ostream& operator<<(std::ostream& ostream, World const& world)
return(ostream);
}
float World::castRay(float originX, float originY, float orientation) const
RaycastResult World::castRay(float originX, float originY, float orientation) const
{
/*
* Reference used for ray intersection computations :
@ -214,7 +214,21 @@ float World::castRay(float originX, float originY, float orientation) const
float vDist = sqrtf((originX - vCheckX)*(originX - vCheckX) +
(originY - vCheckY)*(originY - vCheckY));
return hDist > vDist ? vDist : hDist;
RaycastResult result{};
if (hDist > vDist) {
result.distance = vDist;
result.hitX = vCheckX;
result.hitY = vCheckY;
} else {
result.distance = hDist;
result.hitX = hCheckX;
result.hitY = hCheckY;
}
result.hitBlock = getBlock(floorf(result.hitX) + vRound,
floorf(result.hitY));
return result;
}
void World::fillColumn(sf::RenderWindow& window, unsigned int column,
@ -268,7 +282,7 @@ void World::render(sf::RenderWindow& window)
rayAngle -= 360;
}
float obstacleScale = worldToCamera / (
castRay(player.x, player.y, rayAngle) *
castRay(player.x, player.y, rayAngle).distance *
cosf(deltaAngle*deg_to_rad)
);
/* 2 Is wall height in meters. */

12
World.h
View file

@ -9,6 +9,7 @@
#include <ostream>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <optional>
#include "Color.h"
#include "Player.h"
@ -20,6 +21,13 @@ enum class BlockType {
WINDOW,
};
struct RaycastResult {
float distance;
float hitX;
float hitY;
BlockType hitBlock;
};
class World {
public:
Player player;
@ -61,9 +69,9 @@ private:
* @param originX Ray X origin, strictly positive
* @param originY Ray Y origin, strictly positive
* @param orientation Angle to cast to, in degrees between 0 and 360
* @return Distance of the hit to the origin.
* @return Result struct containing information on the hit.
*/
float castRay(float originX, float originY, float orientation) const;
RaycastResult castRay(float originX, float originY, float orientation) const;
};