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No commits in common. "a0b65364325bd33fc54bfb1ae3c7cfd77318ed19" and "b47052aa4d3a48fdb5c17abe423c2fe9da60db69" have entirely different histories.

3 changed files with 35 additions and 56 deletions

View file

@ -6,9 +6,8 @@
#include <cmath>
World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) :
player(0,0,0), w(w), h(h), map(std::move(worldMap)),
groundColor(groundColor), ceilingColor(ceilingColor)
World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) : w(w), h(h),
groundColor(groundColor), ceilingColor(ceilingColor), map(std::move(worldMap)), player(0,0,0)
{
map.resize(w*h,BlockType::WALL);
}
@ -23,14 +22,9 @@ int World::getH() const
return h;
}
BlockType World::getBlock(int x, int y) const
{
return map[x + w*y];
}
BlockType World::getBlock(float x, float y) const
{
return map[static_cast<int>(x) + w*static_cast<int>(y)];
return(map.at(static_cast<int>(x)+w* static_cast<int>(y)));
}
void World::setBlock(BlockType block, int x, int y, int width, int height)
@ -89,6 +83,16 @@ std::ostream& operator<<(std::ostream& ostream, World const& world)
return(ostream);
}
void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Color wallColor) const
{
float columnHeight = window.getSize().y*scale;
sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
pixelColumn.setPosition(column,(window.getSize().y-columnHeight)/2.0);
pixelColumn.setFillColor(wallColor);
window.draw(pixelColumn);
}
float World::castRay(float originX, float originY, float orientation) const
{
/*
@ -165,8 +169,7 @@ float World::castRay(float originX, float originY, float orientation) const
float hCheckX = originX + hOffsetX;
float hCheckY = hOffsetY;
/* Bounds + sanity check. */
while (hCheckX >= 0 && hCheckX <= static_cast<float>(w) &&
hCheckY >= 0 && hCheckY <= static_cast<float>(h) && i < h) {
while (hCheckX >= 0 && hCheckX <= w && hCheckY >= 0 && hCheckY <= h && i < h) {
if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) {
break;
}
@ -181,8 +184,7 @@ float World::castRay(float originX, float originY, float orientation) const
float vCheckY = originY + vOffsetY;
/* Bounds + sanity check. */
while (vCheckX >= 0 && vCheckX < static_cast<float>(w) &&
vCheckY >= 0 && vCheckY < static_cast<float>(h) && i < w) {
while (vCheckX >= 0 && vCheckX < w && vCheckY >= 0 && vCheckY < h && i < w) {
if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) {
break;
}
@ -200,36 +202,24 @@ float World::castRay(float originX, float originY, float orientation) const
(originY - hCheckY)*(originY - hCheckY));
float vDist = sqrtf((originX - vCheckX)*(originX - vCheckX) +
(originY - vCheckY)*(originY - vCheckY));
float finalDist = hDist > vDist ? vDist : hDist;
return hDist > vDist ? vDist : hDist;
}
void World::fillColumn(sf::RenderWindow& window, unsigned int column,
float scale, sf::Color wallColor) const
{
float columnHeight = static_cast<float>(window.getSize().y)*scale;
sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
pixelColumn.setPosition(static_cast<float>(column),
(static_cast<float>(window.getSize().y)-columnHeight)/2.0f);
pixelColumn.setFillColor(wallColor);
window.draw(pixelColumn);
/* 2 Is wall height in meters. */
return player.focalLength*2/finalDist;
}
void World::render(sf::RenderWindow& window) const
{
float windowX = static_cast<float>(window.getSize().x);
float windowY = static_cast<float>(window.getSize().y);
/*
* Draw ground and sky planes through half of the screen, as the walls
* will get drawn over them.
* This doesn't work if we support textures/levels.
*/
sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
ground.setFillColor(groundColor);
ground.setPosition(0,windowY/2.0f);
ground.setPosition(0,window.getSize().y/2.0);
sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
ceiling.setFillColor(ceilingColor);
window.draw(ground);
@ -239,17 +229,16 @@ void World::render(sf::RenderWindow& window) const
* Throw rays and draw walls over the ceiling and ground.
* Only throws in the plane, which doesn't work for levels/3D.
*/
for(unsigned int i = 0 ; i < window.getSize().x ; i++)
for(int i = 0;i<window.getSize().x;i++)
{
float deltaAngle = (player.fov/windowX) * (static_cast<float>(i)-windowX/2.0f);
float deltaAngle = (player.fov/window.getSize().x) * (i-window.getSize().x/2.0);
float rayAngle = player.orientation + deltaAngle;
if (rayAngle < 0) {
rayAngle += 360;
} else if (rayAngle > 360) {
rayAngle -= 360;
}
float obstacleScale = player.focalLength*2/(castRay(player.x, player.y, rayAngle)*player.sensorSize);
/* 2 Is wall height in meters. */
float obstacleScale = castRay(player.x, player.y, rayAngle)/player.sensorSize;
fillColumn(window, i, obstacleScale);
}
}
@ -258,7 +247,7 @@ void World::step(const float& stepTime) {
player.move(player.currentMoveSpeedX*stepTime,
player.currentMoveSpeedY*stepTime);
/* Undo last move if the player would end up in a wall. */
if (getBlock(player.x, player.y) != BlockType::AIR) {
if (getBlock((int)player.x, (int)player.y) != BlockType::AIR) {
player.move(-player.currentMoveSpeedX*stepTime,
-player.currentMoveSpeedY*stepTime);
}

View file

@ -30,7 +30,6 @@ public:
int getW() const;
int getH() const;
inline BlockType getBlock(int x, int y) const;
inline BlockType getBlock(float x, float y) const;
void setBlock(BlockType block, int x, int y, int width = 1, int height = 1);
@ -51,14 +50,14 @@ private:
sf::Color groundColor;
sf::Color ceilingColor;
void fillColumn(sf::RenderWindow&, unsigned int column, float scale,
void fillColumn(sf::RenderWindow&, int column, float scale,
sf::Color wallColor = sf::Color(84,56,34)) const;
/**
* Cast a ray from a given position and its distance to the origin.
* Cast a ray from a given position and return the on-screen scale.
* @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 Scale on the screen of the hit wall.
*/
float castRay(float originX, float originY, float orientation) const;
};

View file

@ -14,7 +14,8 @@ int main()
std::cout << world << std::endl;
sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting");
sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting");
world.render(window);
window.display();
sf::Event event{};
sf::Clock frameTime;
@ -22,19 +23,9 @@ int main()
{
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed) {
if (event.type == sf::Event::Closed)
window.close();
continue;
}
if (event.type == sf::Event::Resized) {
// Keep the view area fit to the window.
sf::FloatRect newView(0, 0,
static_cast<float>(event.size.width),
static_cast<float>(event.size.height));
window.setView(sf::View(newView));
continue;
}
if (event.type == sf::Event::KeyPressed) {
else if (event.type == sf::Event::KeyPressed) {
switch (event.key.code) {
case sf::Keyboard::Key::Escape:
window.close();