Implment getting horizontal/vertical intesections of ray casting.
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@@ -1,6 +1,8 @@
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#include "level.h"
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#include "level.h"
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#include <stdio.h>
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#include "maths.h"
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#define WIDTH 5
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#define HEIGHT 5
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@@ -8,6 +10,9 @@ static void drawGrid();
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static void drawGridLine(unsigned int step, bool isHorizontal);
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static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
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static void castRay(sf::Vector2f point, float direction);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static sf::RenderWindow* window = nullptr;
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static unsigned int level[WIDTH * HEIGHT] = {
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@@ -40,14 +45,15 @@ void level_end()
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float level_rayCastDistance(sf::Vector2f point, float direction)
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{
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return 100.f;
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castRay(point, direction);
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return 1000.f;
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}
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static void drawGrid()
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{
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const sf::Vector2u windowSize = window->getSize();
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unsigned int stepX = windowSize.x/WIDTH;
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unsigned int stepY = windowSize.y/HEIGHT;
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const unsigned int stepX = windowSize.x/WIDTH;
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const unsigned int stepY = windowSize.y/HEIGHT;
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for (unsigned int x = 0; x < WIDTH; x++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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@@ -100,3 +106,83 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
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end.color = sf::Color(100, 100, 100);
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return isStart? start : end;
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}
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static void castRay(sf::Vector2f point, float direction)
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{
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const sf::Vector2u windowSize = window->getSize();
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const unsigned int tileWidth = windowSize.x/WIDTH;
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const unsigned int tileHeight = windowSize.y/HEIGHT;
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// dx and dy are the delta x and delta y of closest grid intersection
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int indexX, indexY;
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float dx, dy;
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getGridIndex(point, &indexX, &indexY);
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direction = maths_modulo(direction, 2.0f*PI);
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bool goingDown = direction < PI;
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int signDown = goingDown? 1 : -1;
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dy = (float)((indexY + goingDown) * tileHeight) - point.y;
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dx = dy/tan(direction);
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float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
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float horizontalStepY = (float)(signDown * (int)tileHeight);
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float horizontalProjectedX = point.x + dx;
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float horizontalProjectedY = (indexY + goingDown) * tileHeight;
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direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI);
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bool goingRight = direction < PI;
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int signRight = goingRight? 1 : -1;
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dx = (float)((indexX + goingRight) * tileWidth) - point.x;
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dy = -dx/tan(direction);
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float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
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float verticalStepX = (float)(signRight * (int)tileHeight);
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float verticalProjectedY = point.y + dy;
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float verticalProjectedX = (indexX + goingRight) * tileWidth;
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bool inLevel;
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do {
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const float circleRadius = 3.f;
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sf::CircleShape circle(circleRadius);
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circle.setFillColor(sf::Color::Red);
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circle.setPosition(sf::Vector2f(horizontalProjectedX, horizontalProjectedY));
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circle.setOrigin(circleRadius, circleRadius);
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window->draw(circle);
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circle.setPosition(sf::Vector2f(verticalProjectedX, verticalProjectedY));
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circle.setOrigin(circleRadius, circleRadius);
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window->draw(circle);
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horizontalProjectedX += horizontalStepX;
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horizontalProjectedY += horizontalStepY;
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verticalProjectedX += verticalStepX;
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verticalProjectedY += verticalStepY;
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int indexX0, indexY0;
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int indexX1, indexY1;
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getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
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getGridIndex(sf::Vector2f(verticalProjectedX, verticalProjectedY), &indexX1, &indexY1);
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bool inLevel0 = ((indexX0 >= 0 && indexX0 < WIDTH) && (indexY0 >= 0 && indexY0 < HEIGHT));
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bool inLevel1 = ((indexX1 >= 0 && indexX1 < WIDTH) && (indexY1 >= 0 && indexY1 < HEIGHT));
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inLevel = inLevel0 || inLevel1;
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} while (inLevel);
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}
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static void getGridIndex(sf::Vector2f point, int* x, int* y)
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{
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const sf::Vector2u windowSize = window->getSize();
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*x = point.x / (int)(windowSize.x / WIDTH);
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*y = point.y / (int)(windowSize.y / HEIGHT);
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if (*x < 0 || WIDTH <= *x) *x = -1;
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if (*y < 0 || HEIGHT <= *y) *y = -1;
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}
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