Implment getting horizontal/vertical intesections of ray casting.

This commit is contained in:
2023-04-04 20:02:49 +01:00
parent ca50b6f4b7
commit 3402fb50d9
5 changed files with 127 additions and 14 deletions
+90 -4
View File
@@ -1,6 +1,8 @@
#include "level.h"
#include "level.h"
#include <stdio.h>
#include "maths.h"
#define WIDTH 5
#define HEIGHT 5
@@ -8,6 +10,9 @@ static void drawGrid();
static void drawGridLine(unsigned int step, bool isHorizontal);
static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
static void castRay(sf::Vector2f point, float direction);
static void getGridIndex(sf::Vector2f point, int* x, int* y);
static sf::RenderWindow* window = nullptr;
static unsigned int level[WIDTH * HEIGHT] = {
@@ -40,14 +45,15 @@ void level_end()
float level_rayCastDistance(sf::Vector2f point, float direction)
{
return 100.f;
castRay(point, direction);
return 1000.f;
}
static void drawGrid()
{
const sf::Vector2u windowSize = window->getSize();
unsigned int stepX = windowSize.x/WIDTH;
unsigned int stepY = windowSize.y/HEIGHT;
const unsigned int stepX = windowSize.x/WIDTH;
const unsigned int stepY = windowSize.y/HEIGHT;
for (unsigned int x = 0; x < WIDTH; x++) {
for (unsigned int y = 0; y < HEIGHT; y++) {
@@ -100,3 +106,83 @@ static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimensi
end.color = sf::Color(100, 100, 100);
return isStart? start : end;
}
static void castRay(sf::Vector2f point, float direction)
{
const sf::Vector2u windowSize = window->getSize();
const unsigned int tileWidth = windowSize.x/WIDTH;
const unsigned int tileHeight = windowSize.y/HEIGHT;
// dx and dy are the delta x and delta y of closest grid intersection
int indexX, indexY;
float dx, dy;
getGridIndex(point, &indexX, &indexY);
direction = maths_modulo(direction, 2.0f*PI);
bool goingDown = direction < PI;
int signDown = goingDown? 1 : -1;
dy = (float)((indexY + goingDown) * tileHeight) - point.y;
dx = dy/tan(direction);
float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
float horizontalStepY = (float)(signDown * (int)tileHeight);
float horizontalProjectedX = point.x + dx;
float horizontalProjectedY = (indexY + goingDown) * tileHeight;
direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI);
bool goingRight = direction < PI;
int signRight = goingRight? 1 : -1;
dx = (float)((indexX + goingRight) * tileWidth) - point.x;
dy = -dx/tan(direction);
float verticalStepY = -(float)(signRight * (tileHeight/tan(direction)));
float verticalStepX = (float)(signRight * (int)tileHeight);
float verticalProjectedY = point.y + dy;
float verticalProjectedX = (indexX + goingRight) * tileWidth;
bool inLevel;
do {
const float circleRadius = 3.f;
sf::CircleShape circle(circleRadius);
circle.setFillColor(sf::Color::Red);
circle.setPosition(sf::Vector2f(horizontalProjectedX, horizontalProjectedY));
circle.setOrigin(circleRadius, circleRadius);
window->draw(circle);
circle.setPosition(sf::Vector2f(verticalProjectedX, verticalProjectedY));
circle.setOrigin(circleRadius, circleRadius);
window->draw(circle);
horizontalProjectedX += horizontalStepX;
horizontalProjectedY += horizontalStepY;
verticalProjectedX += verticalStepX;
verticalProjectedY += verticalStepY;
int indexX0, indexY0;
int indexX1, indexY1;
getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
getGridIndex(sf::Vector2f(verticalProjectedX, verticalProjectedY), &indexX1, &indexY1);
bool inLevel0 = ((indexX0 >= 0 && indexX0 < WIDTH) && (indexY0 >= 0 && indexY0 < HEIGHT));
bool inLevel1 = ((indexX1 >= 0 && indexX1 < WIDTH) && (indexY1 >= 0 && indexY1 < HEIGHT));
inLevel = inLevel0 || inLevel1;
} while (inLevel);
}
static void getGridIndex(sf::Vector2f point, int* x, int* y)
{
const sf::Vector2u windowSize = window->getSize();
*x = point.x / (int)(windowSize.x / WIDTH);
*y = point.y / (int)(windowSize.y / HEIGHT);
if (*x < 0 || WIDTH <= *x) *x = -1;
if (*y < 0 || HEIGHT <= *y) *y = -1;
}