More work done on the ray
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@@ -5,39 +5,39 @@
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class Ray {
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private:
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private:
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// The Tail of the vector
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sf::Vector3<float> origin;
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// The Tail of the vector
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sf::Vector3<float> origin;
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// Direction / Length of the vector
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sf::Vector3<float> direction;
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// Direction / Length of the vector
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sf::Vector3<float> direction;
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// The incrementing points at which T intersects int(X, Y, Z) points
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sf::Vector3<float> intersection_t;
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// The incrementing points at which T intersects int(X, Y, Z) points
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sf::Vector3<float> intersection_t;
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// The speed at which the ray climbs.
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// Take the slope of the line (1 / cartesian.x/y/z) = delta_t.x/y/z
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sf::Vector3<float> delta_t;
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// The speed at which the ray climbs.
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// Take the slope of the line (1 / cartesian.x/y/z) = delta_t.x/y/z
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sf::Vector3<float> delta_t;
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// The 3d voxel position the ray is currently at
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sf::Vector3<int> voxel;
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// The 3d voxel position the ray is currently at
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sf::Vector3<int> voxel;
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// Reference to the voxel map
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Map *map;
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// Reference to the voxel map
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Map *map;
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// The dimensions of the voxel map
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sf::Vector3<int> dimensions;
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// The dimensions of the voxel map
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sf::Vector3<int> dimensions;
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public:
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public:
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Ray(
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Map *m,
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sf::Vector2<int> resolution,
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sf::Vector2<int> pixel,
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sf::Vector3<float> camera_position,
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sf::Vector3<float> ray_direction
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);
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Ray(
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Map *m,
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sf::Vector2<int> resolution,
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sf::Vector2<int> pixel,
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sf::Vector3<float> camera_position,
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sf::Vector3<float> ray_direction
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);
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sf::Color Cast();
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sf::Color Cast();
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};
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@@ -1,5 +1,9 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <iostream>
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const double PI = 3.141592653589793238463;
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const float PI_F = 3.14159265358979f;
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struct fps_counter {
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public:
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@@ -49,3 +53,24 @@ inline sf::Vector3f CartToSphere(sf::Vector3f in) {
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);
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return r;
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};
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inline sf::Vector3f Normalize(sf::Vector3f in) {
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float multiplier = sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
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auto r = sf::Vector3f(
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in.x / multiplier,
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in.y / multiplier,
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in.z / multiplier
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);
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return r;
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}
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inline float DegreesToRadians(float in) {
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return in * PI / 180.0f;
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}
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inline float RadiansToDegrees(float in) {
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return in * 180.0f / PI;
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}
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