alright, tried a different method of assigning voxel step directions and I
think it's working. The 3 negative walls are still very flat, and the lower XYZ numbers still distort the viewport
This commit is contained in:
31
src/Ray.cpp
31
src/Ray.cpp
@@ -38,12 +38,7 @@ sf::Color Ray::Cast(){
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(int)origin.z
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);
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// Set the first intersection to be offset by the VOXEL camera position
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intersection_t = sf::Vector3<float>(
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delta_t.x + voxel.x,
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delta_t.y + voxel.y,
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delta_t.z + voxel.z
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);
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// Setup the voxel step based on what direction the ray is pointing
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sf::Vector3<int> voxel_step(1, 1, 1);
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@@ -56,17 +51,29 @@ sf::Color Ray::Cast(){
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//if (direction.y < 0.0f) {
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// voxel_step.z *= -1;
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//}
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if (direction.y > PI * 2 + PI / 2 || direction.y < -1 *PI * 2 + PI / 2) {
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voxel_step.x *= -1;
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}
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//if (direction.y > PI * 2 + PI / 2 || direction.y < -1 *PI * 2 + PI / 2) {
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// voxel_step.x *= -1;
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//}
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// Left right
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if (direction.z > 1.57) {
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//voxel_step.z *= -1;
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}
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/*if (direction.z > 1.57) {
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voxel_step.y *= -1;
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voxel_step.x *= -1;
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}*/
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//if (direction.z <= 3.14f + 1.57f && direction.z > 0.0f + 1.57f) {
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// voxel_step.z *= -1;
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//}
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voxel_step.x *= (cartesian.x > 0) - (cartesian.x < 0);
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voxel_step.y *= (cartesian.y > 0) - (cartesian.y < 0);
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voxel_step.z *= (cartesian.z > 0) - (cartesian.z < 0);
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// Set the first intersection to be offset by the VOXEL camera position
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intersection_t = sf::Vector3<float>(
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delta_t.x * voxel_step.x + voxel.x,
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delta_t.y * voxel_step.y + voxel.y,
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delta_t.z * voxel_step.z + voxel.z
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);
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int dist = 0;
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do {
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