So it's rendering pretty much perfectly in the XYZ+ range but things break

down when I start hitting negative values. I have a feeling this is going
to be a lot of trial and error. Oh well
This commit is contained in:
MitchellHansen
2016-07-31 16:31:26 -07:00
parent 0b8cd9a194
commit f1c84c85b5
4 changed files with 140 additions and 38 deletions

View File

@@ -6,8 +6,8 @@
#include "RayCaster.h"
#include <Map.h>
const int WINDOW_X = 600;
const int WINDOW_Y = 800;
const int WINDOW_X = 400;
const int WINDOW_Y = 400;
float elap_time(){
@@ -55,7 +55,7 @@ int main() {
sf::Vector3i map_dim(100, 100, 100);
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
sf::Vector3f cam_pos(10, 10, 10);
sf::Vector3f cam_pos(50, 50, 50);
Map* map = new Map(map_dim);
RayCaster ray_caster(map, map_dim, view_res);
@@ -74,21 +74,51 @@ int main() {
if (event.type == sf::Event::Closed)
window.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
cam_dir.z -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
cam_dir.z += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
cam_dir.y += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
cam_dir.y -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
if (event.type == sf::Event::KeyPressed) {
// CAMERA DIRECTION
if (event.key.code == sf::Keyboard::Left) {
cam_dir.z -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Right) {
cam_dir.z += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Down) {
cam_dir.y += 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
if (event.key.code == sf::Keyboard::Up) {
cam_dir.y -= 0.1f;
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
}
// CAMERA POSITION
if (event.key.code == sf::Keyboard::Q) {
cam_pos.z -= 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
if (event.key.code == sf::Keyboard::E) {
cam_pos.z += 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
if (event.key.code == sf::Keyboard::W) {
cam_pos.y += 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
if (event.key.code == sf::Keyboard::S) {
cam_pos.y -= 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
if (event.key.code == sf::Keyboard::A) {
cam_pos.x += 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
if (event.key.code == sf::Keyboard::D) {
cam_pos.x -= 1;
std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
}
}
}
@@ -104,8 +134,8 @@ int main() {
// If the time between the last frame and now was too large (lag)
// cull the time to a more acceptable value. So instead of jumping large
// amounts when lagging, the app only jumps in set increments
if (delta_time > 0.05f)
delta_time = 0.05f;
if (delta_time > 0.2f)
delta_time = 0.2f;
// Add the frame time to the accumulator, a running total of time we
// need to account for in the application