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:
@@ -10,11 +10,45 @@ public:
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list[i] = 0;
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list[i] = 0;
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}
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}
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for (int x = 0; x < dim.x; x++) {
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for (int i = 50; i < 52; i++) {
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for (int y = 0; y < dim.y; y++) {
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list[55 + dim.x * (55 + dim.z * i)] = 1;
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}
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for (int x = 0; x < dim.x; x += 2) {
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for (int y = 0; y < dim.y; y += 2) {
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list[x + dim.x * (y + dim.z * 1)] = 1;
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list[x + dim.x * (y + dim.z * 1)] = 1;
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}
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}
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}
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}
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for (int x = 0; x < dim.x; x += 2) {
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for (int y = 0; y < dim.y; y += 2) {
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list[x + dim.x * (y + dim.z * 99)] = 2;
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}
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}
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for (int x = 0; x < dim.x; x += 2) {
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for (int z = 0; z < dim.z; z += 2) {
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list[x + dim.x * (99 + dim.z * z)] = 3;
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}
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}
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for (int x = 0; x < dim.x; x += 2) {
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for (int z = 0; z < dim.z; z += 2) {
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list[x + dim.x * (1 + dim.z * z)] = 4;
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}
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}
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for (int y = 0; y < dim.y; y += 2) {
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for (int z = 0; z < dim.z; z += 2) {
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list[99 + dim.x * (y + dim.z * z)] = 5;
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}
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}
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for (int y = 0; y < dim.y; y += 2) {
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for (int z = 0; z < dim.z; z += 2) {
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list[1 + dim.x * (y + dim.z * z)] = 6;
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}
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}
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dimensions = dim;
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dimensions = dim;
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}
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}
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68
src/Ray.cpp
68
src/Ray.cpp
@@ -15,6 +15,7 @@ Ray::Ray(
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this->map = map;
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this->map = map;
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origin = camera_position;
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origin = camera_position;
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direction = ray_direction;
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direction = ray_direction;
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dimensions = map->getDimensions();
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dimensions = map->getDimensions();
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}
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}
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@@ -50,12 +51,21 @@ sf::Color Ray::Cast(){
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//if (direction.x <= 0.0f || direction.x >= 3.14f) {
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//if (direction.x <= 0.0f || direction.x >= 3.14f) {
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// voxel_step.x *= -1;
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// voxel_step.x *= -1;
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//}
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//}
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if (direction.y > 0.0f || direction.y < PI/2) {
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voxel_step.y *= -1;
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// Up down
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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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}
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if (direction.z <= 0.0f || direction.z >= 3.14f) {
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// Left right
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voxel_step.z *= -1;
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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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}
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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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int dist = 0;
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int dist = 0;
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@@ -77,23 +87,51 @@ sf::Color Ray::Cast(){
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intersection_t.z = intersection_t.z + delta_t.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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}
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}
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}
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// If the voxel went out of bounds
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// If the voxel went out of bounds
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if (voxel.z > dimensions.z || voxel.x > dimensions.x || voxel.y > dimensions.x){
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if (voxel.z >= dimensions.z){
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return sf::Color::Blue;;
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return sf::Color(0, 0, 255, 50);
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}
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}
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else if ( voxel.x < 0 || voxel.y < 0 || voxel.z < 0){
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if (voxel.x >= dimensions.x){
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return sf::Color::Green;
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return sf::Color(0, 0, 255, 100);
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}
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if (voxel.y >= dimensions.x){
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return sf::Color(0, 0, 255, 150);
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}
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if (voxel.x < 0) {
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return sf::Color(0, 255, 0, 150);
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}
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if (voxel.y < 0) {
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return sf::Color(0, 255, 0, 100);
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}
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if (voxel.z < 0) {
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return sf::Color(0, 255, 0, 50);
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}
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}
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// If we found a voxel
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// If we found a voxel
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// Registers hit on non-zero
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// Registers hit on non-zero
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else if (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)] != 0){
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switch (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)]) {
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//TODO: Switch that assigns color on voxel data
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case 1:
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return sf::Color::Red;
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return sf::Color::Red;
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}
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case 2:
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else {
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return sf::Color::Magenta;
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dist++;
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case 3:
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return sf::Color::Yellow;
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case 4:
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return sf::Color(40, 230, 96, 200);
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case 5:
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return sf::Color(80, 120, 96, 100);
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case 6:
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return sf::Color(150, 80, 220, 200);
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}
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}
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//else if (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)] != 0){
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//
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// //TODO: Switch that assigns color on voxel data
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// return sf::Color::Red;
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//}
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dist++;
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} while(dist < 200);
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} while(dist < 200);
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@@ -48,7 +48,7 @@ sf::Color* RayCaster::CastRays(sf::Vector3<float> camera_direction, sf::Vector3<
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sf::Vector3f base_direction(1, 0, 0);
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sf::Vector3f base_direction(1, 0, 0);
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//-resolution.y / 2
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//-resolution.y / 2
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// Start the loop at the bottom left, scan right and work up
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// Start the loop at the top left, scan right and work down
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for (int x = 0; x < resolution.x; x++) {
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for (int x = 0; x < resolution.x; x++) {
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for (int y = 0; y < resolution.y; y++) {
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for (int y = 0; y < resolution.y; y++) {
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70
src/main.cpp
70
src/main.cpp
@@ -6,8 +6,8 @@
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#include "RayCaster.h"
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#include "RayCaster.h"
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#include <Map.h>
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#include <Map.h>
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const int WINDOW_X = 600;
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const int WINDOW_X = 400;
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const int WINDOW_Y = 800;
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const int WINDOW_Y = 400;
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float elap_time(){
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float elap_time(){
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@@ -55,7 +55,7 @@ int main() {
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sf::Vector3i map_dim(100, 100, 100);
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sf::Vector3i map_dim(100, 100, 100);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_pos(10, 10, 10);
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sf::Vector3f cam_pos(50, 50, 50);
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Map* map = new Map(map_dim);
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Map* map = new Map(map_dim);
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RayCaster ray_caster(map, map_dim, view_res);
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RayCaster ray_caster(map, map_dim, view_res);
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@@ -74,21 +74,51 @@ int main() {
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if (event.type == sf::Event::Closed)
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if (event.type == sf::Event::Closed)
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window.close();
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window.close();
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
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if (event.type == sf::Event::KeyPressed) {
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cam_dir.z -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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// CAMERA DIRECTION
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}
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if (event.key.code == sf::Keyboard::Left) {
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
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cam_dir.z -= 0.1f;
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cam_dir.z += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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}
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if (event.key.code == sf::Keyboard::Right) {
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
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cam_dir.z += 0.1f;
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cam_dir.y += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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}
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if (event.key.code == sf::Keyboard::Down) {
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
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cam_dir.y += 0.1f;
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cam_dir.y -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::Up) {
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cam_dir.y -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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// CAMERA POSITION
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if (event.key.code == sf::Keyboard::Q) {
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cam_pos.z -= 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::E) {
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cam_pos.z += 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::W) {
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cam_pos.y += 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::S) {
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cam_pos.y -= 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::A) {
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cam_pos.x += 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::D) {
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cam_pos.x -= 1;
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std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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}
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}
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}
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}
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}
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@@ -104,8 +134,8 @@ int main() {
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// If the time between the last frame and now was too large (lag)
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// If the time between the last frame and now was too large (lag)
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// cull the time to a more acceptable value. So instead of jumping large
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// cull the time to a more acceptable value. So instead of jumping large
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// amounts when lagging, the app only jumps in set increments
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// amounts when lagging, the app only jumps in set increments
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if (delta_time > 0.05f)
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if (delta_time > 0.2f)
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delta_time = 0.05f;
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delta_time = 0.2f;
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// Add the frame time to the accumulator, a running total of time we
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// Add the frame time to the accumulator, a running total of time we
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// need to account for in the application
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// need to account for in the application
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Reference in New Issue
Block a user