mirror of
https://github.com/Floriansylvain/whateversfml.git
synced 2026-08-19 11:43:22 +02:00
feat: raycasting part 2 (working great!)
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+44
-18
@@ -2,11 +2,12 @@
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Mouse.hpp>
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#include <algorithm>
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#include <cmath>
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Game::Game()
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: gridLines(WIDTH, HEIGHT, 20.f), player(15.f, sf::Color::Green),
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rayVertices(sf::PrimitiveType::Lines) {
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rayVertices(sf::PrimitiveType::TriangleFan) {
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window.create(sf::VideoMode({WIDTH, HEIGHT}), "SFML Game");
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window.setVerticalSyncEnabled(VSYNC);
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@@ -16,6 +17,8 @@ Game::Game()
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worldView.setSize({(float)WIDTH, (float)HEIGHT});
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worldView.setCenter({(float)WIDTH / 2.f, (float)HEIGHT / 2.f});
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lightColor = sf::Color(255, 255, 150, 50);
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}
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void Game::run() {
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@@ -64,7 +67,7 @@ float Game::intersects(Ray ray, Wall wall) {
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(ray.direction.x * wallVector.y) - (ray.direction.y * wallVector.x);
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if (determinator == 0)
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return false;
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return INFINITY;
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auto rayDist = ((wall.start.x - ray.origin.x) * wallVector.y -
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(wall.start.y - ray.origin.y) * wallVector.x);
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@@ -81,18 +84,17 @@ float Game::intersects(Ray ray, Wall wall) {
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return INFINITY;
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};
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void Game::update(double dt) {
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debug.update(dt);
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player.update(dt, window, worldView);
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// INIT/UPDATE RAYS -------
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auto mousePos = sf::Mouse::getPosition(window);
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auto mousePosWorld = window.mapPixelToCoords(mousePos, worldView);
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rayVertices.clear();
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for (sf::Vector2 targetPoint : walls.getPoints()) {
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auto ray = Ray(mousePosWorld, targetPoint);
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sf::Vector2f Game::updateRay(sf::Vector2f &origin, sf::Vector2f &targetPoint,
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float offset) {
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auto closestDist = 1.0f;
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auto maxDist = 3000.0f;
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float angle =
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std::atan2(targetPoint.y - origin.y, targetPoint.x - origin.x) + offset;
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sf::Vector2f direction = {std::cos(angle) * maxDist,
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std::sin(angle) * maxDist};
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Ray ray = {origin, direction};
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for (Wall wall : walls.get()) {
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auto rayDist = intersects(ray, wall);
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@@ -101,14 +103,38 @@ void Game::update(double dt) {
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};
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}
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sf::Vector2f hitPoint = ray.origin + (ray.direction * closestDist);
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return ray.origin + (ray.direction * closestDist);
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}
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rayVertices.append({ray.origin, sf::Color::Blue});
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rayVertices.append({hitPoint, sf::Color::Blue});
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void Game::update(double dt) {
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debug.update(dt);
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player.update(dt, window, worldView);
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// INIT/UPDATE RAYS ------------------------------------------
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auto mousePos = sf::Mouse::getPosition(window);
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auto mousePosWorld = window.mapPixelToCoords(mousePos, worldView);
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rayVertices.clear();
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hitPoints.clear();
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for (sf::Vector2 targetPoint : walls.getPoints()) {
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hitPoints.emplace_back(updateRay(mousePosWorld, targetPoint, 0.f));
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hitPoints.emplace_back(updateRay(mousePosWorld, targetPoint, 0.001f));
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hitPoints.emplace_back(updateRay(mousePosWorld, targetPoint, -0.001f));
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}
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std::sort(hitPoints.begin(), hitPoints.end(),
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[mousePosWorld](sf::Vector2f a, sf::Vector2f b) -> bool {
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auto angleA = atan2(mousePosWorld.y - a.y, mousePosWorld.x - a.x);
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auto angleB = atan2(mousePosWorld.y - b.y, mousePosWorld.x - b.x);
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return angleA < angleB;
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});
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// TODO: implement 3-rays trick to have softer angles
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// -----------------
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rayVertices.append({mousePosWorld, lightColor});
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for (auto hitPoint : hitPoints) {
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rayVertices.append({hitPoint, lightColor});
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}
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rayVertices.append({hitPoints[0], lightColor});
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// -----------------------------------------------------------
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};
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void Game::render() {
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+5
-10
@@ -12,7 +12,7 @@
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#include "Player.hpp"
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#include "Walls.hpp"
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constexpr bool VSYNC = true;
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constexpr bool VSYNC = false;
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constexpr int WIDTH = 1920;
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constexpr int HEIGHT = 1080;
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constexpr int DEBUG_REFRESH_RATE_IN_MS = 250;
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@@ -21,15 +21,6 @@ constexpr float ASPECT = 16.f / 9.f;
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struct Ray {
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sf::Vector2f origin;
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sf::Vector2f direction;
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float angle;
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Ray(sf::Vector2f origin, sf::Vector2f target) {
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this->origin = origin;
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this->direction = target - origin;
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angle = direction.angleTo(origin).asDegrees();
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};
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Ray(float angle, float length) {}; // TODO
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};
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class Game {
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@@ -47,8 +38,12 @@ private:
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Walls walls;
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sf::VertexArray rayVertices;
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std::vector<sf::Vector2f> hitPoints;
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sf::Color lightColor;
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float intersects(Ray ray, Wall wall);
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sf::Vector2f updateRay(sf::Vector2f &origin, sf::Vector2f &targetPoint,
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float offset);
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void onResize();
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void processEvents();
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