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#pragma once
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Map.h"
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#include <Ray.h>
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#include "util.hpp"
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Ray::Ray(
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Map *map,
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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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this->pixel = pixel;
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this->map = map;
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origin = camera_position;
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direction = ray_direction;
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dimensions = map->getDimensions();
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}
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sf::Color Ray::Cast() {
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// Get the cartesian direction for computing
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sf::Vector3<float> cartesian = direction;//SphereToCart(direction);
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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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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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// Setup the voxel coords from the camera origin
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voxel = sf::Vector3<int>(
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(int) origin.x,
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(int) origin.y,
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(int) origin.z
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);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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delta_t = sf::Vector3<float>(
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fabsf((float) (1.0 / cartesian.x)),
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fabsf((float) (1.0 / cartesian.y)),
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fabsf((float) (1.0 / cartesian.z))
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);
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// So the way I need to do the camera is this.
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// 1.) Setup the viewplane and then store the values
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// - Camera origin
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// - Resolution of the view plane X, Y
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// - Focal length to determine FOV
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//
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// 2.) For each draw. Get a copy of the view plane
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// 3.) Rotate around the X axis first, left and right
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// 4.) Then rotate alond the Y axis, up and down.
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// 5.) Make sure to limit the camera Y Rotation to 180 and -180 degrees
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// - Rays will still go pas 180 for the amount of FOV the camera has!
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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intersection_t = sf::Vector3<float>(
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delta_t.x + origin.x,
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delta_t.y + origin.y,
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delta_t.z + origin.z
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);
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if (pixel.y == 200){
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int i = 0;
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i++;
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}
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int dist = 0;
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do {
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if ((intersection_t.x) < (intersection_t.y)) {
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if ((intersection_t.x) < (intersection_t.z)) {
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voxel.x += voxel_step.x;
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intersection_t.x = intersection_t.x + delta_t.x;
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} else {
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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} else {
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if ((intersection_t.y) < (intersection_t.z)) {
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voxel.y += voxel_step.y;
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intersection_t.y = intersection_t.y + delta_t.y;
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} else {
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voxel.z += voxel_step.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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// If the ray went out of bounds
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if (voxel.z >= dimensions.z) {
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return sf::Color(0, 0, 255, 50);
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}
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if (voxel.x >= dimensions.x) {
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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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// If we hit a voxel
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switch (map->list[voxel.x + dimensions.x * (voxel.y + dimensions.z * voxel.z)]) {
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case 1:
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return sf::Color::Red;
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case 2:
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return sf::Color::Magenta;
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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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dist++;
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} while (dist < 200);
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return sf::Color::Cyan;
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}
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