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RayCasting.cpp
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114 lines (97 loc) · 3.97 KB
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#include "RayCasting.h"
Raycasting::Raycasting() : player()
{
}
Raycasting::Raycasting(const Player& _player)
{
player = _player;
}
void Raycasting::Raycast()
{
auto start = std::chrono::steady_clock::now();
auto finish = std::chrono::steady_clock::now();
std::chrono::duration<float> elapsedTime = finish - start;
while (true) {
finish = std::chrono::steady_clock::now();
elapsedTime = finish - start;
start = finish;
if (GetAsyncKeyState('A') & 0x8000)
player.viewAngle -= 2.0f * player.FOV * elapsedTime.count();
if (GetAsyncKeyState('D') & 0x8000)
player.viewAngle += 2.0f * player.FOV * elapsedTime.count();
if (GetAsyncKeyState('W') & 0x8000) {
if (MapController::buf[(int)(player.y) * MapController::nMapWidth + (int)(player.x + sinf(player.viewAngle) * 5.0f * elapsedTime.count())] != '#'
&& MapController::buf[(int)(player.y + cosf(player.viewAngle) * 5.0f * elapsedTime.count()) * MapController::nMapWidth + (int)(player.x)] != '#')
{
player.x += sinf(player.viewAngle) * 5.0f * elapsedTime.count();
player.y += cosf(player.viewAngle) * 5.0f * elapsedTime.count();
}
}
if (GetAsyncKeyState('S') & 0x8000) {
if (MapController::buf[(int)(player.y) * MapController::nMapWidth + (int)(player.x - sinf(player.viewAngle) * 5.0f * elapsedTime.count())] != '#'
&& MapController::buf[(int)(player.y - cosf(player.viewAngle) * 5.0f * elapsedTime.count()) * MapController::nMapWidth + (int)(player.x)] != '#')
{
player.x -= sinf(player.viewAngle) * 5.0f * elapsedTime.count();
player.y -= cosf(player.viewAngle) * 5.0f * elapsedTime.count();
}
}
//ïðîõîäèì ïî âñåìó ýêðàíó
for (int x = 0; x < ConsoleController::nScreenWidth; x++)
{
//ðàñ÷èòûâàíèå óãëà ïðîåêöèè ïîòåíöèàëüíî âûïóùåííîãî ëó÷à. Îò -FOV/2 äî FOV/2
double rayAngle = (player.viewAngle - player.FOV / 2.0)
+ ((double)x / (double)ConsoleController::nScreenWidth)
* player.FOV;
//ðàññòîÿíèå îò èãðîêà äî ñòåíû äëÿ ýòîãî ðàñ÷èòàííîãî óãëà
double distanceToWall = 0.0;
bool isHitWall = false;
//âåêòîð íàïðàâëåíèÿ, êóäà ñìîòðèò èãðîê
double eyeX = sinf(rayAngle);
double eyeY = cosf(rayAngle);
//ìàëåíüêèìè ïðèðàùåíèÿìè óâåëè÷èâàåì ðàññòîÿíèå è ïðîâåðÿåì, íå ñòîëêíóëèñü ëè ìû ñî ñòåíîé
while (!isHitWall && distanceToWall < player.viewRadius)
{
distanceToWall += 0.1;
//íà÷èíàåì ñòðîèòü ëó÷ ìàëåíüêèìè øàæêàìè.
int nTestX = (int)(player.x + eyeX * distanceToWall);
int nTestY = (int)(player.y + eyeY * distanceToWall);
//åñëè ìû óøëè çà ãðàíèöû êàðòû, çíà÷èò ìû òî÷íî âðåçàëèñü â åå ãðàíèöó
if (nTestX < 0 || nTestX >= MapController::nMapWidth || nTestY < 0 || nTestY >= MapController::nMapHeight)
{
isHitWall = true;
distanceToWall = player.viewRadius;
}
else //åñëè ìû âíóòðè êàðòû
{
if (MapController::buf[nTestY * MapController::nMapWidth + nTestX] == '#')
{
isHitWall = true;
}
}
}
int nCeiling = (double)(ConsoleController::nScreenHeight / 2.0) - (ConsoleController::nScreenHeight / distanceToWall);
int nFloor = ConsoleController::nScreenHeight - nCeiling;
for (int y = 0; y < ConsoleController::nScreenHeight; y++)
{
if (x < MapController::nMapWidth && y < MapController::nMapHeight) {
ConsoleController::screen[y * ConsoleController::nScreenWidth + x] = MapController::buf[y * MapController::nMapWidth + x];
continue;
}
if (y < nCeiling)
{
ConsoleController::screen[y * ConsoleController::nScreenWidth + x] = ' ';
}
else if (y >= nCeiling && y <= nFloor)
{
ConsoleController::screen[y * ConsoleController::nScreenWidth + x] = 0x2588;
}
else
{
ConsoleController::screen[y * ConsoleController::nScreenWidth + x] = ' ';
}
}
ConsoleController::screen[(int)player.y * ConsoleController::nScreenWidth + (int)player.x] = 'P';
}
ConsoleController::UpdateFrame();
}
}