/* Fast Ray Casting Using DDA "Itchy Eyes... Not blinking enough..." - javidx9 Video: https://youtu.be/NbSee-XM7WA License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2021 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 https://www.youtube.com/javidx9extra Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2019, 2020, 2021 */ #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" class Example : public olc::PixelGameEngine { public: Example() { sAppName = "RayCast With DDA Algorithm"; } olc::vf2d vPlayer = { 0,0 }; olc::vi2d vMapSize = { 32, 30 }; olc::vi2d vCellSize = { 16, 16 }; std::vector vecMap; public: bool OnUserCreate() override { // Construct Map vecMap.resize(vMapSize.x * vMapSize.y); return true; } bool OnUserUpdate(float fElapsedTime) override { olc::vf2d vMouse = { float(GetMouseX()), float(GetMouseY()) }; olc::vf2d vMouseCell = vMouse / vCellSize; olc::vi2d vCell = vMouseCell; // implicit cast to integer, rounds down // Paint with right mouse button "solid" tiles if (GetMouse(1).bHeld) vecMap[vCell.y * vMapSize.x + vCell.x] = 1; // Move "player" position if (GetKey(olc::Key::W).bHeld) vPlayer.y -= 25.0f * fElapsedTime; if (GetKey(olc::Key::S).bHeld) vPlayer.y += 25.0f * fElapsedTime; if (GetKey(olc::Key::A).bHeld) vPlayer.x -= 25.0f * fElapsedTime; if (GetKey(olc::Key::D).bHeld) vPlayer.x += 25.0f * fElapsedTime; // DDA Algorithm ============================================== // https://lodev.org/cgtutor/raycasting.html // Form ray cast from player into scene olc::vf2d vRayStart = vPlayer; olc::vf2d vRayDir = (vMouseCell - vPlayer).norm(); // Lodev.org also explains this additional optimistaion (but it's beyond scope of video) // olc::vf2d vRayUnitStepSize = { abs(1.0f / vRayDir.x), abs(1.0f / vRayDir.y) }; olc::vf2d vRayUnitStepSize = { sqrt(1 + (vRayDir.y / vRayDir.x) * (vRayDir.y / vRayDir.x)), sqrt(1 + (vRayDir.x / vRayDir.y) * (vRayDir.x / vRayDir.y)) }; olc::vi2d vMapCheck = vRayStart; olc::vf2d vRayLength1D; olc::vi2d vStep; // Establish Starting Conditions if (vRayDir.x < 0) { vStep.x = -1; vRayLength1D.x = (vRayStart.x - float(vMapCheck.x)) * vRayUnitStepSize.x; } else { vStep.x = 1; vRayLength1D.x = (float(vMapCheck.x + 1) - vRayStart.x) * vRayUnitStepSize.x; } if (vRayDir.y < 0) { vStep.y = -1; vRayLength1D.y = (vRayStart.y - float(vMapCheck.y)) * vRayUnitStepSize.y; } else { vStep.y = 1; vRayLength1D.y = (float(vMapCheck.y + 1) - vRayStart.y) * vRayUnitStepSize.y; } // Perform "Walk" until collision or range check bool bTileFound = false; float fMaxDistance = 100.0f; float fDistance = 0.0f; while (!bTileFound && fDistance < fMaxDistance) { // Walk along shortest path if (vRayLength1D.x < vRayLength1D.y) { vMapCheck.x += vStep.x; fDistance = vRayLength1D.x; vRayLength1D.x += vRayUnitStepSize.x; } else { vMapCheck.y += vStep.y; fDistance = vRayLength1D.y; vRayLength1D.y += vRayUnitStepSize.y; } // Test tile at new test point if (vMapCheck.x >= 0 && vMapCheck.x < vMapSize.x && vMapCheck.y >= 0 && vMapCheck.y < vMapSize.y) { if (vecMap[vMapCheck.y * vMapSize.x + vMapCheck.x] == 1) { bTileFound = true; } } } // Calculate intersection location olc::vf2d vIntersection; if (bTileFound) { vIntersection = vRayStart + vRayDir * fDistance; } Clear(olc::BLACK); // Draw Map for (int y = 0; y < vMapSize.y; y++) { for (int x = 0; x < vMapSize.x; x++) { int cell = vecMap[y * vMapSize.x + x]; if (cell == 1) FillRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::BLUE); // Draw Cell border DrawRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::DARK_GREY); } } // Draw ray between player and mouse if left mouse button held if (GetMouse(0).bHeld) { DrawLine(vPlayer * vCellSize, vMouse, olc::WHITE, 0xF0F0F0F0); if (bTileFound) { DrawCircle(vIntersection * vCellSize, 4.0f, olc::YELLOW); } } // Draw Player FillCircle(vPlayer * vCellSize, 4.0f, olc::RED); // Draw Mouse FillCircle(vMouse, 4.0f, olc::GREEN); return true; } }; int main() { Example demo; if (demo.Construct(512, 480, 2, 2)) demo.Start(); return 0; }