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olcPixelGameEngine/Videos/OneLoneCoder_PGE_RayCastDDA...

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/*
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, <EFBFBD>OneLoneCoder 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<int> 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;
}