216 lines
6.1 KiB
C++
216 lines
6.1 KiB
C++
/*
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Fast Ray Casting Using DDA
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"Itchy Eyes... Not blinking enough..." - javidx9
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Video: https://youtu.be/NbSee-XM7WA
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2021 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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https://www.youtube.com/javidx9extra
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <20>OneLoneCoder 2019, 2020, 2021
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*/
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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class Example : public olc::PixelGameEngine
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{
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public:
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Example()
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{
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sAppName = "RayCast With DDA Algorithm";
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}
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olc::vf2d vPlayer = { 0,0 };
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olc::vi2d vMapSize = { 32, 30 };
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olc::vi2d vCellSize = { 16, 16 };
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std::vector<int> vecMap;
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public:
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bool OnUserCreate() override
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{
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// Construct Map
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vecMap.resize(vMapSize.x * vMapSize.y);
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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olc::vf2d vMouse = { float(GetMouseX()), float(GetMouseY()) };
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olc::vf2d vMouseCell = vMouse / vCellSize;
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olc::vi2d vCell = vMouseCell; // implicit cast to integer, rounds down
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// Paint with right mouse button "solid" tiles
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if (GetMouse(1).bHeld) vecMap[vCell.y * vMapSize.x + vCell.x] = 1;
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// Move "player" position
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if (GetKey(olc::Key::W).bHeld) vPlayer.y -= 25.0f * fElapsedTime;
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if (GetKey(olc::Key::S).bHeld) vPlayer.y += 25.0f * fElapsedTime;
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if (GetKey(olc::Key::A).bHeld) vPlayer.x -= 25.0f * fElapsedTime;
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if (GetKey(olc::Key::D).bHeld) vPlayer.x += 25.0f * fElapsedTime;
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// DDA Algorithm ==============================================
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// https://lodev.org/cgtutor/raycasting.html
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// Form ray cast from player into scene
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olc::vf2d vRayStart = vPlayer;
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olc::vf2d vRayDir = (vMouseCell - vPlayer).norm();
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// Lodev.org also explains this additional optimistaion (but it's beyond scope of video)
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// olc::vf2d vRayUnitStepSize = { abs(1.0f / vRayDir.x), abs(1.0f / vRayDir.y) };
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olc::vf2d vRayUnitStepSize = { sqrt(1 + (vRayDir.y / vRayDir.x) * (vRayDir.y / vRayDir.x)), sqrt(1 + (vRayDir.x / vRayDir.y) * (vRayDir.x / vRayDir.y)) };
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olc::vi2d vMapCheck = vRayStart;
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olc::vf2d vRayLength1D;
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olc::vi2d vStep;
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// Establish Starting Conditions
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if (vRayDir.x < 0)
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{
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vStep.x = -1;
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vRayLength1D.x = (vRayStart.x - float(vMapCheck.x)) * vRayUnitStepSize.x;
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}
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else
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{
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vStep.x = 1;
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vRayLength1D.x = (float(vMapCheck.x + 1) - vRayStart.x) * vRayUnitStepSize.x;
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}
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if (vRayDir.y < 0)
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{
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vStep.y = -1;
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vRayLength1D.y = (vRayStart.y - float(vMapCheck.y)) * vRayUnitStepSize.y;
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}
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else
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{
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vStep.y = 1;
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vRayLength1D.y = (float(vMapCheck.y + 1) - vRayStart.y) * vRayUnitStepSize.y;
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}
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// Perform "Walk" until collision or range check
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bool bTileFound = false;
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float fMaxDistance = 100.0f;
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float fDistance = 0.0f;
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while (!bTileFound && fDistance < fMaxDistance)
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{
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// Walk along shortest path
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if (vRayLength1D.x < vRayLength1D.y)
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{
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vMapCheck.x += vStep.x;
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fDistance = vRayLength1D.x;
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vRayLength1D.x += vRayUnitStepSize.x;
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}
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else
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{
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vMapCheck.y += vStep.y;
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fDistance = vRayLength1D.y;
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vRayLength1D.y += vRayUnitStepSize.y;
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}
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// Test tile at new test point
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if (vMapCheck.x >= 0 && vMapCheck.x < vMapSize.x && vMapCheck.y >= 0 && vMapCheck.y < vMapSize.y)
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{
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if (vecMap[vMapCheck.y * vMapSize.x + vMapCheck.x] == 1)
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{
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bTileFound = true;
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}
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}
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}
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// Calculate intersection location
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olc::vf2d vIntersection;
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if (bTileFound)
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{
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vIntersection = vRayStart + vRayDir * fDistance;
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}
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Clear(olc::BLACK);
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// Draw Map
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for (int y = 0; y < vMapSize.y; y++)
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{
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for (int x = 0; x < vMapSize.x; x++)
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{
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int cell = vecMap[y * vMapSize.x + x];
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if (cell == 1)
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FillRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::BLUE);
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// Draw Cell border
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DrawRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::DARK_GREY);
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}
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}
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// Draw ray between player and mouse if left mouse button held
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if (GetMouse(0).bHeld)
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{
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DrawLine(vPlayer * vCellSize, vMouse, olc::WHITE, 0xF0F0F0F0);
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if (bTileFound)
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{
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DrawCircle(vIntersection * vCellSize, 4.0f, olc::YELLOW);
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}
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}
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// Draw Player
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FillCircle(vPlayer * vCellSize, 4.0f, olc::RED);
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// Draw Mouse
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FillCircle(vMouse, 4.0f, olc::GREEN);
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return true;
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}
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};
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int main()
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{
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Example demo;
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if (demo.Construct(512, 480, 2, 2))
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demo.Start();
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return 0;
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}
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