First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
This commit is contained in:
parent
6b181382bd
commit
ca80736d7c
21 changed files with 2165 additions and 90 deletions
471
scratchpad/raycaster_sprites.cpp
Normal file
471
scratchpad/raycaster_sprites.cpp
Normal file
|
@ -0,0 +1,471 @@
|
|||
/*
|
||||
Copyright (c) 2004-2020, Lode Vandevenne
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
||||
|
||||
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 OWNER 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.
|
||||
*/
|
||||
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
|
||||
#include "quickcg.h"
|
||||
using namespace QuickCG;
|
||||
|
||||
/*
|
||||
g++ *.cpp -lSDL -O3 -W -Wall -ansi -pedantic
|
||||
g++ *.cpp -lSDL
|
||||
*/
|
||||
|
||||
|
||||
#define screenWidth 640
|
||||
#define screenHeight 480
|
||||
#define texWidth 64 // must be power of two
|
||||
#define texHeight 64 // must be power of two
|
||||
#define mapWidth 24
|
||||
#define mapHeight 24
|
||||
|
||||
int worldMap[mapWidth][mapHeight] =
|
||||
{
|
||||
{8,8,8,8,8,8,8,8,8,8,8,4,4,6,4,4,6,4,6,4,4,4,6,4},
|
||||
{8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
|
||||
{8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,6},
|
||||
{8,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
|
||||
{8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
|
||||
{8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,6,6,6,0,6,4,6},
|
||||
{8,8,8,8,0,8,8,8,8,8,8,4,4,4,4,4,4,6,0,0,0,0,0,6},
|
||||
{7,7,7,7,0,7,7,7,7,0,8,0,8,0,8,0,8,4,0,4,0,6,0,6},
|
||||
{7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,0,0,0,0,0,6},
|
||||
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,0,0,0,0,4},
|
||||
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,6,0,6,0,6},
|
||||
{7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,4,6,0,6,6,6},
|
||||
{7,7,7,7,0,7,7,7,7,8,8,4,0,6,8,4,8,3,3,3,0,3,3,3},
|
||||
{2,2,2,2,0,2,2,2,2,4,6,4,0,0,6,0,6,3,0,0,0,0,0,3},
|
||||
{2,2,0,0,0,0,0,2,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
|
||||
{2,0,0,0,0,0,0,0,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
|
||||
{1,0,0,0,0,0,0,0,1,4,4,4,4,4,6,0,6,3,3,0,0,0,3,3},
|
||||
{2,0,0,0,0,0,0,0,2,2,2,1,2,2,2,6,6,0,0,5,0,5,0,5},
|
||||
{2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
|
||||
{2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5},
|
||||
{2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
|
||||
{2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
|
||||
{2,2,2,2,1,2,2,2,2,2,2,1,2,2,2,5,5,5,5,5,5,5,5,5}
|
||||
};
|
||||
|
||||
struct Sprite
|
||||
{
|
||||
double x;
|
||||
double y;
|
||||
int texture;
|
||||
};
|
||||
|
||||
#define numSprites 19
|
||||
|
||||
Sprite sprite[numSprites] =
|
||||
{
|
||||
{20.5, 11.5, 10}, //green light in front of playerstart
|
||||
//green lights in every room
|
||||
{18.5,4.5, 10},
|
||||
{10.0,4.5, 10},
|
||||
{10.0,12.5,10},
|
||||
{3.5, 6.5, 10},
|
||||
{3.5, 20.5,10},
|
||||
{3.5, 14.5,10},
|
||||
{14.5,20.5,10},
|
||||
|
||||
//row of pillars in front of wall: fisheye test
|
||||
{18.5, 10.5, 9},
|
||||
{18.5, 11.5, 9},
|
||||
{18.5, 12.5, 9},
|
||||
|
||||
//some barrels around the map
|
||||
{21.5, 1.5, 8},
|
||||
{15.5, 1.5, 8},
|
||||
{16.0, 1.8, 8},
|
||||
{16.2, 1.2, 8},
|
||||
{3.5, 2.5, 8},
|
||||
{9.5, 15.5, 8},
|
||||
{10.0, 15.1,8},
|
||||
{10.5, 15.8,8},
|
||||
};
|
||||
|
||||
Uint32 buffer[screenHeight][screenWidth]; // y-coordinate first because it works per scanline
|
||||
|
||||
//1D Zbuffer
|
||||
double ZBuffer[screenWidth];
|
||||
|
||||
//arrays used to sort the sprites
|
||||
int spriteOrder[numSprites];
|
||||
double spriteDistance[numSprites];
|
||||
|
||||
//function used to sort the sprites
|
||||
void sortSprites(int* order, double* dist, int amount);
|
||||
|
||||
int main(int /*argc*/, char */*argv*/[])
|
||||
{
|
||||
double posX = 22.0, posY = 11.5; //x and y start position
|
||||
double dirX = -1.0, dirY = 0.0; //initial direction vector
|
||||
double planeX = 0.0, planeY = 0.66; //the 2d raycaster version of camera plane
|
||||
|
||||
double time = 0; //time of current frame
|
||||
double oldTime = 0; //time of previous frame
|
||||
|
||||
std::vector<Uint32> texture[11];
|
||||
for(int i = 0; i < 11; i++) texture[i].resize(texWidth * texHeight);
|
||||
|
||||
screen(screenWidth,screenHeight, 0, "Raycaster");
|
||||
|
||||
//load some textures
|
||||
unsigned long tw, th, error = 0;
|
||||
error |= loadImage(texture[0], tw, th, "pics/eagle.png");
|
||||
error |= loadImage(texture[1], tw, th, "pics/redbrick.png");
|
||||
error |= loadImage(texture[2], tw, th, "pics/purplestone.png");
|
||||
error |= loadImage(texture[3], tw, th, "pics/greystone.png");
|
||||
error |= loadImage(texture[4], tw, th, "pics/bluestone.png");
|
||||
error |= loadImage(texture[5], tw, th, "pics/mossy.png");
|
||||
error |= loadImage(texture[6], tw, th, "pics/wood.png");
|
||||
error |= loadImage(texture[7], tw, th, "pics/colorstone.png");
|
||||
if(error) { std::cout << "error loading images" << std::endl; return 1; }
|
||||
|
||||
//load some sprite textures
|
||||
error |= loadImage(texture[8], tw, th, "pics/barrel.png");
|
||||
error |= loadImage(texture[9], tw, th, "pics/pillar.png");
|
||||
error |= loadImage(texture[10], tw, th, "pics/greenlight.png");
|
||||
if(error) { std::cout << "error loading images" << std::endl; return 1; }
|
||||
|
||||
//start the main loop
|
||||
while(!done())
|
||||
{
|
||||
//FLOOR CASTING
|
||||
for(int y = screenHeight / 2 + 1; y < screenHeight; ++y)
|
||||
{
|
||||
// rayDir for leftmost ray (x = 0) and rightmost ray (x = w)
|
||||
float rayDirX0 = dirX - planeX;
|
||||
float rayDirY0 = dirY - planeY;
|
||||
float rayDirX1 = dirX + planeX;
|
||||
float rayDirY1 = dirY + planeY;
|
||||
|
||||
// Current y position compared to the center of the screen (the horizon)
|
||||
int p = y - screenHeight / 2;
|
||||
|
||||
// Vertical position of the camera.
|
||||
float posZ = 0.5 * screenHeight;
|
||||
|
||||
// Horizontal distance from the camera to the floor for the current row.
|
||||
// 0.5 is the z position exactly in the middle between floor and ceiling.
|
||||
float rowDistance = posZ / p;
|
||||
|
||||
// calculate the real world step vector we have to add for each x (parallel to camera plane)
|
||||
// adding step by step avoids multiplications with a weight in the inner loop
|
||||
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth;
|
||||
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth;
|
||||
|
||||
// real world coordinates of the leftmost column. This will be updated as we step to the right.
|
||||
float floorX = posX + rowDistance * rayDirX0;
|
||||
float floorY = posY + rowDistance * rayDirY0;
|
||||
|
||||
for(int x = 0; x < screenWidth; ++x)
|
||||
{
|
||||
// the cell coord is simply got from the integer parts of floorX and floorY
|
||||
int cellX = (int)(floorX);
|
||||
int cellY = (int)(floorY);
|
||||
|
||||
// get the texture coordinate from the fractional part
|
||||
int tx = (int)(texWidth * (floorX - cellX)) & (texWidth - 1);
|
||||
int ty = (int)(texHeight * (floorY - cellY)) & (texHeight - 1);
|
||||
|
||||
floorX += floorStepX;
|
||||
floorY += floorStepY;
|
||||
|
||||
// choose texture and draw the pixel
|
||||
int checkerBoardPattern = (int(cellX + cellY)) & 1;
|
||||
int floorTexture;
|
||||
if(checkerBoardPattern == 0) floorTexture = 3;
|
||||
else floorTexture = 4;
|
||||
int ceilingTexture = 6;
|
||||
Uint32 color;
|
||||
|
||||
// floor
|
||||
color = texture[floorTexture][texWidth * ty + tx];
|
||||
color = (color >> 1) & 8355711; // make a bit darker
|
||||
buffer[y][x] = color;
|
||||
|
||||
//ceiling (symmetrical, at screenHeight - y - 1 instead of y)
|
||||
color = texture[ceilingTexture][texWidth * ty + tx];
|
||||
color = (color >> 1) & 8355711; // make a bit darker
|
||||
buffer[screenHeight - y - 1][x] = color;
|
||||
}
|
||||
}
|
||||
|
||||
// WALL CASTING
|
||||
for(int x = 0; x < w; x++)
|
||||
{
|
||||
//calculate ray position and direction
|
||||
double cameraX = 2 * x / double(w) - 1; //x-coordinate in camera space
|
||||
double rayDirX = dirX + planeX * cameraX;
|
||||
double rayDirY = dirY + planeY * cameraX;
|
||||
|
||||
//which box of the map we're in
|
||||
int mapX = int(posX);
|
||||
int mapY = int(posY);
|
||||
|
||||
//length of ray from current position to next x or y-side
|
||||
double sideDistX;
|
||||
double sideDistY;
|
||||
|
||||
//length of ray from one x or y-side to next x or y-side
|
||||
double deltaDistX = (rayDirX == 0) ? 1e30 : std::abs(1 / rayDirX);
|
||||
double deltaDistY = (rayDirY == 0) ? 1e30 : std::abs(1 / rayDirY);
|
||||
double perpWallDist;
|
||||
|
||||
//what direction to step in x or y-direction (either +1 or -1)
|
||||
int stepX;
|
||||
int stepY;
|
||||
|
||||
int hit = 0; //was there a wall hit?
|
||||
int side; //was a NS or a EW wall hit?
|
||||
|
||||
//calculate step and initial sideDist
|
||||
if(rayDirX < 0)
|
||||
{
|
||||
stepX = -1;
|
||||
sideDistX = (posX - mapX) * deltaDistX;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepX = 1;
|
||||
sideDistX = (mapX + 1.0 - posX) * deltaDistX;
|
||||
}
|
||||
if(rayDirY < 0)
|
||||
{
|
||||
stepY = -1;
|
||||
sideDistY = (posY - mapY) * deltaDistY;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepY = 1;
|
||||
sideDistY = (mapY + 1.0 - posY) * deltaDistY;
|
||||
}
|
||||
//perform DDA
|
||||
while (hit == 0)
|
||||
{
|
||||
//jump to next map square, either in x-direction, or in y-direction
|
||||
if(sideDistX < sideDistY)
|
||||
{
|
||||
sideDistX += deltaDistX;
|
||||
mapX += stepX;
|
||||
side = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
sideDistY += deltaDistY;
|
||||
mapY += stepY;
|
||||
side = 1;
|
||||
}
|
||||
//Check if ray has hit a wall
|
||||
if(worldMap[mapX][mapY] > 0) hit = 1;
|
||||
}
|
||||
|
||||
//Calculate distance of perpendicular ray (Euclidean distance would give fisheye effect!)
|
||||
if(side == 0) perpWallDist = (sideDistX - deltaDistX);
|
||||
else perpWallDist = (sideDistY - deltaDistY);
|
||||
|
||||
//Calculate height of line to draw on screen
|
||||
int lineHeight = (int)(h / perpWallDist);
|
||||
|
||||
//calculate lowest and highest pixel to fill in current stripe
|
||||
int drawStart = -lineHeight / 2 + h / 2;
|
||||
if(drawStart < 0) drawStart = 0;
|
||||
int drawEnd = lineHeight / 2 + h / 2;
|
||||
if(drawEnd >= h) drawEnd = h - 1;
|
||||
//texturing calculations
|
||||
int texNum = worldMap[mapX][mapY] - 1; //1 subtracted from it so that texture 0 can be used!
|
||||
|
||||
//calculate value of wallX
|
||||
double wallX; //where exactly the wall was hit
|
||||
if (side == 0) wallX = posY + perpWallDist * rayDirY;
|
||||
else wallX = posX + perpWallDist * rayDirX;
|
||||
wallX -= floor((wallX));
|
||||
|
||||
//x coordinate on the texture
|
||||
int texX = int(wallX * double(texWidth));
|
||||
if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
|
||||
if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1;
|
||||
|
||||
// TODO: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
|
||||
// How much to increase the texture coordinate per screen pixel
|
||||
double step = 1.0 * texHeight / lineHeight;
|
||||
// Starting texture coordinate
|
||||
double texPos = (drawStart - h / 2 + lineHeight / 2) * step;
|
||||
for(int y = drawStart; y < drawEnd; y++)
|
||||
{
|
||||
// Cast the texture coordinate to integer, and mask with (texHeight - 1) in case of overflow
|
||||
int texY = (int)texPos & (texHeight - 1);
|
||||
texPos += step;
|
||||
Uint32 color = texture[texNum][texHeight * texY + texX];
|
||||
//make color darker for y-sides: R, G and B byte each divided through two with a "shift" and an "and"
|
||||
if(side == 1) color = (color >> 1) & 8355711;
|
||||
buffer[y][x] = color;
|
||||
}
|
||||
|
||||
//SET THE ZBUFFER FOR THE SPRITE CASTING
|
||||
ZBuffer[x] = perpWallDist; //perpendicular distance is used
|
||||
}
|
||||
|
||||
//SPRITE CASTING
|
||||
//sort sprites from far to close
|
||||
for(int i = 0; i < numSprites; i++)
|
||||
{
|
||||
spriteOrder[i] = i;
|
||||
spriteDistance[i] = ((posX - sprite[i].x) * (posX - sprite[i].x) + (posY - sprite[i].y) * (posY - sprite[i].y)); //sqrt not taken, unneeded
|
||||
}
|
||||
sortSprites(spriteOrder, spriteDistance, numSprites);
|
||||
|
||||
//after sorting the sprites, do the projection and draw them
|
||||
for(int i = 0; i < numSprites; i++)
|
||||
{
|
||||
//translate sprite position to relative to camera
|
||||
double spriteX = sprite[spriteOrder[i]].x - posX;
|
||||
double spriteY = sprite[spriteOrder[i]].y - posY;
|
||||
|
||||
//transform sprite with the inverse camera matrix
|
||||
// [ planeX dirX ] -1 [ dirY -dirX ]
|
||||
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
|
||||
// [ planeY dirY ] [ -planeY planeX ]
|
||||
|
||||
double invDet = 1.0 / (planeX * dirY - dirX * planeY); //required for correct matrix multiplication
|
||||
|
||||
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
|
||||
double transformY = invDet * (-planeY * spriteX + planeX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
|
||||
|
||||
int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
|
||||
|
||||
//parameters for scaling and moving the sprites
|
||||
#define uDiv 1
|
||||
#define vDiv 1
|
||||
#define vMove 0.0
|
||||
int vMoveScreen = int(vMove / transformY);
|
||||
|
||||
//calculate height of the sprite on screen
|
||||
int spriteHeight = abs(int(h / (transformY))) / vDiv; //using "transformY" instead of the real distance prevents fisheye
|
||||
//calculate lowest and highest pixel to fill in current stripe
|
||||
int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
|
||||
if(drawStartY < 0) drawStartY = 0;
|
||||
int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
|
||||
if(drawEndY >= h) drawEndY = h - 1;
|
||||
|
||||
//calculate width of the sprite
|
||||
int spriteWidth = abs(int (h / (transformY))) / uDiv; // same as height of sprite, given that it's square
|
||||
int drawStartX = -spriteWidth / 2 + spriteScreenX;
|
||||
if(drawStartX < 0) drawStartX = 0;
|
||||
int drawEndX = spriteWidth / 2 + spriteScreenX;
|
||||
if(drawEndX > w) drawEndX = w;
|
||||
|
||||
//loop through every vertical stripe of the sprite on screen
|
||||
for(int stripe = drawStartX; stripe < drawEndX; stripe++)
|
||||
{
|
||||
int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
|
||||
//the conditions in the if are:
|
||||
//1) it's in front of camera plane so you don't see things behind you
|
||||
//2) ZBuffer, with perpendicular distance
|
||||
if(transformY > 0 && transformY < ZBuffer[stripe])
|
||||
{
|
||||
for(int y = drawStartY; y < drawEndY; y++) //for every pixel of the current stripe
|
||||
{
|
||||
int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128; //256 and 128 factors to avoid floats
|
||||
int texY = ((d * texHeight) / spriteHeight) / 256;
|
||||
Uint32 color = texture[sprite[spriteOrder[i]].texture][texWidth * texY + texX]; //get current color from the texture
|
||||
if((color & 0x00FFFFFF) != 0) buffer[y][stripe] = color; //paint pixel if it isn't black, black is the invisible color
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawBuffer(buffer[0]);
|
||||
// No need to clear the screen here, since everything is overdrawn with floor and ceiling
|
||||
|
||||
//timing for input and FPS counter
|
||||
oldTime = time;
|
||||
time = getTicks();
|
||||
double frameTime = (time - oldTime) / 1000.0; //frametime is the time this frame has taken, in seconds
|
||||
print(1.0 / frameTime); //FPS counter
|
||||
redraw();
|
||||
|
||||
//speed modifiers
|
||||
double moveSpeed = frameTime * 3.0; //the constant value is in squares/second
|
||||
double rotSpeed = frameTime * 2.0; //the constant value is in radians/second
|
||||
|
||||
SDL_Event event;
|
||||
while(SDL_PollEvent(&event)) {
|
||||
if(event.type != SDL_KEYDOWN) continue;
|
||||
//move forward if no wall in front of you
|
||||
if(event.key.keysym.sym == SDLK_UP)
|
||||
{
|
||||
if(worldMap[int(posX + dirX * moveSpeed)][int(posY)] == false) posX += dirX * moveSpeed;
|
||||
if(worldMap[int(posX)][int(posY + dirY * moveSpeed)] == false) posY += dirY * moveSpeed;
|
||||
}
|
||||
//move backwards if no wall behind you
|
||||
if(event.key.keysym.sym == SDLK_DOWN)
|
||||
{
|
||||
if(worldMap[int(posX - dirX * moveSpeed)][int(posY)] == false) posX -= dirX * moveSpeed;
|
||||
if(worldMap[int(posX)][int(posY - dirY * moveSpeed)] == false) posY -= dirY * moveSpeed;
|
||||
}
|
||||
//rotate to the right
|
||||
if(event.key.keysym.sym == SDLK_RIGHT)
|
||||
{
|
||||
//both camera direction and camera plane must be rotated
|
||||
double oldDirX = dirX;
|
||||
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
|
||||
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
|
||||
double oldPlaneX = planeX;
|
||||
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
|
||||
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
|
||||
}
|
||||
//rotate to the left
|
||||
if(event.key.keysym.sym == SDLK_LEFT)
|
||||
{
|
||||
//both camera direction and camera plane must be rotated
|
||||
double oldDirX = dirX;
|
||||
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
|
||||
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
|
||||
double oldPlaneX = planeX;
|
||||
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
|
||||
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//sort the sprites based on distance
|
||||
void sortSprites(int* order, double* dist, int amount)
|
||||
{
|
||||
std::vector<std::pair<double, int>> sprites(amount);
|
||||
for(int i = 0; i < amount; i++) {
|
||||
sprites[i].first = dist[i];
|
||||
sprites[i].second = order[i];
|
||||
}
|
||||
std::sort(sprites.begin(), sprites.end());
|
||||
// restore in reverse order to go from farthest to nearest
|
||||
for(int i = 0; i < amount; i++) {
|
||||
dist[i] = sprites[amount - i - 1].first;
|
||||
order[i] = sprites[amount - i - 1].second;
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue