Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/camera.cpp

49 lines
1.6 KiB

#include "camera.hpp"
#include <numbers>
#include <cmath>
Point CameraLOL::plan_move(Raycaster &rayview, int dir, bool strafe) {
t = 0.0;
if(strafe) {
target_x = rayview.$pos_x + int(-rayview.$dir_y * 1.5 * dir);
target_y = rayview.$pos_y + int(rayview.$dir_x * 1.5 * dir);
} else {
target_x = rayview.$pos_x + int(rayview.$dir_x * 1.5 * dir);
target_y = rayview.$pos_y + int(rayview.$dir_y * 1.5 * dir);
}
return {size_t(target_x), size_t(target_y)};
}
void CameraLOL::plan_rotate(Raycaster &rayview, int dir) {
t = 0.0;
double angle_dir = std::numbers::pi * 0.25 * dir;
target_dir_x = rayview.$dir_x * cos(angle_dir) - rayview.$dir_y * sin(angle_dir);
target_dir_y = rayview.$dir_x * sin(angle_dir) + rayview.$dir_y * cos(angle_dir);
target_plane_x = rayview.$plane_x * cos(angle_dir) - rayview.$plane_y * sin(angle_dir);
target_plane_y = rayview.$plane_x * sin(angle_dir) + rayview.$plane_y * cos(angle_dir);
}
bool CameraLOL::play_rotate(Raycaster &rayview) {
t += rot_speed;
rayview.$dir_x = std::lerp(rayview.$dir_x, target_dir_x, t);
rayview.$dir_y = std::lerp(rayview.$dir_y, target_dir_y, t);
rayview.$plane_x = std::lerp(rayview.$plane_x, target_plane_x, t);
rayview.$plane_y = std::lerp(rayview.$plane_y, target_plane_y, t);
return t > 1.0;
}
bool CameraLOL::play_move(Raycaster &rayview) {
t += move_speed;
rayview.$pos_x = std::lerp(rayview.$pos_x, target_x, t);
rayview.$pos_y = std::lerp(rayview.$pos_y, target_y, t);
return t >= 1.0;
}
void CameraLOL::abort_plan(Raycaster& rayview) {
target_x = rayview.$pos_x;
target_y = rayview.$pos_y;
}