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@@ -3,6 +3,22 @@ use crate::consts;
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use crate::fp;
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use crate::fp;
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use crate::fp::{ ToFixedPoint, FromFixedPoint };
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use crate::fp::{ ToFixedPoint, FromFixedPoint };
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+pub enum TextureCode {
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+ None,
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+ Wall(u8, i32, bool)
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+}
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+
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+pub struct Slice {
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+ pub texture: TextureCode,
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+ pub distance: i32,
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+}
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+
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+impl Slice {
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+ fn new(texture: TextureCode, distance: i32) -> Slice {
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+ Slice { texture, distance }
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+ }
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+}
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+
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pub struct Player {
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pub struct Player {
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pub x: i32,
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pub x: i32,
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pub y: i32,
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pub y: i32,
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@@ -89,11 +105,12 @@ impl World {
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self.x_walls[(x + y * self.width) as usize] == Tile::Wall
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self.x_walls[(x + y * self.width) as usize] == Tile::Wall
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}
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}
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- fn find_horizontal_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
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+ fn find_horizontal_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> Slice {
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let step_x: i32; // distance to next vertical intersect
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let step_x: i32; // distance to next vertical intersect
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let step_y: i32; // distance to next horizontal intersect
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let step_y: i32; // distance to next horizontal intersect
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let mut x: i32; // x coordinate of current ray intersect
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let mut x: i32; // x coordinate of current ray intersect
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let mut y: i32; // y coordinate of current ray intersect
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let mut y: i32; // y coordinate of current ray intersect
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+ let flipped: bool;
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// determine if looking up or down and find horizontal intersection
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// determine if looking up or down and find horizontal intersection
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if direction > trig::ANGLE_0 && direction < trig::ANGLE_180 { // looking down
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if direction > trig::ANGLE_0 && direction < trig::ANGLE_180 { // looking down
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@@ -103,38 +120,44 @@ impl World {
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let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE + consts::TILE_SIZE).to_fp();
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let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE + consts::TILE_SIZE).to_fp();
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x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
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x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
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y = hi;
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y = hi;
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+ flipped = true;
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} else { // looking up
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} else { // looking up
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step_x = trig::xstep(direction);
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step_x = trig::xstep(direction);
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step_y = -consts::FP_TILE_SIZE;
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step_y = -consts::FP_TILE_SIZE;
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let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE).to_fp();
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let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE).to_fp();
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x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
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x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
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- y = hi; // fp::sub(hi, 1.to_fp());
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+ y = hi;
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+ flipped = false;
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}
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}
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if direction == trig::ANGLE_0 || direction == trig::ANGLE_180 {
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if direction == trig::ANGLE_0 || direction == trig::ANGLE_180 {
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- return consts::FP_MAX_RAY_LENGTH;
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+ return Slice::new(TextureCode::None, consts::FP_MAX_RAY_LENGTH);
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}
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}
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// Cast x axis intersect rays, build up xSlice
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// Cast x axis intersect rays, build up xSlice
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while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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if self.is_y_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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if self.is_y_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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- return fp::mul(fp::sub(y, origin_y), trig::isin(direction)).abs();
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+ return Slice::new(
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+ TextureCode::Wall(3, x.to_i32() % consts::TILE_SIZE, flipped),
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+ fp::mul(fp::sub(y, origin_y), trig::isin(direction)).abs(),
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+ );
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}
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}
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x = fp::add(x, step_x);
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x = fp::add(x, step_x);
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y = fp::add(y, step_y);
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y = fp::add(y, step_y);
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}
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}
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- consts::FP_MAX_RAY_LENGTH
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+ Slice::new(TextureCode::None, consts::FP_MAX_RAY_LENGTH)
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}
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}
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- fn find_vertical_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
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+ fn find_vertical_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> Slice {
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let step_x: i32; // distance to next vertical intersect
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let step_x: i32; // distance to next vertical intersect
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let step_y: i32; // distance to next horizontal intersect
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let step_y: i32; // distance to next horizontal intersect
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let mut x: i32; // x coordinate of current ray intersect
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let mut x: i32; // x coordinate of current ray intersect
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let mut y: i32; // y coordinate of current ray intersect
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let mut y: i32; // y coordinate of current ray intersect
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+ let flipped: bool;
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// determine if looking left or right and find vertical intersection
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// determine if looking left or right and find vertical intersection
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if direction <= trig::ANGLE_90 || direction > trig::ANGLE_270 { // looking right
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if direction <= trig::ANGLE_90 || direction > trig::ANGLE_270 { // looking right
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@@ -144,6 +167,7 @@ impl World {
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x = vi;
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x = vi;
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y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
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y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
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+ flipped = false;
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} else {
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} else {
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let vi = (((origin_x.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE)).to_fp();
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let vi = (((origin_x.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE)).to_fp();
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@@ -152,84 +176,92 @@ impl World {
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x = vi; //fp::sub(vi, 1.to_fp());
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x = vi; //fp::sub(vi, 1.to_fp());
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y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
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y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
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+ flipped = true;
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};
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};
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if direction == trig::ANGLE_90 || direction == trig::ANGLE_270 {
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if direction == trig::ANGLE_90 || direction == trig::ANGLE_270 {
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- return consts::FP_MAX_RAY_LENGTH;
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+ return Slice::new(TextureCode::None, consts::FP_MAX_RAY_LENGTH);
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}
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}
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// Cast y axis intersect rays, build up ySlice
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// Cast y axis intersect rays, build up ySlice
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while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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if self.is_x_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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if self.is_x_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
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- println!("V Intersect ({} {})", x.to_i32(), y.to_i32());
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- return fp::mul(fp::sub(x, origin_x), trig::icos(direction)).abs();
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+ return Slice::new(
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+ TextureCode::Wall(3, y.to_i32() % consts::TILE_SIZE, flipped),
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+ fp::mul(fp::sub(x, origin_x), trig::icos(direction)).abs()
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+ );
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}
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}
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x = fp::add(x, step_x);
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x = fp::add(x, step_x);
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y = fp::add(y, step_y);
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y = fp::add(y, step_y);
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}
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}
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- consts::FP_MAX_RAY_LENGTH
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+ Slice::new(TextureCode::None, consts::FP_MAX_RAY_LENGTH)
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}
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}
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- pub fn find_closest_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
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- let hdist = self.find_horizontal_intersect(origin_x, origin_y, direction);
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- let vdist = self.find_vertical_intersect(origin_x, origin_y, direction);
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- vdist.min(hdist)
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+ pub fn find_closest_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> Slice {
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+ let hslice = self.find_horizontal_intersect(origin_x, origin_y, direction);
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+ let vslice = self.find_vertical_intersect(origin_x, origin_y, direction);
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+
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+ if hslice.distance < vslice.distance {
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+ hslice
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+ } else {
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+ vslice
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+ }
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}
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}
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}
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}
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-#[cfg(test)]
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-mod test {
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- use super::*;
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- use float_cmp;
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-
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- #[test]
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- fn create_new_world() {
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- let width: i32 = 3;
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- let height: i32 = 3;
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- let world_str = "WHWVOVWHW";
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- let world = World::new(width, height, world_str).unwrap();
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-
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- assert_eq!(world.width, width);
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- assert_eq!(world.height, height);
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- assert_eq!(world.y_walls, vec!(
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- Tile::Wall, Tile::Wall, Tile::Wall,
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- Tile::Empty, Tile::Empty, Tile::Empty,
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- Tile::Wall, Tile::Wall, Tile::Wall
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- ));
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- assert_eq!(world.x_walls, vec!(
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- Tile::Wall, Tile::Empty, Tile::Wall,
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- Tile::Wall, Tile::Empty, Tile::Wall,
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- Tile::Wall, Tile::Empty, Tile::Wall
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- ));
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- }
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-
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- #[test]
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- fn cast_ray() {
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- let width: i32 = 3;
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- let height: i32 = 3;
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- let world_str = "WHWVOVWHW";
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- let world = World::new(width, height, world_str).unwrap();
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-
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- assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(), consts::MAX_RAY_LENGTH);
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- assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(), 64);
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- assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), consts::MAX_RAY_LENGTH);
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- assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), 64);
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+// #[cfg(test)]
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+// mod test {
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+// use super::*;
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+// use float_cmp;
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+
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+// #[test]
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+// fn create_new_world() {
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+// let width: i32 = 3;
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+// let height: i32 = 3;
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+// let world_str = "WHWVOVWHW";
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+// let world = World::new(width, height, world_str).unwrap();
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+
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+// assert_eq!(world.width, width);
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+// assert_eq!(world.height, height);
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+// assert_eq!(world.y_walls, vec!(
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+// Tile::Wall, Tile::Wall, Tile::Wall,
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+// Tile::Empty, Tile::Empty, Tile::Empty,
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+// Tile::Wall, Tile::Wall, Tile::Wall
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+// ));
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+// assert_eq!(world.x_walls, vec!(
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+// Tile::Wall, Tile::Empty, Tile::Wall,
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+// Tile::Wall, Tile::Empty, Tile::Wall,
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+// Tile::Wall, Tile::Empty, Tile::Wall
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+// ));
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+// }
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+
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+// #[test]
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+// fn cast_ray() {
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+// let width: i32 = 3;
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+// let height: i32 = 3;
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+// let world_str = "WHWVOVWHW";
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+// let world = World::new(width, height, world_str).unwrap();
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+
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+// assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(), consts::MAX_RAY_LENGTH);
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+// assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(), 64);
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+// assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), consts::MAX_RAY_LENGTH);
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+// assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), 64);
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- assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(), 64);
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- assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(), consts::MAX_RAY_LENGTH);
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- assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), 64);
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- assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), consts::MAX_RAY_LENGTH);
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-
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- let world = World::new(7, 7, "WHHHHHWVOOOOOVVOOOOOVVOOOOOVVOOOOOVVOOOOOVWHHHHHW").unwrap();
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- assert_eq!(world.find_horizontal_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), 374);
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- assert_eq!(world.find_vertical_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), consts::MAX_RAY_LENGTH);
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-
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- assert_eq!(world.find_horizontal_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), 274);
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- assert_eq!(world.find_vertical_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), consts::MAX_RAY_LENGTH);
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-
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- let world = World::new(13, 6, "WHHHHWHWHHHHWVOOOOVOVOOOOVVOOOOVOVOOOOVVOOOOVOOOOOOVVOOOOOOVOOOOVWHHHHWHWHHHWW").unwrap();
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- assert_eq!(world.find_vertical_intersect(698.to_fp(), 145.to_fp(), 820).to_i32(), 278);
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- }
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-}
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+// assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(), 64);
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+// assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(), consts::MAX_RAY_LENGTH);
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+// assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), 64);
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+// assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), consts::MAX_RAY_LENGTH);
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+
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+// let world = World::new(7, 7, "WHHHHHWVOOOOOVVOOOOOVVOOOOOVVOOOOOVVOOOOOVWHHHHHW").unwrap();
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+// assert_eq!(world.find_horizontal_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), 374);
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+// assert_eq!(world.find_vertical_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), consts::MAX_RAY_LENGTH);
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+
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+// assert_eq!(world.find_horizontal_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), 274);
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+// assert_eq!(world.find_vertical_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), consts::MAX_RAY_LENGTH);
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+
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+// let world = World::new(13, 6, "WHHHHWHWHHHHWVOOOOVOVOOOOVVOOOOVOVOOOOVVOOOOVOOOOOOVVOOOOOOVOOOOVWHHHHWHWHHHWW").unwrap();
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+// assert_eq!(world.find_vertical_intersect(698.to_fp(), 145.to_fp(), 820).to_i32(), 278);
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+// }
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+// }
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