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85
render/raycaster.go
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85
render/raycaster.go
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package render
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import (
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stdmath "math"
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"github.com/pnx/go-raytracer/math"
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"github.com/pnx/go-raytracer/world"
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)
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type RayHit struct {
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Cell math.Vec2u8
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Side int
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Distance float64
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Pos math.Vec2f
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}
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func CastRay(camera math.Transform, level *world.Level, x int, max_rays int) RayHit {
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angle := camera.Direction.Get()
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cameraX := 2*float64(x)/float64(max_rays) - 1
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rayDirX := stdmath.Cos(angle) + cameraX*stdmath.Cos(angle+stdmath.Pi/2)
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rayDirY := stdmath.Sin(angle) + cameraX*stdmath.Sin(angle+stdmath.Pi/2)
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mapX := int(camera.X) / world.TileSize
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mapY := int(camera.Y) / world.TileSize
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deltaDistX := stdmath.Abs(1 / rayDirX)
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deltaDistY := stdmath.Abs(1 / rayDirY)
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var stepX, stepY int
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var sideDistX, sideDistY float64
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if rayDirX < 0 {
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stepX = -1
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sideDistX = (float64(camera.X)/world.TileSize - float64(mapX)) * deltaDistX
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} else {
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stepX = 1
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sideDistX = (float64(mapX+1) - float64(camera.X)/world.TileSize) * deltaDistX
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}
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if rayDirY < 0 {
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stepY = -1
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sideDistY = (float64(camera.Y)/world.TileSize - float64(mapY)) * deltaDistY
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} else {
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stepY = 1
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sideDistY = (float64(mapY+1) - float64(camera.Y)/world.TileSize) * deltaDistY
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}
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// DDA loop
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var side int // 0 = x, 1 = y
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for {
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if sideDistX < sideDistY {
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sideDistX += deltaDistX
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mapX += stepX
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side = 0
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} else {
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sideDistY += deltaDistY
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mapY += stepY
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side = 1
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}
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if mapX < 0 || mapX >= level.W || mapY < 0 || mapY >= level.H {
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break // out of bounds
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}
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if level.Wall(mapX, mapY) {
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break
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}
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}
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// Calculate distance to wall
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var perpWallDist float64
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if side == 0 {
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perpWallDist = (float64(mapX) - float64(camera.X)/world.TileSize + float64(1-stepX)/2) / rayDirX
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} else {
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perpWallDist = (float64(mapY) - float64(camera.Y)/world.TileSize + float64(1-stepY)/2) / rayDirY
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}
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return RayHit{
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Cell: math.Vec2u8{X: uint8(mapX), Y: uint8(mapY)},
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Side: side,
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Distance: perpWallDist,
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Pos: math.Vec2f{
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X: rayDirX * perpWallDist,
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Y: rayDirY * perpWallDist,
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},
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}
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}
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