major code rewrite.

-rays are now handled inside class Ray
-constructRay function removed as the functionality is replaced by Ray's constructor
- added an unnamed enum to make indexing Ray::m_points more clear
- Ray::angle is used to keep track of the angle to +x, is updated when any point in Ray::m_points is updated
- Helper.hpp has been renamed to Utility.hpp
-all functions that were above main() are now in Utility.hpp
-rays now behave like a light source
-rays get sorted by angle and get placed into a TriangleFan which is drawn as the light source
-added additional options to the imgui menu
This commit is contained in:
Joseph Aquino 2025-04-10 12:53:51 -04:00
parent b9ea5bd951
commit 637dc7e821
8 changed files with 471 additions and 189 deletions

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@ -1,43 +0,0 @@
#pragma once
// a collection of useful funtions that i use across projects
#include <algorithm>
#include <tuple>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Random.h"
template<typename T, typename U, typename V>
T getRandomNumber(U min, V max)
{
return static_cast<T>(Random::get(min, max));
}
template<typename T, typename U, typename V, typename W>
inline sf::Color createColor(T r, U g, V b, W a)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), static_cast<std::uint8_t>(a));
}
template<typename T, typename U, typename V>
inline sf::Color createColor(T r, U g, V b, std::uint8_t a = 255u)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), a);
}
sf::Color getRandomColor()
{
return sf::Color(getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u));
}
template<typename T>
T signage(T in)
{
T zero{};
if (in > zero) return ++zero;
if (in < zero) return --zero;
return zero;
}

169
Ray.cpp Normal file
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@ -0,0 +1,169 @@
#include "Ray.h"
Ray::Ray(sf::Vector2f startPoint, sf::Vector2f endPoint, sf::Color color)
{
m_points[start].position = startPoint;
m_points[start].color = color;
m_points[end].position = endPoint;
m_points[end].color = color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
Ray::Ray(sf::Vector2f startPoint, float length, sf::Angle angle, sf::Color color)
{
m_points[start].position = startPoint;
m_points[start].color = color;
m_points[end].position = constructVector(startPoint, angle, length);
m_points[end].color = color;
m_angle = angle;
}
Ray::Ray(const Ray& ray)
{
auto& newPoints = ray.points();
m_points[start].position = newPoints[start].position;
m_points[start].color = newPoints[start].color;
m_points[end].position = newPoints[end].position;
m_points[end].color = newPoints[end].color;
m_angle = ray.angle();
}
void Ray::change(const Ray& ray, bool copyColor)
{
auto& newPoints = ray.points();
m_points[start].position = newPoints[start].position;
m_points[end].position = newPoints[end].position;
if (copyColor)
{
m_points[start].color = newPoints[start].color;
m_points[end].color = newPoints[0].color;
}
m_angle = ray.angle();
}
void Ray::change(sf::Vector2f startPoint, sf::Vector2f endPoint)
{
m_points[start].position = startPoint;
m_points[end].position = endPoint;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::change(sf::Vector2f startPoint, sf::Vector2f endPoint, sf::Color color)
{
m_points[start].position = startPoint;
m_points[start].color = color;
m_points[end].position = endPoint;
m_points[end].color = color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeStart(sf::Vector2f startPoint, sf::Color color)
{
m_points[start].position = startPoint;
m_points[start].color = color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeStart(sf::Vector2f startPoint)
{
m_points[start].position = startPoint;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeStart(const Ray& ray, bool copyColor)
{
auto& newStart = ray.points()[0];
m_points[start].position = newStart.position;
if (copyColor) m_points[start].color = newStart.color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeEnd(sf::Vector2f endPoint, sf::Color color)
{
m_points[end].position = endPoint;
m_points[end].color = color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeEnd(sf::Vector2f endPoint)
{
m_points[end].position = endPoint;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeEnd(const Ray& ray, bool copyColor)
{
auto& newEnd = ray.points()[end];
m_points[end].position = newEnd.position;
if (copyColor) m_points[end].color = newEnd.color;
if (m_points[start].position - m_points[end].position == sf::Vector2f{ 0.f, 0.f })
{
m_angle = sf::Angle::Zero;
}
else
{
m_angle = sf::radians(std::atan2f(m_points[end].position.y - m_points[start].position.y, m_points[end].position.x - m_points[start].position.x));
}
}
void Ray::changeColor(sf::Color color)
{
m_points[start].color = color;
m_points[end].color = color;
}

67
Ray.h Normal file
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@ -0,0 +1,67 @@
#pragma once
#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include <cstddef>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Utility.hpp"
//used for sf::VertexArray index
enum
{
start,
end
};
class Ray
{
public:
Ray(sf::Vector2f startPoint, sf::Vector2f endPoint, sf::Color color = sf::Color::Red);
Ray(sf::Vector2f startPoint, float length, sf::Angle angle, sf::Color color = sf::Color::Red);
Ray(const Ray& ray);
~Ray() = default;
const sf::Angle& angle() const { return m_angle; }
const sf::VertexArray& points() const { return m_points; }
void change(const Ray& ray, bool copyColor = false);
void change(sf::Vector2f startPoint, sf::Vector2f endPoint);
void change(sf::Vector2f startPoint, sf::Vector2f endPoint, sf::Color color);
void changeStart(sf::Vector2f startPoint, sf::Color color);
void changeStart(sf::Vector2f startPoint);
void changeStart(const Ray& ray, bool copyColor = false);
void changeEnd(sf::Vector2f endPoint, sf::Color color);
void changeEnd(sf::Vector2f endPoint);
void changeEnd(const Ray& ray, bool copyColor = false);
void changeColor(sf::Color color);
bool operator== (const Ray& rhs)
{
return m_points[start].position == rhs.points()[start].position and m_points[end].position == rhs.points()[end].position;
}
Ray operator+ (const Ray& rhs)
{
return Ray(this->m_points[start].position + rhs.m_points[start].position, this->m_points[end].position + rhs.m_points[end].position);
}
Ray operator- (const Ray& rhs)
{
return Ray(this->m_points[start].position - rhs.m_points[start].position, this->m_points[end].position - rhs.m_points[end].position);
}
private:
sf::VertexArray m_points{ sf::PrimitiveType::Lines, 2 };//points[0] = origin of ray, points[1] = end of ray
sf::Angle m_angle{};
};
using RayVector = std::vector<Ray>;

133
Utility.hpp Normal file
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@ -0,0 +1,133 @@
#pragma once
#include <algorithm>
#include <tuple>
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include "Random.h"
#include "Ray.h"
template<typename T, typename U, typename V>
inline T getRandomNumber(U min, V max)
{
return static_cast<T>(Random::get(min, max));
}
template<typename T, typename U, typename V, typename W>
inline sf::Color createColor(T r, U g, V b, W a)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), static_cast<std::uint8_t>(a));
}
template<typename T, typename U, typename V>
inline sf::Color createColor(T r, U g, V b, std::uint8_t a = 255u)
{
return sf::Color(static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b), a);
}
inline sf::Color getRandomColor()
{
return sf::Color(getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u), getRandomNumber<std::uint8_t>(0u, 255u));
}
template<typename T>
inline T signage(T in)
{
T zero{};
if (in > zero) return ++zero;
if (in < zero) return --zero;
return zero;
}
struct LineSegment
{
sf::Vector2f startPoint{};
sf::Vector2f endPoint{};
};
struct imguiColor
{
float r{};
float g{};
float b{};
float a{ 1.f };
sf::Color asSfColor()
{
return sf::Color(std::uint8_t(r * 255.f), std::uint8_t(g * 255.f), std::uint8_t(b * 255.f), std::uint8_t(a * 255.f));
}
};
inline imguiColor constructImguiColor(sf::Color color)
{
return imguiColor((float)color.r / 255.f, (float)color.g / 255.f, (float)color.b / 255.f, (float)color.a / 255.f);
}
inline std::optional<sf::Vector2f> lineIntersect(LineSegment first, LineSegment second)
{
sf::Vector2f firstVector = (first.endPoint - first.startPoint);
sf::Vector2f secondVector = (second.endPoint - second.startPoint);
float lengthCrossProduct = firstVector.cross(secondVector);
sf::Vector2f fms = second.startPoint - first.startPoint; //first line start point minus second
float firstScalar = fms.cross(secondVector) / lengthCrossProduct;
float secondScalar = fms.cross(firstVector) / lengthCrossProduct;
if ((firstScalar >= 0 and firstScalar <= 1) and (secondScalar >= 0 and secondScalar <= 1))
return sf::Vector2f(first.startPoint.x + (firstScalar * firstVector.x), first.startPoint.y + (firstScalar * firstVector.y));
else
return std::nullopt;
}
inline sf::VertexArray constructRectangle(sf::Vector2f center, sf::Vector2f size, sf::Color color = sf::Color::Black)
{
sf::VertexArray rectangle(sf::PrimitiveType::LineStrip, 5);
rectangle[0].color = color;
rectangle[1].color = color;
rectangle[2].color = color;
rectangle[3].color = color;
rectangle[4].color = color;
rectangle[0].position = { center.x - size.x, center.y - size.y };
rectangle[1].position = { center.x + size.x, center.y - size.y };
rectangle[2].position = { center.x + size.x, center.y + size.y };
rectangle[3].position = { center.x - size.x, center.y + size.y };
rectangle[4].position = rectangle[0].position;
return rectangle;
}
inline sf::Vector2f constructVector(sf::Vector2f startPoint, sf::Angle angle, float length)
{
return { startPoint.x + (length * std::cos(angle.asRadians())), startPoint.y + (length * std::sin(angle.asRadians())) };
}
inline sf::VertexArray constructRandomPolygon(sf::Vector2f center, int vertexLowerBound, int vertexUpperBound, int averageSize, sf::Color color = sf::Color::Black)
{
std::size_t vertexCount = getRandomNumber<std::size_t>(vertexLowerBound, vertexUpperBound);
sf::VertexArray polygon(sf::PrimitiveType::LineStrip, vertexCount);
float angleIncrement = 360.f / (float)(vertexCount - 1);
float angleStart = getRandomNumber<float>(0, 360);
for (int i = 0; i < vertexCount - 1; i++)
{
float angleOffset = getRandomNumber<float>(-(90 / (int)vertexCount), (90 / (int)vertexCount));
polygon[i].color = color;
polygon[i].position = constructVector(center, sf::degrees(angleStart + (angleIncrement * i) + angleOffset), getRandomNumber<float>((averageSize - 50), (averageSize + 50)));
}
polygon[vertexCount - 1].position = polygon[0].position;
polygon[vertexCount - 1].color = color;
return polygon;
}
inline float distanceBetween(sf::Vector2f startPoint, sf::Vector2f endPoint)
{
return sqrtf(powf(endPoint.x - startPoint.x, 2) + powf(endPoint.y - startPoint.y, 2));
}

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@ -3,6 +3,6 @@ Pos=60,60
Size=400,400
[Window][Config]
Pos=7,8
Size=705,277
Pos=7,7
Size=710,322

212
main.cpp
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@ -1,111 +1,15 @@
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include <cstddef>
#include "Helper.hpp"
#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
struct LineSegment
{
sf::Vector2f startPoint{};
sf::Vector2f endPoint{};
};
struct imguiColor
{
float r{};
float g{};
float b{};
float a{1.f};
sf::Color asSfColor()
{
return sf::Color(std::uint8_t(r * 255.f), std::uint8_t(g * 255.f), std::uint8_t(b * 255.f), std::uint8_t(a * 255.f));
}
};
imguiColor constructImguiColor(sf::Color color)
{
return imguiColor((float)color.r / 255.f, (float)color.g / 255.f, (float)color.b / 255.f, (float)color.a / 255.f);
}
std::optional<sf::Vector2f> lineIntersect(LineSegment first, LineSegment second)
{
sf::Vector2f firstVector = (first.endPoint - first.startPoint);
sf::Vector2f secondVector = (second.endPoint - second.startPoint);
float lengthCrossProduct = firstVector.cross(secondVector);
sf::Vector2f fms = second.startPoint - first.startPoint; //first line start point minus second
float firstScalar = fms.cross(secondVector) / lengthCrossProduct;
float secondScalar = fms.cross(firstVector) / lengthCrossProduct;
if ((firstScalar >= 0 and firstScalar <= 1) and (secondScalar >= 0 and secondScalar <= 1))
return sf::Vector2f(first.startPoint.x + (firstScalar * firstVector.x), first.startPoint.y + (firstScalar * firstVector.y));
else
return std::nullopt;
}
sf::VertexArray constructRectangle(sf::Vector2f center, sf::Vector2f size, sf::Color color = sf::Color::Black)
{
sf::VertexArray rectangle(sf::PrimitiveType::LineStrip, 5);
rectangle[0].color = color;
rectangle[1].color = color;
rectangle[2].color = color;
rectangle[3].color = color;
rectangle[4].color = color;
rectangle[0].position = { center.x - size.x, center.y - size.y };
rectangle[1].position = { center.x + size.x, center.y - size.y };
rectangle[2].position = { center.x + size.x, center.y + size.y };
rectangle[3].position = { center.x - size.x, center.y + size.y };
rectangle[4].position = { center.x - size.x, center.y - size.y };
return rectangle;
}
sf::Vector2f constructVector(sf::Vector2f startPoint, sf::Angle angle, float length)
{
return { startPoint.x + (length * std::cos(angle.asRadians())), startPoint.y + (length * std::sin(angle.asRadians())) };
}
sf::VertexArray constructRandomPolygon(sf::Vector2f center, int vertexLowerBound, int vertexUpperBound, int averageSize, sf::Color color = sf::Color::Black)
{
size_t vertexCount = getRandomNumber<size_t>(vertexLowerBound, vertexUpperBound);
sf::VertexArray polygon(sf::PrimitiveType::LineStrip, vertexCount);
float angleIncrement = 360.f / (float)(vertexCount - 1);
float angleStart = getRandomNumber<float>(0, 360);
for (int i = 0; i < vertexCount - 1; i++)
{
float angleOffset = getRandomNumber<float>(-(90 / (int)vertexCount), (90 / (int)vertexCount));
polygon[i].color = color;
polygon[i].position = constructVector(center, sf::degrees(angleStart + (angleIncrement * i) + angleOffset), getRandomNumber<float>((averageSize - 50), (averageSize + 50)));
}
polygon[vertexCount - 1].position = polygon[0].position;
polygon[vertexCount - 1].color = color;
return polygon;
}
sf::VertexArray constructRay(sf::Vector2f start, float length, sf::Angle angle, sf::Color color = sf::Color::Red)
{
sf::VertexArray ray(sf::PrimitiveType::Lines, 2);
ray[0].position = start;
ray[0].color = color;
ray[1].position = constructVector(start, angle, length);
ray[1].color = color;
return ray;
}
#include "Utility.hpp"
#include "Ray.h"
int main()
{
@ -123,28 +27,26 @@ int main()
//imGui Variables
float polySize[2] = { 100.f, 100.f };
int numRays{ 10 };
int numRays{ 500 };
int vertexBounds[2] = { 3u, 10u };
int averageSize{ 100u };
float rayLength{ 5000.f };
float rayLength{ 500.f };
imguiColor rayColor = constructImguiColor(sf::Color::Red);
imguiColor lightColor = constructImguiColor(sf::Color::Red);
bool drawRays{ false };
bool drawLight{ true };
//initalize vectors
std::vector<sf::VertexArray> rays;
{
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.push_back(constructRay(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
}
RayVector rays;
std::vector<sf::VertexArray> polygons;
polygons.push_back(constructRectangle(center, center));//outer bounds of the window
polygons.push_back(constructRectangle(center, center));
//main game loop
while (window.isOpen())
{
rays.clear();
//handle input
while (const std::optional event = window.pollEvent())
{
@ -161,13 +63,16 @@ int main()
{
case sf::Keyboard::Scancode::C:
polygons.clear();
polygons.push_back(constructRectangle(center, center));//outer bounds of the window
break;
case sf::Keyboard::Scancode::R:
polygons.push_back(constructRandomPolygon(mousePos, vertexBounds[0] + 1, vertexBounds[1] + 1, averageSize));
break;
case sf::Keyboard::Scancode::Escape:
window.close();
break;
default:
break;
}
@ -186,44 +91,72 @@ int main()
}
}
if (rays.empty()) continue;
if (const auto* mouseMoved = event->getIf<sf::Event::MouseMoved>())
{
mousePos = (sf::Vector2f)mouseMoved->position;
for (auto& ray : rays) ray[0].position = mousePos;
for (auto& ray : rays) ray.changeStart(mousePos);
}
}// end user input loop
if (numRays > 0)
{
float i = 0, angleIncrement = 360.f / (float)rays.size();
for (auto& ray : rays)
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.push_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
}
for (auto& poly : polygons)
{
ray[1].position = constructVector(ray[0].position, sf::degrees(i * angleIncrement), rayLength);
i++;
for (std::size_t i = 0; i < poly.getVertexCount() - 1; i++)
{
if (distanceBetween(mousePos, poly[i].position) <= rayLength)
{
sf::Angle angle = sf::radians(std::atan2f(poly[i].position.y - mousePos.y, poly[i].position.x - mousePos.x));
rays.push_back(Ray(mousePos, poly[i].position, rayColor.asSfColor()));
rays.push_back(Ray(mousePos, rayLength, angle + sf::radians(.00001f), rayColor.asSfColor()));
rays.push_back(Ray(mousePos, rayLength, angle - sf::radians(.00001f), rayColor.asSfColor()));
}
}
}
for (auto& ray : rays)
{
sf::Vector2f closestIntersection = ray[1].position;
auto& rayPoints = ray.points();
sf::Vector2f closestIntersection = rayPoints[end].position;
std::optional<sf::Vector2f> currentIntersect{};
for (auto& poly : polygons)
{
for (int i = 1; i <= poly.getVertexCount() - 1; i++) {
currentIntersect = lineIntersect({ ray[0].position, ray[1].position }, { poly[i - 1].position , poly[i].position });
currentIntersect = lineIntersect({ rayPoints[start].position, rayPoints[end].position }, { poly[i - 1].position , poly[i].position });
if (currentIntersect)
{
if ((closestIntersection - ray[0].position).length() > (currentIntersect.value() - ray[0].position).length())
if ((closestIntersection - rayPoints[start].position).length() > (currentIntersect.value() - rayPoints[start].position).length())
{
closestIntersection = currentIntersect.value();
}
}
}
}
ray[1].position = closestIntersection;
ray.changeEnd(closestIntersection);
}
std::sort(rays.begin(), rays.end(), [](const auto& lhs, const auto& rhs) { return lhs.angle().wrapUnsigned().asRadians() < rhs.angle().wrapUnsigned().asRadians(); });
sf::VertexArray light(sf::PrimitiveType::TriangleFan, 1);
if (not rays.empty())
{
light[0].position = mousePos;
light[0].color = lightColor.asSfColor();
for (auto& ray : rays)
{
light.append(ray.points()[end]);
}
light.append(rays.front().points()[end]);
}
for (int i = 0; i < light.getVertexCount(); i++)
light[i].color = lightColor.asSfColor();
ImGui::SFML::Update(window, clock.restart());
ImGui::Begin("Config");
@ -233,24 +166,28 @@ int main()
ImGui::Text("R: place a randomly sized polygon at mouse position");
ImGui::Text("C: clear all polygons");
ImGui::Unindent();
if (ImGui::SliderInt("number of rays", &numRays, 0, 50))
ImGui::Checkbox("Render rays", &drawRays);
ImGui::SameLine();
ImGui::Checkbox("Render light", &drawLight);
if (ImGui::SliderInt("number of rays", &numRays, 5, 500))
{
rays.clear();
{
float i = 0.f, angleIncrement = 360.f / (float)numRays;
for (int i = 0; i < numRays; i++) rays.push_back(constructRay(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
for (int i = 0; i < numRays; i++) rays.push_back(Ray(mousePos, rayLength, sf::degrees(angleIncrement * i), rayColor.asSfColor()));
}
}
ImGui::InputFloat("Ray Length", &rayLength);
if (ImGui::ColorEdit3("Ray color", &rayColor.r))
{
for (auto& ray : rays)
{
ray[0].color = rayColor.asSfColor();
ray[1].color = rayColor.asSfColor();
for (auto& ray : rays) ray.changeColor(rayColor.asSfColor());
}
if (ImGui::ColorEdit3("Light color", &lightColor.r))
{
for (int i = 0; i < light.getVertexCount(); i++)
light[i].color = lightColor.asSfColor();
}
ImGui::InputFloat2("rectangle Size (X,Y)", polySize, "%.1f");
ImGui::Text("Random polygon config: ");
@ -263,7 +200,7 @@ int main()
vertexBounds[0] = vertexBounds[1];
}
if(ImGui::InputInt("Average size", &averageSize))
if (ImGui::InputInt("Average size", &averageSize))
{
if (averageSize < 20)
{
@ -276,18 +213,23 @@ int main()
window.clear(sf::Color::White);
//render entities
for (auto& poly : polygons)
window.draw(poly);
for (auto& poly : polygons) window.draw(poly);
if (drawRays)
{
for (auto& ray : rays)
{
auto& rayPoints = ray.points();
sf::CircleShape endPoint(5.f, 20u);
endPoint.setOrigin({ 5, 5 });
endPoint.setFillColor(rayColor.asSfColor());
endPoint.setPosition(ray[1].position);
window.draw(ray);
endPoint.setPosition(rayPoints[end].position);
window.draw(rayPoints);
window.draw(endPoint);
}
}
if (drawLight) window.draw(light);
ImGui::SFML::Render(window);

View File

@ -143,10 +143,12 @@
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui_tables.cpp" />
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui_widgets.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Ray.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Helper.hpp" />
<ClInclude Include="Utility.hpp" />
<ClInclude Include="Random.h" />
<ClInclude Include="Ray.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -16,6 +16,12 @@
<Filter Include="Source Files\Imgui-sfml Files">
<UniqueIdentifier>{20b9a3b4-eb7c-4baa-be0b-c6e0d295c347}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Classes">
<UniqueIdentifier>{fe3c7015-3de6-4e35-adea-c623dcb78c0a}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Classes">
<UniqueIdentifier>{a5f9e058-615a-4f77-a4a5-50a0c3ab5cd7}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -36,13 +42,19 @@
<ClCompile Include="..\..\..\..\..\dev\libraries\imgui\imgui-SFML.cpp">
<Filter>Source Files\Imgui-sfml Files</Filter>
</ClCompile>
<ClCompile Include="Ray.cpp">
<Filter>Source Files\Classes</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Helper.hpp">
<ClInclude Include="Utility.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Random.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Ray.h">
<Filter>Header Files\Classes</Filter>
</ClInclude>
</ItemGroup>
</Project>