ray-casting-demo/Light.h

118 lines
3.2 KiB
C++

#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"
class Light
{
public:
Light() = default;
Light(sf::Vector2f origin, bool visible = true)
: m_origin(origin)
{
m_light.push_back(sf::Vertex{ m_origin, m_lightColor});
visible ? setFlags(Flags::visibility) : unsetFlags(Flags::visibility);
}
Light(sf::Vector2f origin, sf::Angle center, sf::Angle offset, bool visible = true)
: m_center(center)
, m_offset(offset)
, m_origin(origin)
{
m_light.push_back(sf::Vertex{ m_origin, m_lightColor });
visible ? setFlags(Flags::visibility) : unsetFlags(Flags::visibility);
}
enum class Flags
{
visibility = 1 << 0,
infiniteLength = 1 << 1,
drawRays = 1 << 2,
drawEndPoints = 1 << 3
};
void addAngleBounds(sf::Angle center, sf::Angle offset)
{
m_center = center;
m_offset = offset;
}
void removeAngleBounds()
{
m_center.reset();
m_offset.reset();
}
void setFlags(Flags flags) { m_flags |= (int)flags; }
void unsetFlags(Flags flags) { m_flags &= ~(int)flags; }
void toggleFlags(Flags flags) { m_flags ^= (int)flags; }
bool hasFlags(Flags flags) const { return (m_flags & (int)flags) == (int)flags; }
void setCenterAngle(sf::Angle center) { m_center = center; }
std::optional<sf::Angle> getCenterAngle() const { return m_center; }
void setOffsetAngle(sf::Angle offset) { m_offset = offset; }
std::optional<sf::Angle> getOffsetAngle() const { return m_offset; }
void setOrigin(sf::Vector2f point) { m_origin = point; }
sf::Vector2f getOrigin() const { return m_origin; }
void setRayCount(int input) { m_rayCount = input; }
int getRayCount() const { return m_rayCount; };
float getRayLength() { return m_rayLength; }
void setRayLength(float input) { m_rayLength = input; }
void draw(sf::RenderWindow& window);
void clearRays() { m_rays.clear(); m_light.clear(); m_light.push_back(sf::Vertex{ {0.f,0.f}, m_lightColor }); }
void changeLightColor(sf::Color color) { m_lightColor = color; }
void changeEndPointColor(sf::Color color) { m_endPointColor = color; }
void changeRayColor(sf::Color color) { m_rayColor = color; }
void processRays(const std::vector<sf::VertexArray>& polygons);
private:
std::vector<sf::Vertex> m_light{};
std::vector<sf::Vertex> m_rays{};
std::optional<sf::Angle> m_center{};
std::optional<sf::Angle> m_offset{};
sf::Vector2f m_origin{};
sf::Color m_lightColor{ sf::Color::Yellow };
sf::Color m_endPointColor{ sf::Color::Magenta };
sf::Color m_rayColor{ sf::Color::Red };
float m_rayLength{ 500.f };
int m_rayCount{ 500 };
int m_flags{};
enum
{
start,
end
};//used for sf::VertexArray index
private:
void constructFullLight(const std::vector<sf::VertexArray>& polygons);
void constructPartialLight(const std::vector<sf::VertexArray>& polygons);
void createAndSortRays(const std::vector<sf::VertexArray>& polygons);
void createAndSortRays(const std::vector<sf::VertexArray>& polygons, sf::Angle lowerAngleBounds, sf::Angle upperAngleBounds);// for bounded light
void calculateIntersects(const std::vector<sf::VertexArray>& polygons);
bool withinBounds(sf::Vector2f point, sf::Vector2f lower, sf::Vector2f upper);
};