ray-casting-demo/main.cpp

299 lines
8.7 KiB
C++

#include <SFML/Graphics.hpp>
#include <imgui-SFML.h>
#include <imgui.h>
#include <cmath>
#include <iostream>
#include <vector>
#include <algorithm>
#include "Helper.hpp"
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;
}
int main()
{
sf::Vector2f center{ 1920.f / 2.f, 1080.f / 2.f };
//sfml setup
auto window = sf::RenderWindow(sf::VideoMode({ 1920u, 1080u }), "Ray Casting Test");
window.setFramerateLimit(144);
if (!ImGui::SFML::Init(window))
return -1;
sf::Clock clock;
sf::Vector2f mousePos = center;
//imGui Variables
float polySize[2] = { 100.f, 100.f };
int numRays{ 10 };
int vertexBounds[2] = { 3u, 10u };
int averageSize{ 100u };
float rayLength{ 5000.f };
imguiColor rayColor = constructImguiColor(sf::Color::Red);
//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()));
}
std::vector<sf::VertexArray> polygons;
polygons.push_back(constructRectangle(center, center));//outer bounds of the window
//main game loop
while (window.isOpen())
{
//handle input
while (const std::optional event = window.pollEvent())
{
ImGui::SFML::ProcessEvent(window, *event);
if (event->is<sf::Event::Closed>())
{
window.close();
}
if (const auto* buttonPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (buttonPressed->scancode)
{
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;
default:
break;
}
}
if (const auto* mousePressed = event->getIf<sf::Event::MouseButtonPressed>())
{
switch (mousePressed->button)
{
case sf::Mouse::Button::Right:
polygons.push_back(constructRectangle((sf::Vector2f)mousePressed->position, { polySize[0], polySize[1] }, sf::Color::Black));
break;
default:
break;
}
}
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;
}
}// end user input loop
{
float i = 0, angleIncrement = 360.f / (float)rays.size();
for (auto& ray : rays)
{
ray[1].position = constructVector(ray[0].position, sf::degrees(i * angleIncrement), rayLength);
i++;
}
}
for (auto& ray : rays)
{
sf::Vector2f closestIntersection = ray[1].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 });
if (currentIntersect)
{
if ((closestIntersection - ray[0].position).length() > (currentIntersect.value() - ray[0].position).length())
{
closestIntersection = currentIntersect.value();
}
}
}
}
ray[1].position = closestIntersection;
}
ImGui::SFML::Update(window, clock.restart());
ImGui::Begin("Config");
ImGui::Text("Controls:");
ImGui::Indent();
ImGui::Text("Right Click: place rectangle at mouse position");
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))
{
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()));
}
}
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();
}
}
ImGui::InputFloat2("rectangle Size (X,Y)", polySize, "%.1f");
ImGui::Text("Random polygon config: ");
if (ImGui::SliderInt2("vertex count lower/upper bounds", vertexBounds, 3, 20))
{
if (vertexBounds[0] > vertexBounds[1])
vertexBounds[0] = vertexBounds[1];
if (vertexBounds[1] < vertexBounds[0])
vertexBounds[0] = vertexBounds[1];
}
if(ImGui::InputInt("Average size", &averageSize))
{
if (averageSize < 20)
{
averageSize = 20;
}
}
ImGui::End();
window.clear(sf::Color::White);
//render entities
for (auto& poly : polygons)
window.draw(poly);
for (auto& ray : rays)
{
sf::CircleShape endPoint(5.f, 20u);
endPoint.setOrigin({ 5, 5 });
endPoint.setFillColor(rayColor.asSfColor());
endPoint.setPosition(ray[1].position);
window.draw(ray);
window.draw(endPoint);
}
ImGui::SFML::Render(window);
window.display();
}
ImGui::SFML::Shutdown();
}