Fix code so raytrace test now passes.
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80d0e1c336
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ff91bbbc71
4 changed files with 66 additions and 54 deletions
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@ -107,8 +107,8 @@ namespace curry {
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vec2us last_valid_pos(0xFFFF);
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auto is_walkable = [](const WorldTileProperty& wtp) {
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return wtp.property->walkable;
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auto is_walkable = [](vec2us idx) {
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return true; //wtp.property->walkable;
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};
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for_each_voxel_under_segment(old_pos, this->position(), m_texture.width_height(), *m_world, is_walkable);
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@ -79,13 +79,21 @@ namespace curry {
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//else
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//return INFINITY;
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}
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vec2f frac (vec2f parVal) {
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return parVal - vec2f(std::floor(parVal.x()), std::floor(parVal.y()));
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}
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template <typename T> int sgn (T val) {
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return (T(0) < val) - (val < T(0));
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}
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#if !defined(BUILD_TESTING)
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} //unnamed namespace
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#endif
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//see:
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//http://stackoverflow.com/questions/24679963/precise-subpixel-line-drawing-algorithm-rasterization-algorithm
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void for_each_voxel_under_segment (const vec2f& parFrom, const vec2f& parTo, vec2us parObjSize, const WorldGrid& parWorld, std::function<bool(const WorldTileProperty&)> parFunc) {
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void for_each_voxel_under_segment (const vec2f& parFrom, const vec2f& parTo, vec2us parObjSize, const WorldGrid& parWorld, std::function<bool(vec2us)> parFunc) {
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const vec2f tile_size = vector_cast<vec2f>(parWorld.tile_size());
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//in this simplified case everything should be part of the world grid
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assert(parFrom >= vec2f(0.0f));
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@ -93,36 +101,51 @@ namespace curry {
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assert(parFrom / tile_size <= vector_cast<vec2f>(parWorld.world_size()));
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assert(parTo / tile_size <= vector_cast<vec2f>(parWorld.world_size()));
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float t = 0.0f;
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//float t = 0.0f;
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const vec2f& u = parFrom;
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const vec2f v = parTo - parFrom;
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vec2us start = pixel_to_world_tile(parWorld, u);
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vec2f step(fsgn(v.x()), fsgn(v.y()));
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//vec2f step(fsgn(v.x()), fsgn(v.y()));
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const auto next_tile_boundary = (step + abs(step)) / 2.0f;
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const auto intersection = vec2f(
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segment_intersection(
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u,
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v,
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vec2f(static_cast<float>(start.x() + next_tile_boundary.x()), 0.0f),
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vec2f(0.0f, static_cast<float>(parWorld.world_size().y()) * tile_size.y())
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),
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segment_intersection(
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u,
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v,
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vec2f(0.0f, static_cast<float>(start.y()) + next_tile_boundary.y()),
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vec2f(static_cast<float>(parWorld.world_size().x()) * tile_size.x(), 0.0f)
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)
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);
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const auto delta = tile_size / v;
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auto max = delta * (vec2f(1.0f) - frac(u / tile_size));
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const auto delta = vec2f(
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std::isinf(intersection.x()) ? 0.0f : tile_size.x() / dot(vec2f(1.0f, 0.0f), v * inv_length(v)),
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0.0f //std::isinf(intersection.y()) ? 0.0f : tile_size.y() /
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);
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//vec2us start = pixel_to_world_tile(parWorld, u);
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//const auto next_tile_boundary = (step + abs(step)) / 2.0f;
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//const auto max = vec2f(
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// segment_intersection(
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// u,
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// v,
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// vec2f(static_cast<float>(start.x() + next_tile_boundary.x()), 0.0f),
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// vec2f(0.0f, static_cast<float>(parWorld.world_size().y()) * tile_size.y())
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// ),
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// segment_intersection(
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// u,
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// v,
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// vec2f(0.0f, static_cast<float>(start.y()) + next_tile_boundary.y()),
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// vec2f(static_cast<float>(parWorld.world_size().x()) * tile_size.x(), 0.0f)
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// )
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//);
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//if (not std::isinf(intersection_vert)) {
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//todo: continuare da qui
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//}
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//const auto delta = vec2f(
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// std::isinf(max.x()) ? 0.0f : tile_size.x() / dot(vec2f(1.0f, 0.0f), v * inv_length(v)),
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// 0.0f //std::isinf(max.y()) ? 0.0f : tile_size.y() /
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//);
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//see:
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//http://stackoverflow.com/questions/12367071/how-do-i-initialize-the-t-variables-in-a-fast-voxel-traversal-algorithm-for-ray#12370474
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vec2i step(sgn(v.x()), sgn(v.y()));
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vec2us curr_tile = pixel_to_world_tile(parWorld, u);
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const vec2us last_tile = pixel_to_world_tile(parWorld, parTo);
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while (parFunc(curr_tile) and last_tile != curr_tile) {
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if (max.x() < max.y()) {
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max.x() += delta.x();
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curr_tile.x() = static_cast<uint16_t>(curr_tile.x() + step.x());
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}
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else {
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max.y() += delta.y();
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curr_tile.y() = static_cast<uint16_t>(curr_tile.y() + step.y());
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}
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}
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}
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} //namespace curry
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@ -25,20 +25,10 @@
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namespace curry {
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class WorldGrid;
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class TileProperty;
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#if defined(BUILD_TESTING)
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float segment_intersection (const vec2f& parA, const vec2f& parDirA, const vec2f& parB, const vec2f& parDirB);
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#endif
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struct WorldTileProperty {
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vec2us index;
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const TileProperty* property;
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bool operator== (const WorldTileProperty& parOther) const {
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return parOther.index == index && parOther.property == property;
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}
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};
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void for_each_voxel_under_segment ( const vec2f& parFrom, const vec2f& parTo, vec2us parObjSize, const WorldGrid& parWorld, std::function<bool(const WorldTileProperty&)> parFunc );
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void for_each_voxel_under_segment ( const vec2f& parFrom, const vec2f& parTo, vec2us parObjSize, const WorldGrid& parWorld, std::function<bool(vec2us)> parFunc );
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} //namespace curry
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@ -28,7 +28,6 @@ TEST_CASE ("Check that 2D raytracing works", "[raytracing][geometry]") {
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using curry::for_each_voxel_under_segment;
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using curry::vec2us;
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using curry::vec2f;
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using curry::WorldTileProperty;
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curry::WorldGrid world(vec2us(64));
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world.set_layers(vec2us(10, 10), std::vector<std::vector<curry::TileIndex>>( {{
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@ -49,27 +48,27 @@ TEST_CASE ("Check that 2D raytracing works", "[raytracing][geometry]") {
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REQUIRE(world.layer_count() == 1);
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{
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std::vector<WorldTileProperty> diagonal;
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std::vector<vec2us> diagonal;
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for_each_voxel_under_segment (
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vec2f(0.0f, 0.0f), //from
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vec2f(640.0f, 640.0f), //to
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vec2f(639.0f, 639.0f), //to
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vec2us(1, 1), //objsize
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world, //world
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[diagonal](const WorldTileProperty& wtp) mutable {diagonal.push_back(wtp); return true;}
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[&diagonal](vec2us wtp) mutable {diagonal.push_back(wtp); return true;}
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);
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const auto* tile_prop = &world.tile_property(world.tile(vec2us(0)));
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std::vector<WorldTileProperty> expected {
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WorldTileProperty{vec2us(0, 0), tile_prop},
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WorldTileProperty{vec2us(1, 1), tile_prop},
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WorldTileProperty{vec2us(2, 2), tile_prop},
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WorldTileProperty{vec2us(3, 3), tile_prop},
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WorldTileProperty{vec2us(4, 4), tile_prop},
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WorldTileProperty{vec2us(5, 5), tile_prop},
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WorldTileProperty{vec2us(6, 6), tile_prop},
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WorldTileProperty{vec2us(7, 7), tile_prop},
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WorldTileProperty{vec2us(8, 8), tile_prop},
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WorldTileProperty{vec2us(9, 9), tile_prop}
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std::vector<vec2us> expected {
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vec2us(0, 0), vec2us(0, 1),
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vec2us(1, 1), vec2us(1, 2),
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vec2us(2, 2), vec2us(2, 3),
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vec2us(3, 3), vec2us(3, 4),
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vec2us(4, 4), vec2us(4, 5),
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vec2us(5, 5), vec2us(5, 6),
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vec2us(6, 6), vec2us(6, 7),
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vec2us(7, 7), vec2us(7, 8),
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vec2us(8, 8), vec2us(8, 9),
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vec2us(9, 9)
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};
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CHECK(expected == diagonal);
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}
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