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path: root/src/raycast.zig
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const std = @import("std");

const RenderWindow = @import("sfml").graphics.RenderWindow;
const Sprite = @import("sfml").graphics.Sprite;

usingnamespace @import("map.zig");

pub const RenderWallFunction: type = fn (
    window: RenderWindow,
    sprite: Sprite,
    col: i32, // which column we're in
    top: f32, // top of wall
    length: f32,
    texfrac: f32,
    texture: u8, // which texture index
) anyerror!void; // TODO: narrow this error type.

pub const Player = struct {
    pos_x: f32,
    pos_y: f32,
    ang: f32,
    vel_x: f32 = 0,
    vel_y: f32 = 0,
    acc_x: f32 = 0,
    acc_y: f32 = 0,
    fov: f32 = std.math.pi / 3.0,
    height: f32 = 1.7, // TODO

    plane_height: f32,
    plane_width: i32,
    plane_dist: f32,

    pub fn new(pos_x: f32, pos_y: f32, ang: f32, plane_width: i32, plane_height: i32) Player {
        const fov: f32 = std.math.pi / 3.0;
        return Player{
            // standing still at the given location, looking in direction ang,
            .pos_x = pos_x,
            .pos_y = pos_y,
            .ang = ang,
            // plane of projection
            .plane_width = plane_width,
            .plane_height = @intToFloat(f32, plane_height),
            // given the desired width of the image, how far away must
            // the projection plane be from the camera?
            .plane_dist = @intToFloat(f32, plane_width) / (2 * std.math.tan(fov / 2)),
        };
    }

    pub fn tick(self: *Player) void {
        const dt = 1 / 30.0;
        const v_min = 0.8;
        const v_decay = 1.25;

        self.pos_x += self.vel_x * dt;
        self.pos_y += self.vel_y * dt;

        self.vel_x /= v_decay;
        if (std.math.fabs(self.vel_x) < v_min) self.vel_x = 0;
        self.vel_y /= v_decay;
        if (std.math.fabs(self.vel_y) < v_min) self.vel_y = 0;

        self.vel_x += self.acc_x * dt;
        self.vel_y += self.acc_y * dt;
    }

    pub fn renderMapUsing(
        self: Player,
        window: RenderWindow,
        sprite: Sprite,
        map: Map,
        // the abstract the rendering call
        renderWall: RenderWallFunction,
    ) !void {
        const floor = std.math.floor;

        var col: i32 = 0;
        while (col < self.plane_width) : (col += 1) {
            const horiz_frac = @intToFloat(f32, col) / (@intToFloat(f32, self.plane_width) - 1);

            const ra = (0.5 - horiz_frac) * self.fov + self.ang;

            const cosra = std.math.cos(ra);
            const sinra = std.math.sin(ra);

            // Observe that sqrt(1+tan^2) = abs(1/cos) sqrt(cos^2+sin^2) =
            // abs(1/cos). Similarly so for cot, hence we obtain the following
            // lengths for the hypotenuses assuming that x (respectively y) are
            // unit length and the angle is ra.
            const dy_for_x_step = std.math.fabs(1 / cosra);
            const dx_for_y_step = std.math.fabs(1 / sinra);

            var step_x: i32 = -1;
            var step_y: i32 = -1;

            var dist_x: f32 = undefined;
            var dist_y: f32 = undefined;

            var ipos_x: i32 = @floatToInt(i32, floor(self.pos_x));
            var ipos_y: i32 = @floatToInt(i32, floor(self.pos_y));

            // looking right
            if (cosra >= 0) {
                step_x = 1;
                // assuming unit size grid cells
                dist_y = (@intToFloat(f32, ipos_x) + 1 - self.pos_x) * dy_for_x_step;
            } else {
                dist_y = (self.pos_x - @intToFloat(f32, ipos_x)) * dy_for_x_step;
            }

            if (sinra >= 0) {
                step_y = 1;
                dist_x = (@intToFloat(f32, ipos_y) + 1 - self.pos_y) * dx_for_y_step;
            } else {
                dist_x = (self.pos_y - @intToFloat(f32, ipos_y)) * dx_for_y_step;
            }

            var distance: f32 = 0;
            var still_drawing = true;
            var horizontal_hit: bool = undefined;
            while (still_drawing) {

                // Find the next cell on our path
                if (dist_y < dist_x) {
                    horizontal_hit = false;
                    distance = dist_y;
                    dist_y += dy_for_x_step;
                    ipos_x += step_x;
                } else {
                    horizontal_hit = true;
                    distance = dist_x;
                    dist_x += dx_for_y_step;
                    ipos_y += step_y;
                }

                if (!map.inBounds(ipos_x, ipos_y)) break;

                var cell = map.lookup(ipos_x, ipos_y);

                // We have a wall to draw
                if (cell.height > 0) {
                    // before we correct the distance to be the perpedicular
                    // distance from the plane of projection, we need to use it
                    // to calculate the fractional part of the relevant
                    // coordinate
                    const hit_coordinate = if (horizontal_hit) distance * cosra + self.pos_x else distance * sinra + self.pos_y;
                    var texfrac = std.math.modf(hit_coordinate).fpart;
                    // we also want to be sure that we're consistently orienting these, say clockwise
                    if ((horizontal_hit and sinra < 0) or (!horizontal_hit and cosra > 0)) texfrac = 1 - texfrac;

                    // now correct the distance to be the shortest distance from
                    // the plane to the point, that is, perpendicular distance
                    distance *= std.math.cos(self.ang - ra);

                    // project the top of the wall
                    const top = self.plane_height / 2 + self.plane_dist * (cell.height - self.height) / distance;
                    const height = self.plane_dist * cell.height / distance;

                    try renderWall(window, sprite, col, top, height, texfrac, cell.wall_texture);

                    still_drawing = false;
                }
            }
        }
    }
};