私は、「ウィンドウの迷路」を作成し、レイキャスティングアルゴリズムを使用するJavaプロジェクトを持っています。ここではスクリーンショットです:異なる高さのサイズを持つレイキャスティング
あなたはすべての壁が同じ高さのサイズを持つ見ることができますのように。私は、色、距離と光の通常のWALL_HEIGHT
使用するのと同じしかし
private void castRay(int xOnScreen,double angle,double direction) {
R rx = castRayInX(angle,direction);
R ry = castRayInY(angle,direction);
// In case of out-of-space rays
if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
graphics.setColor(BACKGROUND);
graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
return;
}
double distance = rx.getDistance();
double normal = rx.getNormal();
Color c = rx.getColor();
double coef = Math.cos((angle+direction+Math.PI)-normal);
Plot collision = rx.getPlot();
if (ry.getDistance()<rx.getDistance()) {
distance = ry.getDistance();
normal = ry.getNormal();
c = ry.getColor();
coef = Math.cos((angle+direction+Math.PI)-normal);
collision = ry.getPlot();
}
coef = Math.abs(coef);
int factor = map.length*SQUARE_SIZE;
double d = (double)(distance+factor)/factor;
coef *= 1/(d*d);
Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
graphics.setColor(c2);
// graphics.setColor(c); // no illumination
distance *= Math.cos(angle); // lens correction
int h = (int)(this.screenDistance/distance*WALL_HEIGHT); // perspective height
int vh = this.image.getHeight();
graphics.drawLine(xOnScreen,(vh-h)/2,xOnScreen,(vh+h)/2);
drawEye(direction,collision);
}
private R castRayInX(double angleRay,double direction) {
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.cos(angle)==0) {
if (Math.sin(angle)>0)
return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
}
if (Math.cos(angle)>0) {
int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
} else {
int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
}
}
private R castRayInY(double angleRay,double direction) {
// System.out.println("cast ray 2 Y "+angleRay+" "+direction);
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
// System.out.println(eye+" "+x1+" "+y1);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.sin(angle)==0) {
if (Math.cos(angle)>0)
return new R(Double.MAX_VALUE,Math.PI,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,0,BACKGROUND,null);
}
if (Math.sin(angle)>0) {
int firstY = ((eye.getY()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int y = firstY; y<map.length*SQUARE_SIZE; y += SQUARE_SIZE) {
int x = (int)((y-eye.getY())/slope)+eye.getX();
if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
double DX = x-eye.getX();
int DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),3*Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
} else {
int firstY = ((eye.getY()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int y = firstY; y>=0; y -= SQUARE_SIZE) {
int x = (int)((y-eye.getY())/slope)+eye.getX();
if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
Color c = colorAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (c!=null) {
double DX = x-eye.getX();
int DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
}
}
return r;
}
}
マイR
クラスは今のPlot (x, y, z)
を持つ別の高さ寸法とを行うしたいと思います。今のところこれは動作しますが、私はcastRayInZのような新しい関数を追加したいと思いますが、私はすべての数学の理論を持っていません。私の迷路は、そのようなマップから構成されます。
private String [][]map = { // each: SQUARE_SIZE x SQUARE_SIZE
{ "Y300", "Z500", "X230", "Y112", "Z321", "X120", "X354" },
{ "X89", " ", " ", " ", "Y120", " ", "X232" },
{ "Z124", " ", "X276", " ", "X123", " ", "X" },
{ "Y290", " ", " ", " ", " ", " ", "X100" },
{ "X32", "Z430", " ", "Y500", "X120", " ", "X123" },
{ "X222", " ", " ", " ", " ", " ", "X210" },
{ "X12", "Y98", "Y763", "X146", "Y111", "Y333", "X321" }
私の地図。私はすべての長さをSQUARE_LENGTH
に設定しました。後で、各四角形のサイズをピクセルに縮小し、それを生成することによってマップを拡大します。しかし、私は本当にどのように私は各正方形の高さを変更することができます知りたい。私は今、4日以来、それに取り組んでいると私は、任意の手掛かりを持っていない...
EDIT私はいくつかのニュースを持っている
は、私は私の壁の大きさを変えたが、私はいくつかの奇妙なものを持っています、ここではスクリーンショットです:
あなたは、私はいくつかの奇妙なものがここに表示されますがあります見ることができますのように。ここに私のコードは次のとおりです。
private void castRay(int xOnScreen,double angle,double direction) {
R rx = castRayInX(angle,direction);
R ry = castRayInY(angle,direction);
// In case of out-of-space rays
if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
graphics.setColor(BACKGROUND);
graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
return;
}
double distance = rx.getDistance();
double normal = rx.getNormal();
Color c = rx.getColor();
double coef = Math.cos((angle+direction+Math.PI)-normal);
Plot collision = rx.getPlot();
if (ry.getDistance()<rx.getDistance()) {
distance = ry.getDistance();
normal = ry.getNormal();
c = ry.getColor();
coef = Math.cos((angle+direction+Math.PI)-normal);
collision = ry.getPlot();
}
coef = Math.abs(coef);
int factor = map.length*SQUARE_SIZE;
double d = (double)(distance+factor)/factor;
coef *= 1/(d*d);
Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
graphics.setColor(c);
distance *= Math.cos(angle); // lens correction
int h;
int hw = (int)(this.screenDistance/distance*WALL_HEIGHT); //WALL_HEIGHT value is 300px at default
if(rx.getPlot() != null)
h = (int)(this.screenDistance/distance*rx.getPlot().getZ()); // perspective height
else
h = (int)(this.screenDistance/distance*WALL_HEIGHT);
int vh = this.image.getHeight();
int y0 = (hw+vh)/2;
int y1 = (vh-h)/2;
graphics.drawLine(xOnScreen,y0,xOnScreen,y1);
drawEye(direction,collision);
私の問題はcastRayInX
関数から次のようになります。
private R castRayInX(double angleRay,double direction) {
double angle = angleRay+direction;
double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
double slope = (y1-eye.getY())/(x1-eye.getX());
if (Math.cos(angle)==0) {
if (Math.sin(angle)>0)
return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
else
return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
}
if (Math.cos(angle)>0) {
int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
int z = heightAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (z == 0) z = heightAt(x,y-1);
if (z == 0) z = heightAt(x-1,y);
if (z == 0) z = heightAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y,(int)z));
}
}
return r;
} else {
int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
int y = (int)(slope*(x-eye.getX())+eye.getY());
if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
Color c = colorAt(x,y);
int z = heightAt(x,y);
if (c==null) c = colorAt(x,y-1);
if (c==null) c = colorAt(x-1,y);
if (c==null) c = colorAt(x-1,y-1);
if (z == 0) z = heightAt(x,y-1);
if (z == 0) z = heightAt(x-1,y);
if (z == 0) z = heightAt(x-1,y-1);
if (c!=null) {
int DX = x-eye.getX();
double DY = y-eye.getY();
return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y,(int)z));
}
}
return r;
}
}
私はcastRayInZ
機能を作るべきか?または、私はz
の値を別の場所に持ってくるべきですか?
ご自身でご質問にお答えしていませんか? 'WALL_HEIHGT'ではなく、パッチごとに異なる高さ値が必要です。何が問題になっていますか? –
定数値を使うのは簡単ですが、私はすべての異なる高さを得る方法がわかりません。私はいくつかの奇妙なことがあります – Jack