我正在使用画布在 javscript 中构建 raycastin 引擎,我构建了 raycaster 及其完全工作,除了一个问题,有鱼眼效果,我尝试进行更正
var d = (Math.sqrt( Math.pow((rays[i].x - rays[i].newX),2 )+Math.pow((rays[i].y - rays[i].newY),2 )))
// my attempted corection
var correctedDis = d * Math.cos((rays[i].rayAngle - player.rot))
但它不会产生任何结果:
我仔细检查了数学,我没有发现任何问题,但我可能仍然做错了,因为我在七年级并且还没有学到很多关于三角学的知识,(只参加了可汗学院的课程)所以有人可以让我知道是否有更好或更简单的方法来做到这一点,提前谢谢你。
(我也认为我可能做错了阴影,如果有人能帮忙的话。)
编辑:我忘了包括你可以使用 WASD 键来控制演示,并且图像被翻转,但这将是一个简单的修复。 如果您需要,我的完整代码:
const scale = (num, in_min, in_max, out_min, out_max) => {
return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
tex_stone = document.getElementById("stone")
c3 = document.getElementById("c3");
c = document.getElementById("c");
w = c.width;
h = c.height;
ctx = c.getContext("2d");
fctx = c3.getContext("2d")
var tilesize = 30;
var walls = [];
var rays = [];
rayangle = 0.5;
lowrayangle = -0.5;
var player = {
x: 80,
y: 80,
size: 10,
speed: 1.3,
dir: 0,
rot: 0,
rotSpeed: 0.05,
rotDir: 0,
}
map = [];
for (y = 0; y < map.length; y++) {
for (x = 0; x < map[y].length; x++) {
ctx.fillStyle = ["white", "black"][map[y][x]];
ctx.fillRect(x * tilesize, y * tilesize, tilesize, tilesize);
}
}
function keydown(event) {
switch (event.keyCode) {
case 87:
player.dir = 1;
break;
case 83:
player.dir = -1;
break;
case 68:
player.rotDir = -1;
break;
case 65:
player.rotDir = 1;
break;
}
}
function keyup(event) {
switch (event.keyCode) {
case 87:
player.dir = 0;
break;
case 83:
player.dir = 0;
break;
case 68:
player.rotDir = 0;
break;
case 65:
player.rotDir = 0;
break;
}
}
window.requestAnimationFrame(update)
function update() {
if (player.rot == 6.28319) {
player.rot = 0;
}
var map = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
]
fctx.clearRect(0, 0, w, h)
ctx.clearRect(0, 0, w, h);
rays = [];
//move
rotstep = player.rotSpeed * player.rotDir
movestep = player.speed * player.dir;
player.rot += rotstep;
rayangle += rotstep;
lowrayangle += rotstep;
newY = player.y - Math.cos(player.rot) * movestep;
newX = player.x - Math.sin(player.rot) * movestep;
leftbY = (player.y - 10) - Math.cos(player.rot) * movestep;
leftbX = (player.x - 10) - Math.sin(player.rot) * movestep;
rightbY = (player.y + 10) - Math.cos(player.rot) * movestep;
rightbX = (player.x + 10) - Math.sin(player.rot) * movestep;
//borders
var leftcol = Math.floor((leftbX) / tilesize)
var leftrow = Math.floor((leftbY) / tilesize)
var rightcol = Math.floor((rightbX) / tilesize)
var rightrow = Math.floor((rightbY) / tilesize)
if (map[rightcol][rightrow] == 0 && map[leftcol][leftrow] == 0) {
player.y = newY;
player.x = newX;
}
//map
for (y = 0; y < map.length; y++) {
for (x = 0; x < map[y].length; x++) {
ctx.fillStyle = ["white", "black"][map[y][x]];
ctx.fillRect(x * tilesize, y * tilesize, tilesize, tilesize);
}
}
//rays
for (i = lowrayangle; i < rayangle; i += 0.01) {
var detail = 0.5;
var rayLn = 1000;
var memX;
var memY;
for (j = 0; j < rayLn; j += detail) {
var lY = player.y - Math.cos(i) * j;
var lX = player.x - Math.sin(i) * j;
memX = lX;
memY = lY;
lX = lX - (lX % tilesize);
lY = lY - (lY % tilesize);
if (map[lY / tilesize][lX / tilesize] == 1) {
break;
}
}
var ray = {
rayAngle: i,
newY: memY,
newX: memX,
x: player.x,
y: player.y
}
rays.push(ray)
}
for (i = 0; i < rays.length; i++) {
if (rays[i].rayAngle == 6.28319) {
rays[i].rayAngle = 0;
}
}
for (i = 0; i < rays.length; i++) {
ctx.beginPath();
ctx.moveTo(rays[i].x, rays[i].y)
ctx.lineTo(rays[i].newX, rays[i].newY)
ctx.stroke();
var d = (Math.sqrt(Math.pow((rays[i].x - rays[i].newX), 2) + Math.pow((rays[i].y - rays[i].newY), 2)))
// my attempted corection
var correctedD = d * Math.cos((rays[i].rayAngle - player.rot))
var rayW = w / rays.length
var light = scale(correctedD, 0, 700, 255, 0)
var threeDRayHeight = scale(correctedD, 0, 700, h, 10)
fctx.fillStyle = 'rgb(' + light + ',' + light + ',' + light + ')';
fctx.fillRect(i * rayW, 200 - threeDRayHeight * 0.5, rayW + 1, threeDRayHeight)
fctx.fillStyle = "blue"
fctx.fillRect(i * rayW, (200 - threeDRayHeight * 0.5) + threeDRayHeight, rayW + 1, 1000)
fctx.fillStyle = "red"
fctx.fillRect(i * rayW, (200 - threeDRayHeight * 0.5) - 1000, rayW + 1, 1000)
}
//player
markerY = player.y - Math.cos(player.rot) * 30;
markerX = player.x - Math.sin(player.rot) * 30;
ctx.fillStyle = "red";
ctx.beginPath();
ctx.ellipse(player.x, player.y, player.size, player.size, player.rot * (Math.PI / 180), 0, 2 * Math.PI);
ctx.fill();
window.requestAnimationFrame(update)
}
document.addEventListener("keydown", function(event) {
keydown(event);
})
document.addEventListener("keyup", function(event) {
keyup(event);
})
#c3 {
background-color: black;
}
<img src="https://i.pinimg.com/originals/16/e1/6b/16e16b80294d07b81cfafaefdf1d2909.jpg" width=4 00px; style="display: none;" id="stone">
<canvas width="600px" height="450px" id="c3"></canvas>
<canvas width="600px" height="450px" id="c"></canvas>