一段时间以来,我一直在尝试为光线投射器制作 DDA 算法。出于某种原因,我遇到了很多麻烦。我的代码的工作方式是将玩家放入以恒定速率旋转的地图中。绿色圆圈应该落在玩家在最近的墙上看的任何地方。当线条更垂直而不是水平时,它似乎几乎可以工作,但它仍然有点偏离。当它通过 y=x 或 y=-x 线的那一刻,它变得疯狂,似乎射向无穷大。我怀疑它与坡度有关,但坦率地说我不太确定。
我一直在密切关注这个视频,但无济于事。我希望有人能在我的代码中发现错误,以便我可以继续这个项目。
这是我的代码的精简版本:
int[][] map = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,1,1,1,1,1,1,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
float fov;
Player p;
void setup() {
size(800, 600);
background(0);
stroke(255);
fov = PI/2;
p = new Player(12.5, 12.5, -PI/4);
}
void draw() {
background(0);
p.map_();
p.ddaTest4();
p.dir += PI/512;
p.dir %= TWO_PI;
}
class Player {
float dir;
PVector pos = new PVector();
Player (float x, float y, float dir) {
this.dir = dir;
this.pos.x = x;
this.pos.y = y;
}
// this draws the map array as rectangles
void map_() {
noStroke();
float sf = height/map.length;
for (int i = 0; i < map.length; i++) {
for (int j = 0; j < map.length; j++) {
if (map[j][i] != 0) {
stroke(0);
fill(255);
rect(i*sf, j*sf, height/sf, height/sf);
} else {
stroke(255);
fill(0);
rect(i*sf, j*sf, height/sf, height/sf);
}
}
}
}
void ddaTest4() {
float sf = height/map.length;
PVector rayDir = PVector.fromAngle(dir);
PVector stepScale = new PVector(sqrt(((rayDir.y/rayDir.x) * (rayDir.y/rayDir.x)) + 1), sqrt(((rayDir.x/rayDir.y) * (rayDir.x/rayDir.y)) + 1));
PVector mapPos = new PVector((int)pos.x, (int)pos.y);
PVector rayLength = new PVector();
PVector step = new PVector(1, 1);
if (rayDir.x < 0) {
step.x = -1;
rayLength.x = (pos.x - mapPos.x) * stepScale.x;
} else {
rayLength.x = ((mapPos.x + 1) - mapPos.x) * stepScale.x;
}
if (rayDir.y < 0) {
step.y = -1;
rayLength.x = (pos.y - mapPos.y) * stepScale.y;
} else {
rayLength.x = ((mapPos.y + 1) - mapPos.y) * stepScale.y;
}
boolean hit = false;
float distance = 0;
while(!hit) {
if (rayLength.x < rayLength.y) {
mapPos.x += step.x;
distance = rayLength.x;
rayLength.x += stepScale.x;
} else {
mapPos.y += step.y;
distance = rayLength.y;
rayLength.y += stepScale.y;
}
if (map[(int)mapPos.y][(int)mapPos.x] != 0) {
hit = true;
}
}
PVector hitPoint = PVector.add(pos, PVector.mult(rayDir, distance));
fill(0, 255, 0);
stroke(0, 255, 0);
line(pos.x*sf, pos.y*sf, hitPoint.x*sf, hitPoint.y*sf);
ellipse(hitPoint.x*sf, hitPoint.y*sf, 5, 5);
}
}
PS:对不起,如果我的问题表达得不好,我真的不知道该怎么说。