輸出看起來是這樣的:Raycaster顯示幻影的垂直牆面臨
你應該只看到一面平坦,連續紅色的牆,在另一藍色的牆,綠的另一個,另一個黃色(見地圖的定義,testMapTiles
,它只是一張四面牆的地圖)。然而,這些虛幻的牆面不同高度,這是垂直於真實的牆壁。爲什麼?
請注意,白色「間隙」實際上並沒有間隙:它試圖繪製高度爲Infinity
(距離0)的牆。如果你明確地說明了這個問題(這個版本的代碼沒有),只是在屏幕高度上蓋上,那麼你就會看到那裏的牆壁很高。
源代碼如下。這是普通的Haskell,使用Haste編譯成JavaScript並渲染爲畫布。它是基於從this tutorial的C++代碼,但請注意,我更換mapX
和mapY
與tileX
和tileY
,我沒有主迴路內的ray
前綴pos
和dir
。任何與C++代碼的差異都可能是破壞所有內容的事情,但是在多次嘗試這些代碼之後,我似乎無法找到任何東西。
任何幫助?
import Data.Array.IArray
import Control.Arrow (first, second)
import Control.Monad (forM_)
import Haste
import Haste.Graphics.Canvas
data MapTile = Empty | RedWall | BlueWall | GreenWall | YellowWall deriving (Eq)
type TilemapArray = Array (Int, Int) MapTile
emptyTilemapArray :: (Int, Int) -> TilemapArray
emptyTilemapArray [email protected](w, h) = listArray ((1, 1), dim) $ replicate (w * h) Empty
testMapTiles :: TilemapArray
testMapTiles =
let arr = emptyTilemapArray (16, 16)
[email protected]((xB, yB), (w, h)) = bounds arr
in listArray myBounds $ flip map (indices arr) (\(x, y) ->
if x == xB then RedWall
else if y == yB then BlueWall
else if x == w then GreenWall
else if y == h then YellowWall
else Empty)
type Vec2 a = (a, a)
type DblVec2 = Vec2 Double
type IntVec2 = Vec2 Int
add :: (Num a) => Vec2 a -> Vec2 a -> Vec2 a
add (x1, y1) (x2, y2) = (x1 + x2, y1 + y2)
mul :: (Num a) => Vec2 a -> a -> Vec2 a
mul (x, y) factor = (x * factor, y * factor)
rot :: (Floating a) => Vec2 a -> a -> Vec2 a
rot (x, y) angle =
(x * (cos angle) - y * (sin angle), x * (sin angle) + y * (cos angle))
dbl :: Int -> Double
dbl = fromIntegral
-- fractional part of a float
-- `truncate` matches behaviour of C++'s int()
frac :: Double -> Double
frac d = d - dbl (truncate d)
-- get whole and fractional parts of a float
split :: Double -> (Int, Double)
split d = (truncate d, frac d)
-- stops 'Warning: Defaulting the following constraint(s) to type ‘Integer’'
square :: Double -> Double
square = (^ (2 :: Int))
-- raycasting algorithm based on code here:
-- http://lodev.org/cgtutor/raycasting.html#Untextured_Raycaster_
data HitSide = NorthSouth | EastWest deriving (Show)
-- direction, tile, distance
type HitInfo = (HitSide, IntVec2, Double)
-- pos: start position
-- dir: initial direction
-- plane: camera "plane" (a line, really, perpendicular to the direction)
traceRays :: TilemapArray -> Int -> DblVec2 -> DblVec2 -> DblVec2 -> [HitInfo]
traceRays arr numRays pos dir plane =
flip map [0..numRays] $ \x ->
let cameraX = 2 * ((dbl x)/(dbl numRays)) - 1
in traceRay arr pos $ dir `add` (plane `mul` cameraX)
traceRay :: TilemapArray -> DblVec2 -> DblVec2 -> HitInfo
traceRay arr [email protected](posX, posY) [email protected](dirX, dirY) =
-- map tile we're in (whole part of position)
-- position within map tile (fractional part of position)
let ((tileX, fracX), (tileY, fracY)) = (split posX, split posY)
tile = (tileX, tileY)
-- length of ray from one x or y-side to next x or y-side
deltaDistX = sqrt $ 1 + (square dirY/square dirX)
deltaDistY = sqrt $ 1 + (square dirX/square dirY)
deltaDist = (deltaDistX, deltaDistY)
-- direction of step
stepX = if dirX < 0 then -1 else 1
stepY = if dirY < 0 then -1 else 1
step = (stepX, stepY)
-- length of ray from current position to next x or y-side
sideDistX = deltaDistX * if dirX < 0 then fracX else 1 - fracX
sideDistY = deltaDistY * if dirY < 0 then fracY else 1 - fracY
sideDist = (sideDistX, sideDistY)
(hitSide, wallTile) = traceRayInner arr step deltaDist tile sideDist
in (hitSide, wallTile, calculateDistance hitSide pos dir wallTile step)
traceRayInner :: TilemapArray -> IntVec2 -> DblVec2 -> IntVec2 -> DblVec2 -> (HitSide, IntVec2)
traceRayInner arr [email protected](stepX, stepY) [email protected](deltaDistX, deltaDistY) tile [email protected](sideDistX, sideDistY)
-- a wall has been hit, report hit direction and coördinates
| arr ! tile /= Empty = (hitSide, tile)
-- advance until a wall is hit
| otherwise = case hitSide of
EastWest ->
let newSideDist = first (deltaDistX+) sideDist
newTile = first (stepX+) tile
in
traceRayInner arr step deltaDist newTile newSideDist
NorthSouth ->
let newSideDist = second (deltaDistY+) sideDist
newTile = second (stepY+) tile
in
traceRayInner arr step deltaDist newTile newSideDist
where
hitSide = if sideDistX < sideDistY then EastWest else NorthSouth
-- calculate distance projected on camera direction
-- (an oblique distance would give a fisheye effect)
calculateDistance :: HitSide -> DblVec2 -> DblVec2 -> IntVec2 -> IntVec2 -> Double
calculateDistance EastWest (startX, _) (dirX, _) (tileX, _) (stepX, _) =
((dbl tileX) - startX + (1 - dbl stepX)/2)/dirX
calculateDistance NorthSouth (_, startY) (_, dirY) (_, tileY) (_, stepY) =
((dbl tileY) - startY + (1 - dbl stepY)/2)/dirY
-- calculate the height of the vertical line on-screen based on the distance
calculateHeight :: Double -> Double -> Double
calculateHeight screenHeight 0 = screenHeight
calculateHeight screenHeight perpWallDist = screenHeight/perpWallDist
width :: Double
height :: Double
(width, height) = (640, 480)
main :: IO()
main = do
cvElem <- newElem "canvas" `with` [
attr "width" =: show width,
attr "height" =: show height
]
addChild cvElem documentBody
Just canvas <- getCanvas cvElem
let pos = (8, 8)
dir = (-1, 0)
plane = (0, 0.66)
renderGame canvas pos dir plane
renderGame :: Canvas -> DblVec2 -> DblVec2 -> DblVec2 -> IO()
renderGame canvas pos dir plane = do
let rays = traceRays testMapTiles (floor width) pos dir plane
render canvas $ forM_ (zip [0..width - 1] rays) (\(x, (side, tile, dist)) ->
let lineHeight = calculateHeight height dist
wallColor = case testMapTiles ! tile of
RedWall -> RGB 255 0 0
BlueWall -> RGB 0 255 0
GreenWall -> RGB 0 0 255
YellowWall -> RGB 255 255 0
_ -> RGB 255 255 255
shadedWallColor = case side of
EastWest ->
let (RGB r g b) = wallColor
in RGB (r `div` 2) (g `div` 2) (b `div` 2)
NorthSouth -> wallColor
in color shadedWallColor $ do
translate (x, height/2) $ stroke $ do
line (0, -lineHeight/2) (0, lineHeight/2))
-- 25fps
let fps = 25
timeout = (1000 `div` fps) :: Int
rots_per_min = 1
rots_per_sec = dbl rots_per_min/60
rots_per_frame = rots_per_sec/dbl fps
tau = 2 * pi
increment = tau * rots_per_frame
setTimeout timeout $ do
renderGame canvas pos (rot dir $ -increment) (rot plane $ -increment)
HTML頁面:
<!doctype html>
<meta charset=utf-8>
<title>Raycaster</title>
<noscript>If you're seeing this message, either your browser doesn't support JavaScript, or it is disabled for some reason. This game requires JavaScript to play, so you'll need to make sure you're using a browser which supports it, and enable it, to play.</noscript>
<script src=raycast.js></script>
您可以將自己的答案標記爲已接受。這將結束這一步。 – K3N
@ K3N我知道。你必須等待一段時間才能接受任何答案,甚至你自己的答案。 – Andrea