Hello stackoverflow社区。最近,我一直致力于让合适的光线投射系统正常工作。目前,我一直在2D工作,有2D地图和玩家代表。我有问题但是正确地创建了基于网格的环境。我认为问题是我投射光线的方式根本不是基于网格的。我有一个问题here的例子。正如你所看到的,光线看起来不稳定和畸形。谁能让我对基于网格的系统如何工作有所了解?感谢任何帮助。谢谢。
这是完整的源代码(我使用PIXI.js进行渲染):
var world = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1],
[1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,0,0,1,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,1],
[1,0,1,1,1,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1],
[1,0,0,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1],
[1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1],
[1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
var width = world[0].length;
var height = world.length;
var scale = 8;
var posX = 1;
var posY = 1;
var yaw = 0;
var m = 0;
var renderer = new PIXI.WebGLRenderer(width * scale,height * scale);
//var renderer = new PIXI.WebGLRenderer(320,200);
document.body.appendChild(renderer.view);
var stage = new PIXI.Stage(0xFFFFFF);
var graphics = new PIXI.Graphics();
stage.addChild(graphics);
function drawMap()
{
for(var x = 0;x < width;x++)
{
for(var y = 0;y < height;y++)
{
if(world[y][x])
{
graphics.beginFill(0xCCCCCC);
graphics.drawRect(x * scale, y * scale, scale, scale);
graphics.endFill();
}
}
}
}
function drawPlayer()
{
graphics.beginFill(0x000000);
graphics.drawRect(posX * scale, posY * scale, 4, 4);
graphics.endFill();
graphics.lineStyle(1,0x000000);
graphics.moveTo(posX * scale + 2, posY * scale + 2);
graphics.lineTo(posX * scale + Math.cos(yaw) * 20 + 2, posY * scale + Math.sin(yaw) * 20 + 2);
}
function move()
{
var newX = posX + Math.cos(yaw) * m * 0.3;
var newY = posY + Math.sin(yaw) * m * 0.3;
m = 0;
if(isColliding(newX,newY))
{
return;
}
posX = newX;
posY = newY;
}
function isColliding(x,y)
{
if(world[Math.floor(y)][Math.floor(x)])
{
return true;
}
return false;
}
function castRays()
{
var rayYaw = 0;
var rayX = posX;
var rayY = posY;
var dist = 0;
for(var x = -160;x < 160;x++)
{
rayYaw = x * 0.1875;
while(!isColliding(rayX,rayY))
{
rayX += Math.cos((rayYaw) * (Math.PI / 180) + yaw);
rayY += Math.sin((rayYaw) * (Math.PI / 180) + yaw);
if(rayX < 0 || rayX >= width || rayY < 0 || rayY >= height)
{
break;
}
}
dist = Math.sqrt(Math.pow(posX - rayX,2) + Math.pow(posY - rayY,2));
graphics.lineStyle(1,0x00FFCC);
graphics.moveTo(posX * scale + 2, posY * scale + 2);
graphics.lineTo(rayX * scale + Math.cos((rayYaw) * (Math.PI / 180)) + 2, rayY * scale + Math.sin((rayYaw) * (Math.PI / 180)) + 2);
//drawLine(x + 160,dist);
rayX = posX;
rayY = posY;
}
}
function drawLine(x,d)
{
var slice = (32 * d / 160);
var start = (100 - (slice/2));
graphics.lineStyle(1,0xCCCCCC);
graphics.moveTo(x,start);
graphics.lineTo(x,slice);
}
function main()
{
drawMap();
move();
drawPlayer();
castRays();
renderer.render(stage);
graphics.clear();
}
document.onkeydown = checkKey;
function checkKey(e) {
e = e || window.event;
if (e.keyCode == '38')
{
// up arrow
m = 1;
}
else if (e.keyCode == '40')
{
// down arrow
m = -1;
}
else if (e.keyCode == '37')
{
// left arrow
yaw -= 0.1;
}
else if (e.keyCode == '39')
{
// right arrow
yaw += 0.1;
}
}
setInterval(main,1000/30);
答案 0 :(得分:3)
您的问题是您将地图视为矩阵并且isColliding()过于简单。你真的应该将矩阵中的每个1视为一个正方形,以确定你的射线是否准确到达它的位置。
我会完全将castRays重写为更传统的光线追踪方法:
for each point on your "screen":
define vector V from point of view P through this point on screen
for each line S + L*y forming sides of each square, find if your vector intersects it:
P + V*k = S + L*y when k>0 and y is in 0..1
最短的k,如果存在,形成你的线 沿着这条路走下去,还有很大的优化空间。
<强>更新强>
不想全部写完,但这里有一篇关于光线盒交叉点优化的好文章,特别是如果框或矩形与轴对齐:http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/