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  1. #1
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    Apr 2009
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    how working with RayCasting?

    how working with RayCasting?
    i have these code for RayCasting:
    Code:
    Private Sub rayCasting()    ' O RayAngle é o angulo atual do "raio".
        ' se ele começa olhando para angulo 90º e tem fov 60, então o rayAngle vai de 60 até 120, sendo incrementado por fov/width
        Dim rayAngle As Long
        rayAngle = PlayerAngle - PlayerFOV / 2
        ' Para Cada coluna da tela
        Dim raycount As Long
        For raycount = 0 To CamWidth
            ' Player dados
            Dim RayX As Double
            Dim RayY As Double
            RayX = PlayerX
            RayY = PlayerY
            
    
    
            ' Com cosseno e seno do angulo conseguimos a direção do raio sobre o grid a partir do ponto de visão.
            ' Aqui teremos a direção do raio sobre a matriz e também o modulo (passo)
            Dim rayCos As Double
            Dim raySin As Double
            rayCos = Cos(DegreeToRadians(rayAngle)) / RayCastingPrecision
            raySin = Sin(DegreeToRadians(rayAngle)) / RayCastingPrecision
    
    
            ' Colisão do raio com as paredes
            Dim Wall As Long
            Wall = 0
            While (Wall = 0) ' Aqui o "raio" seria tipo uma progetil que sai do personagem até colidir com uma parede
            
                RayX = RayX + rayCos ' novo x do raio
                RayY = RayY + raySin ' novo y do raio
                Wall = LevelMap(Fix(RayY))(Fix(RayX)) ' verifica colisão com a parede (não nulo na matriz)
            Wend
    
    
            ' Distancia até a parede (teorema de pitagoras), uma vez que temos o (X,Y) do personagem e da parede
            Dim distance As Double
            distance = Sqr((PlayerX - RayX) ^ 2 + (PlayerY - RayY) ^ 2)
    
    
            ' Correção olho de peixe (sem colisão com a parede), melhora a vista em corredores ou proximo de paredes
            distance = distance * Cos(DegreeToRadians(rayAngle - PlayerAngle))
    
    
            'Altura da parede em consequência a distancia
            'quando mais longe a parede está menor ela é e vice versa, são inversamente proporcionais
            Dim WallHeight As Long
            WallHeight = Fix(CamHalfHeight / distance)
            If (WallHeight > CamHalfHeight) Then WallHeight = CamHalfHeight
                
    
    
             'Desenhando as paredes usando os tamanhos calculados acima
            DrawLine raycount, 0, raycount, CamHalfHeight - WallHeight, ColorConstants.vbCyan 'céu
            If (Wall > 0) Then DrawLine raycount, CamHalfHeight - WallHeight, raycount, CamHalfHeight + WallHeight, colors(Wall) ' Wall
            DrawLine raycount, CamHalfHeight + WallHeight, raycount, CamHeight, vbMagenta ' chão
            Wall = 0
            ' Incremento da ray
            rayAngle = rayAngle + PlayerFOV / CamWidth
        Next raycount
    End Sub
    i have notice that the entire 'Wall' is drawed with same color... even if the 'Wall' been a different color... even 1 vertical line is red, the line will be green...

  2. #2
    Join Date
    Apr 2009
    Posts
    1,355

    Re: how working with RayCasting?

    heres the entire code:
    Code:
    Option Explicit
    
    Private Declare Sub Sleep Lib "kernel32.dll" (ByVal dwMilliseconds As Long)
    
    
    Private Const PI As Double = 3.14159265358979
    
    
    Dim LevelMap(12) As Variant
    Dim CamWidth As Long
    Dim CamHeight As Long
    Dim CamHalfHeight As Long
    Dim RayCastingPrecision As Long
    Dim PlayerX As Double
    Dim PlayerY As Double
    Dim PlayerAngle As Long
    Dim PlayerFOV As Long
    Dim PlayerMovement As Double
    Dim PlayerRotation As Double
    
    
    Dim blnGameLoop As Boolean
    Dim colors(3) As ColorConstants
    
    
    Private Function DegreeToRadians(degree As Long) As Double
        DegreeToRadians = degree * PI / 180
    End Function
    
    
    Private Sub DrawLine(X0 As Long, Y0 As Long, X1 As Long, Y1 As Long, Color As ColorConstants)
        Me.Line (X0, Y0)-(X1, Y1), Color
    End Sub
    
    
    Private Sub rayCasting()
        ' O RayAngle é o angulo atual do "raio".
        ' se ele começa olhando para angulo 90º e tem fov 60, então o rayAngle vai de 60 até 120, sendo incrementado por fov/width
        Dim rayAngle As Long
        rayAngle = PlayerAngle - PlayerFOV / 2
        ' Para Cada coluna da tela
        Dim raycount As Long
        For raycount = 0 To CamWidth
            ' Player dados
            Dim RayX As Double
            Dim RayY As Double
            RayX = PlayerX
            RayY = PlayerY
            
    
    
            ' Com cosseno e seno do angulo conseguimos a direção do raio sobre o grid a partir do ponto de visão.
            ' Aqui teremos a direção do raio sobre a matriz e também o modulo (passo)
            Dim rayCos As Double
            Dim raySin As Double
            rayCos = Cos(DegreeToRadians(rayAngle)) / RayCastingPrecision
            raySin = Sin(DegreeToRadians(rayAngle)) / RayCastingPrecision
    
    
            ' Colisão do raio com as paredes
            Dim Wall As Long
            Wall = 0
            While (Wall = 0) ' Aqui o "raio" seria tipo uma progetil que sai do personagem até colidir com uma parede
            
                RayX = RayX + rayCos ' novo x do raio
                RayY = RayY + raySin ' novo y do raio
                Wall = LevelMap(Fix(RayY))(Fix(RayX)) ' verifica colisão com a parede (não nulo na matriz)
            Wend
    
    
            ' Distancia até a parede (teorema de pitagoras), uma vez que temos o (X,Y) do personagem e da parede
            Dim distance As Double
            distance = Sqr((PlayerX - RayX) ^ 2 + (PlayerY - RayY) ^ 2)
    
    
            ' Correção olho de peixe (sem colisão com a parede), melhora a vista em corredores ou proximo de paredes
            distance = distance * Cos(DegreeToRadians(rayAngle - PlayerAngle))
    
    
            'Altura da parede em consequência a distancia
            'quando mais longe a parede está menor ela é e vice versa, são inversamente proporcionais
            Dim WallHeight As Long
            WallHeight = Fix(CamHalfHeight / distance)
            If (WallHeight > CamHalfHeight) Then WallHeight = CamHalfHeight
                
    
    
             'Desenhando as paredes usando os tamanhos calculados acima
            DrawLine raycount, 0, raycount, CamHalfHeight - WallHeight, ColorConstants.vbCyan 'céu
            If (Wall > 0) Then DrawLine raycount, CamHalfHeight - WallHeight, raycount, CamHalfHeight + WallHeight, colors(Wall) ' Parede
            DrawLine raycount, CamHalfHeight + WallHeight, raycount, CamHeight, vbMagenta ' chão
            Wall = 0
            ' Incremento da ray
            rayAngle = rayAngle + PlayerFOV / CamWidth
        Next raycount
    End Sub
    
    
    Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
        Dim playerCos As Double
        Dim playerSin As Double
        Dim newX As Double
        Dim newY As Double
        If (KeyCode = vbKeyEscape) Then
            blnGameLoop = False
            End
        ElseIf (KeyCode = vbKeyUp) Then
            
            playerCos = Cos(DegreeToRadians(PlayerAngle)) * PlayerMovement
            playerSin = Sin(DegreeToRadians(PlayerAngle)) * PlayerMovement
            newX = PlayerX + playerCos
            newY = PlayerY + playerSin
    
    
            ' Verficia colisão do player
            If (LevelMap(Fix(newY))(Fix(newX)) = 0) Then
                PlayerX = newX
                PlayerY = newY
            End If
        ElseIf (KeyCode = vbKeyDown) Then
            
            
            playerCos = Cos(DegreeToRadians(PlayerAngle)) * PlayerMovement
            playerSin = Sin(DegreeToRadians(PlayerAngle)) * PlayerMovement
            newX = PlayerX - playerCos
            newY = PlayerY - playerSin
    
    
            ' Verficia colisão do player
            If (LevelMap(Fix(newY))(Fix(newX)) = 0) Then
                PlayerX = newX
                PlayerY = newY
            End If
        ElseIf (KeyCode = vbKeyLeft) Then
            PlayerAngle = PlayerAngle - PlayerRotation
        ElseIf (KeyCode = vbKeyRight) Then
            PlayerAngle = PlayerAngle + PlayerRotation
        End If
    End Sub
    
    
    Private Sub Form_Load()
        CamWidth = 1028
        CamHeight = 720
        CamHalfHeight = CInt(CamHeight / 2)
        RayCastingPrecision = 100
        PlayerX = 2
        PlayerY = 2
        PlayerAngle = 90
        PlayerFOV = 60
        PlayerMovement = 0.5
        PlayerRotation = 15#
        Me.Show
        LevelMap(0) = Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
        LevelMap(1) = Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)
        LevelMap(2) = Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)
        LevelMap(3) = Array(1, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 1)
        LevelMap(4) = Array(1, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 1)
        LevelMap(5) = Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)
        LevelMap(6) = Array(1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1)
        LevelMap(7) = Array(1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1)
        LevelMap(8) = Array(1, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 1)
        LevelMap(9) = Array(1, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 1)
        LevelMap(10) = Array(1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)
        LevelMap(11) = Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
        blnGameLoop = True
        
        colors(0) = vbBlue
        colors(1) = vbGreen
        colors(2) = vbRed
        
        While (blnGameLoop = True)
            Me.Cls
            rayCasting
            DoEvents
        Wend
    End Sub
    
    
    Private Sub Form_Unload(Cancel As Integer)
        blnGameLoop = False
    End Sub

  3. #3
    VictorN's Avatar
    VictorN is offline Super Moderator Power Poster
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    Re: how working with RayCasting?

    What is the "RayCasting"?
    Victor Nijegorodov

  4. #4
    2kaud's Avatar
    2kaud is online now Super Moderator Power Poster
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    Re: how working with RayCasting?

    I suggest you ask this question on this site's sister site VBforums:
    https://www.vbforums.com/forumdispla...-6-and-Earlier
    All advice is offered in good faith only. All my code is tested (unless stated explicitly otherwise) with the latest version of Microsoft Visual Studio (using the supported features of the latest standard) and is offered as examples only - not as production quality. I cannot offer advice regarding any other c/c++ compiler/IDE or incompatibilities with VS. You are ultimately responsible for the effects of your programs and the integrity of the machines they run on. Anything I post, code snippets, advice, etc is licensed as Public Domain https://creativecommons.org/publicdomain/zero/1.0/ and can be used without reference or acknowledgement. Also note that I only provide advice and guidance via the forums - and not via private messages!

    C++23 Compiler: Microsoft VS2022 (17.6.5)

  5. #5
    Join Date
    Apr 2009
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    Re: how working with RayCasting?

    VitorN 'RayCasting' is 1 method for create 3D games...
    we have a 2D game... the RayCasting is 1(or more.. pixel a pixel) line (that we test, pixel a pixel) for see if hits a wall... if hits a wall we draw a vertical line, on center of viewe, with, divide Z size(it's the Ray lenght), height....

  6. #6
    VictorN's Avatar
    VictorN is offline Super Moderator Power Poster
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    Re: how working with RayCasting?

    Sorry, I have no idea what 'RayCasting' is and what you are trying to solve...
    Victor Nijegorodov

  7. #7
    Join Date
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    Re: how working with RayCasting?

    is like converting the left image(2D) to the right(3D):
    https://pythonprogramming.altervista...1/image-20.png

  8. #8
    VictorN's Avatar
    VictorN is offline Super Moderator Power Poster
    Join Date
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    Re: how working with RayCasting?

    I never heard abot it. Sorry.
    Victor Nijegorodov

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