First (VERY slow) approximation to floor and ceiling casting.

This commit is contained in:
Miguel Angel Astor Romero
2017-11-02 17:24:29 -04:00
parent 15cb4b5f03
commit bba48869ef

View File

@@ -7,7 +7,7 @@ import pygame
##############################################################
TITLE = "Py Caster"
FPS = 60
FPS = 30
SCREEN_SIZE = (800, 600)
CEILING_COLOR = (75, 119, 208)
FLOOR_COLOR = (229, 138, 132)
@@ -15,6 +15,8 @@ FOG_COLOR = (128, 128, 128)
FOG_NEAR = 1.0
FOG_FAR = 5.0
TOLERANCE = 0.000001
FLOOR_TEXTURE = "Textures/goldlites.jpg"
CEIL_TEXTURE = "Textures/brownstone.jpg"
##############################################################
# Projection parameters
@@ -37,18 +39,37 @@ PLAYER_MOVE_SPEED = 0.1
# Vector Classes
##############################################################
class vec3(object):
class vec(object):
def __ini__(self):
pass
def length(self):
return math.sqrt(self.dot(self))
def distance(self, p):
return p.sub(self).length()
class vec3(vec):
def __init__(self, x = 0, y = 0, z = 0):
self.x = x
self.y = y
self.z = z
def __str__(self):
return "(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
def add(self, v):
return vec3(self.x + v.x, self.y + v.y, self.z + v.z)
def sub(self, v):
return vec3(self.x - v.x, self.y - v.y, self.z - v.z)
def scale(self, k):
return vec3(self.x * k, self.y * k, self.z * k)
def dot(self, v):
return (self.x * v.x) + (self.y * v.y) + (self.z * v.z)
def length(self):
return math.sqrt(self.dot(self))
def normalize(self):
norm = self.length()
if norm > 0:
@@ -57,7 +78,10 @@ class vec3(object):
self.z /= norm
return self
class vec2(object):
def mix(self, v, t):
return vec3((self.x * t) + (v.x * (1.0 - t)), (self.y * t) + (v.y * (1.0 - t)), (self.z * t) + (v.z * (1.0 - t)))
class vec2(vec):
def __init__(self, x = 0, y = 0):
self.x = x
self.y = y
@@ -77,12 +101,6 @@ class vec2(object):
def dot(self, v):
return (self.x * v.x) + (self.y * v.y)
def length(self):
return math.sqrt(self.dot(self))
def distance(self, p):
return p.sub(self).length()
def normalize(self):
norm = self.length()
if norm > 0:
@@ -108,15 +126,20 @@ class Ray(object):
def __str__(self):
return "Origin: " + str(self.o) + " :: Direction: " + str(self.d)
class Ray3d(Ray):
def __init__(self, origin = vec3(0.0, 0.0, 0.0), direction = vec3(0.0, 0.0, 1.0)):
self.o = origin
self.d = direction.normalize()
##############################################################
# Intersection Class
##############################################################
class Intersection(object):
def __init__(self, ray, point, tex_coord):
self.p = point
self.d = ray.o.distance(point)
self.tc = tex_coord
def __init__(self, r, t, tex_coord = None):
self.p = r.o.add(r.d.scale(t))
self.d = r.o.distance(self.p)
self.tc = tex_coord if tex_coord is not None else vec2(self.p.x, self.p.z)
##############################################################
# Line Segment Class
@@ -161,7 +184,7 @@ class LineSegment(object):
t2 = v1.dot(v3) / det
if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0:
return Intersection(r, r.o.add(r.d.scale(t1)), lerp(self.tca, self.tcb, t2))
return Intersection(r, t1, lerp(self.tca, self.tcb, t2))
else:
return None
@@ -172,7 +195,34 @@ class LineSegment(object):
_s = int(_s % w)
# Creating a subsurface is pretty fast in pygame, no copying of pixels is needed
return self.texture.subsurface(pygame.Rect(_s, 0, 1, h))
##############################################################
# Plane3D class
##############################################################
class Plane3d(object):
def __init__(self, texture, floor = True):
self.n = vec3(0.0, 1.0, 0.0) if floor else vec3(0.0, -1.0, 0.0)
self.y = -0.5 if floor else 0.5
self.texture = pygame.image.load(texture)
def intersect(self, r):
d = r.d.dot(self.n)
if abs(d) > TOLERANCE:
t = self.n.dot(vec3(0.0, self.y, 0.0).sub(r.o)) / d
return Intersection(r, t)
else:
return None
def sample_texture(self, st):
w = self.texture.get_width()
h = self.texture.get_height()
s = st.x * w if st.x >= 0.0 else (1.0 - (math.ceil(st.x) - st.x)) * w
s = int(s % w)
t = st.y * h if st.y >= 0.0 else (1.0 - (math.ceil(st.y) - st.y)) * h
t = int(t % h)
return self.texture.subsurface(pygame.Rect(s, t, 1, 1))
##############################################################
# Main Function
##############################################################
@@ -193,12 +243,17 @@ def main():
pygame.mouse.set_visible(False)
pygame.key.set_repeat(17, 17)
# Define walls.
walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/brownstone.jpg"),
LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), 0.0, 1.5, "Textures/goldlites.jpg"),
# Define walls, floor and ceiling.
walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/metal.jpg"),
LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/orangetiles.jpg")]
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/metal.jpg"),
LineSegment(vec2(2.0, 2.0), vec2(3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(-3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
LineSegment(vec2(-2.0, 2.0), vec2(2.0, 2.0), 0.0, 4.0, "Textures/diagmetal.jpg")
]
floor = Plane3d(FLOOR_TEXTURE)
ceiln = Plane3d(CEIL_TEXTURE, False)
# Main game loop.
try:
@@ -256,14 +311,17 @@ def main():
d = float('Inf')
c = None
p = None
h = 0
# Check each wall for an intersection
for l in walls:
p = l.intersect(r)
if p is not None:
intersection = l.intersect(r)
if intersection is not None:
# If an intersection was found then keep it if it's closer than the previous one
if p.d < d:
d = p.d
c = l.get_tex_column(p.tc)
if intersection.d < d:
d = intersection.d
c = l.get_tex_column(intersection.tc)
p = intersection.p
if d < float('Inf') and c is not None:
# If an intersection was found then compute the projected height of the wall in pixels
@@ -274,8 +332,37 @@ def main():
scaled = pygame.transform.scale(c, (c.get_width(), h))
frame_buffer.blit(scaled, (i, -(h / 2) + (FB_SIZE[1] / 2)))
angle += ANGLE_INCREMENT
# Floor casting and ceiling casting
if p is not None and h > 0 and h < FB_SIZE[1]:
for j in xrange(1, FB_SIZE[1] - h):
# Compute wall height in world space
h_world = float((h + j)) / float(FB_SIZE[1])
# Take player position and starting floor intersection point to 3D space
o3d = vec3(player_pos.x, 0.0, player_pos.y)
p3d = vec3(p.x, -h_world/2.0, p.y)
# Compute floor ray
fr = Ray3d(o3d, p3d.sub(o3d))
# Compute ceiling starting intersection point and ceiling ray
p3d = vec3(p.x, h_world/2.0, p.y)
cr = Ray3d(o3d, p3d.sub(o3d))
# Compute floor and ceiling intersections
fip = floor.intersect(fr)
cip = ceiln.intersect(cr)
# Get floor and ceiling textures
ftex = floor.sample_texture(fip.tc)
ctex = ceiln.sample_texture(cip.tc)
# Blit floor and ceiling colors to the framebuffer
frame_buffer.blit(ftex, (i, ((h + j) / 2) + (FB_SIZE[1] / 2)))
frame_buffer.blit(ctex, (i, -((h + j) / 2) + (FB_SIZE[1] / 2)))
angle += ANGLE_INCREMENT
# Render framebuffer to the screen
pygame.transform.scale(frame_buffer, SCREEN_SIZE, screen)