First (VERY slow) approximation to floor and ceiling casting.
This commit is contained in:
141
py_caster.py
141
py_caster.py
@@ -7,7 +7,7 @@ import pygame
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##############################################################
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TITLE = "Py Caster"
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FPS = 60
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FPS = 30
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SCREEN_SIZE = (800, 600)
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CEILING_COLOR = (75, 119, 208)
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FLOOR_COLOR = (229, 138, 132)
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@@ -15,6 +15,8 @@ FOG_COLOR = (128, 128, 128)
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FOG_NEAR = 1.0
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FOG_FAR = 5.0
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TOLERANCE = 0.000001
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FLOOR_TEXTURE = "Textures/goldlites.jpg"
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CEIL_TEXTURE = "Textures/brownstone.jpg"
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##############################################################
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# Projection parameters
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@@ -37,18 +39,37 @@ PLAYER_MOVE_SPEED = 0.1
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# Vector Classes
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##############################################################
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class vec3(object):
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class vec(object):
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def __ini__(self):
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pass
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def length(self):
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return math.sqrt(self.dot(self))
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def distance(self, p):
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return p.sub(self).length()
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class vec3(vec):
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def __init__(self, x = 0, y = 0, z = 0):
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self.x = x
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self.y = y
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self.z = z
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def __str__(self):
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return "(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
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def add(self, v):
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return vec3(self.x + v.x, self.y + v.y, self.z + v.z)
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def sub(self, v):
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return vec3(self.x - v.x, self.y - v.y, self.z - v.z)
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def scale(self, k):
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return vec3(self.x * k, self.y * k, self.z * k)
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def dot(self, v):
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return (self.x * v.x) + (self.y * v.y) + (self.z * v.z)
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def length(self):
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return math.sqrt(self.dot(self))
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def normalize(self):
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norm = self.length()
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if norm > 0:
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@@ -57,7 +78,10 @@ class vec3(object):
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self.z /= norm
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return self
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class vec2(object):
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def mix(self, v, t):
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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)))
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class vec2(vec):
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def __init__(self, x = 0, y = 0):
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self.x = x
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self.y = y
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@@ -77,12 +101,6 @@ class vec2(object):
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def dot(self, v):
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return (self.x * v.x) + (self.y * v.y)
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def length(self):
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return math.sqrt(self.dot(self))
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def distance(self, p):
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return p.sub(self).length()
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def normalize(self):
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norm = self.length()
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if norm > 0:
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@@ -108,15 +126,20 @@ class Ray(object):
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def __str__(self):
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return "Origin: " + str(self.o) + " :: Direction: " + str(self.d)
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class Ray3d(Ray):
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def __init__(self, origin = vec3(0.0, 0.0, 0.0), direction = vec3(0.0, 0.0, 1.0)):
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self.o = origin
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self.d = direction.normalize()
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##############################################################
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# Intersection Class
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##############################################################
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class Intersection(object):
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def __init__(self, ray, point, tex_coord):
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self.p = point
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self.d = ray.o.distance(point)
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self.tc = tex_coord
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def __init__(self, r, t, tex_coord = None):
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self.p = r.o.add(r.d.scale(t))
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self.d = r.o.distance(self.p)
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self.tc = tex_coord if tex_coord is not None else vec2(self.p.x, self.p.z)
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##############################################################
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# Line Segment Class
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@@ -161,7 +184,7 @@ class LineSegment(object):
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t2 = v1.dot(v3) / det
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if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0:
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return Intersection(r, r.o.add(r.d.scale(t1)), lerp(self.tca, self.tcb, t2))
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return Intersection(r, t1, lerp(self.tca, self.tcb, t2))
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else:
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return None
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@@ -173,6 +196,33 @@ class LineSegment(object):
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# Creating a subsurface is pretty fast in pygame, no copying of pixels is needed
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return self.texture.subsurface(pygame.Rect(_s, 0, 1, h))
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##############################################################
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# Plane3D class
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##############################################################
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class Plane3d(object):
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def __init__(self, texture, floor = True):
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self.n = vec3(0.0, 1.0, 0.0) if floor else vec3(0.0, -1.0, 0.0)
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self.y = -0.5 if floor else 0.5
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self.texture = pygame.image.load(texture)
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def intersect(self, r):
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d = r.d.dot(self.n)
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if abs(d) > TOLERANCE:
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t = self.n.dot(vec3(0.0, self.y, 0.0).sub(r.o)) / d
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return Intersection(r, t)
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else:
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return None
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def sample_texture(self, st):
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w = self.texture.get_width()
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h = self.texture.get_height()
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s = st.x * w if st.x >= 0.0 else (1.0 - (math.ceil(st.x) - st.x)) * w
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s = int(s % w)
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t = st.y * h if st.y >= 0.0 else (1.0 - (math.ceil(st.y) - st.y)) * h
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t = int(t % h)
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return self.texture.subsurface(pygame.Rect(s, t, 1, 1))
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##############################################################
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# Main Function
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##############################################################
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@@ -193,12 +243,17 @@ def main():
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pygame.mouse.set_visible(False)
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pygame.key.set_repeat(17, 17)
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# Define walls.
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walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/brownstone.jpg"),
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LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/diagmetal.jpg"),
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LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), 0.0, 1.5, "Textures/goldlites.jpg"),
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# Define walls, floor and ceiling.
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walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), -3.0, 3.0, "Textures/metal.jpg"),
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LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
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LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), 0.0, 6.0, "Textures/metal.jpg"),
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LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/orangetiles.jpg")]
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LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), 0.0, 6.0, "Textures/metal.jpg"),
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LineSegment(vec2(2.0, 2.0), vec2(3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
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LineSegment(vec2(-2.0, 2.0), vec2(-3.0, 3.0), 0.0, 1.0, "Textures/diagmetal.jpg"),
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LineSegment(vec2(-2.0, 2.0), vec2(2.0, 2.0), 0.0, 4.0, "Textures/diagmetal.jpg")
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]
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floor = Plane3d(FLOOR_TEXTURE)
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ceiln = Plane3d(CEIL_TEXTURE, False)
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# Main game loop.
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try:
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@@ -256,14 +311,17 @@ def main():
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d = float('Inf')
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c = None
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p = None
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h = 0
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# Check each wall for an intersection
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for l in walls:
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p = l.intersect(r)
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if p is not None:
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intersection = l.intersect(r)
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if intersection is not None:
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# If an intersection was found then keep it if it's closer than the previous one
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if p.d < d:
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d = p.d
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c = l.get_tex_column(p.tc)
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if intersection.d < d:
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d = intersection.d
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c = l.get_tex_column(intersection.tc)
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p = intersection.p
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if d < float('Inf') and c is not None:
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# If an intersection was found then compute the projected height of the wall in pixels
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@@ -274,6 +332,35 @@ def main():
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scaled = pygame.transform.scale(c, (c.get_width(), h))
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frame_buffer.blit(scaled, (i, -(h / 2) + (FB_SIZE[1] / 2)))
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# Floor casting and ceiling casting
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if p is not None and h > 0 and h < FB_SIZE[1]:
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for j in xrange(1, FB_SIZE[1] - h):
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# Compute wall height in world space
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h_world = float((h + j)) / float(FB_SIZE[1])
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# Take player position and starting floor intersection point to 3D space
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o3d = vec3(player_pos.x, 0.0, player_pos.y)
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p3d = vec3(p.x, -h_world/2.0, p.y)
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# Compute floor ray
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fr = Ray3d(o3d, p3d.sub(o3d))
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# Compute ceiling starting intersection point and ceiling ray
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p3d = vec3(p.x, h_world/2.0, p.y)
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cr = Ray3d(o3d, p3d.sub(o3d))
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# Compute floor and ceiling intersections
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fip = floor.intersect(fr)
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cip = ceiln.intersect(cr)
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# Get floor and ceiling textures
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ftex = floor.sample_texture(fip.tc)
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ctex = ceiln.sample_texture(cip.tc)
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# Blit floor and ceiling colors to the framebuffer
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frame_buffer.blit(ftex, (i, ((h + j) / 2) + (FB_SIZE[1] / 2)))
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frame_buffer.blit(ctex, (i, -((h + j) / 2) + (FB_SIZE[1] / 2)))
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angle += ANGLE_INCREMENT
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# Render framebuffer to the screen
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