Added intersection class.

This commit is contained in:
2017-11-01 15:39:20 -04:00
parent 40c517e25a
commit eb67b6a9cc

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@@ -6,22 +6,23 @@ import pygame
# Game parameters # Game parameters
############################################################## ##############################################################
TITLE = "Py Caster" TITLE = "Py Caster"
FPS = 60 FPS = 60
SCREEN_SIZE = (800, 600) SCREEN_SIZE = (800, 600)
CEILING_COLOR = (75, 119, 208) CEILING_COLOR = (75, 119, 208)
FLOOR_COLOR = (229, 138, 132) FLOOR_COLOR = (229, 138, 132)
FOG_COLOR = (128, 128, 128) FOG_COLOR = (128, 128, 128)
FOG_NEAR = 1.0 FOG_NEAR = 1.0
FOG_FAR = 5.0 FOG_FAR = 5.0
TOLERANCE = 0.000001
############################################################## ##############################################################
# Projection parameters # Projection parameters
############################################################## ##############################################################
FB_SIZE = (320, 200) FB_SIZE = (320, 200)
DEG2RAD = 3.1415926535897932384626433 / 180.0 DEG2RAD = 3.1415926535897932384626433 / 180.0
FOV = 66.84962236520761 FOV = 66.84962236520761
ANGLE_INCREMENT = FOV / float(FB_SIZE[0]) ANGLE_INCREMENT = FOV / float(FB_SIZE[0])
############################################################## ##############################################################
@@ -91,31 +92,50 @@ class vec2(object):
def cross(self, v): def cross(self, v):
return vec3(0.0, 0.0, (self.x * v.y) - (self.y * v.x)) return vec3(0.0, 0.0, (self.x * v.y) - (self.y * v.x))
def mix(self, v, t):
return vec2((self.x * t) + (v.x * (1.0 - t)), (self.y * t) + (v.y * (1.0 - t)))
############################################################## ##############################################################
# Ray Class # Ray Class
############################################################## ##############################################################
class Ray: class Ray(object):
def __init__(self, origin = vec2(0.0, 0.0), direction = vec2(0.0, 1.0)): def __init__(self, origin = vec2(0.0, 0.0), direction = vec2(0.0, 1.0)):
self.o = origin self.o = origin
self.d = direction.normalize() self.d = direction.normalize()
def __str__(self): def __str__(self):
return "Origin: " + str(self.o) + " :: Direction: " + str(self.d) return "Origin: " + str(self.o) + " :: Direction: " + str(self.d)
##############################################################
# Intersection Class
##############################################################
class Intersection(object):
def __init__(self, ray, point, tex_coords):
self.p = point
self.d = ray.o.distance(point)
self.tc = tex_coords
############################################################## ##############################################################
# Line Segment Class # Line Segment Class
############################################################## ##############################################################
class LineSegment: class LineSegment(object):
def __init__(self, a, b, c = (0, 0, 0)): def __init__(self, a, b, tca, tcb, c = (0, 0, 0)):
self.a = a self.a = a
self.b = b self.b = b
self.v = b.sub(a).normalize() self.v = b.sub(a).normalize()
self.tca = tca
self.tcb = tcb
self.color = c self.color = c
def intersect(self, r): def intersect(self, r):
def classifyPoint2D(point):
v1 = point.sub(self.a).normalize()
v2 = vec2(self.v.y, -self.v.x)
return v1.dot(v2)
def sign(n): def sign(n):
if n == 0: if n == 0:
return 0 return 0
@@ -124,33 +144,23 @@ class LineSegment:
else: else:
return -1 return -1
side = self._classifyPoint2D(r.o) side = classifyPoint2D(r.o)
v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b) v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b)
v3 = vec2(-r.d.y, r.d.x) v3 = vec2(-r.d.y, r.d.x)
det = v2.dot(v3) det = v2.dot(v3)
if abs(det) < 0.00001: if abs(det) < TOLERANCE:
return None return None
else: else:
v1 = r.o.sub(self.a) if sign(side) > 0 else self.a.sub(r.o) v1 = r.o.sub(self.a) if sign(side) > 0 else self.a.sub(r.o)
t1 = v2.cross(v1).length() / det t1 = v2.cross(v1).length() / det
t2 = v1.dot(v3) / det t2 = v1.dot(v3) / det
if t2 >= 0.0 and t2 <= 1.0: if t2 >= 0.0 and t2 <= 1.0 and t1 > 0.0:
if t1 > 0.0: return Intersection(r, r.o.add(r.d.scale(t1)), self.tca.mix(self.tcb, t2))
return r.o.add(r.d.scale(t1))
else:
return None
else: else:
return None return None
def _classifyPoint2D(self, point):
v1 = point.sub(self.a)
v2 = vec2(self.v.y, -self.v.x)
return v1.dot(v2)
############################################################## ##############################################################
# Main Function # Main Function
############################################################## ##############################################################
@@ -163,6 +173,7 @@ def main():
player_pos = vec2(0.0, 0.0) player_pos = vec2(0.0, 0.0)
player_dir = vec2(-1.0, 0.0) player_dir = vec2(-1.0, 0.0)
plane = vec2(0.0, 0.66) plane = vec2(0.0, 0.66)
arrow_keys = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False}
# Initialize Pygame. # Initialize Pygame.
pygame.init() pygame.init()
@@ -173,11 +184,11 @@ def main():
pygame.key.set_repeat(17, 17) pygame.key.set_repeat(17, 17)
# Define walls. # Define walls.
walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), (255, 0, 0)), walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 0, 0)),
LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), (0, 255, 0)), LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 255, 0)),
LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), (255, 255, 0)), LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 255, 0)),
LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), (0, 0, 255)), LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (0, 0, 255)),
LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), (255, 0, 255))] LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), vec2(0.0, 1.0), vec2(0.0, 1.0), (255, 0, 255))]
# Main game loop. # Main game loop.
try: try:
@@ -191,26 +202,28 @@ def main():
done = True done = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP: if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
player_pos = player_pos.sub(player_dir.scale(PLAYER_MOVE_SPEED)) arrow_keys[pygame.K_UP] = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
player_pos = player_pos.add(player_dir.scale(PLAYER_MOVE_SPEED)) arrow_keys[pygame.K_DOWN] = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
oldDirX = player_dir.x; arrow_keys[pygame.K_LEFT] = True
player_dir.x = player_dir.x * math.cos(PLAYER_TURN_SPEED) - player_dir.y * math.sin(PLAYER_TURN_SPEED);
player_dir.y = oldDirX * math.sin(PLAYER_TURN_SPEED) + player_dir.y * math.cos(PLAYER_TURN_SPEED);
oldPlaneX = plane.x;
plane.x = plane.x * math.cos(PLAYER_TURN_SPEED) - plane.y * math.sin(PLAYER_TURN_SPEED);
plane.y = oldPlaneX * math.sin(PLAYER_TURN_SPEED) + plane.y * math.cos(PLAYER_TURN_SPEED);
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
oldDirX = player_dir.x; arrow_keys[pygame.K_RIGHT] = True
player_dir.x = player_dir.x * math.cos(-PLAYER_TURN_SPEED) - player_dir.y * math.sin(-PLAYER_TURN_SPEED);
player_dir.y = oldDirX * math.sin(-PLAYER_TURN_SPEED) + player_dir.y * math.cos(-PLAYER_TURN_SPEED); if event.type == pygame.KEYUP and event.key == pygame.K_UP:
oldPlaneX = plane.x; arrow_keys[pygame.K_UP] = False
plane.x = plane.x * math.cos(-PLAYER_TURN_SPEED) - plane.y * math.sin(-PLAYER_TURN_SPEED);
plane.y = oldPlaneX * math.sin(-PLAYER_TURN_SPEED) + plane.y * math.cos(-PLAYER_TURN_SPEED); if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
arrow_keys[pygame.K_DOWN] = False
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
arrow_keys[pygame.K_LEFT] = False
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
arrow_keys[pygame.K_RIGHT] = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
if not toggle_fog: if not toggle_fog:
@@ -221,6 +234,29 @@ def main():
if toggle_fog: if toggle_fog:
toggle_fog = False toggle_fog = False
# Camera movement
if arrow_keys[pygame.K_UP]:
player_pos = player_pos.sub(player_dir.scale(PLAYER_MOVE_SPEED))
if arrow_keys[pygame.K_DOWN]:
player_pos = player_pos.add(player_dir.scale(PLAYER_MOVE_SPEED))
if arrow_keys[pygame.K_LEFT]:
oldDirX = player_dir.x;
player_dir.x = player_dir.x * math.cos(PLAYER_TURN_SPEED) - player_dir.y * math.sin(PLAYER_TURN_SPEED);
player_dir.y = oldDirX * math.sin(PLAYER_TURN_SPEED) + player_dir.y * math.cos(PLAYER_TURN_SPEED);
oldPlaneX = plane.x;
plane.x = plane.x * math.cos(PLAYER_TURN_SPEED) - plane.y * math.sin(PLAYER_TURN_SPEED);
plane.y = oldPlaneX * math.sin(PLAYER_TURN_SPEED) + plane.y * math.cos(PLAYER_TURN_SPEED);
if arrow_keys[pygame.K_RIGHT]:
oldDirX = player_dir.x;
player_dir.x = player_dir.x * math.cos(-PLAYER_TURN_SPEED) - player_dir.y * math.sin(-PLAYER_TURN_SPEED);
player_dir.y = oldDirX * math.sin(-PLAYER_TURN_SPEED) + player_dir.y * math.cos(-PLAYER_TURN_SPEED);
oldPlaneX = plane.x;
plane.x = plane.x * math.cos(-PLAYER_TURN_SPEED) - plane.y * math.sin(-PLAYER_TURN_SPEED);
plane.y = oldPlaneX * math.sin(-PLAYER_TURN_SPEED) + plane.y * math.cos(-PLAYER_TURN_SPEED);
# Render ceiling and floor. # Render ceiling and floor.
frame_buffer.fill(CEILING_COLOR, pygame.Rect(0, 0, FB_SIZE[0], FB_SIZE[1] / 2)) frame_buffer.fill(CEILING_COLOR, pygame.Rect(0, 0, FB_SIZE[0], FB_SIZE[1] / 2))
frame_buffer.fill(FLOOR_COLOR, pygame.Rect(0, FB_SIZE[1] / 2, FB_SIZE[0], FB_SIZE[1] / 2)) frame_buffer.fill(FLOOR_COLOR, pygame.Rect(0, FB_SIZE[1] / 2, FB_SIZE[0], FB_SIZE[1] / 2))
@@ -228,6 +264,7 @@ def main():
# Render walls. # Render walls.
angle = -FOV / 2.0 angle = -FOV / 2.0
for i in xrange(FB_SIZE[0]): for i in xrange(FB_SIZE[0]):
# Generate camera ray
camera_x = 2.0 * (float(i) / float(FB_SIZE[0])) - 1; camera_x = 2.0 * (float(i) / float(FB_SIZE[0])) - 1;
r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x)) r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x))
@@ -236,9 +273,8 @@ def main():
for l in walls: for l in walls:
p = l.intersect(r) p = l.intersect(r)
if p is not None: if p is not None:
_d = player_pos.distance(p) if p.d < d:
if _d < d: d = p.d
d = _d
def lerp(col, dst): def lerp(col, dst):
lt = 0.0 if dst < FOG_NEAR else (1.0 if dst > FOG_FAR else (dst - FOG_NEAR) / (FOG_FAR - FOG_NEAR)) lt = 0.0 if dst < FOG_NEAR else (1.0 if dst > FOG_FAR else (dst - FOG_NEAR) / (FOG_FAR - FOG_NEAR))
@@ -258,8 +294,10 @@ def main():
angle += ANGLE_INCREMENT angle += ANGLE_INCREMENT
# Render framebuffer to the screen
pygame.transform.scale(frame_buffer, SCREEN_SIZE, screen) pygame.transform.scale(frame_buffer, SCREEN_SIZE, screen)
# Update screen
pygame.display.update() pygame.display.update()
clock.tick(FPS) clock.tick(FPS)