c++ 修复光线投射算法

tf7tbtn2  于 2023-05-08  发布在  其他
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我一直在练习光线投射算法我面临两个问题:
1.我的施法光线与玩家的视角不一致,并且错误地表现了施法光线的特征(例如:如果撞到墙就会变短)
1.有时候我的程序会崩溃,出现“错误-1073741819”消息。
以下是我的问题的一些图片:
Ray-cast problem
Program crashed
下面是我在VSC中使用SDL库和C++的代码:

#include <iostream>
#include <math.h>
#include <SDL2/SDL.h>

#define PI 3.1415926535

using namespace std;

SDL_Event event;
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Surface* surface;
float pdX, pdY, pA;
bool RunState;
int vel = 10;
int mapX = 8, mapY = 9, mapS = 64;
SDL_Rect tileRect = {0, 0, 64, 64};
int map[] = 
{
    1,1,1,1,1,1,1,1,
    1,0,0,0,1,0,0,1,
    1,0,1,1,0,0,0,1,
    1,0,1,0,0,0,0,1,
    1,0,0,0,0,1,0,1,
    1,0,0,0,1,1,0,1,
    1,0,0,0,0,0,0,1,
    1,1,1,1,1,1,1,1,
};

class Player{
    public:
        SDL_Rect dest = {100, 100, 10, 10};
};

Player player;

void DrawRay3d()
{
    int r, mx, my, mp, dof;
    float rx, ry, ra, xo, yo;
    ra = pA;
    for(r = 0; r > -1; r--)
    {
        dof = 0;
        float aTan = -1/tan(ra);
        if(ra>PI)
        {
            ry = (((int)pdY/64)*64)-0.0001;
            rx = (pdY-ry)*aTan+pdX;
            yo = -64;
            xo= -yo*aTan;
        }
        if(ra<PI)
        {
            ry = (((int)pdY/64)*64)+64;
            rx = (pdY-ry)*aTan+pdX;
            yo = 64;
            xo= -yo*aTan;
        }
        if(ra==0 || ra==PI)
        {
            rx = pdX;
            ry = pdY;
            dof = 8;
        }
        while(dof<8)
        {
            mx = (int)(rx)/64;
            my = (int)(ry)/64;
            mp = my*mapX+mx;
            if(mp<mapX*mapY && map[mp]==1)
            {
                dof = 8;
            }
            else{
                rx += xo;
                ry += yo;
                dof +=1;
            }
        }
        SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
        SDL_RenderDrawLine(renderer, player.dest.x+player.dest.w/2+pdX*5, player.dest.y+player.dest.h/2+pdY*5, rx, ry);
    }
}

void Drawmap()
{
    for(int y = 0; y < mapY; y++)
    {
        for(int x = 0; x < mapX; x++)
        {
            if(map[y*mapX+x]==1) 
            {
                SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
                tileRect.x = x*64;
                tileRect.y = y*64;
                SDL_RenderFillRect(renderer, &tileRect);

                SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
                SDL_RenderDrawLine(renderer, x*64, y*64, x*64 + 64, y*64);
                SDL_RenderDrawLine(renderer, x*64+64, y*64, x*64 + 64, y*64 + 64);
                SDL_RenderDrawLine(renderer, x*64 + 64, y*64 + 64, x*64, y*64 + 64);
                SDL_RenderDrawLine(renderer, x*64, y*64 + 64, x*64, y*64);
            }
            else if(map[y*mapX+x]==0) 
            {
                SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
                tileRect.x = x*64;
                tileRect.y = y*64;
                SDL_RenderFillRect(renderer, &tileRect);

                SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
                SDL_RenderDrawLine(renderer, x*64, y*64, x*64 + 64, y*64);
                SDL_RenderDrawLine(renderer, x*64+64, y*64, x*64 + 64, y*64 + 64);
                SDL_RenderDrawLine(renderer, x*64 + 64, y*64 + 64, x*64, y*64 + 64);
                SDL_RenderDrawLine(renderer, x*64, y*64 + 64, x*64, y*64);
            }
        }
    }
}

int main(int argc, char* args[]){

    //Initialize window
    SDL_Init(SDL_INIT_EVERYTHING);
    window = SDL_CreateWindow("RayCastin'", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1024, 512, SDL_WINDOW_ALLOW_HIGHDPI);
    if(window)
    {
        renderer = SDL_CreateRenderer(window, -1, 0);
        if(renderer)
        {
            RunState = true;
            surface = SDL_GetWindowSurface(window);
        }
    }

    //Looping
    while(RunState)
    {
        //Handel event
        SDL_PollEvent(&event);
        if(event.type == SDL_QUIT)
        {
            RunState = false;
        }
        if(event.type == SDL_KEYDOWN)
        {
            switch (event.key.keysym.sym){
                case SDLK_UP:
                    player.dest.y+=pdY;
                    player.dest.x+=pdX;
                    break;
                case SDLK_DOWN:
                    player.dest.y-=pdY;
                    player.dest.x-=pdX;
                    break;
                case SDLK_LEFT:
                    pA-=0.1;
                    if(pA<0) pA+=2*PI;
                    pdX=cos(pA)*vel; pdY = sin(pA)*vel;
                    break;
                case SDLK_RIGHT:
                    pA+=0.1;
                    if(pA>2*PI) pA-=2*PI;
                    pdX=cos(pA)*vel; pdY = sin(pA)*vel;
                    break;
            }
        }

        //Render
        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
        SDL_RenderClear(renderer);
        
        Drawmap();
        DrawRay3d();

        SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
        SDL_RenderFillRect(renderer, &player.dest);
        SDL_RenderDrawLine(renderer, player.dest.x+player.dest.w/2, player.dest.y+player.dest.h/2,  player.dest.x+player.dest.w/2+pdX*5, player.dest.y+player.dest.h/2+pdY*5);
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    window = NULL;
    renderer = NULL;

    return 0;
}
qc6wkl3g

qc6wkl3g1#

我真的不知道该怎么回答你的问题。但是我发现你的代码有一些严重的问题。
1.你应该试着只在使用变量的地方声明变量。
1.然后你应该初始化所有的变量。
1.如果你没有一个合适的指针初始化,只需要用 nullptr 初始化它们。尽量给予变量起有意义的名字。x,y,rx,…似乎是错的,很难区分它们。
1.也尽量避免使用命名空间std。原因如下:Avoid using namespace std
1.我看到的唯一的程序缺陷是你的一些语句造成的精度损失。这可能导致错误?
ry =(((int)pdY/64)*64)-0.0001;例如,此表达式使用整数除法,因此省略了精度。

if(ra==0 || ra==PI)

此表达式容易出错。尽量不要与浮点数进行比较。这通常不起作用。你几乎总是想引入一个数字跨度,这样它们就可以使用epsilon进行正确的比较。如果你想知道这是如何工作的。以下是一些初学者友好的介绍:
LearnCPP.com
Stackoverflow

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