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Technique de RayCasting

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Technique de RayCasting

Message par Dylan Gadacha le Ven 12 Sep 2014, 07:10

Salut !
Voici un code que j'ai trouvé sur le net et qui est tout juste incroyable pour ma part !
Je vous laisse voir par vous même:
Code:
#include <GUIConstantsEx.au3>
#include <WindowsConstants.au3>
#include <GDIPlus.au3>
#include <Misc.au3>

Opt("MustDeclareVars", 1)

Global _
    $bGameRunning = True

Global _
    $iWidth = 640, _
    $iHeight = 480, _
    $iTileSize = 64, _
    $iWallHeight = 64

;----------------------------------------------------
; GUI
;----------------------------------------------------
Global _
    $sTitle = "Ray casting", _
    $hGUI
;----------------------------------------------------

;----------------------------------------------------
; MATH CONSTANTS
;----------------------------------------------------
Global Const $MATH_PI = 3.14159265359
;----------------------------------------------------

;----------------------------------------------------
; ANGLES
;----------------------------------------------------
Global Const _
            $ANGLE_60 = $iWidth, _
            $ANGLE_30 = $ANGLE_60 / 2, _
            $ANGLE_15 = $ANGLE_30 / 2, _
            $ANGLE_90 = $ANGLE_30 * 3, _
            $ANGLE_180 = $ANGLE_90 * 2, _
            $ANGLE_270 = $ANGLE_90 * 3, _
            $ANGLE_360 = $ANGLE_60 * 6, _
            $ANGLE_0 = 0, _
            $ANGLE_5 = $ANGLE_30 / 6, _
            $ANGLE_10 = $ANGLE_5 * 2
;----------------------------------------------------

;----------------------------------------------------
; TRIGONOMETRIC TABLES
;----------------------------------------------------
Global _
        $aSinTable[$ANGLE_360 + 1], _
        $aISinTAble[$ANGLE_360 + 1], _
        $aCosTable[$ANGLE_360 + 1], _
        $aICosTable[$ANGLE_360 + 1], _
        $aTanTable[$ANGLE_360 + 1], _
        $aITanTable[$ANGLE_360 + 1], _
        $aFishTable[$ANGLE_60 + 1], _
        $aXStepTable[$ANGLE_360 + 1], _
        $aYStepTable[$ANGLE_360 + 1]
;----------------------------------------------------

Global _
    $aMap[12][12] = _
    [ _
    [1,1,1,1,1,1,1,1,1,1,1,1], _
    [1,0,0,0,0,0,0,0,0,0,0,1], _
    [1,1,1,1,1,0,0,1,0,0,0,1], _
    [1,0,0,0,0,1,0,0,0,0,0,1], _
    [1,0,0,0,1,1,1,0,0,0,0,1], _
    [1,0,0,0,1,0,1,0,0,0,0,1], _
    [1,0,0,0,0,0,0,0,0,0,0,1], _
    [1,0,0,0,0,1,0,0,0,0,0,1], _
    [1,0,0,0,0,0,0,0,0,0,0,1], _
    [1,0,0,0,0,0,0,0,0,0,0,1], _
    [1,0,0,0,0,0,0,0,0,0,0,1], _
    [1,1,1,1,1,1,1,1,1,1,1,1] _
    ], _
    $iMapWidth = 12, _
    $iMapHeight = 12

Global _
    $sMapIndex_Wall = "1", _
    $sMapIndex_Empty = "0"


;----------------------------------------------------
; PLAYER
;----------------------------------------------------

Global _
    $iPlayerArc = $ANGLE_0, _
    $iPlayerPosX = 100, _
    $iPlayerPosY = 90, _
    $iPlayerDistanceToTheProjectPlane = 277, _
    $iProjectionPlaneYCenter = $iHeight / 2, _
    $iProjectionPlaneYCenterMax = Int($iHeight / 1.2), _
    $iProjectionPlaneYCenterMin = $iHeight / 4, _
    $iProjectionPlaneYCenterDef = $iProjectionPlaneYCenter, _
    $iPlayerHeight = 32, _
    $iPlayerMovementSpeed = 16, _
    $iPlayerTurnSpeed = $ANGLE_5

    ;----------------------------------------------------
    ; PLAYER - ANIMATION
    ;----------------------------------------------------

    Global _
        $iPlayerAnimation_WalkIndex = 0

    ;----------------------------------------------------

;----------------------------------------------------

Global _
    $fPlayerDirX, _
    $fPlayerDirY

Global _
    $iTime = 0, _
    $iOldTime = 0

Global _
    $hGraphic, _
    $iFrameTime, _
    $aGraphic

Global $hSystemStartTimer

;----------------------------------------------------
; LOCAL
;----------------------------------------------------

;----------------------------------------------------
; _ENGINE_RENDER
;----------------------------------------------------

Global _
    $iGridVertical, $iGridHorizontal, _
    $iDistToNextVerticalGrid, $iDistToNextHorizontalGrid, _
    $fXIntersection, $fYIntersection, _
    $fDistToNextXIntersection, $fDistToNextYIntersection, _
    $iGridIndexX, $iGridIndexY, _
    $fDistToVerticalGridBeingHit, $fDistToHorizontalGridBeingHit, _
    $iCastArc, $iCastColumn, _
    $fScaleFactor, $fDist, _
    $iTopOfWall, $iBottomOfWall, _
    $iProjectedWallHeight

Global _
    $iXTemp, $iYTemp

;----------------------------------------------------

;----------------------------------------------------

$hGUI = GUICreate($sTitle, $iWidth, $iHeight, -1, -1)

GUICtrlSetColor(-1, 0xFF0000)

GUISetState()

Global $hLoopTimer = TimerInit()
Global $iNextTick = TimerDiff($hLoopTimer)

_Init()

While ($bGameRunning)
    _GUILoop()
    _KeysLoop()

    _Engine_Render()

    $iOldTime = $iTime
    $iTime = TimerDiff($hSystemStartTimer)

    $iFrameTime = ($iTime - $iOldTime) / 1000

    WinSetTitle($hGUI, "", $sTitle & " - FPS: " & Round(1 / $iFrameTime) & " X: " & $iPlayerPosX & " Y: " & $iPlayerPosY & " ARC: " & $iPlayerArc)
WEnd

_Shutdown()

Func _GUILoop()
    Switch GUIGetMsg()
        Case $GUI_EVENT_CLOSE
            _Shutdown()
    EndSwitch
EndFunc

Func _KeysLoop()
    If _IsPressed("25") Then
        $iPlayerArc -= $iPlayerTurnSpeed

        If $iPlayerArc < $ANGLE_0 Then
            $iPlayerArc += $ANGLE_360
        EndIf
    ElseIf _IsPressed("27") Then
        $iPlayerArc += $iPlayerTurnSpeed

        If $iPlayerArc >= $ANGLE_360 Then
            $iPlayerArc -= $ANGLE_360
        EndIf
    EndIf

    $fPlayerDirX = $aCosTable[$iPlayerArc]
    $fPlayerDirY = $aSinTable[$iPlayerArc]

    If _IsPressed("26") Then
        $iPlayerPosX += Int($fPlayerDirX * $iPlayerMovementSpeed)
        $iPlayerPosY += Int($fPlayerDirY * $iPlayerMovementSpeed)

        If $iPlayerAnimation_WalkIndex == 0 Then
            $iProjectionPlaneYCenter += 2

            If $iProjectionPlaneYCenter >= $iProjectionPlaneYCenterDef + 10 Then
                $iPlayerAnimation_WalkIndex = 1
            EndIf
        Else
            $iProjectionPlaneYCenter -= 2

            If $iProjectionPlaneYCenter <= $iProjectionPlaneYCenterDef - 10 Then
                $iPlayerAnimation_WalkIndex = 0
            EndIf
        EndIf

    ElseIf _IsPressed("28") Then
        $iPlayerPosX -= Int($fPlayerDirX * $iPlayerMovementSpeed / 2)
        $iPlayerPosY -= Int($fPlayerDirY * $iPlayerMovementSpeed / 2)

        If $iPlayerAnimation_WalkIndex == 0 Then
            $iProjectionPlaneYCenter += 1

            If $iProjectionPlaneYCenter >= $iProjectionPlaneYCenterDef + 10 Then
                $iPlayerAnimation_WalkIndex = 1
            EndIf
        Else
            $iProjectionPlaneYCenter -= 1

            If $iProjectionPlaneYCenter <= $iProjectionPlaneYCenterDef - 10 Then
                $iPlayerAnimation_WalkIndex = 0
            EndIf
        EndIf
    EndIf

    #cs
    If _IsPressed("57") Then
        If $iProjectionPlaneYCenter < $iProjectionPlaneYCenterMax Then
            $iProjectionPlaneYCenter += 10
        EndIf
    ElseIf _IsPressed("53") Then
        If $iProjectionPlaneYCenter > $iProjectionPlaneYCenterMin Then
            $iProjectionPlaneYCenter -= 10
        EndIf
    Else
        ;;If $iProjectionPlaneYCenter > $iProjectionPlaneYCenterDef Then
        ;;  $iProjectionPlaneYCenter = $iProjectionPlaneYCenterDef
        ;;Else
        ;;  $iProjectionPlaneYCenter = $iProjectionPlaneYCenterDef
        ;;EndIf
    EndIf
    #ce
EndFunc

Func _Init()
    Global $hGraphic, $aGraphic, $hPen, $hBitmap, $hBuffer

    $hSystemStartTimer = TimerInit()

    _GDIPlus_Startup()

    $hGraphic = _GDIPlus_GraphicsCreateFromHWND($hGUI)
    $hBitmap = _GDIPlus_BitmapCreateFromGraphics($iWidth, $iHeight, $hGraphic)
    $hBuffer = _GDIPlus_ImageGetGraphicsContext($hBitmap)
    _GDIPlus_GraphicsSetSmoothingMode($hBuffer, 0)

    $hPen = _GDIPlus_BrushCreateSolid()

    _GDIPlus_GraphicsClear($hBuffer, 0xFFFFFFFF)

    _CreateOptTables()
EndFunc

Func _Shutdown()
    _GDIPlus_GraphicsDispose($hGraphic)
    _GDIPlus_BrushDispose($hPen)
    _GDIPlus_Shutdown()

    Exit
EndFunc

;----------------------------------------------------
; HELPER
;----------------------------------------------------

Func _ArcToRad($iArcAngle)
    Return $iArcAngle * $MATH_PI / $ANGLE_180
EndFunc

Func _CreateOptTables()
    Local $i, $fRadian

    For $i = 0 To $ANGLE_360
        $fRadian = _ArcToRad($i) + 0.0001

        $aSinTable[$i] = Sin($fRadian)
        $aISinTable[$i] = 1 / $aSinTable[$i]
        $aCosTable[$i] = Cos($fRadian)
        $aICosTable[$i] = 1 / $aCosTable[$i]
        $aTanTable[$i] = Tan($fRadian)
        $aITanTable[$i] = 1 / $aTanTable[$i]

        If $i >= $ANGLE_90 And $i < $ANGLE_270 Then
            $aXStepTable[$i] = Round($iTileSize / $aTanTable[$i], 5)

            If $aXStepTable[$i] > 0 Then
                $aXStepTable[$i] = -$aXStepTable[$i]
            EndIf
        Else
            $aXStepTable[$i] = Round($iTileSize / $aTanTable[$i], 5)

            If $aXStepTable[$i] < 0 Then
                $aXStepTable[$i] = -$aXStepTable[$i]
            EndIf
        EndIf

        If $i >= $ANGLE_0 And $i < $ANGLE_180 Then
            $aYStepTable[$i] = Round($iTileSize * $aTanTable[$i], 5)

            If $aYStepTable[$i] < 0 Then
                $aYStepTable[$i] = -$aYStepTable[$i]
            EndIf
        Else
            $aYStepTable[$i] = Round($iTileSize * $aTanTable[$i], 5)

            If $aYStepTable[$i] > 0 Then
                $aYStepTable[$i] = -$aYStepTable[$i]
            EndIf
        EndIf
    Next

    For $i = -$ANGLE_30 To $ANGLE_30
        $fRadian = _ArcToRad($i)

        $aFishTable[$i + $ANGLE_30] = Round(1 / Cos($fRadian), 7)
    Next

EndFunc

;----------------------------------------------------

;----------------------------------------------------
; ENGINE
;----------------------------------------------------

;----------------------------------------------------
; ENGINE -> GRAPHIC
;----------------------------------------------------
Func _Engine_Graphic_DrawBackground()
    Local _
        $iC = 25, _
        $iR, $iF, _
        $iSkyLength = $iHeight - $iProjectionPlaneYCenter

    For $iR = 0 To $iSkyLength - 1 Step 10
        _GDIPlus_BrushSetSolidColor($hPen, "0xFF" & Hex($iC, 2) & Hex(125, 2) & Hex(225, 2))
        _GDIPlus_GraphicsFillRect($hBuffer, 0, $iR, $iWidth, 10, $hPen)

        $iC += 5
    Next

    $iC = 5

    For $iF = $iR To $iHeight - 1 Step 15
        _GDIPlus_BrushSetSolidColor($hPen, "0xFF" & Hex($iC, 2) & Hex(10, 2) & Hex(10, 2))
        _GDIPlus_GraphicsFillRect($hBuffer, 0, $iF, $iWidth, 15, $hPen)

        $iC += 5
    Next
EndFunc
;----------------------------------------------------

Func _Engine_Render()
    _GDIPlus_GraphicsClear($hBuffer, 0xFFFFFFFF)
    _Engine_Graphic_DrawBackground()

    $iCastArc = $iPlayerArc
    $iCastArc -= $ANGLE_30

    If $iCastArc < 0 Then
        $iCastArc = $ANGLE_360 + $iCastArc
    EndIf

    For $iCastColumn = 0 To $iWidth - 1 Step 5
        If $iCastArc > $ANGLE_0 And $iCastArc < $ANGLE_180 Then
            $iGridHorizontal = Int($iPlayerPosY / $iTileSize) * $iTileSize + $iTileSize

            $iDistToNextHorizontalGrid = $iTileSize

            $iXTemp = $aITanTable[$iCastArc] * ($iGridHorizontal - $iPlayerPosY)

            $fXIntersection = $iXTemp + $iPlayerPosX
        Else
            $iGridHorizontal = Int($iPlayerPosY / $iTileSize) * $iTileSize
            $iDistToNextHorizontalGrid = -$iTileSize

            $iXTemp = $aITanTable[$iCastArc] * ($iGridHorizontal - $iPlayerPosY)
            $fXIntersection = $iXTemp + $iPlayerPosX

            $iGridHorizontal -= 1
        EndIf

        If $iCastArc == $ANGLE_0 Or $iCastArc == $ANGLE_180 Then
            $fDistToHorizontalGridBeingHit = 9999999
        Else
            $fDistToNextXIntersection = $aXStepTable[$iCastArc]

            While True
                $iGridIndexX = Int($fXIntersection / $iTileSize)
                $iGridIndexY = Int($iGridHorizontal / $iTileSize)

                If $iGridIndexX >= $iMapWidth Or $iGridIndexY >= $iMapHeight Or $iGridIndexX < 0 Or $iGridIndexY < 0 Then
                    $fDistToHorizontalGridBeingHit = 9999999

                    ExitLoop
                ElseIf $aMap[$iGridIndexY][$iGridIndexX] <> $sMapIndex_Empty Then
                    $fDistToHorizontalGridBeingHit = ($fXIntersection - $iPlayerPosX) * $aICosTable[$iCastArc]

                    ExitLoop
                Else
                    $fXIntersection += $fDistToNextXIntersection
                    $iGridHorizontal += $iDistToNextHorizontalGrid
                EndIf
            WEnd
        EndIf

        If $iCastArc < $ANGLE_90 Or $iCastArc > $ANGLE_270 Then
            $iGridVertical = $iTileSize + Int($iPlayerPosX / $iTileSize) * $iTileSize
            $iDistToNextVerticalGrid = $iTileSize

            $iYTemp = $aTanTable[$iCastArc] * ($iGridVertical - $iPlayerPosX)
            $fYIntersection = $iYTemp + $iPlayerPosY
        Else
            $iGridVertical = Int($iPlayerPosX / $iTileSize) * $iTileSize
            $iDistToNextVerticalGrid = -$iTileSize

            $iYTemp = $aTanTable[$iCastArc] * ($iGridVertical - $iPlayerPosX)
            $fYIntersection = $iYTemp + $iPlayerPosY

            $iGridVertical -= 1
        EndIf

        If $iCastArc == $ANGLE_90 Or $iCastArc == $ANGLE_270 Then
            $fDistToVerticalGridBeingHit = 9999999
        Else
            $fDistToNextYIntersection = $aYStepTable[$iCastArc]

            While True
                $iGridIndexX = Int($iGridVertical / $iTileSize)
                $iGridIndexY = Int($fYIntersection / $iTileSize)

                If $iGridIndexX >= $iMapWidth Or $iGridIndexY >= $iMapHeight Or $iGridIndexX < 0 Or $iGridIndexY < 0 Then
                    $fDistToVerticalGridBeingHit = 9999999

                    ExitLoop
                ElseIf $aMap[$iGridIndexY][$iGridIndexX] <> $sMapIndex_Empty Then
                    $fDistToVerticalGridBeingHit = ($fYIntersection - $iPlayerPosY) * $aISinTable[$iCastArc]

                    ExitLoop
                Else
                    $fYIntersection += $fDistToNextYIntersection
                    $iGridVertical += $iDistToNextVerticalGrid
                EndIf
            WEnd
        EndIf

        If $fDistToHorizontalGridBeingHit < $fDistToVerticalGridBeingHit Then
            $fDist = $fDistToHorizontalGridBeingHit
            ;_GDIPlus_BrushSetSolidColor($hPen, 0xFF444444)
        Else
            $fDist = $fDistToVerticalGridBeingHit
            ;_GDIPlus_BrushSetSolidColor($hPen, 0xFF343434)
        EndIf

        $fDist /= $aFishTable[$iCastColumn]
        $iProjectedWallHeight = Int($iWallHeight * $iPlayerDistanceToTheProjectPlane / $fDist)
        $iBottomOfWall = $iProjectionPlaneYCenter + Int($iProjectedWallHeight * 0.5)
        $iTopOfWall = $iHeight - $iBottomOfWall

        If $iBottomOfWall >= $iHeight Then
            $iBottomOfWall = $iHeight - 1
        EndIf

        _GDIPlus_BrushSetSolidColor($hPen, "0xFF" & Hex(Int($iProjectedWallHeight / 4), 2) & Hex(Int($iProjectedWallHeight / 4), 2) & Hex(Int($iProjectedWallHeight / 4), 2))
        _GDIPlus_GraphicsFillRect($hBuffer, $iCastColumn, $iTopOfWall, 5, $iProjectedWallHeight, $hPen)

        $iCastArc += 5
        If $iCastArc >= $ANGLE_360 Then
            $iCastArc -= $ANGLE_360
        EndIf
    Next

    $iPlayerMovementSpeed = Round(1 / $iFrameTime) / 3
    $iPlayerTurnSpeed = Round(1 / $iFrameTime) * 2

    _GDIPlus_GraphicsDrawImageRect($hGraphic, $hBitmap, 0, 0, $iWidth, $iHeight)
EndFunc

;----------------------------------------------------

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Dylan Gadacha
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Re: Technique de RayCasting

Message par Sachadee le Ven 12 Sep 2014, 10:51

Merci Dylan Very Happy

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