Raycaster не отображает текстуры по оси Y. ⇐ C++

Программы на C++. Форум разработчиков
Anonymous
Raycaster не отображает текстуры по оси Y.

Сообщение Anonymous »

Я воссоздаю движок raycast 3Dsage, но не могу правильно отразить текстуры северной и южной стен вдоль оси Y. Стрелка, расположенная в левом верхнем углу текстуры, должна продолжать движение в своем направлении, но кажется, что она переворачивается на стенах, обращенных в противоположном направлении?
вот мой исходный код:

Код: Выделить всё

//STOPPPED VIDEO AT 7:40
//fixed rescaling error
//removed input lag and changed movement functions

#include 
#include 
#include 
#include 
#define PI 3.1415926535
#define P2 PI/2
#define P3 3*PI/2
#define DR 0.0174533 //one degree in radians

typedef struct
{
int w,a,d,s; //button state on off
}ButtonKeys;  ButtonKeys Keys;

//TEXTURES
int All_Textures[]=               //all 32x32 textures
{
//Checkerboard
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,1,1,1,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,1,1,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,

1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,

1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,
//Brick
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0, 0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
//Window
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,  1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,

1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,
//Door
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,1,1,1,1,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,

0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,0,0,0,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,0,0,0,1,0,0,0,
0,0,0,1,1,1,1,1, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 1,1,1,1,1,0,0,0,

0,0,0,0,0,0,0,0, 0,0,0,0,0,1,0,1, 1,0,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,1,1,1,1,0,1, 1,0,1,1,1,1,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,

0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,1, 1,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
0,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1,  1,1,1,1,1,1,1,0,
};

//CREATE MAP
int mapX=8,mapY=8,mapS=64;
int map[]=
{
1,1,1,1,1,1,1,1,
1,0,0,0,1,0,0,1,
1,0,1,0,1,0,0,1,
1,0,0,0,1,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,
};

//MAP
void drawMap2D()
{
int x,y,xo,yo;
for(y=0;y6)6; mp=my*mapX+mx;
//stop if ray hits wall
if(mp>0 && mp0){hx=rx; hy=ry; disH=dist(px,py,hx,hy,ra); dof=8;}
//else, if ray doesnt hit wall, see next line
else{rx+=xo; ry+=yo; dof+=1;}
}

//vertical line check
dof=0;
float disV=1000000,vx=px,vy=py;
float nTan=-tan(ra);
//if looking left
if(ra>P2 && ra>6)6)>6; mp=my*mapX+mx;
//stop if ray hits wall
if(mp>0 && mp0){vx=rx; vy=ry; disV=dist(px,py,vx,vy,ra); dof=8;}
//else, if ray doesnt hit wall, see next line
else{rx+=xo; ry+=yo; dof+=1;}
}

//shading
float shade=1;
//vertical wall hit
if(disV180){tx=31-tx;}
for(y=0;y

Подробнее здесь: [url]https://stackoverflow.com/questions/79108688/raycaster-is-not-mirroring-textures-on-the-y-axis[/url]

Вернуться в «C++»