MineOS/lib/rayEngine.lua

178 lines
9.4 KiB
Lua

local libraries = {
buffer = "doubleBuffering",
event = "event",
files = "files",
}
for library in pairs(libraries) do if not _G[library] then _G[library] = require(libraries[library]) end end; libraries = nil
local rayEngine = {}
----------------------------------------------------------------------------------------------------------------------------------
local function convertRadiansToDegrees(rad)
return rad * (180 / 3.14)
end
local function convertDegreesToRadians(ang)
return ang * (3.14 / 180)
end
local function constrainAngle(value)
if ( value < 0 ) then
value = value + 360
elseif ( value > 360 ) then
value = value - 360
end
return value
end
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rayEngine.tileWidth = 32
rayEngine.scene = {}
function rayEngine.loadScene(sceneArray)
rayEngine.scene = sceneArray
rayEngine.scene.width = #rayEngine.scene.map[1]
rayEngine.scene.height = #rayEngine.scene.map
rayEngine.scene.player.position.x = rayEngine.tileWidth * rayEngine.scene.player.position.x - rayEngine.tileWidth / 2
rayEngine.scene.player.position.y = rayEngine.tileWidth * rayEngine.scene.player.position.y - rayEngine.tileWidth / 2
rayEngine.distanceToProjectionPlane = (buffer.screen.width / 2) / math.tan(convertDegreesToRadians(rayEngine.scene.player.fieldOfView / 2))
end
function rayEngine.loadSceneFromFile(path)
rayEngine.loadScene(files.loadTableFromFile(path))
end
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function rayEngine.move(distance)
local radRotation = math.rad(rayEngine.scene.player.rotation + 90)
rayEngine.scene.player.position.x, rayEngine.scene.player.position.y = rayEngine.scene.player.position.x + distance * math.sin(radRotation), rayEngine.scene.player.position.y + distance * math.cos(radRotation)
end
function rayEngine.rotate(angle)
rayEngine.scene.player.rotation = constrainAngle(rayEngine.scene.player.rotation + angle)
end
function rayEngine.drawMap(x, y, width, height, transparency)
buffer.square(x, y, width, height, 0x000000, 0x000000, " ", transparency)
local xHalf, yHalf = math.floor(width / 2), math.floor(height / 2)
local xMap, yMap = math.floor(rayEngine.scene.player.position.x / rayEngine.tileWidth), math.floor(rayEngine.scene.player.position.y / rayEngine.tileWidth)
local xPos, yPos = x, y
for i = yMap - yHalf + 1, yMap + yHalf + 1 do
for j = xMap - xHalf + 1, xMap + xHalf + 1 do
if rayEngine.scene.map[i] and rayEngine.scene.map[i][j] then
buffer.square(xPos, yPos, 1, 1, 0xEEEEEE)
end
xPos = xPos + 1
end
xPos = x; yPos = yPos + 1
end
buffer.square(x + xHalf, y + yHalf, 1, 1, 0x55FF55, 0x000000, " ")
end
----------------------------------------------------------------------------------------------------------------------------------
local function hRaycast(player, angle)
local rayInTop = math.sin( angle ) > 0
local tanAng = math.tan( angle )
local Ay = math.floor(rayEngine.scene.player.position.y / rayEngine.tileWidth) * rayEngine.tileWidth; Ay = Ay + ( (rayInTop) and -1 or rayEngine.tileWidth )
local Ax = rayEngine.scene.player.position.x + (rayEngine.scene.player.position.y - Ay) / tanAng
local Ya = (rayInTop) and -rayEngine.tileWidth or rayEngine.tileWidth
local Xa = rayEngine.tileWidth / tanAng; Xa = Xa * ( (rayInTop) and 1 or -1 )
local x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
while (rayEngine.scene.map[y + 1] and not rayEngine.scene.map[y + 1][x + 1]) do
Ax = Ax + Xa; Ay = Ay + Ya
if (Ax < 0 or Ax > rayEngine.tileWidth * rayEngine.scene.width or Ay < 0 or Ay > rayEngine.tileWidth * rayEngine.scene.height) then
break
end
x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
end
return math.abs(rayEngine.scene.player.position.x - Ax) / math.abs(math.cos( angle ))
end
local function vRaycast(player, angle)
local rayInRight = math.cos( angle ) > 0
local tanAng = math.tan( angle )
local Bx = math.floor(rayEngine.scene.player.position.x / rayEngine.tileWidth) * rayEngine.tileWidth; Bx = Bx + ( (rayInRight) and rayEngine.tileWidth or -1 )
local By = rayEngine.scene.player.position.y + (rayEngine.scene.player.position.x - Bx) * tanAng
local Xa = (rayInRight) and rayEngine.tileWidth or -rayEngine.tileWidth
local Ya = rayEngine.tileWidth * tanAng; Ya = Ya * ( (rayInRight) and -1 or 1 )
local x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
while (rayEngine.scene.map[y + 1] and not rayEngine.scene.map[y + 1][x + 1]) do
Bx = Bx + Xa; By = By + Ya
if (Bx < 0 or Bx > rayEngine.tileWidth * rayEngine.scene.width or By < 0 or By > rayEngine.tileWidth * rayEngine.scene.height) then
break
end
x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
end
return math.abs(rayEngine.scene.player.position.y - By) / math.abs(math.sin( angle ))
end
function rayEngine.drawScene()
buffer.clear(rayEngine.scene.colors.ground)
buffer.square(1, 1, buffer.screen.width, math.floor(buffer.screen.height / 2),rayEngine.scene.colors.sky)
local startColumn = rayEngine.scene.player.rotation - (rayEngine.scene.player.fieldOfView / 2)
local endColumn = rayEngine.scene.player.rotation + (rayEngine.scene.player.fieldOfView / 2)
local step = rayEngine.scene.player.fieldOfView / buffer.screen.width
local startX = 1
local distanceLimit = buffer.screen.height - 4
local hDist, vDist, dist, height, startY, tileColor
for angle = startColumn, endColumn, step do
hDist = hRaycast(player, convertDegreesToRadians(angle) )
vDist = vRaycast(player, convertDegreesToRadians(angle) )
-- local dist = math.min( hDist, vDist ) * math.cos( convertDegreesToRadians(angle) )
dist = math.min( hDist, vDist )
height = rayEngine.tileWidth / dist * rayEngine.distanceToProjectionPlane
startY = buffer.screen.height / 2 - height / 2
--Рисуем сценку
tileColor = height > distanceLimit and rayEngine.scene.colors.distanceMap[#rayEngine.scene.colors.distanceMap] or rayEngine.scene.colors.distanceMap[math.floor(#rayEngine.scene.colors.distanceMap * height / distanceLimit)]
buffer.square(math.floor(startX), math.floor(startY), 1, height, tileColor, 0x000000, " ")
startX = startX + 1
end
end
function rayEngine.intro()
local pixMap = {{{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,0," "},{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,3947580,""},{15790320,3947580,""},{15790320,3947580,""},{15790320,0," "},{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""},{15790320,10083327,""}},{{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,3947580,""},{15790320,3947580,""},{15790320,3947580,""},{15790320,3947580,""},{15790320,3947580,""},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,6908265,""},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "}}}
local x, y = math.floor(buffer.screen.width / 2 - #pixMap[1] / 2), math.floor(buffer.screen.height / 2 - #pixMap / 2)
local function draw(transparency)
buffer.clear(0xF0F0F0);
buffer.customImage(x, y, pixMap)
buffer.square(1, 1, buffer.screen.width, buffer.screen.height, 0x000000, 0x000000, " ", transparency)
buffer.text(x + 1, y + #pixMap + 1, 0x777777, "Powered by RayEngine")
buffer.draw()
os.sleep(0)
end
for i = 20, 100, 20 do draw(i) end
os.sleep(1.5)
for i = 100, 20, -20 do draw(i) end
end
----------------------------------------------------------------------------------------------------------------------------------
return rayEngine