Java Bresenham线到圆周上的点
我正在尝试为2D游戏编写一个闪电引擎。和大多数游戏一样,我在地图上有一张地图[]和一张光照地图[]。没什么特别的。从一个灯光点开始,我在灯光范围内画了一个圆圈,并试图画一条布雷森汉姆线到圆圈上的点。由于某些原因,我的bresenham算法并不完美,我添加了一个图像。为什么bresenham直线算法跳过了一些对角坐标,例如从点20,20开始,跳过了点13,14和点14,13。我认为计算错误。我使用set来避免数组中的重复。圆圈算法工作正常,在数组中我得到了正确的值。图中还有一个问题:在某些情况下,水平线和有时垂直线也是错误的。我认为这也是布雷森汉姆的错误。我正在尝试调试,它显示了bresenham的错误。白色立方体是圆周上的点,红色由bresenhams line algo添加到光照图中,有一座小山挡住了光线,它工作完美,启用了我的小地图。我添加了更多图像:Java Bresenham线到圆周上的点,java,line,geometry,point,bresenham,Java,Line,Geometry,Point,Bresenham,我正在尝试为2D游戏编写一个闪电引擎。和大多数游戏一样,我在地图上有一张地图[]和一张光照地图[]。没什么特别的。从一个灯光点开始,我在灯光范围内画了一个圆圈,并试图画一条布雷森汉姆线到圆圈上的点。由于某些原因,我的bresenham算法并不完美,我添加了一个图像。为什么bresenham直线算法跳过了一些对角坐标,例如从点20,20开始,跳过了点13,14和点14,13。我认为计算错误。我使用set来避免数组中的重复。圆圈算法工作正常,在数组中我得到了正确的值。图中还有一个问题:在某些情况下,
我想出了用另一种方法生成阴影和灯光的方法。它更简单,工作100%。以下是点光源平铺闪电的代码:
import java.awt.Point;
import java.util.HashSet;
import java.util.Random;
public class PointLight {
Handler handler;
public int x,y;
private int plx,ply;
public int radius,intensity;
public static Point pnt;
public static HashSet<Point> circpoints;
public static HashSet<Point> bline;
public GameObject BoundToObject;
public PointLight(int x,int y,int radius,int intensity,Handler handler) {
super();
this.x=x;
this.y=y;
this.radius=radius;
this.intensity=intensity;
this.handler=handler;
circpoints = new HashSet<Point>();
bline = new HashSet<Point>();
pnt=new Point();
}
public PointLight(GameObject GamObj,int radius,int intensity,Handler handler) {
super();
this.BoundToObject=GamObj;
this.x=(int) GamObj.getX();
this.y=(int) GamObj.getY();
this.radius=radius;
this.intensity=intensity;
this.handler=handler;
circpoints = new HashSet<Point>();
bline = new HashSet<Point>();
pnt=new Point();
}
public void tick() {
Random rnd;
rnd=new Random();
x+=rnd.nextDouble()*4;
y+=rnd.nextDouble()*4;
if (BoundToObject != null) {
x=(int) BoundToObject.getX();
y=(int) BoundToObject.getY();
}
//visibility for rendering process (200 is for range, to avoid sudden light emitting)
if (x > (int)Game.camera.getX()-200 && x < (int)Game.camera.getX()+Game.Windoww+200 && y > (int)Game.camera.getY()-200 && y < (int)Game.camera.getY()+Game.Windowh+200) {
if (!Game.visiblepointlight.contains(this)) Game.visiblepointlight.add(this);
} else {
if (Game.visiblepointlight.contains(this)) Game.visiblepointlight.remove(this);
}
//reset visible lightmap
for (int i=(int)((Game.camera.getX()-200)/Game.tilesize);i < (int)((Game.camera.getX()+200+Game.Windoww)/Game.tilesize);i++) {
for (int j=(int)((Game.camera.getY()-200)/Game.tilesize);j < (int)((Game.camera.getY()+200+Game.Windowh)/Game.tilesize);j++) {
if (i > 0 && i < Game.tiles && j > 0 && j < Game.tiles) Game.lightMap[i][j]=Game.AmbientLight;
}
}
//set lights
for (PointLight pli : Game.visiblepointlight) {
bline.clear();
circpoints.clear();
Lightcalculate(pli);
}
}
public void Lightcalculate(PointLight pl) {
plx=pl.x/Game.tilesize;
ply=pl.y/Game.tilesize;
RayCast(plx,ply,pl.radius);
for (Point bln :bline) {
double mult = (pl.intensity / PointDistance(plx,ply,bln.x,bln.y))/(Game.tilesize*3);
if (Game.lightMap[bln.x][bln.y] < mult) Game.lightMap[bln.x][bln.y] = mult;
if (Game.lightMap[bln.x][bln.y] > 1) Game.lightMap[bln.x][bln.y]= 1;
}
}
private void RayCast(int xcord,int ycord,int range) {
double angle = 0;
int rays=range*10+1;
for (int i=0; i<rays; i++) {
angle += 2 * Math.PI / rays;
for (int j=0;j<range;j++) {
double xx = xcord+Math.sin(angle)*j;
double yy = ycord+Math.cos(angle)*j;
if ((int) xx <= 0 || (int) yy <= 0 || (int) xx >= Game.tiles-1 || (int) yy >= Game.tiles-1 ) continue;
if (Game.map[(int) xx][(int)yy] >= 0.8) break;
Point dir = new Point((int) Math.round(xx),(int)Math.round(yy));
bline.add(dir);
}
}
}
private double PointDistance(int x1, int y1, int x2, int y2) {
return Math.sqrt((y2 - y1) * (y2 - y1) + (x2 - x1) * (x2 - x1));
}
}
import java.awt.Point;
import java.util.HashSet;
import java.util.Random;
public class PointLight {
Handler handler;
public int x,y;
private int plx,ply;
public int radius,intensity;
public static Point pnt;
public static HashSet<Point> circpoints;
public static HashSet<Point> bline;
public GameObject BoundToObject;
public PointLight(int x,int y,int radius,int intensity,Handler handler) {
super();
this.x=x;
this.y=y;
this.radius=radius;
this.intensity=intensity;
this.handler=handler;
circpoints = new HashSet<Point>();
bline = new HashSet<Point>();
pnt=new Point();
}
public PointLight(GameObject GamObj,int radius,int intensity,Handler handler) {
super();
this.BoundToObject=GamObj;
this.x=(int) GamObj.getX();
this.y=(int) GamObj.getY();
this.radius=radius;
this.intensity=intensity;
this.handler=handler;
circpoints = new HashSet<Point>();
bline = new HashSet<Point>();
pnt=new Point();
}
public void tick() {
Random rnd;
rnd=new Random();
x+=rnd.nextDouble()*4;
y+=rnd.nextDouble()*4;
if (BoundToObject != null) {
x=(int) BoundToObject.getX();
y=(int) BoundToObject.getY();
}
//visibility for rendering process (200 is for range, to avoid sudden light emitting)
if (x > (int)Game.camera.getX()-200 && x < (int)Game.camera.getX()+Game.Windoww+200 && y > (int)Game.camera.getY()-200 && y < (int)Game.camera.getY()+Game.Windowh+200) {
if (!Game.visiblepointlight.contains(this)) Game.visiblepointlight.add(this);
} else {
if (Game.visiblepointlight.contains(this)) Game.visiblepointlight.remove(this);
}
//reset visible lightmap
for (int i=(int)((Game.camera.getX()-200)/Game.tilesize);i < (int)((Game.camera.getX()+200+Game.Windoww)/Game.tilesize);i++) {
for (int j=(int)((Game.camera.getY()-200)/Game.tilesize);j < (int)((Game.camera.getY()+200+Game.Windowh)/Game.tilesize);j++) {
if (i > 0 && i < Game.tiles && j > 0 && j < Game.tiles) Game.lightMap[i][j]=Game.AmbientLight;
}
}
//set lights
for (PointLight pli : Game.visiblepointlight) {
bline.clear();
circpoints.clear();
Lightcalculate(pli);
}
}
public void Lightcalculate(PointLight pl) {
plx=pl.x/Game.tilesize;
ply=pl.y/Game.tilesize;
RayCast(plx,ply,pl.radius);
for (Point bln :bline) {
double mult = (pl.intensity / PointDistance(plx,ply,bln.x,bln.y))/(Game.tilesize*3);
if (Game.lightMap[bln.x][bln.y] < mult) Game.lightMap[bln.x][bln.y] = mult;
if (Game.lightMap[bln.x][bln.y] > 1) Game.lightMap[bln.x][bln.y]= 1;
}
}
private void RayCast(int xcord,int ycord,int range) {
double angle = 0;
int rays=range*10+1;
for (int i=0; i<rays; i++) {
angle += 2 * Math.PI / rays;
for (int j=0;j<range;j++) {
double xx = xcord+Math.sin(angle)*j;
double yy = ycord+Math.cos(angle)*j;
if ((int) xx <= 0 || (int) yy <= 0 || (int) xx >= Game.tiles-1 || (int) yy >= Game.tiles-1 ) continue;
if (Game.map[(int) xx][(int)yy] >= 0.8) break;
Point dir = new Point((int) Math.round(xx),(int)Math.round(yy));
bline.add(dir);
}
}
}
private double PointDistance(int x1, int y1, int x2, int y2) {
return Math.sqrt((y2 - y1) * (y2 - y1) + (x2 - x1) * (x2 - x1));
}
}