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RayCastRenderEngine.py
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RayCastRenderEngine.py
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# -*- coding: utf-8 -*-
"""
##############################################################################################################
@author 脕lvaro Fern谩ndez Garc铆a
@version 1.4
@date 4, feb, 2019
A Ray-casting 2D render engine based on python3 and pyglet.
Inspired in retro FPS games.
References:
https://permadi.com/1996/05/ray-casting-tutorial-table-of-contents
https://pyglet.readthedocs.io/en/pyglet-1.3-maintenance/programming_guide/quickstart.html
##############################################################################################################
"""
import itertools
import sys
import math
import pyglet
import inspect
import warnings
warnings.simplefilter(action='ignore', category=FutureWarning)
import pyximport; pyximport.install()
import RayCast
##############################################################################################################
class Player:
"""
Object of type player/first person camera.
Public attributes:
* x -- Player's X coordinate (with (0,0) in screen upper-left corner)
* y -- Player's y coordinate (with (0,0) in screen upper-left corner)
* alpha -- Angle of view (in degrees)
* SPEED -- Player's velocity (in units per update)
* CAMERA_SPEED -- Player's camera rotation velocity (in degrees per
update)
* FOV -- Field of view (in degrees) 60 by default (Recommended not
to change it)
"""
def __init__(self, x=0, y=0, alpha=90, speed=300, camera_speed=100):
self.x = x
self.y = y
self.alpha = alpha
self.SPEED = speed
self.CAMERA_SPEED = camera_speed
self.FOV = 60
def move_forward(self, dt):
"""
Moves player forward.
dt -- delta time
"""
self.y -= self.SPEED * math.sin(math.radians(self.alpha)) * dt
self.x += self.SPEED * math.cos(math.radians(self.alpha)) * dt
def move_backward(self, dt):
"""
Moves player backward.
dt -- delta time
"""
self.y += self.SPEED * math.sin(math.radians(self.alpha)) * dt
self.x -= self.SPEED * math.cos(math.radians(self.alpha)) * dt
def rotate_left(self, dt):
"""
Rotates camera to left.
dt -- delta time
"""
self.alpha = (self.alpha + (self.CAMERA_SPEED * dt)) % 360.0
def rotate_right(self, dt):
"""
Rotates camera to right.
dt -- delta time
"""
self.alpha = (self.alpha - (self.CAMERA_SPEED * dt)) % 360.0
##############################################################################################################
class World:
"""
Grid based world. Each wall is a cube whose sides've got a size of
cell_size units. Public attributes:
* cell_size -- Grid's side size. It must be a power of two
(default 128 units)
* WALL_COLOR -- Wall color (tuple of (R,G,B) from 0 to 255)
* FLOOR_COLOR -- Floor color (tuple of (R,G,B) from 0 to 255)
* map -- List of list that stores the grid maps.
* nrows -- Map number of rows
* ncols -- Map number of columns
"""
def __init__(self, cell_size=128, wall_color=(160,82,45), floor_color=(34,34,34)):
self.cell_size = cell_size
self.WALL_COLOR = wall_color
self.FLOOR_COLOR = floor_color
def get_cell_size(self):
"Cell size getter"
return self._cell_size
def set_cell_size(self, new_value):
"Cell size setter"
if new_value == 0 or (new_value & (new_value-1)) != 0:
raise ValueError("[ERROR] World.cell_size must be a power of two")
else:
self._cell_size = new_value
def load_map(self, path):
"""
Creates a map from .map file. In this map file, "W" represents walls,
and "-" represents an empty cell, separed by space. See example.map.
path -- path to map file
Restrictions: The number of colums must be the same on each row. Map
can only have "W" or "-" characters, spared by space.
"""
try:
file = open(path, 'r')
rows = [line.strip().split(" ") for line in file]
file.close()
# Check that file wasn't empty
if len(rows) <= 0:
raise ValueError
# Number of colums must be the same
n_cols = len(rows[0])
for row in rows:
if len(row) != n_cols:
raise ValueError
# Map must contains only "W" or "-"
flat_list = list(itertools.chain.from_iterable(rows))
for element in flat_list:
if element not in "W-":
raise ValueError
self.map = rows
self.nrows = len(self.map)
self.ncols = len(self.map[0])
except IOError:
print("[ERROR] In World.load_map():", path, "could not be found")
sys.exit(-1)
except ValueError:
print("[ERROR] In World.load_map():", path, "doesn't contains a map definition")
sys.exit(-1)
# Set cell_size as property:
cell_size = property(get_cell_size, set_cell_size)
##############################################################################################################
class RenderEngine:
"""
This class show the "fake" 3D render from a 2D map using RayCasting.
Public attributes:
* player -- A player definition (object of type Player)
* world -- A world definition, with a map loaded (object of type World)
* pp_width -- Projection plane width (default 640 units)
* pp_height -- Projection plane height (default 600 units)
* FPS -- Engine frames per second (default 40)
Note: Projection plane is equivalent to viewport.
"""
def __init__(self, player, world, pp_width=640, pp_height=400, FPS=40):
self.player = player
self.world = world
self.pp_width = pp_width
self.pp_height = pp_height
self.FPS = FPS
# Compute another proyection attributes:
# Distance between player and proyection plane:
self.__distance_to_pp = (pp_width>>1) / math.tan(math.radians(player.FOV>>1))
# Angle between subsequent raycast:
self.__angle_btw_rc = player.FOV / pp_width
# Projection Plane center:
self.__PP_CENTER = pp_height>>1
# Get cell size coef, for speed up divisions:
self.__CS_COEF = int(math.log2(world.cell_size))
# This constant is used for project wall slices:
self.__PROJ_CONST = self.world.cell_size * self.__distance_to_pp
def toCell(self, world_coordinate):
"Convert from world coordinates to cell coordinates."
return int(world_coordinate) >> self.__CS_COEF
@staticmethod
def toWorld(cell_coordinate, cell_size=128):
"""
Returns the world coordinates associated with center's cell
cell_coordinate -- Integer coordinate of cell
cell_size -- World's cells size (default 128)
"""
return float((cell_coordinate * cell_size) + (cell_size>>1))
def __check_collisions(self):
"Prevents the player from going through the walls"
X = self.toCell(self.player.x)
Y = self.toCell(self.player.y)
if self.world.map[Y][X] == "W":
self.player.x = self._last_non_colliding_pos[0]
self.player.y = self._last_non_colliding_pos[1]
return True
return False
def init(self, title="RayCast Render Engine"):
"""
Init pyglet and creates the window.
Return a reference to window.
"""
self._last_player_pos = None
self._last_non_colliding_pos = (self.player.x, self.player.y)
self.window = pyglet.window.Window(width=self.pp_width, height=self.pp_height, caption=title)
return self.window
def render_scene(self):
"Draw the scene using pyglet."
# Functions used to compute color (using distance)
clamp = lambda v, up: int(max(0, min(v, self.world.WALL_COLOR[up])))
dotcolor = lambda c, f: (clamp(c[0]*f, 0), clamp(c[1]*f, 1), clamp(c[2]*f, 2))
intensity = lambda d: 1/d * 200 * (self.world.cell_size >> self.__CS_COEF)
# Only redraw if player has moved:
if self._last_player_pos != (self.player.x, self.player.y, self.player.alpha):
# Clear screen:
self.window.clear()
# Check collision:
if not self.__check_collisions():
self._last_non_colliding_pos = (self.player.x, self.player.y)
# Draw floor
rect = (
0, 0,
self.pp_width, 0,
self.pp_width, self.__PP_CENTER,
0, self.__PP_CENTER
)
pyglet.graphics.draw(4, pyglet.gl.GL_QUADS,
('v2i', rect),
('c3B', self.world.FLOOR_COLOR * 4)
)
# Draw walls
slices = RayCast.cast_rays(self.player.x, self.player.y, self.player.alpha, \
self.world.ncols, self.world.nrows, self.world.cell_size, self.world.map, \
self.player.FOV, self.__PROJ_CONST, self.pp_width, self.__angle_btw_rc)
for sl in slices:
begin = self.__PP_CENTER - (sl[0] >> 1)
end = self.__PP_CENTER + (sl[0] >> 1)
point = (sl[1], begin, sl[1], end)
color = dotcolor(self.world.WALL_COLOR, intensity(sl[2])) * 2
pyglet.graphics.draw(2, pyglet.gl.GL_LINES,
('v2i', point),
('c3B', color)
)
# Store last player pos:
self._last_player_pos = (self.player.x, self.player.y, self.player.alpha)
def run(self, main_loop):
"Set pyglet main loop and start RenderEngine"
if not inspect.isfunction(main_loop):
print("[ERROR] In RenderEngine.run(): main_loop object must be a function")
sys.exit(-1)
elif len(inspect.getargspec(main_loop)[0]) != 1:
print("[ERROR] In RenderEngine.run(): main_loop object must only have one argument called 'dt'")
sys.exit(-1)
elif inspect.getargspec(main_loop)[0][0] != 'dt':
print("[ERROR] In RenderEngine.run(): main_loop object must only have one argument called 'dt'")
sys.exit(-1)
pyglet.clock.schedule_interval(main_loop, 1/self.FPS)
pyglet.app.run()