raycasting floor and ceiling single line error





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Everybody i had implemented this raycasting engine tutorial https://www.instructables.com/id/Making-a-Basic-3D-Engine-in-Java/
succesfully.



It seems to be based in the lode vandevenne tutorial from this site:



https://lodev.org/cgtutor/raycasting2.html



From the last site i had implemented all the code for floor and celling, rename the variables to match my own (the code is almost the same).
But when i try to "send" my floor texture image information to pixels(the buffer) so it can be rendered, i had a difficulty:



in the original code, this buffer is a matrix[x][y] but i my new code, is a single array. See this is the original:



buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;



this is my code:



int flColor = textures.get(flNum).pixels[floorTexY + floorTexX];



pixels [x + y * (width)] = flColor;



i get the texture "id", then pixel information(the problematic part), save it to int flColor, and then send it to pixels array.(with some x / y gibberish).



it is suppose i had just to multiply x * y for get the whole texture information, since is a square. But if i do that, i get an arrayoutofbounds error. Should i forget this approach and try to get a matrix based buffer instead?



HERE Is my whole floor casting source code:



//FLOOR CASTING HERE? lode vandevenne tutorial...



                    double floorXWall, floorYWall; //x,y position of the 
floor texel at the bottom of the wall
// 4 different wall directions possible
if(side == 0 && rayDirX > 0)
{
floorXWall = mapX;
floorYWall = mapY + wallX;
}
else if(side == 0 && rayDirX < 0)
{
floorXWall = mapX + 1.0;
floorYWall = mapY + wallX;
}
else if(side == 1 && rayDirY > 0)
{
floorXWall = mapX + wallX;
floorYWall = mapY;
}
else
{
floorXWall = mapX + wallX;
floorYWall = mapY + 1.0;
}

double distWall, distPlayer, currentDist;

distWall = perpWallDist; // The distance from player to the first wall the ray hit
distPlayer = 0.0;

if (drawEnd < 0) drawEnd = height; //becomes < 0 when the integer overflows. height = screen height.

//draw the floor from drawEnd to the bottom of the screen
for(int y = drawEnd + 1; y < height; y++)
{
currentDist = height / (2.0 * y - height); //you could make a small lookup table for this instead

double weight = (currentDist - distPlayer) / (distWall - distPlayer);

double currentFloorX = weight * floorXWall + (1.0 - weight) * camera.xPos;//posX;
double currentFloorY = weight * floorYWall + (1.0 - weight) * camera.yPos;//posY;

int floorTexX, floorTexY;
floorTexX = (int)((currentFloorX * width) % width);
floorTexY = (int)((currentFloorY * height) % height);

// floor
// buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;
int flColor = textures.get(flNum).pixels[floorTexY - floorTexX];
pixels [x + y * (width)] = flColor;

// ceiling (symmetrical!)
// buffer[h - y][x] = texture[6][texWidth * floorTexY + floorTexX];



} //FLOOR AND CEILING END









share|improve this question





























    0















    Everybody i had implemented this raycasting engine tutorial https://www.instructables.com/id/Making-a-Basic-3D-Engine-in-Java/
    succesfully.



    It seems to be based in the lode vandevenne tutorial from this site:



    https://lodev.org/cgtutor/raycasting2.html



    From the last site i had implemented all the code for floor and celling, rename the variables to match my own (the code is almost the same).
    But when i try to "send" my floor texture image information to pixels(the buffer) so it can be rendered, i had a difficulty:



    in the original code, this buffer is a matrix[x][y] but i my new code, is a single array. See this is the original:



    buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;



    this is my code:



    int flColor = textures.get(flNum).pixels[floorTexY + floorTexX];



    pixels [x + y * (width)] = flColor;



    i get the texture "id", then pixel information(the problematic part), save it to int flColor, and then send it to pixels array.(with some x / y gibberish).



    it is suppose i had just to multiply x * y for get the whole texture information, since is a square. But if i do that, i get an arrayoutofbounds error. Should i forget this approach and try to get a matrix based buffer instead?



    HERE Is my whole floor casting source code:



    //FLOOR CASTING HERE? lode vandevenne tutorial...



                        double floorXWall, floorYWall; //x,y position of the 
    floor texel at the bottom of the wall
    // 4 different wall directions possible
    if(side == 0 && rayDirX > 0)
    {
    floorXWall = mapX;
    floorYWall = mapY + wallX;
    }
    else if(side == 0 && rayDirX < 0)
    {
    floorXWall = mapX + 1.0;
    floorYWall = mapY + wallX;
    }
    else if(side == 1 && rayDirY > 0)
    {
    floorXWall = mapX + wallX;
    floorYWall = mapY;
    }
    else
    {
    floorXWall = mapX + wallX;
    floorYWall = mapY + 1.0;
    }

    double distWall, distPlayer, currentDist;

    distWall = perpWallDist; // The distance from player to the first wall the ray hit
    distPlayer = 0.0;

    if (drawEnd < 0) drawEnd = height; //becomes < 0 when the integer overflows. height = screen height.

    //draw the floor from drawEnd to the bottom of the screen
    for(int y = drawEnd + 1; y < height; y++)
    {
    currentDist = height / (2.0 * y - height); //you could make a small lookup table for this instead

    double weight = (currentDist - distPlayer) / (distWall - distPlayer);

    double currentFloorX = weight * floorXWall + (1.0 - weight) * camera.xPos;//posX;
    double currentFloorY = weight * floorYWall + (1.0 - weight) * camera.yPos;//posY;

    int floorTexX, floorTexY;
    floorTexX = (int)((currentFloorX * width) % width);
    floorTexY = (int)((currentFloorY * height) % height);

    // floor
    // buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;
    int flColor = textures.get(flNum).pixels[floorTexY - floorTexX];
    pixels [x + y * (width)] = flColor;

    // ceiling (symmetrical!)
    // buffer[h - y][x] = texture[6][texWidth * floorTexY + floorTexX];



    } //FLOOR AND CEILING END









    share|improve this question

























      0












      0








      0








      Everybody i had implemented this raycasting engine tutorial https://www.instructables.com/id/Making-a-Basic-3D-Engine-in-Java/
      succesfully.



      It seems to be based in the lode vandevenne tutorial from this site:



      https://lodev.org/cgtutor/raycasting2.html



      From the last site i had implemented all the code for floor and celling, rename the variables to match my own (the code is almost the same).
      But when i try to "send" my floor texture image information to pixels(the buffer) so it can be rendered, i had a difficulty:



      in the original code, this buffer is a matrix[x][y] but i my new code, is a single array. See this is the original:



      buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;



      this is my code:



      int flColor = textures.get(flNum).pixels[floorTexY + floorTexX];



      pixels [x + y * (width)] = flColor;



      i get the texture "id", then pixel information(the problematic part), save it to int flColor, and then send it to pixels array.(with some x / y gibberish).



      it is suppose i had just to multiply x * y for get the whole texture information, since is a square. But if i do that, i get an arrayoutofbounds error. Should i forget this approach and try to get a matrix based buffer instead?



      HERE Is my whole floor casting source code:



      //FLOOR CASTING HERE? lode vandevenne tutorial...



                          double floorXWall, floorYWall; //x,y position of the 
      floor texel at the bottom of the wall
      // 4 different wall directions possible
      if(side == 0 && rayDirX > 0)
      {
      floorXWall = mapX;
      floorYWall = mapY + wallX;
      }
      else if(side == 0 && rayDirX < 0)
      {
      floorXWall = mapX + 1.0;
      floorYWall = mapY + wallX;
      }
      else if(side == 1 && rayDirY > 0)
      {
      floorXWall = mapX + wallX;
      floorYWall = mapY;
      }
      else
      {
      floorXWall = mapX + wallX;
      floorYWall = mapY + 1.0;
      }

      double distWall, distPlayer, currentDist;

      distWall = perpWallDist; // The distance from player to the first wall the ray hit
      distPlayer = 0.0;

      if (drawEnd < 0) drawEnd = height; //becomes < 0 when the integer overflows. height = screen height.

      //draw the floor from drawEnd to the bottom of the screen
      for(int y = drawEnd + 1; y < height; y++)
      {
      currentDist = height / (2.0 * y - height); //you could make a small lookup table for this instead

      double weight = (currentDist - distPlayer) / (distWall - distPlayer);

      double currentFloorX = weight * floorXWall + (1.0 - weight) * camera.xPos;//posX;
      double currentFloorY = weight * floorYWall + (1.0 - weight) * camera.yPos;//posY;

      int floorTexX, floorTexY;
      floorTexX = (int)((currentFloorX * width) % width);
      floorTexY = (int)((currentFloorY * height) % height);

      // floor
      // buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;
      int flColor = textures.get(flNum).pixels[floorTexY - floorTexX];
      pixels [x + y * (width)] = flColor;

      // ceiling (symmetrical!)
      // buffer[h - y][x] = texture[6][texWidth * floorTexY + floorTexX];



      } //FLOOR AND CEILING END









      share|improve this question














      Everybody i had implemented this raycasting engine tutorial https://www.instructables.com/id/Making-a-Basic-3D-Engine-in-Java/
      succesfully.



      It seems to be based in the lode vandevenne tutorial from this site:



      https://lodev.org/cgtutor/raycasting2.html



      From the last site i had implemented all the code for floor and celling, rename the variables to match my own (the code is almost the same).
      But when i try to "send" my floor texture image information to pixels(the buffer) so it can be rendered, i had a difficulty:



      in the original code, this buffer is a matrix[x][y] but i my new code, is a single array. See this is the original:



      buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;



      this is my code:



      int flColor = textures.get(flNum).pixels[floorTexY + floorTexX];



      pixels [x + y * (width)] = flColor;



      i get the texture "id", then pixel information(the problematic part), save it to int flColor, and then send it to pixels array.(with some x / y gibberish).



      it is suppose i had just to multiply x * y for get the whole texture information, since is a square. But if i do that, i get an arrayoutofbounds error. Should i forget this approach and try to get a matrix based buffer instead?



      HERE Is my whole floor casting source code:



      //FLOOR CASTING HERE? lode vandevenne tutorial...



                          double floorXWall, floorYWall; //x,y position of the 
      floor texel at the bottom of the wall
      // 4 different wall directions possible
      if(side == 0 && rayDirX > 0)
      {
      floorXWall = mapX;
      floorYWall = mapY + wallX;
      }
      else if(side == 0 && rayDirX < 0)
      {
      floorXWall = mapX + 1.0;
      floorYWall = mapY + wallX;
      }
      else if(side == 1 && rayDirY > 0)
      {
      floorXWall = mapX + wallX;
      floorYWall = mapY;
      }
      else
      {
      floorXWall = mapX + wallX;
      floorYWall = mapY + 1.0;
      }

      double distWall, distPlayer, currentDist;

      distWall = perpWallDist; // The distance from player to the first wall the ray hit
      distPlayer = 0.0;

      if (drawEnd < 0) drawEnd = height; //becomes < 0 when the integer overflows. height = screen height.

      //draw the floor from drawEnd to the bottom of the screen
      for(int y = drawEnd + 1; y < height; y++)
      {
      currentDist = height / (2.0 * y - height); //you could make a small lookup table for this instead

      double weight = (currentDist - distPlayer) / (distWall - distPlayer);

      double currentFloorX = weight * floorXWall + (1.0 - weight) * camera.xPos;//posX;
      double currentFloorY = weight * floorYWall + (1.0 - weight) * camera.yPos;//posY;

      int floorTexX, floorTexY;
      floorTexX = (int)((currentFloorX * width) % width);
      floorTexY = (int)((currentFloorY * height) % height);

      // floor
      // buffer[y][x] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;
      int flColor = textures.get(flNum).pixels[floorTexY - floorTexX];
      pixels [x + y * (width)] = flColor;

      // ceiling (symmetrical!)
      // buffer[h - y][x] = texture[6][texWidth * floorTexY + floorTexX];



      } //FLOOR AND CEILING END






      raycasting






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      asked Nov 16 '18 at 15:37









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