# 2D Raycasting
const WIDTH = Math.min(window.innerWidth, window.innerHeight, 480);
let wall;
let ray;
function setup() {
createCanvas(WIDTH, WIDTH);
wall = new Boundary(200, 0, 0, 200)
ray = new Ray(WIDTH/ 2, WIDTH/2);
}
function draw() {
background(0);
wall.show();
ray.show();
ray.lookAt(mouseX, mouseY);
const pt = ray.cast(wall);
if (pt) {
fill(255);
ellipse(pt.x, pt.y, 8, 8);
}
}
Boundary.js
class Boundary {
constructor(x1, y1, x2, y2) {
this.a = createVector(x1, y1);
this.b = createVector(x2, y2);
}
show(){
stroke(255);
line(this.a.x, this.a.y,this.b.x, this.b.y)
}
}
Ray.js
class Ray {
constructor(x, y) {
this.pos = createVector(x, y);
this.dir = createVector(1, 0);
this.dir.setMag(999);
}
lookAt(x, y) {
this.dir.x = x - this.pos.x;
this.dir.y = y - this.pos.y;
this.dir.setMag(999);
}
/**
* 求解射线和线段的交点
* @param {*} wall
*/
cast(wall) {
const x1 = wall.a.x;
const y1 = wall.a.y;
const x2 = wall.b.x;
const y2 = wall.b.y;
const x3 = this.pos.x;
const y3 = this.pos.y;
const x4 = this.pos.x + this.dir.x;
const y4 = this.pos.y + this.dir.y;
const den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
if (den === 0) {
return null;
}
const t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / den;
const u = - ((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / den;
if (t > 0 && t < 1 && u > 0) {
const pt = createVector();
pt.x = x1 + t * (x2 - x1);
pt.y = y1 + t * (y2 - y1);
return pt;
}else {
return null;
}
}
show() {
stroke(255, 255, 0);
push();
translate(this.pos.x, this.pos.y);
line(0, 0, this.dir.x, this.dir.y);
pop();
}
}
const WIDTH = Math.min(window.innerWidth, window.innerHeight, 480);
const walls = [];
let p;
let xoff = 0;
let yoff = 1000;
function setup() {
createCanvas(WIDTH, WIDTH);
for (let i = 0; i < 5; i++) {
const wall = new Boundary(
random(width),
random(height),
random(width),
random(height)
);
walls.push(wall);
}
walls.push(new Boundary(0, 0, width, 0));
walls.push(new Boundary(width, 0, width, height));
walls.push(new Boundary(width, height, 0, height));
walls.push(new Boundary(0, height, 0, 0));
p = new Particle();
}
function draw() {
background(0);
walls.forEach((wall) => {
wall.show();
});
p.update(noise(xoff) * width, noise(xoff, yoff) * height);
p.show();
p.look(walls);
xoff += 0.005;
yoff += 0.005;
}
Particle.js
class Particle {
constructor() {
this.pos = createVector(width / 2, height / 2);
this.rays = [];
for (let i = 0; i < 360; i += 1) {
this.rays.push(new Ray(this.pos, p5.Vector.fromAngle(i)));
}
}
update(x, y) {
this.pos.x = x;
this.pos.y = y;
}
look(walls) {
this.rays.forEach((ray) => {
let closest = null;
let min = Infinity;
walls.forEach((wall) => {
const pt = ray.cast(wall);
if (pt) {
const dist = p5.Vector.dist(this.pos, pt);
if (dist < min) {
min = dist;
closest = pt;
}
}
});
if (closest) {
stroke(255, 100);
line(this.pos.x, this.pos.y, closest.x, closest.y);
}
});
}
show() {
fill(255);
ellipse(this.pos.x, this.pos.y, 1);
}
}
Ray.js
class Ray {
constructor(p, dir) {
this.pos = p;
this.dir = dir;
}
lookAt(x, y) {
this.dir.x = x - this.pos.x;
this.dir.y = y - this.pos.y;
}
/**
* 求解射线和线段的交点
* @param {*} wall
*/
cast(wall) {
const x1 = wall.a.x;
const y1 = wall.a.y;
const x2 = wall.b.x;
const y2 = wall.b.y;
const x3 = this.pos.x;
const y3 = this.pos.y;
const x4 = this.pos.x + this.dir.x;
const y4 = this.pos.y + this.dir.y;
const den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
if (den === 0) {
return null;
}
const t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / den;
const u = - ((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / den;
if (t > 0 && t < 1 && u > 0) {
const pt = createVector();
pt.x = x1 + t * (x2 - x1);
pt.y = y1 + t * (y2 - y1);
return pt;
}else {
return null;
}
}
show() {
stroke(255, 255, 0);
push();
translate(this.pos.x, this.pos.y);
line(0, 0, this.dir.x, this.dir.y);
pop();
}
}