I'm writing a simple 2D game engine because I want to brush up my school math knowledge. I know that maybe a lot of people already answered similar questions (I read a lot of questions and answers about this topic), but I can't manage why my method doesn't work. In this example we can see a "room" with a camera and two rays that change direction depending on the direction of the camera. These rays should represent left and right border of the field of view of the camera and should intersect the walls in front of the camera. The problem is that when the camera moves and rotates (using "UP","DOWN","LEFT","RIGHT"), sometimes the rays disappear i.e. the intersection function fails. Can someone help me find the solution? Here there are the relevant parts of code:
function Player(x,y,angle) {
this.x = x;
this.y = y;
this.z = 30;
this.fieldOfView = {
degrees : 60,
rads : Game.utils.degree2Rad(60),
set : function (deg) {
var self = this;
self.fieldOfView.degrees = deg;
self.fieldOfView.rads = Game.utils.degree2Rad(rads);
}
};
this.angleDeg = angle;
this.angleRads = Game.utils.degree2Rad(angle);
this.rotate = function () {
/* Handle rotation and position
of the camera depending on the button pressed */
}
this.draw = function (canvas1,canvas2) {
var self = this;
var ctx1 = canvas1.getContext('2d');
var ctx2 = canvas2.getContext('2d');
/*Draw a circle on canvas1 at Game.player.x Game.player.y*/
// CODE
/*Draw a circle on canvas2 at the center of canvas*/
// CODE
/*Angles of the two rays in radians (FOV is 60°).
Add 30° to player's angle and find one,
Substract 30° to player's angle and find the other
*/
var rad1 = Game.utils.degree2Rad(Game.player.angleDeg+30);
var rad2 = Game.utils.degree2Rad(Game.player.angleDeg-30);
/*
The two Rays, defined with a point (player.x and player.y)
and a vector
*/
var _rad1 = new Ray2D(self.x,self.y,new Vector2D(Math.cos(rad1),Math.sin(rad1)));
var _rad2 = new Ray2D(self.x,self.y,new Vector2D(Math.cos(rad2),Math.sin(rad2)));
var _w = Game.walls;
var ps = [];
for(var i=0;i<_w.length;i++)
{
//FIND THE INTERSECTION POINTS
var j = _w[i];
var p =_rad1.intersectionWall(j);
if(p) {
ps.push(p);
}
var p2 = _rad2.intersectionWall(j);
if(p2) {
ps.push(p2);
}
}
if(ps.length>1)
{
// DRAW THE TWO INTERSECTION POINTS
ctx1.beginPath();
ctx1.moveTo(self.x,self.y);
ctx1.lineTo(ps[0].x,ps[0].y);
ctx1.stroke();
ctx1.beginPath();
ctx1.moveTo(self.x,self.y);
ctx1.lineTo(ps[1].x,ps[1].y);
ctx1.stroke();
//CODE
}
else {
console.log(_rad1,_rad2);
//console.log('non-p',ps[0]);
}
/*ctx1.beginPath();
ctx1.arc(self.x,self.y,2,0,Game.GLOBAL.CIRCLE);
ctx1.stroke();
ctx1.closePath();*/
},
this.update = function () {
this.rotate();
}
}
function Wall (x1,y1,x2,y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.update = function (context1,context2,player) {
};
this.draw = function (context1,context2,player) {
//CODE
}
}
function Vector2D (x,y) {
this.x = x;
this.y = y;
this.dot = function (v) {
//Dot product
return v.x*self.x+v.y*self.y;
}
this.cross = function (v) {
//cross product
return self.x*v.y-self.y*v.x;
}
}
function StraightLine2D (xo,yo,v) {
if(!(v instanceof(Vector2D)))
{
throw new Error('Invalid Argument supplied for constructor "StraightLine2D"');
}
this.xo = xo;
this.yo = yo;
this.v = v;
this.calc = function (t) {
var self = this;
return {
x : t*self.v.x + self.xo,
y : t*self.v.y + self.yo
}
}
this.intersectionLine = function (R) {
var self = this;
var x1 = R.xo;
var y1 = R.yo;
var v1 = R.v;
var _cross = self.v.cross(v1);
if(_cross == 0)
{
return null;
}
switch(true) {
case self.v.x == 0:
var t = (self.xo-x1)/v1.x;
return R.calc(t);
break;
case self.v.y == 0:
var t = (self.yo-y1)/v1.y;
return R.calc(t);
break;
default:
var t = (self.v.y*(self.xo-x1)+self.v.x*(y1-self.yo))/(-_cross);
//var t = (t1*(v1.x)+x1-self.xo)/self.v.x;
return R.calc(t);
break;
}
}
}
function Ray2D (xo,yo,v) {
if(!(v instanceof(Vector2D)))
{
throw new Error('Invalid Argument supplied for constructor "StraightLine2D"');
}
this.xo = xo;
this.yo = yo;
this.v = v;
this.calc = function (t) {
var self = this;
if(t<0) {
return null;
}
return {
x : t*self.v.x + self.xo,
y : t*self.v.y + self.yo
}
}
this.intersectionLine = function (R) {
var self = this;
var x1 = R.xo;
var y1 = R.yo;
var v1 = R.v;
var _cross = self.v.cross(v1);
if(_cross == 0.0)
{
return null;
}
switch(true) {
case self.v.x == 0:
var t = (self.xo-x1)/v1.x;
return t > 0 ? R.calc(t) : null;
break;
case self.v.y == 0:
var t = (self.yo-y1)/v1.y;
return t > 0 ? R.calc(t) : null;
break;
default:
var t1 = ((y1-self.yo)*self.v.x+self.v.y*(self.xo-x1))/(v1.x*self.v.y-v1.y*self.v.x);
var t = (t1*R.v.x+R.xo-self.xo)/self.v.x;
return t >= 0 ? self.calc(t) : null;
break;
}
}
this.intersectionWall = function (W) {
var self = this;
var R = new StraightLine2D(W.x1,W.y1,new Vector2D(W.x1-W.x2,W.y1-W.y2));
var point = self.intersectionLine(R);
if(point &&
point.x <= Math.max(W.x1,W.x2) && point.x >= Math.min(W.x1,W.x2) &&
point.y <= Math.max(W.y1,W.y2) && point.y >= Math.min(W.y1,W.y2))
{
return point;
}
return null;
}
}
EDIT: I tried to cut out the non-relevant part of the code. Synthesis is not one of my qualities, I hope now is more readable.