From de643b7cdcaa6e61a088da7664d6373770e586ca Mon Sep 17 00:00:00 2001 From: Hans Kokx Date: Fri, 13 Mar 2026 17:18:01 +0100 Subject: [PATCH] Fix door rendering issue Signed-off-by: Hans Kokx --- lib/features/renderer/raycast_painter.dart | 37 +++++++--------------- 1 file changed, 11 insertions(+), 26 deletions(-) diff --git a/lib/features/renderer/raycast_painter.dart b/lib/features/renderer/raycast_painter.dart index c947a80..0c63531 100644 --- a/lib/features/renderer/raycast_painter.dart +++ b/lib/features/renderer/raycast_painter.dart @@ -34,49 +34,34 @@ class RaycasterPainter extends CustomPainter { int screenWidth = size.width.toInt(); - // 2. Camera Plane Setup - // Direction vector of the player double dirX = math.cos(playerAngle); double dirY = math.sin(playerAngle); - - // The camera plane is perpendicular to the direction vector. - // Multiplying by tan(fov/2) scales the plane to match our field of view. double planeX = -dirY * math.tan(fov / 2); double planeY = dirX * math.tan(fov / 2); for (int x = 0; x < screenWidth; x++) { - // Calculate where on the camera plane this ray passes (-1 is left edge, 1 is right edge) double cameraX = 2 * x / screenWidth - 1.0; double rayDirX = dirX + planeX * cameraX; double rayDirY = dirY + planeY * cameraX; - // Current map box we are in int mapX = player.x.toInt(); int mapY = player.y.toInt(); - // Length of ray from current position to next x or y-side double sideDistX; double sideDistY; - // Length of ray from one x or y-side to next x or y-side - double deltaDistX = (rayDirX == 0) - ? double.infinity - : (1.0 / rayDirX).abs(); - double deltaDistY = (rayDirY == 0) - ? double.infinity - : (1.0 / rayDirY).abs(); + double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs(); + double deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs(); double perpWallDist; - // Direction to step in x or y direction (+1 or -1) int stepX; int stepY; bool hit = false; - // 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls + bool hitOutOfBounds = false; int side = 0; int hitWallId = 0; - // Calculate step and initial sideDist if (rayDirX < 0) { stepX = -1; sideDistX = (player.x - mapX) * deltaDistX; @@ -94,7 +79,6 @@ class RaycasterPainter extends CustomPainter { // 3. The True DDA Loop while (!hit) { - // Jump to next map square, either in x-direction, or in y-direction if (sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; @@ -105,34 +89,34 @@ class RaycasterPainter extends CustomPainter { side = 1; } - // Check bounds and wall collisions if (mapY < 0 || mapY >= map.length || mapX < 0 || mapX >= map[0].length) { hit = true; - perpWallDist = 20.0; // Out of bounds fallback + hitOutOfBounds = true; // Safely abort if we clip out of bounds } else if (map[mapY][mapX] > 0) { hit = true; hitWallId = map[mapY][mapX]; } } - // Calculate distance projected on camera direction (No fisheye effect!) + // If the ray escaped the map, don't draw garbage, just draw the background! + if (hitOutOfBounds) continue; + if (side == 0) { perpWallDist = (sideDistX - deltaDistX); } else { perpWallDist = (sideDistY - deltaDistY); } - // 4. Calculate exact wall hit coordinate for textures double wallX; if (side == 0) { wallX = player.y + perpWallDist * rayDirY; } else { wallX = player.x + perpWallDist * rayDirX; } - wallX -= wallX.floor(); // Get just the fractional part (0.0 to 0.99) + wallX -= wallX.floor(); _drawTexturedColumn( canvas, @@ -166,9 +150,10 @@ class RaycasterPainter extends CustomPainter { // Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark). int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2); + // INTERCEPT DOORS if (hitWallId >= 90) { - texNum = 98; // 98 is the canonical index for the Wood Door in VSWAP - // Optional: Doors don't usually have a dark E/W variant, so we don't add +1 for side + // Safely clamp the door texture index so it never crashes the paint loop! + texNum = 98.clamp(0, textures.length - 1); } else { // Standard wall texture pairing texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);