Fix door rendering issue

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 17:18:01 +01:00
parent 0c3ca1c090
commit de643b7cdc

View File

@@ -34,49 +34,34 @@ class RaycasterPainter extends CustomPainter {
int screenWidth = size.width.toInt(); int screenWidth = size.width.toInt();
// 2. Camera Plane Setup
// Direction vector of the player
double dirX = math.cos(playerAngle); double dirX = math.cos(playerAngle);
double dirY = math.sin(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 planeX = -dirY * math.tan(fov / 2);
double planeY = dirX * math.tan(fov / 2); double planeY = dirX * math.tan(fov / 2);
for (int x = 0; x < screenWidth; x++) { 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 cameraX = 2 * x / screenWidth - 1.0;
double rayDirX = dirX + planeX * cameraX; double rayDirX = dirX + planeX * cameraX;
double rayDirY = dirY + planeY * cameraX; double rayDirY = dirY + planeY * cameraX;
// Current map box we are in
int mapX = player.x.toInt(); int mapX = player.x.toInt();
int mapY = player.y.toInt(); int mapY = player.y.toInt();
// Length of ray from current position to next x or y-side
double sideDistX; double sideDistX;
double sideDistY; double sideDistY;
// Length of ray from one x or y-side to next x or y-side double deltaDistX = (rayDirX == 0) ? 1e30 : (1.0 / rayDirX).abs();
double deltaDistX = (rayDirX == 0) double deltaDistY = (rayDirY == 0) ? 1e30 : (1.0 / rayDirY).abs();
? double.infinity
: (1.0 / rayDirX).abs();
double deltaDistY = (rayDirY == 0)
? double.infinity
: (1.0 / rayDirY).abs();
double perpWallDist; double perpWallDist;
// Direction to step in x or y direction (+1 or -1)
int stepX; int stepX;
int stepY; int stepY;
bool hit = false; bool hit = false;
// 0 for North/South (vertical) walls, 1 for East/West (horizontal) walls bool hitOutOfBounds = false;
int side = 0; int side = 0;
int hitWallId = 0; int hitWallId = 0;
// Calculate step and initial sideDist
if (rayDirX < 0) { if (rayDirX < 0) {
stepX = -1; stepX = -1;
sideDistX = (player.x - mapX) * deltaDistX; sideDistX = (player.x - mapX) * deltaDistX;
@@ -94,7 +79,6 @@ class RaycasterPainter extends CustomPainter {
// 3. The True DDA Loop // 3. The True DDA Loop
while (!hit) { while (!hit) {
// Jump to next map square, either in x-direction, or in y-direction
if (sideDistX < sideDistY) { if (sideDistX < sideDistY) {
sideDistX += deltaDistX; sideDistX += deltaDistX;
mapX += stepX; mapX += stepX;
@@ -105,34 +89,34 @@ class RaycasterPainter extends CustomPainter {
side = 1; side = 1;
} }
// Check bounds and wall collisions
if (mapY < 0 || if (mapY < 0 ||
mapY >= map.length || mapY >= map.length ||
mapX < 0 || mapX < 0 ||
mapX >= map[0].length) { mapX >= map[0].length) {
hit = true; 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) { } else if (map[mapY][mapX] > 0) {
hit = true; hit = true;
hitWallId = map[mapY][mapX]; 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) { if (side == 0) {
perpWallDist = (sideDistX - deltaDistX); perpWallDist = (sideDistX - deltaDistX);
} else { } else {
perpWallDist = (sideDistY - deltaDistY); perpWallDist = (sideDistY - deltaDistY);
} }
// 4. Calculate exact wall hit coordinate for textures
double wallX; double wallX;
if (side == 0) { if (side == 0) {
wallX = player.y + perpWallDist * rayDirY; wallX = player.y + perpWallDist * rayDirY;
} else { } else {
wallX = player.x + perpWallDist * rayDirX; wallX = player.x + perpWallDist * rayDirX;
} }
wallX -= wallX.floor(); // Get just the fractional part (0.0 to 0.99) wallX -= wallX.floor();
_drawTexturedColumn( _drawTexturedColumn(
canvas, canvas,
@@ -166,9 +150,10 @@ class RaycasterPainter extends CustomPainter {
// Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark). // Wolf3D stores textures in pairs. Even = N/S (Light), Odd = E/W (Dark).
int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2); int texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);
// INTERCEPT DOORS
if (hitWallId >= 90) { if (hitWallId >= 90) {
texNum = 98; // 98 is the canonical index for the Wood Door in VSWAP // Safely clamp the door texture index so it never crashes the paint loop!
// Optional: Doors don't usually have a dark E/W variant, so we don't add +1 for side texNum = 98.clamp(0, textures.length - 1);
} else { } else {
// Standard wall texture pairing // Standard wall texture pairing
texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2); texNum = ((hitWallId - 1) * 2).clamp(0, textures.length - 2);