Dos Batch Raycast - Maze3D/Explorer3D Beta
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
Ta, I updated my last post einstein.
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
The mathematic behind the DDA algorithm is well explain in this site:
www.scratchapixel.com/lessons/advanced-rendering/introduction-acceleration-structure/grid
einstein1969
www.scratchapixel.com/lessons/advanced-rendering/introduction-acceleration-structure/grid
einstein1969
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I have released a new version @ viewtopic.php?f=3&t=5824.
On a multicore(4 processor) machine the output is scramble:
I have track a problem on parallel processing, see http://www.dostips.com/forum/viewtopic.php?f=3&t=7053
In the while I have disabled "parallel processing" by setting the variable "proc" to 1 insteat of NUMBER_OF_PROCESSORS.
The new version 0.5.3 is avaible.
Code: Select all
:: ver. 0.5.3 2016-04-03 einstein1969
:: - Disabled parallel processing for a cuncurrent access problem see:
:: http://www.dostips.com/forum/viewtopic.php?f=3&t=7053
I have track a problem on parallel processing, see http://www.dostips.com/forum/viewtopic.php?f=3&t=7053
In the while I have disabled "parallel processing" by setting the variable "proc" to 1 insteat of NUMBER_OF_PROCESSORS.
The new version 0.5.3 is avaible.
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Last edited by einstein1969 on 20 May 2023 06:41, edited 1 time in total.
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I tried to investigate the muti-process issue at viewtopic.php?f=3&t=7053&p=46045#p46045
I thought I had a solution - simply introduce a delay before each compute engine process attempts to execute the temporary job script. I tried with a FOR /L loop.
I intentionally introduced a much longer delay than I thought would be necessary. It slowed the demo to a crawl (0.3 fps)
But I still got erroneous output once I reached a certain point in the map. So there must be something else going on.
I did some more experiments without the delay, and it seemed like the output was fine until I reached a particular point. If I followed the same moves each time, then the error seemed to occur at the same point each time. The error did not seem to be random.
So now I am wondering if there is some edge case logic error that we are missing. But I certainly can't find a logic issue
Dave Benham
I thought I had a solution - simply introduce a delay before each compute engine process attempts to execute the temporary job script. I tried with a FOR /L loop.
Code: Select all
set ^"computeEngineBegin=for /l %%. in () do if exist "^!job^!" ( (for /l %%$ in (1 1 10000) do (call )) ^& call "^!job^!"^"
I intentionally introduced a much longer delay than I thought would be necessary. It slowed the demo to a crawl (0.3 fps)
But I still got erroneous output once I reached a certain point in the map. So there must be something else going on.
I did some more experiments without the delay, and it seemed like the output was fine until I reached a particular point. If I followed the same moves each time, then the error seemed to occur at the same point each time. The error did not seem to be random.
So now I am wondering if there is some edge case logic error that we are missing. But I certainly can't find a logic issue
Dave Benham
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I did some more experiments without the delay, and it seemed like the output was fine until I reached a particular point.
Can you paste the Map with user position (at error point) like this?:
Code: Select all
██████████ ██████████
█ █ █ █ ███
█ █████ █ █ █
█ █ ██ █
█ > █
█ █ █████ █
█ █ █ █ █ ██ █
█ █ █ █ ██ █ █ █
█ █ █ █ █ ███
██████████ ██████████
PlayerX/Y:40000/50000 OldplayerX/Y:40000/50000
FAST: Angle:0 GridX/Y:4/5 StepX/Y=9999/0 wait=0 FPS:2.56
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
@dbenham
I have included the new algorithm and eliminated old methods and nice output and I created a 0.4.1b
This is smaller code.
Can you implement in this way 0.4.2 the new idea for the problem in concurrent access?
Than I include in 0.5.x
I have included the new algorithm and eliminated old methods and nice output and I created a 0.4.1b
This is smaller code.
Can you implement in this way 0.4.2 the new idea for the problem in concurrent access?
Than I include in 0.5.x
Code: Select all
:::::::::::::::::::::::::::::::::::::::::::::::::::::::
::
:: Dos Batch Raycast BETA by Francesco Poscetti aka einstein1969
::
:: This type of Engine 3D is used by Wolfentein 3D,
:: Rise Of The Triad, DOOM, Duke Nukem 3D, etc.
::
:: Ref: http://www.dostips.com/forum/viewtopic.php?f=3&t=5824
::
:: Thanks to Aacini, foxidrive, dbenham, penpen
::
:: Tested on Windows 7
::
:: Changelog
::
:: ver. 0.4.1b preview new algorithm and eliminated old methods
::
:: ver. 0.4.1 2015-08-30 dbenham
:: - Limit number of processes to maximum of 8
:: - Move Transpose inside of :raycast
:: - Optionally use Aacini's CursorPos.exe to eliminate screen flicker
:: Implementation is the same as for SNAKE.BAT
:: Code is available at http://goo.gl/hr6Kkn
::
:: ver. 0.4 2015-08-30 dbenham
:: - Many minor optimizations:
:: - consolidate and minimize SET /A statements
:: - main loop is now an endless FOR /L loop running in a child process
:: - reduce CALLs and rearrange code to minimize CALL distance
:: - remove dynamic title
:: - Nearly instantaneous drawing of 2D map
:: - Player character now indicates orientation
:: - Implemented parallel processing of ray cast partitions based on NUMBER_OF_PROCESSORS
:: - "Z" now toggles between Old and New rendering algorithm
:: - "Q" quits the program
:: - New (fast) rendering now 2-3 times faster on quad-core machine (4-5 frames per second)
:: - Old (slow) rendering now 4+ times faster on quad-core machine (1-2 frames per second)
::
:: ver. 0.3 jeb 2015-08-25
:: - Improved speed by inlining the Sinus calculation (~15% on reference system)
:: - Improved speed by direct calculating the next gridX/Y coordinates (~60%)
::
:: ver. 0.2 20/08/2015 einstein1969
:: - Not clear the screen until next.
:: - Added moviment on left/right and key "K" "L" for rotate.
:: - Fixed bug on calculate distance
:: - Added partial clipping on Z (Distance)
::
:: ver. 0.1 04/07/2015 einstein1969
:: - New faster algorithm. Not optimizated for now.
:: - Use transpose trick of penpen
:: - Use new set of character for better visualize and fast antialiasing.
:: - Detect when a player slamming against the wall.
:: - You can use WASD for move!
:: - You can view the player in the MAP.
:: - You can modify the MAP more easily.
::
:: Ver. 0.01b 10/08/2014 einstein1969
:: - Added temporary dir and use swapout mechanism for manage env.
::
:: Ver. 0.01a 09/08/2014 einstein1969
:: - Initial version + some fixes
::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::
@echo off
if "%~1" neq "" goto %1
setlocal EnableDelayedExpansion
mode 80,80
color 0F
cls
echo Loading...
for /f %%i in ('forfiles /m "%~nx0" /c "cmd /c echo 0x07"') do set "BEL=%%i"
set "preserve= TMP BEL COMSPEC NUMBER_OF_PROCESSORS preserve "
for /f "delims==" %%v in ('set') do if "!preserve: %%v =!" equ "!preserve!" set "%%v="
set "preserve="
set "SS=°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°"
set "SC=/////////////////////////////////////////////////////////////////////////////////////////////"
set "S2=±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±"
set "S_=úúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúú"
set "SP=_____________________________________________________________________________________________"
set /a "PI=(35500000/113+5)/10, PI_div_2=(35500000/113/2+5)/10, PIx2=2*PI, PI32=PI+PI_div_2"
set "SIN=(a - a*a/1920*a/312500 + a*a/1920*a/15625*a/15625*a/2560000 - a*a/1875*a/15360*a/15625*a/15625*a/16000*a/44800000)"
set "SIN(x)=(a=(x)%%62832, c=(a>>31|1)*a, a-=(((c-47125)>>31)+1)*((a>>31|1)*62832) + (-((c-47125)>>31))*( (((c-15709)>>31)+1)*(-(a>>31|1)*31416+2*a) ), %SIN%)"
set SIN=
set /a y=1, MapsizeX=23, MapsizeY=10, MapWidth=MapSizeX+1, MapsizeX-=1
:: Load the Map grid. 1/2=wall 0=empty 9=player position
for %%D in (
"1212121212...2121212121"
"2........1...1........2"
"1........21212....121.1"
"2..................1..2"
"1...9.................1"
"2....1...12121........2"
"1....2...2...2.....1..1"
"1....1...1...1....12..2"
"2....2...2...2........1"
"1212212121...1212121212"
) do (
set Map[!y!]=%%~D
for %%Y in (!y!) do for /L %%X in (0,1,!MapSizeX!) do (
if "!Map[%%Y]:~%%X,1!" equ "9" (
set /A nx=%%X+1
for %%Z in (!nx!) do set Map[!y!]=!Map[%%Y]:~0,%%X!.!Map[%%Y]:~%%Z!
set /A Playerx = %%X, Playery = !y!
)
)
set /a y+=1
)
set nx=
set y=
set /a MulPlayer=10000, Mul1=25, MaxIter1=500, MaxIter2=50, MM=MulPlayer*Mul1, M10=MM*10
set /a Playerx*=MulPlayer, Playery*=MulPlayer, OldPlayerx=Playerx, OldPlayery=Playery, angle1=0, oldSys=0
:: Initialize and launch child compute engines
set "base=%tmp%\%~nx0"
2>nul del "%base%*_job.bat"
set ^"computeEngineBegin=for /l %%. in () do if exist "^!job^!" ( call "^!job^!"^"
set ^"computeEngineEnd=del "^!job^!")^"
set /a proc=NUMBER_OF_PROCESSORS, childCnt=proc-1
if %proc% gtr 8 set /a proc=8
for /l %%N in (1 1 !childCnt!) do (
set "file=%base%%%N.render"
set "job=%base%%%N_job.bat"
>nul 2>nul <nul start "" /b "%comspec%" /d /v:on /c "%~f0" :computeEngine
)
:: Initialize main compute engine
set "file=%base%!proc!.render"
set "files="
for /l %%N in (1 1 !proc!) do set files=!files! "%base%%%N.render"
set "computeEngineBegin="
set "computeEngineEnd="
:: Prepare the map for display
set ^"LF=^
^" The above empty line is critical - DO NOT REMOVE
set "map="
for /l %%Y in (1,1,!MapsizeY!) do (
for /l %%X in (0,1,!MapsizeX!) do (
if "!Map[%%Y]:~%%X,1!" geq "1" (
set "map=!map!Û"
) else (
set "map=!map! "
)
)
set "map=!map!!LF!"
)
:: Define player characters:
for %%# in (
"345 0 15 >"
" 30 45 60 \"
" 75 90 105 v"
"120 135 150 /"
"165 180 195 <"
"210 225 240 \"
"255 270 285 ^"
"300 315 330 /"
) do for /f "tokens=1-4" %%A in (%%#) do (
set "P%%A=%%D"
set "P%%B=%%D"
set "P%%C=%%D"
)
:: Define some screen management variables and macros
if exist "%~dp0CursorPos.exe" (
set "cls=CursorPos 0 0"
) else (
set "cls=cls"
)
set "space= "
:: Launch the main loop
"%COMSPEC%" /d /v:on /c "%~f0" :mainLoop
exit /b
:mainLoop
for /l %%. in () do (
set /a gridX=Playerx/MulPlayer, gridy=Playery/MulPlayer
for %%X in (!gridx!) do for %%Y in (!gridy!) do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Playerx = OldPlayerx, Playery = OldPlayery
set /P ".=%BEL%"<nul
) else (
set /A "StepY=%SIN(x):x=!Angle1! * PI / 180%, StepX=%SIN(x):x=PI_div_2-!Angle1! * PI / 180%"
set /a "angle1=(angle1+360)%%360"
call :raycast
%= Draw Map =%
set /a "pos=(PlayerY/MulPlayer-1)*mapWidth+PlayerX/MulPlayer, pos2=pos+1"
for /f "tokens=1-3" %%1 in ("!pos! !pos2! !angle1!") do echo !map:~0,%%1!!P%%3!!map:~%%2,-1!
echo Playerx:!Playerx! Playery:!playery! oldplayerx:!oldpl.x! oldpl.y=!oldplayery!%space%
echo Angle:!angle1! gridx:!gridx! gridy:!gridy! StepX=!StepX! StepY=!StepY! wait=!wait!%space%
set /A OldPlayerx=Playerx, OldPlayery=Playery
)
"%COMSPEC%\..\choice.exe" /N /C wksladqu >nul
if errorlevel 8 (
%= U - Redraw =%
(call )
) else if errorlevel 7 (
%= Q - Quit =%
for /l %%N in (1 1 !childCnt!) do >"%base%%%N_job.bat.tmp" echo del "%%~f0"^&exit
ren "%base%*_job.bat.tmp" *.
for /l %%. in () do if not exist "%base%*_job.bat" del "%base%*.render"&exit
) else if errorlevel 6 (
%= D - Right =%
set /A "PlayerX=PlayerX-StepY/2, PlayerY=PlayerY+StepX/2"
) else if errorlevel 5 (
%= A - Left =%
set /A "PlayerX=PlayerX+StepY/2, PlayerY=PlayerY-StepX/2"
) else if errorlevel 4 (
%= L - Rotate Right =%
set /A angle1+=15
) else if errorlevel 3 (
%= S - Down - Backward =%
set /A "PlayerX=PlayerX-StepX/2, PlayerY=PlayerY-StepY/2"
) else if errorlevel 2 (
%= K - Rotate Left =%
set /A angle1-=15
) else if errorlevel 1 (
%= W - Up - Forward =%
set /A "PlayerX=PlayerX+StepX/2, PlayerY=PlayerY+StepY/2"
)
)
:raycast
:: Save start time
set "t1=!time: =0!"
:: Create jobs
set /a from=angle1-32, to=angle1+32, chunk=65/proc, end=from+chunk-1
for /l %%N in (1 1 %childCnt%) do (
>"%base%%%N_job.bat.tmp" echo set /a "from=!from!, to=!end!, angle1=!angle1!, playerX=!playerX!, playerY=!playerY!"
set /a from+=chunk, end+=chunk
ren "%base%%%N_job.bat.tmp" *.
)
setlocal
:computeEngine
%computeEngineBegin%
>"%file%" (
for /L %%Z in (!from!,1,!to!) do (
set /A "Z=%%Z, aStepY=%SIN(x):x=Z * 31416 / 180%"
set /A "aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set/A "A=%Angle1%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
set /A $X=%PlayerX%/10000, $Y=%PlayerY%/10000
if !aStepX! equ 0 (
set /A $tx=Dtx=100000000, $SX=0
) else if !aStepX! lss 0 (
set /A "$tx=($X*10000-PlayerX)*10000/aStepX, Dtx=-10000*10000/aStepX, $SX=-1"
) else set /A "$tx=(($X+1)*10000-PlayerX)*10000/aStepX, Dtx=10000*10000/aStepX, $SX=1"
if !aStepY! equ 0 (
set /A $ty=Dty=100000000, $SY=0
) else if !aStepY! lss 0 (
set /A "$ty=($Y*10000-PlayerY)*10000/aStepY, Dty=-10000*10000/aStepY, $SY=-1"
) else set /A "$ty=(($Y+1)*10000-PlayerY)*10000/aStepY, Dty=10000*10000/aStepY, $SY=1"
set "$B=" & set /A "Distance=21*10000" & rem max valore altrimenti overflow in distance*corr
for /L %%£ in (1,1,3) do if not defined $B for /L %%? in (1,1,7) do if not defined $B (
if !$tx! lss !$ty! (
set /A $tx+=Dtx, $X+=$SX
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$tx-Dtx, Side=0, $B=!Map[%%Y]:~%%X,1!
)
) else (
set /A $ty+=Dty, $Y+=$SY
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$ty-Dty, Side=1, $B=!Map[%%Y]:~%%X,1!
)
)
)
if not defined $B set "$B=1"
set /A "distance=350/((((k=(Distance*corr))/%Mulplayer%+555)/1000)+1), len=distance*2, st=(50-len)/2"
set /A C=$B
%= 2D-clipping =%
if !st! lss 1 set st=1
if !st! gtr 50 set st=50
for /f "tokens=1,2" %%X in ("!st! !len!") do (
if !C! equ 1 (
echo -!S_:~0,%%X!Û!SS:~0,%%Y!Û!SP:~0,%%X!-
) else echo -!S_:~0,%%X!Û!S2:~0,%%Y!Û!SP:~0,%%X!-
)
)
)
%computeEngineEnd%
endlocal
set /a wait=0
:waitForJobCompletion
if exist "%base%*_job.bat" (
set /a wait+=1
goto :waitForJobCompletion
)
:: Transpose and display results
setlocal
set /a LineN=0
for /f usebackq^ delims^=^ eol^= %%A in (%files%) do (
set /A LineN+=1
set "N!LineN!=%%A"
)
set /a "MaxN=LineN-1"
set "transposedLine="
for /l %%m in (1, 1, !LineN!) do set "transposedLine=!transposedLine!^!%%^A%%m:~%%n,1^!"
set /a MaxN=53
%cls%
for %%A in (N) do for /L %%n in (0, 1, !MaxN!) do echo(^|%transposedLine%^|
endlocal
:: Compute and display rendering time
for /f "tokens=1-8 delims=:.," %%a in ("!t1!:!time: =0!") do set /a "a=(((1%%e-1%%a)*60)+1%%f-1%%b)*6000+1%%g%%h-1%%c%%d, a+=(a>>31)&8640000"
echo Time Elapsed:!a!0ms%space%
exit /b
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I have initied to rewrite the code becouse is not possible get over 5-6 FPS with current algorithm.
The pseudo code that I had written was recursive but with the help of user Scara95 @Html.it forum is now iterative.
I hope to get my goal soon.
The pseudo code that I had written was recursive but with the help of user Scara95 @Html.it forum is now iterative.
Code: Select all
subroutine raypacket (from, to)
stack calls
push(calls, (from, to))
while not empty(calls) do
(from, to) = pop(calls)
if from = to then raytraverse(from) //simple problem
if from-to=1 then raytraverse(to); raytraverse(from); // simple problem
else
destination1=raytraverse(from)
destination2=raytraverse(to)
if destination1=destination2 then
if from - to > 1 then linear_interpolate_distance(from,to)
else begin
push(calls, (from+(to-from)/2+1,to))
push(calls, (from,from+(to-from)/2))
end
end
end
I hope to get my goal soon.
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- Joined: 23 Nov 2015 09:34
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
Does anyone know if this has been tested (and works) in Windows 10? I tried to launch it today but it immediately crashes!
Thanks!
Thanks!
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
Cornbeetle wrote:Does anyone know if this has been tested (and works) in Windows 10? I tried to launch it today but it immediately crashes!
Thanks!
The code in the first post absolutely works in Windows 10 and runs perfectly. Run it from a command prompt instead of double-clicking on it to see what error you're getting.
-
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- Joined: 23 Nov 2015 09:34
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
ShadowThief wrote:Cornbeetle wrote:Does anyone know if this has been tested (and works) in Windows 10? I tried to launch it today but it immediately crashes!
Thanks!
The code in the first post absolutely works in Windows 10 and runs perfectly. Run it from a command prompt instead of double-clicking on it to see what error you're getting.
So it looks like it was erroring out due to the filename (which I renamed) having a parenthesis in it. After removing the parenthesis it works fine.
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I found another trick for speedup the algorithm.
The output of the screen is symmetric on the X or Y. It is possible calculate only half number of lines. In this mode we can get 50ms off or more on the traslate procedure.
I can't implement because I'm getting a depressive status and my mind not work. Sorry
Francesco.
The output of the screen is symmetric on the X or Y. It is possible calculate only half number of lines. In this mode we can get 50ms off or more on the traslate procedure.
I can't implement because I'm getting a depressive status and my mind not work. Sorry
Francesco.
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Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
I have forgot the password of my laptop but I have recovered the last develop of raypacket method.
Anyone know a method for recovery a lost password on windows seven? Use a private message for help me. TIA
This is not finished. But is the way to traverse for finish the develop.
ricorsiva.cmd:
Francesco
Anyone know a method for recovery a lost password on windows seven? Use a private message for help me. TIA
This is not finished. But is the way to traverse for finish the develop.
ricorsiva.cmd:
Code: Select all
@echo off
setlocal EnableDelayedExpansion
mode 70,700
:: fare le procedure che usano fixed point variabili, esempio invece che 10000 usare 1000 come UNO.
:: Usare simmetria per ridurre a metà la transpose
:: credit to penpen for a problem on set/A
:: clear the env for fast SET
set "preserve= TMP COMSPEC NUMBER_OF_PROCESSORS preserve "
for /f "delims==" %%v in ('set') do if "!preserve: %%v =!" equ "!preserve!" set "%%v="
set "preserve="
:: Trigonometric PI=31416
set "SIN=(a - a*a/1920*a/312500 + a*a/1920*a/15625*a/15625*a/2560000 - a*a/1875*a/15360*a/15625*a/15625*a/16000*a/44800000)"
set "SIN(x)=(a=(x)%%62832, c=(a>>31|1)*a, a-=(((c-47125)>>31)+1)*((a>>31|1)*62832) + (-((c-47125)>>31))*( (((c-15709)>>31)+1)*(-(a>>31|1)*31416+2*a) ), %SIN%)"
set SIN=
:: define map
set MAP[1]=1212121212...2121212121
set MAP[2]=2........1...1........2
set MAP[3]=1........2...2........1
set MAP[4]=2........12121.....1..2
set MAP[5]=1.....................1
set MAP[6]=2....1...12121........2
set MAP[7]=1....2...2...2.....1..1
set MAP[8]=2....1...1...1....12..2
set MAP[9]=1....2...2...2........1
set MAP[10]=2121212121...1212121212
:: define player position in MAP coordinate. Moltiply by 10000 because I use FIXED POINT math, 10000 is ONE.
:: Angle is player angle visual.
:: GridX=3 GridY=5
set /A Playerx=3*10000, PlayerY=5*10000, Angle=0
::define characters to print
set "SS=°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°"
set "S_=úúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúúú"
set "S2=±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±"
set "SP=__________________________"
rem set "SC=///////////////////////////////////////////////////"
:: Do whole round
for /l %%. in (1,1,360) do (
call :raycast PlayerX PlayerY Angle
set /A Angle+=1
)
exit /b
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:raycast
set/A from=Angle-32, to=Angle+32
rem old method
set t1=%time: =0%
(
for /L %%Z in (!from!,1,!to!) do (
set /A "Z=%%Z, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
rem Prepare DDA
rem questa set va fuori dal ciclo? No, perche poi $X, $Y cambiano. Forse e meglio settare due variabili GridX e GridY
set /A $X=PlayerX/10000, $Y=PlayerY/10000
if !aStepX! equ 0 (
set /A $tx=Dtx=100000000, $SX=0
) else if !aStepX! lss 0 (
set /A "$tx=($X*10000-PlayerX)*10000/aStepX, Dtx=-10000*10000/aStepX, $SX=-1"
) else set /A "$tx=(($X+1)*10000-PlayerX)*10000/aStepX, Dtx=10000*10000/aStepX, $SX=1"
if !aStepY! equ 0 (
set /A $ty=Dty=100000000, $SY=0
) else if !aStepY! lss 0 (
set /A "$ty=($Y*10000-PlayerY)*10000/aStepY, Dty=-10000*10000/aStepY, $SY=-1"
) else set /A "$ty=(($Y+1)*10000-PlayerY)*10000/aStepY, Dty=10000*10000/aStepY, $SY=1"
set "$B="
set /A "Distance=21*10000" & rem max value else overflow in distance*corr
rem raytraverse
for /L %%£ in (1,1,3) do if not defined $B for /L %%? in (1,1,7) do if not defined $B (
if !$tx! lss !$ty! (
set /A $tx+=Dtx, $X+=$SX
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$tx-Dtx, Side=0, $B=!Map[%%Y]:~%%X,1!
)
) else (
set /A $ty+=Dty, $Y+=$SY
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$ty-Dty, Side=1, $B=!Map[%%Y]:~%%X,1!
)
)
)
if not defined $B set "$B=1" & rem title A:%%Z D:!Distance!& pause>nul
set /A "distance=350/((((k=(Distance*corr))/10000+555)/1000)+1), len=distance*2, st=(50-len)/2"
set /A C=$B
rem prepare_output
%= 2D-clipping =%
if !st! lss 1 (set st=1) else if !st! gtr 50 set st=50
for /f "tokens=1,2" %%X in ("!st! !len!") do (
if !C! equ 1 (
rem calcolare qui la lunghezza della linea che e' 50+numero caratteri fissi. ad ora sono circa 66
rem inserire 65 nella parte di visualizzazione al posto del MaxN
echo -!S_:~0,%%X!°±²Û²±°!SS:~0,%%Y!°±²Û²±°!SP:~0,%%X!-
) else (
echo -!S_:~0,%%X!°±²Û²±°!S2:~0,%%Y!°±²Û²±°!SP:~0,%%X!-
)
)
)
) >text.render.txt
rem transpose
:: Transpose and display results
setlocal
set /A LineN=0
for /f usebackq^ delims^=^ eol^= %%A in (text.render.txt) do (
set /A LineN+=1
set "N!LineN!=%%A"
)
set "transposedLine="
rem APA
for /L %%m in (1, 1, !LineN!) do set "transposedLine=!transposedLine!^!N%%m:~%%n,1^!"
cls
echo(
for /L %%n in (0, 1, !LineN!) do echo( ^|%transposedLine%^|
endlocal
for /F "tokens=1-8 delims=:.," %%a in ("!t1!:!time: =0!") do set /a "a=(((1%%e-1%%a)*60)+1%%f-1%%b)*6000+1%%g%%h-1%%c%%d, a+=(a>>31)&8640000"
echo Time elapsed:!a!0ms
pause
rem new method
rem calcolare le distanze invece che le stringhe dei muri. Così è più veloce. fare prove
call :raypacket !from! !to!
pause
exit/b
:raypacket
rem stack calls
set /A c=0 & :: empty stack
rem push(calls, (from, to))
set /A c+=1
set calls[%c%].1=!from!
set calls[%c%].2=!to!
set Break=
rem 65=Field of View 0..64
rem simulate while not empty(calls) do
rem echo qui0
For /L %%N in (0,1,64) do if not defined Break (
rem (from, to) = pop(calls)
set /A from=calls[!c!].1, to=calls[!c!].2, c-=1
rem if from = to then raytraverse(from) //simple problem
if !from! equ !to! (
rem echo qui1
rem TODO check if already traverse
set /A "Z=from, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
call :new_prepareDDA_raytraverse
set /A ray[!from:-=_!].dist=distance, ray[!from:-=_!].side=side, ray[!from:-=_!].C=$B
) else (
rem echo qui2
set /A diff=from-to
if !diff! equ 1 (
rem echo qui3
rem TODO check if already traverse
set /A "Z=from, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
call :new_prepareDDA_raytraverse
set /A ray[!from:-=_!].dist=distance, ray[!from:-=_!].side=side, ray[!from:-=_!].C=$B
set from+=1
rem TODO check if already traverse
set /A "Z=from, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
call :new_prepareDDA_raytraverse
set /A ray[!from:-=_!].dist=distance, ray[!from:-=_!].side=side, ray[!from:-=_!].C=$B
) else (
rem echo qui4
rem destination1=raytraverse(from)
rem TODO check if already traverse
set /A "Z=from, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
call :new_prepareDDA_raytraverse
set /A ray[!from:-=_!].dist=distance, ray[!from:-=_!].side=side, ray[!from:-=_!].C=!$B!
set dest1=!side! !$X! !$Y!
rem destination2=raytraverse(to)
rem TODO check if already traverse
set /A "Z=to, aStepY=%SIN(x):x=Z * 31416 / 180%, aStepX=%SIN(x):x=15708-(Z * 31416 / 180)%"
set /A "A=%Angle%, corr=%SIN(x):x=15708-(Z-A) * 31416 / 180%"
call :new_prepareDDA_raytraverse
set /A ray[!to:-=_!].dist=distance, ray[!to:-=_!].side=side, ray[!to:-=_!].C=$B
set dest2=!side! !$X! !$Y!
rem if destination1=destination2 then
if "!dest1!"=="!dest2!" (
echo qui5
rem linear_interpolate_distance(from,to)
rem https://en.wikipedia.org/wiki/Linear_interpolation
set /A x0=from, x1=to, y0=ray[!from:-=_!].dist, y1=ray[!to:-=_!].dist
for /l %%x in (!x0!,1,!x1!) do set /A "ray[%%x].dist=y0+(y1-y0)*(%%x-x0)/(x1-x0)"
) else (
echo qui6
rem push(calls, (from+(to-from)/2+1,to))
rem push(calls, (from,from+(to-from)/2))
)
)
)
if !c! equ 0 set Break=True
)
set ray
exit /b
:new_prepareDDA_raytraverse
rem echo dentro
rem questa riga seguente col set va fuori dal ciclo? No, perche poi $X, $Y cambiano. Forse e meglio settare due variabili GridX e GridY
set /A $X=PlayerX/10000, $Y=PlayerY/10000
if !aStepX! equ 0 (
set /A $tx=Dtx=100000000, $SX=0
) else if !aStepX! lss 0 (
set /A "$tx=($X*10000-PlayerX)*10000/aStepX, Dtx=-10000*10000/aStepX, $SX=-1"
) else set /A "$tx=(($X+1)*10000-PlayerX)*10000/aStepX, Dtx=10000*10000/aStepX, $SX=1"
if !aStepY! equ 0 (
set /A $ty=Dty=100000000, $SY=0
) else if !aStepY! lss 0 (
set /A "$ty=($Y*10000-PlayerY)*10000/aStepY, Dty=-10000*10000/aStepY, $SY=-1"
) else set /A "$ty=(($Y+1)*10000-PlayerY)*10000/aStepY, Dty=10000*10000/aStepY, $SY=1"
set "$B="
set /A "Distance=21*10000" & rem max value else overflow in distance*corr
:: raytraverse
for /L %%£ in (1,1,3) do if not defined $B for /L %%? in (1,1,7) do if not defined $B (
if !$tx! lss !$ty! (
set /A $tx+=Dtx, $X+=$SX
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$tx-Dtx, Side=0, $B=!Map[%%Y]:~%%X,1!
)
) else (
set /A $ty+=Dty, $Y+=$SY
for /f "tokens=1,2" %%X in ("!$X! !$Y!") do if "!Map[%%Y]:~%%X,1!" geq "1" (
set /A Distance=$ty-Dty, Side=1, $B=!Map[%%Y]:~%%X,1!
)
)
)
if not defined $B set "$B=1" & rem title A:%%Z D:!Distance!& pause>nul
set /A "distance=350/((((k=(Distance*corr))/10000+555)/1000)+1)
rem echo fine
exit/b
Francesco
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
Glad to see you back
I've tried the last code but I get this:
Will try to see where it comes from.
I think it from here :
I've tried the last code but I get this:
Code: Select all
%£ was unexpected at this time.
Will try to see where it comes from.
I think it from here :
Code: Select all
rem raytraverse
for /L %%£ in (1,1,3) do if not defined $B for /L %%? in (1,1,7) do if not defined $B (
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
and on every key stroke the ray array is printed... (there's set ray on line 225)
-
- Expert
- Posts: 961
- Joined: 15 Jun 2012 13:16
- Location: Italy, Rome
Re: Dos Batch Raycast - Maze3D/Explorer3D Beta
npocmaka_ wrote:Glad to see you back
I've tried the last code but I get this:Code: Select all
%£ was unexpected at this time.
On my system this error is not show...
The "set ray" is a debug line. The code is not finished! Sorry
Francesco