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Littlewolf recently gained a bit of popularity on HackerNews so a blog post was due.

Raycasting howto blogs are a dime a dozen, though little about ceiling or floor casting is ever mentioned.

# Wall Height

In order to calculate ceiling and floor projections the wall height from the position of the player must first be calculated.

The height of the wall is calculated by taking the normal ray to the wall (in this case, the x direction), and multiplying the focal length of the field of view. The normal is clamped to a small value in case the player gets too close to the screen.

``````const float normal = ray.x < 1e-2f ? 1e-2f : ray.x;
const float size = 0.5f * focal * xres / normal;
``````

The ray is defined as the difference of the vectors of the wall hit and the player:

``````const Ray ray = sub(wall.hit.where, hero.where);
``````

The top and bottom of the wall can be found by subtracting half the size of the wall from the middle of the screenâ€™s y-resolution.

``````const int top = (yres + size) / 2.0f;
const int bot = (yres - size) / 2.0f;
``````

For example, when the player is parallel to a wall, the following scene is rendered:

# Ceiling and Floor casting

Ceiling and floor casting require a percentage of the floor in relation to the wall height. By dividing the wall in two an expression for y can be found for everything below the middle of the wall:

An expression for y is formed:

``````y = yres / 2 - h / 2
``````

Where h is the size of the wall calculated earlier. With a bit of reordering a percentage (p) expression for y is found:

``````p = -h / (2 * y - yres)
``````

As both (h) and (y) are constant, (y) will vary and change the percentage (p). This percentage is then used to lerp the along the casted ray:

The full source is here.

The function pcast() handles the floor and ceiling casting.