Basically, I want to use a line algo to determine which cells to check for collisions for my raycaster.
Bresenham isn't great for this as it uses a unified-thickness approach, meaning that it ignores cells that aren't at least half-covering the line. Not great at all, because it means that some segments of my line aren't being checked for intersections with the cells, leading to errors.
I can't seem to find any "thick-line" algorithms, can anyone help me find one?
Green: What I would like.
Red: What I currently have and don't want.
I had exactly the same problem as you and found an very simple solution. Usually, Bresenham has two consecutive if's to determine whether it should increase the coordinate for the two dimensions:
public void drawLine(int x0, int y0, int x1, int y1, char ch) {
int dx = Math.abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
int dy = -Math.abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
int err = dx + dy, e2; // error value e_xy
for (;;) {
put(x0, y0, ch);
if (x0 == x1 && y0 == y1) break;
e2 = 2 * err;
// horizontal step?
if (e2 > dy) {
err += dy;
x0 += sx;
}
// vertical step?
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
Now all you have to do is to insert an else
before the second if
:
public void drawLineNoDiagonalSteps(int x0, int y0, int x1, int y1, char ch) {
int dx = Math.abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
int dy = -Math.abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
int err = dx + dy, e2;
for (;;) {
put(x0, y0, ch);
if (x0 == x1 && y0 == y1) break;
e2 = 2 * err;
// EITHER horizontal OR vertical step (but not both!)
if (e2 > dy) {
err += dy;
x0 += sx;
} else if (e2 < dx) { // <--- this "else" makes the difference
err += dx;
y0 += sy;
}
}
}
Now the algorithm doesn't change both coordinates at once anymore. I haven't thoroughly tested this but it seems to work pretty well.