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Thread: VB2010 - how avoid the '1.#INF'?

  1. #1

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    PowerPoster joaquim's Avatar
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    VB2010 - how avoid the '1.#INF'?

    see these functions for RayCasting(yes recreating again):
    Code:
    Private Function GetMapPosition(ByVal Position As Double) As Integer
            Return Math.Floor(Position / ObjectSize)
        End Function
    
        Private Sub DrawRays()
            Dim RayCount As Integer = 1
            Dim RayIndex As Integer = 0
            Dim RayX As Double = Player.PosX
            Dim RayY As Double = Player.PosY
            Dim RayStepX As Double = 0.0
            Dim RayStepY As Double = 0.0
            Dim RayRadians As Double = Player.Radians '- (DegreeToRadians * 30)
            Dim RayRadiansStep As Double = 0.0
            Dim GridCount As Integer = 0
            Dim aTan As Double = 0.0
            Dim MapX As Integer = 0
            Dim MapY As Integer = 0
    
            'On Error Resume Next
    
            For RayIndex = 0 To RayCount
                RayRadians = Player.Radians
                GridCount = 0
    
                'Check Horizontal Lines:
                aTan = -1 / Math.Tan(RayRadians)
                If (RayRadians > Math.PI) Then
                    'Get next Intersection:
                    RayY = ((Player.PosY >> 6) << 6) - 0.0001
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = -ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians < Math.PI) Then
                    'Get next Intersection:
                    RayY = ((Player.PosY >> 6) << 6) + ObjectSize
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians = 0 Or RayRadians = Math.PI) Then
                    RayY = Player.PosY
                    RayX = Player.PosX
    
                    Continue For
                End If
    
                'On Error Resume Next
                Do While (GridCount < 8)
    
                    MapX = GetMapPosition(RayX)
                    MapY = GetMapPosition(RayY)
                    If (MapLevel0(MapX, MapY) <> Color.Black) Then
                        RayX += RayStepX
                        RayY += RayStepY
                        GridCount += 1
                    Else
                        GridCount = 8
                    End If
                Loop
                imgLevelMap0Graphics.DrawLine(Pens.Yellow, New Point(Player.PosX, Player.PosY), New Point(Math.Floor(RayX), Math.Floor(RayY)))
            Next
            'Debug.Print(CStr(RayStepX) & vbTab & CStr(RayStepY))
        End Sub
    these line:
    Code:
    Return Math.Floor(Position / ObjectSize)
    the 'Position' give me '1.#INF'.. it's an error..: "A first chance exception of type 'System.OverflowException' occurred in RayCasting1.exe"
    how can i avoid these type of error?
    the GetMapPosition() is for give me the array map position(an integer value).
    VB6 2D Sprite control

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  2. #2
    PowerPoster PlausiblyDamp's Avatar
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    Re: VB2010 - how avoid the '1.#INF'?

    When you get this exception what are the values for Position and ObjectSize?

  3. #3
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    Re: VB2010 - how avoid the '1.#INF'?

    At no place in your code are you declaring or setting a value of ObjectSize, so we have no idea what type it is or what value(s) it may have when your code runs.

    Assuming it is something like a Double, as ObjectSize approaches 0, Position / ObjectSize will approach Infinity. So you will likely need to have some sort of lower bounds check of what the value of ObjectSize is, and if it is too close to 0, you'll need to have different code to handle that situation.

  4. #4

    Thread Starter
    PowerPoster joaquim's Avatar
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    Re: VB2010 - how avoid the '1.#INF'?

    the 'ObjectSize' is 64.... when the 'RayRadians' is zero..
    i can get here:
    Code:
    aTan = -1 / Math.Tan(RayRadians)
    because if the 'Math.Tan(RayRadians)' is zero, it will be error\infinite...
    other times i can get a much big number
    i'm testing more the values and maybe avoiding more errors
    to be honest, i'm new with VB2010... so i'm trying understand the errors.. thanks for all
    the problem isn't resolved... but i'm trying
    VB6 2D Sprite control

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  5. #5
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    Re: VB2010 - how avoid the '1.#INF'?

    Looks like you are calculating a perpendicular slope there. And you have to remember that in the world of the x, y axis, the slope (dy/dx) of a vertical line is infinity, since the x value is constant. So if the original line is horizontal, you need extra code to handle calculations related to the line perpendicular to it, since the "true" slope of that line is infinity.

  6. #6

    Thread Starter
    PowerPoster joaquim's Avatar
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    Re: VB2010 - how avoid the '1.#INF'?

    is there another way for avoid these several errors\bugs:
    Code:
    Private Function GetMapPosition(ByVal Position As Double) As Integer
            Return Math.Floor(Position / ObjectSize)
        End Function
    
        Private Sub DrawRays()
            Dim RayCount As Integer = 1
            Dim RayIndex As Integer = 0
            Dim RayX As Double = Player.PosX
            Dim RayY As Double = Player.PosY
            Dim RayStepX As Double = 0.0
            Dim RayStepY As Double = 0.0
            Dim RayRadians As Double = Player.Radians '- (DegreeToRadians * 30)
            Dim RayRadiansStep As Double = 0.0
            Dim GridCount As Integer = 0
            Dim aTan As Double = 0.0
            Dim MapX As Integer = 0
            Dim MapY As Integer = 0
    
    
    
            For RayIndex = 0 To RayCount
                RayRadians = Player.Radians
                GridCount = 0
    
                'Check Horizontal Lines:
                aTan = -1 / Math.Tan(RayRadians)
    
                'Get next Intersection:
                If (RayRadians > PI) Then
                    RayY = ((Player.PosY >> 6) << 6) - 0.0001
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = -ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians < PI) Then
                    RayY = ((Player.PosY >> 6) << 6) + ObjectSize
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians = 0 Or RayRadians = PI) Then 'no ray
                    RayY = Player.PosY
                    RayX = Player.PosX
                    RayStepY = 0
                    RayStepX = 0
                    GridCount = 8
                End If
    
                'Get next Intersections:
                'enter on 'while' if the step is different than zero... and only count 8 steps\adds:
                Do While (RayStepX <> 0 And RayStepY <> 0 And GridCount < 8)
                    'avoiding the Ray position be more the map\array size and draw the array:
                    If (RayX > (9 * ObjectSize) Or RayY > (9 * ObjectSize)) Then Continue For
    
                    'Get Map Position:
                    MapX = GetMapPosition(RayX)
                    MapY = GetMapPosition(RayY)
    
                    'Avoid negative and more than 9 index array:
                    If (MapX > 9 Or MapY > 9) Then Exit Do
                    If (MapX < 0 Or MapY < 0) Then Exit Do
    
                    If (MapLevel0(MapX, MapY) <> Color.Black) Then
                        RayX += RayStepX
                        RayY += RayStepY
                        GridCount += 1
                    Else
                        GridCount = 8
                    End If
                Loop
    
                imgLevelMap0Graphics.DrawLine(Pens.Yellow, New Point(Player.PosX, Player.PosY), New Point(Math.Floor(RayX), Math.Floor(RayY)))
            Next
    
        End Sub
    ????
    even controlling the 'Mapx' and 'Mapy' isn't easy
    '9' is the count squares on map\array. by width(9*objectsize) and height((9*objectsize) sizes...
    Last edited by joaquim; Apr 20th, 2024 at 04:44 PM.
    VB6 2D Sprite control

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  7. #7
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    Re: VB2010 - how avoid the '1.#INF'?

    You can't blindly perform a division when the denominator can potentially be 0, and you still are doing that in that code. Your existing aTan calculation must be inside of logic that verifies that the result of Math.Tan(RayRadians) isn't 0. And in the case that it IS 0, I would imagine you would need entirely new logic below that that accommodates a purely "vertical" tangent line.

  8. #8

    Thread Starter
    PowerPoster joaquim's Avatar
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    Re: VB2010 - how avoid the '1.#INF'?

    updated:
    Code:
     Private Function GetMapPosition(ByVal Position As Double) As Integer
            Return Math.Floor(Position / ObjectSize)
        End Function
    
        Private Sub DrawRays()
            Dim RayCount As Integer = 1
            Dim RayIndex As Integer = 0
            Dim RayX As Double = Player.PosX
            Dim RayY As Double = Player.PosY
            Dim RayStepX As Double = 0.0
            Dim RayStepY As Double = 0.0
            Dim RayRadians As Double = Player.Radians '- (DegreeToRadians * 30)
            Dim RayRadiansStep As Double = 0.0
            Dim GridCount As Integer = 0
            Dim aTan As Double = 0.0
            Dim MapX As Integer = 0
            Dim MapY As Integer = 0
    
    
    
            For RayIndex = 0 To RayCount
                RayRadians = Player.Radians
                GridCount = 0
    
                'Check Horizontal Lines:
                'avoiding division by zero:
                Dim tan As Double = Math.Tan(RayRadians)
                If (tan = 0) Then tan = 1
                aTan = -1 / tan
    
                'Get next Intersection:
                If (RayRadians > PI) Then
                    RayY = ((Player.PosY >> 6) << 6) - 0.0001
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = -ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians < PI) Then
                    RayY = ((Player.PosY >> 6) << 6) + ObjectSize
                    RayX = (Player.PosY - RayY) * aTan + Player.PosX
                    RayStepY = ObjectSize
                    RayStepX = -RayStepY * aTan
                ElseIf (RayRadians = 0 Or RayRadians = PI) Then 'no ray
                    RayY = Player.PosY
                    RayX = Player.PosX
                    RayStepY = 0
                    RayStepX = 0
                    GridCount = 8
                    Continue For
                End If
    
                'Get next Intersections:
                'enter on 'while' if the step is different than zero... and only count 8 steps\adds:
                Do While (RayStepX <> 0 And RayStepY <> 0 And GridCount < 8)
                    'avoiding the Ray position be more the map\array size and draw the array:
                    If (RayX > (9 * ObjectSize) Or RayY > (9 * ObjectSize)) Then Continue For
    
                    'Get Map Position:
                    MapX = GetMapPosition(RayX)
                    MapY = GetMapPosition(RayY)
    
                    'Avoid negative and more than 9 index array:
                    If (MapX > 9 Or MapY > 9) Then Exit Do
                    If (MapX < 0 Or MapY < 0) Then Exit Do
    
                    If (MapLevel0(MapX, MapY) <> Color.Black) Then
                        RayX += RayStepX
                        RayY += RayStepY
                        GridCount += 1
                    Else
                        GridCount = 8
                    End If
                Loop
    
               If (RayX <> Player.PosX Or RayY <> Player.PosY) Then imgLevelMap0Graphics.DrawLine(Pens.Yellow, New Point(Player.PosX, Player.PosY), New Point(Math.Floor(RayX), Math.Floor(RayY)))
            Next
    
        End Sub
    VB6 2D Sprite control

    To live is difficult, but we do it.

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