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raycastlib/raycastlib.h

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#ifndef RAYCASTLIB_H
#define RAYCASTLIB_H
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/**
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raycastlib - Small C header-only raycasting library for embedded and low
performance computers, such as Arduino. Only uses integer math and stdint
standard library.
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author: Miloslav "drummyfish" Ciz
license: CC0
- Game field's bottom left corner is at [0,0].
- X axis goes right.
- Y axis goes up.
- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE.
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- Angles are in Units, 0 means pointing right (x+) and positively rotates
clockwise, a full angle has UNITS_PER_SQUARE Units.
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*/
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#include <stdio.h>
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#include <stdint.h>
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#ifndef RAYCAST_TINY
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#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial square.
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typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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units in a square's length. This effectively
serves the purpose of a fixed-point arithmetic. */
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typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
#else
#define UNITS_PER_SQUARE 64
typedef int16_t Unit;
typedef int16_t int_maybe32_t;
typedef uint16_t uint_maybe32_t;
#endif
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#define logVector2D(v)\
printf("[%d,%d]\n",v.x,v.y);
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#define logRay(r){\
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printf("ray:\n");\
printf(" start: ");\
logVector2D(r.start);\
printf(" dir: ");\
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logVector2D(r.direction);}\
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#define logHitResult(h){\
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printf("hit:\n");\
printf(" sqaure: ");\
logVector2D(h.square);\
printf(" pos: ");\
logVector2D(h.position);\
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printf(" dist: %d\n", h.distance);\
printf(" texcoord: %d\n", h.textureCoord);}\
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/// Position in 2D space.
typedef struct
{
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int_maybe32_t y;
int_maybe32_t x;
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} Vector2D;
typedef struct
{
Vector2D start;
Vector2D direction;
} Ray;
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typedef struct
{
Vector2D square; ///< Collided square coordinates.
Vector2D position; ///< Exact collision position in Units.
Unit distance; /**< Euclidean distance to the hit position, or -1 if
no collision happened. */
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Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
coordinate. */
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uint8_t direction; ///< Direction of hit.
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} HitResult;
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typedef struct
{
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Vector2D position;
Unit direction;
Vector2D resolution;
Unit fovAngle;
Unit height;
} Camera;
typedef struct
{
Vector2D position; ///< On-screen position.
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int8_t isWall; ///< Whether the pixel is a wall or a floor(/ceiling).
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Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
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} PixelInfo;
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typedef struct
{
uint16_t maxHits;
uint16_t maxSteps;
} RayConstraints;
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/**
Function used to retrieve the cells of the rendered scene. It should return
a "type" of given square as an integer (e.g. square height) - between squares
that return different numbers there is considered to be a collision.
*/
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typedef Unit (*ArrayFunction)(int16_t x, int16_t y);
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typedef void (*PixelFunction)(PixelInfo info);
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typedef void
(*ColumnFunction)(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray);
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/**
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Simple-interface function to cast a single ray.
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@return The first collision result.
*/
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HitResult castRay(Ray ray, ArrayFunction arrayFunc);
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/**
Casts a single ray and returns a list of collisions.
*/
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints);
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Vector2D angleToDirection(Unit angle);
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Unit cosInt(Unit input);
Unit sinInt(Unit input);
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/// Normalizes given vector to have UNITS_PER_SQUARE length.
Vector2D normalize(Vector2D v);
/// Computes a cos of an angle between two vectors.
Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
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uint16_t sqrtInt(uint_maybe32_t value);
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Unit dist(Vector2D p1, Vector2D p2);
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Unit len(Vector2D v);
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/**
Converts an angle in whole degrees to an angle in Units that this library
uses.
*/
Unit degreesToUnitsAngle(int16_t degrees);
///< Computes the change in size of an object due to perspective.
Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov);
/**
Casts rays for given camera view and for each hit calls a user provided
function.
*/
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
ColumnFunction columnFunc, RayConstraints constraints);
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void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
RayConstraints constraints);
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//=============================================================================
// privates
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#ifdef RAYCASTLIB_PROFILE
// function call counters for profiling
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uint_maybe32_t profile_sqrtInt = 0;
uint_maybe32_t profile_clamp = 0;
uint_maybe32_t profile_cosInt = 0;
uint_maybe32_t profile_angleToDirection = 0;
uint_maybe32_t profile_dist = 0;
uint_maybe32_t profile_len = 0;
uint_maybe32_t profile_pointIsLeftOfRay = 0;
uint_maybe32_t profile_castRaySquare = 0;
uint_maybe32_t profile_castRayMultiHit = 0;
uint_maybe32_t profile_castRay = 0;
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uint16_t profile_normalize = 0;
uint16_t profile_vectorsAngleCos = 0;
#define profileCall(c) profile_##c += 1
#define printProfile() {\
printf("profile:\n");\
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printf(" sqrtInt: %d\n",profile_sqrtInt);\
printf(" clamp: %d\n",profile_clamp);\
printf(" cosInt: %d\n",profile_cosInt);\
printf(" angleToDirection: %d\n",profile_angleToDirection);\
printf(" dist: %d\n",profile_dist);\
printf(" len: %d\n",profile_len);\
printf(" pointIsLeftOfRay: %d\n",profile_pointIsLeftOfRay);\
printf(" castRaySquare: %d\n",profile_castRaySquare);\
printf(" castRayMultiHit : %d\n",profile_castRayMultiHit);\
printf(" castRay: %d\n",profile_castRay);\
printf(" normalize: %d\n",profile_normalize);\
printf(" vectorsAngleCos: %d\n",profile_vectorsAngleCos); }
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#else
#define profileCall(c)
#endif
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Unit clamp(Unit value, Unit valueMin, Unit valueMax)
{
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profileCall(clamp);
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if (value < valueMin)
return valueMin;
if (value > valueMax)
return valueMax;
return value;
}
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inline Unit absVal(Unit value)
{
return value < 0 ? -1 * value : value;
}
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/// Performs division, rounding down, NOT towards zero.
inline Unit divRoundDown(Unit value, Unit divisor)
{
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return value / divisor - ( (value < 0) ? 1 : 0);
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}
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// Bhaskara's cosine approximation formula
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#define trigHelper(x) (((Unit) UNITS_PER_SQUARE) *\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 + (x) * (x)))
Unit cosInt(Unit input)
{
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profileCall(cosInt);
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// TODO: could be optimized with LUT
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input = input % UNITS_PER_SQUARE;
if (input < 0)
input = UNITS_PER_SQUARE + input;
if (input < UNITS_PER_SQUARE / 4)
return trigHelper(input);
else if (input < UNITS_PER_SQUARE / 2)
return -1 * trigHelper(UNITS_PER_SQUARE / 2 - input);
else if (input < 3 * UNITS_PER_SQUARE / 4)
return -1 * trigHelper(input - UNITS_PER_SQUARE / 2);
else
return trigHelper(UNITS_PER_SQUARE - input);
}
#undef trigHelper
Unit sinInt(Unit input)
{
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return cosInt(input - UNITS_PER_SQUARE / 4);
}
Vector2D angleToDirection(Unit angle)
{
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profileCall(angleToDirection);
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Vector2D result;
result.x = cosInt(angle);
result.y = -1 * sinInt(angle);
return result;
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}
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uint16_t sqrtInt(uint_maybe32_t value)
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{
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profileCall(sqrtInt);
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uint_maybe32_t result = 0;
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uint_maybe32_t a = value;
#ifdef RAYCAST_TINY
uint_maybe32_t b = 1u << 14;
#else
uint_maybe32_t b = 1u << 30;
#endif
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while (b > a)
b >>= 2;
while (b != 0)
{
if (a >= result + b)
{
a -= result + b;
result = result + 2 * b;
}
b >>= 2;
result >>= 1;
}
return result;
}
Unit dist(Vector2D p1, Vector2D p2)
{
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profileCall(dist);
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int_maybe32_t dx = p2.x - p1.x;
int_maybe32_t dy = p2.y - p1.y;
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dx = dx * dx;
dy = dy * dy;
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return sqrtInt((uint_maybe32_t) (dx + dy));
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}
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Unit len(Vector2D v)
{
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profileCall(len);
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v.x *= v.x;
v.y *= v.y;
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return sqrtInt(((uint_maybe32_t) v.x) + ((uint_maybe32_t) v.y));
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}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
{
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profileCall(pointIsLeftOfRay);
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Unit dX = point.x - ray.start.x;
Unit dY = point.y - ray.start.y;
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return (ray.direction.x * dY - ray.direction.y * dX) > 0;
// ^ Z component of cross-product
}
/**
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Casts a ray within a single square, to collide with the square borders.
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*/
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void castRaySquare(Ray localRay, Vector2D *nextCellOff, Vector2D *collOff)
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{
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profileCall(castRaySquare);
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nextCellOff->x = 0;
nextCellOff->y = 0;
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Ray criticalLine = localRay;
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#define helper(c1,c2,n)\
{\
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nextCellOff->c1 = n;\
collOff->c1 = criticalLine.start.c1 - localRay.start.c1;\
collOff->c2 = \
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(((int_maybe32_t) collOff->c1) * localRay.direction.c2) /\
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((localRay.direction.c1 == 0) ? 1 : localRay.direction.c1);\
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}
#define helper2(n1,n2,c)\
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if (pointIsLeftOfRay(localRay.start,criticalLine) == c)\
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helper(y,x,n1)\
else\
helper(x,y,n2)
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if (localRay.direction.x > 0)
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{
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criticalLine.start.x = UNITS_PER_SQUARE - 1;
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if (localRay.direction.y > 0)
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{
// top right
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criticalLine.start.y = UNITS_PER_SQUARE - 1;
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helper2(1,1,1)
}
else
{
// bottom right
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criticalLine.start.y = 0;
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helper2(-1,1,0)
}
}
else
{
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criticalLine.start.x = 0;
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if (localRay.direction.y > 0)
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{
// top left
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criticalLine.start.y = UNITS_PER_SQUARE - 1;
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helper2(1,-1,0)
}
else
{
// bottom left
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criticalLine.start.y = 0;
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helper2(-1,-1,1)
}
}
#undef helper2
#undef helper
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collOff->x += nextCellOff->x;
collOff->y += nextCellOff->y;
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}
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints)
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{
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profileCall(castRayMultiHit);
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Vector2D initialPos = ray.start;
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Vector2D currentPos = ray.start;
Vector2D currentSquare;
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currentSquare.x = divRoundDown(ray.start.x, UNITS_PER_SQUARE);
currentSquare.y = divRoundDown(ray.start.y,UNITS_PER_SQUARE);
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*hitResultsLen = 0;
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int16_t squareType = arrayFunc(currentSquare.x,currentSquare.y);
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Vector2D no, co; // next cell offset, collision offset
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no.x = 0; // just to supress a warning
no.y = 0;
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for (uint16_t i = 0; i < constraints.maxSteps; ++i)
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{
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int16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
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if (currentType != squareType)
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{
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// collision
HitResult h;
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h.position = currentPos;
h.square = currentSquare;
h.distance = dist(initialPos,currentPos);
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if (no.y > 0)
h.direction = 0;
else if (no.x > 0)
h.direction = 1;
else if (no.y < 0)
h.direction = 2;
else
h.direction = 3;
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hitResults[*hitResultsLen] = h;
*hitResultsLen += 1;
squareType = currentType;
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if (*hitResultsLen >= constraints.maxHits)
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break;
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}
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ray.start.x = currentPos.x < 0 ?
(UNITS_PER_SQUARE + currentPos.x % UNITS_PER_SQUARE - 1) :
(currentPos.x % UNITS_PER_SQUARE);
ray.start.y = currentPos.y < 0 ?
(UNITS_PER_SQUARE + currentPos.y % UNITS_PER_SQUARE - 1) :
(currentPos.y % UNITS_PER_SQUARE);
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castRaySquare(ray,&no,&co);
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currentSquare.x += no.x;
currentSquare.y += no.y;
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// offset into the next cell
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currentPos.x += co.x;
currentPos.y += co.y;
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}
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}
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HitResult castRay(Ray ray, ArrayFunction arrayFunc)
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{
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profileCall(castRay);
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HitResult result;
uint16_t len;
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RayConstraints c;
c.maxSteps = 1000;
c.maxHits = 1;
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castRayMultiHit(ray,arrayFunc,&result,&len,c);
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if (len == 0)
result.distance = -1;
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return result;
}
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
ColumnFunction columnFunc, RayConstraints constraints)
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{
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uint16_t fovHalf = cam.fovAngle / 2;
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Vector2D dir1 = angleToDirection(cam.direction - fovHalf);
Vector2D dir2 = angleToDirection(cam.direction + fovHalf);
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Unit dX = dir2.x - dir1.x;
Unit dY = dir2.y - dir1.y;
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HitResult hits[constraints.maxHits];
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Ray rays[constraints.maxHits];
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uint16_t hitCount;
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Ray r;
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r.start = cam.position;
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for (uint16_t i = 0; i < cam.resolution.x; ++i)
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{
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r.direction.x = dir1.x + (dX * i) / cam.resolution.x;
r.direction.y = dir1.y + (dY * i) / cam.resolution.x;
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castRayMultiHit(r,arrayFunc,hits,&hitCount,constraints);
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columnFunc(hits,hitCount,i,r);
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}
}
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PixelFunction _pixelFunction = 0;
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ArrayFunction _arrayFunction = 0;
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Camera _camera;
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Unit _floorDepthStep = 0;
Unit _startHeight = 0;
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int_maybe32_t _camResYLimit = 0;
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Unit _middleRow = 0;
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void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
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int_maybe32_t y = _camResYLimit; // screen y (for floor), will only go up
int_maybe32_t y2 = 0; // screen y (for ceil), will only fo down
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Unit worldZPrev = _startHeight;
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Unit worldZPrevCeil = UNITS_PER_SQUARE * 5 - _startHeight - 2 * _camera.height;
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PixelInfo p;
p.position.x = x;
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#define VERTICAL_DEPTH_MULTIPLY 2
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// we'll be simulatenously drawing the floor and the ceiling now
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for (uint_maybe32_t j = 0; j < hitCount; ++j)
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{
HitResult hit = hits[j];
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/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
possibly be computed more efficiently by not computing Euclidean
distance at all, but rather compute the distance of the collision
point from the projection plane (line). */
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Unit dist = // adjusted distance
(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
ray.direction)) / UNITS_PER_SQUARE;
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dist = dist == 0 ? 1 : dist; // prevent division by zero
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Unit wallHeight = _arrayFunction(hit.square.x,hit.square.y);
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Unit worldZ2 = wallHeight - _camera.height;
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Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
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Unit z1Screen = _middleRow - perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z1Screen = clamp(z1Screen,0,_camResYLimit);
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Unit z1ScreenCeil = _middleRow - perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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Unit z2Screen = _middleRow - perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z2Screen = clamp(z2Screen,0,_camResYLimit);
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Unit z2ScreenCeil = _middleRow - perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
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Unit zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
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Unit zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
z1ScreenCeil : z2ScreenCeil;
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if (zTop <= zBottomCeil)
zBottomCeil = zTop; // walls on ceiling and floor met
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// draw floor until wall
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p.isWall = 0;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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for (int_maybe32_t i = y; i > z1Screen; --i)
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{
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p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
}
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// draw ceiling until wall
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
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for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
{
p.position.y = i;
p.depth = i * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
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// draw wall
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p.isWall = 1;
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p.depth = dist;
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for (int_maybe32_t i = z1Screen < y ? z1Screen : y; i > z2Screen; --i)
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{
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p.position.y = i;
p.hit = hit;
_pixelFunction(p);
}
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// draw ceiling wall
for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2;
i < z2ScreenCeil; ++i)
{
p.position.y = i;
p.hit = hit;
_pixelFunction(p);
}
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y = y > zTop ? zTop : y;
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worldZPrev = worldZ2;
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y2 = y2 < zBottomCeil ? zBottomCeil : y2;
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worldZPrevCeil = worldZ2Ceil;
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if (y <= y2)
break; // walls on ceiling and floor met
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}
// draw floor until horizon
p.isWall = 0;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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Unit horizon = y2 < _middleRow ? _middleRow : y2;
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for (int_maybe32_t i = y; i >= horizon; --i)
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{
p.position.y = i;
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p.depth = (_camera.resolution.y - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
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// draw ceiling until horizon
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
horizon = y > _middleRow ? _middleRow : y;
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for (int_maybe32_t i = y2; i < horizon; ++i)
{
p.position.y = i;
p.depth = i * _floorDepthStep + ceilCameraDiff;
_pixelFunction(p);
}
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#undef VERTICAL_DEPTH_MULTIPLY
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}
void render(Camera cam, ArrayFunction arrayFunc, PixelFunction pixelFunc,
RayConstraints constraints)
{
_pixelFunction = pixelFunc;
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_arrayFunction = arrayFunc;
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
_middleRow = cam.resolution.y / 2;
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_startHeight = arrayFunc(
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divRoundDown(cam.position.x,UNITS_PER_SQUARE),
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
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// TODO
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_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
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castRaysMultiHit(cam,arrayFunc,_columnFunction,constraints);
}
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Vector2D normalize(Vector2D v)
{
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profileCall(normalize);
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Vector2D result;
Unit l = len(v);
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l = l == 0 ? 1 : l;
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result.x = (v.x * UNITS_PER_SQUARE) / l;
result.y = (v.y * UNITS_PER_SQUARE) / l;
return result;
}
Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
{
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profileCall(vectorsAngleCos);
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v1 = normalize(v1);
v2 = normalize(v2);
return (v1.x * v2.x + v1.y * v2.y) / UNITS_PER_SQUARE;
}
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Unit degreesToUnitsAngle(int16_t degrees)
{
return (degrees * UNITS_PER_SQUARE) / 360;
}
Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov)
{
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return (originalSize * UNITS_PER_SQUARE) / distance;
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distance *= fov;
distance = distance == 0 ? 1 : distance; // prevent division by zero
return originalSize / distance;
}
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#endif