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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 <stdint.h>
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#ifndef RAYCAST_TINY
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#define UNITS_PER_SQUARE 1024 ///< N. of Units in a side of a spatial square.
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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#define UNIT_INFINITY 2147483647;
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typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
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#else
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#define UNITS_PER_SQUARE 64
typedef int16_t Unit;
#define UNIT_INFINITY 32767;
typedef int16_t int_maybe32_t;
typedef uint16_t uint_maybe32_t;
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#endif
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#ifndef VERTICAL_FOV
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#define VERTICAL_FOV (UNITS_PER_SQUARE / 2)
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#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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#define logPixelInfo(p){\
printf("pixel:\n");\
printf(" position: ");\
logVector2D(p.position);\
printf(" depth: %d\n", p.depth);\
printf(" wall: %d\n", p.isWall);\
printf(" textCoordY: %d\n", p.textureCoordY);\
printf(" hit: ");\
logHitResult(p.hit);\
}\
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/// Position in 2D space.
typedef struct
{
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Unit y;
Unit x;
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} Vector2D;
typedef struct
{
Vector2D start;
Vector2D direction;
} Ray;
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typedef struct
{
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Vector2D square; ///< Collided square coordinates.
Vector2D position; ///< Exact collision position in Units.
Unit distance; /**< Euclidean distance to the hit position, or -1 if
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no collision happened. */
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Unit textureCoord; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
Unit type; ///< Integer identifying type of square.
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uint8_t direction; ///< Direction of hit.
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} HitResult;
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// TODO: things like FOV could be constants to make them precomp. and faster?
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typedef struct
{
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Vector2D position;
Unit direction;
Vector2D resolution;
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int16_t shear; /* Shear offset in pixels (0 => no shear), can simulate
looking up/down. */
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Unit fovAngle;
Unit height;
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Unit collisionRadius;
Unit collisionHeightBelow;
Unit collisionHeightAbove;
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Unit collisionStepHeight;
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} Camera;
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/**
Holds an information about a single rendered pixel (for a pixel function
that works as a fragment shader.
*/
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typedef struct
{
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Vector2D position; ///< On-screen position.
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int8_t isWall; ///< Whether the pixel is a wall or a floor/ceiling.
int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
Unit textureCoordY; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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} PixelInfo;
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typedef struct
{
uint16_t maxHits;
uint16_t maxSteps;
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uint8_t computeTextureCoords; ///< Turns texture coords on/off.
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} RayConstraints;
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/**
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Function used to retrieve some information about cells of the rendered scene.
It should return a characteristic of given square as an integer (e.g. square
height, texture index, ...) - between squares that return different numbers
there is considered to be a collision.
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*/
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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.
@return The first collision result.
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*/
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HitResult castRay(Ray ray, ArrayFunction arrayFunc);
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/**
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Maps a single point in the world to the screen (2D position + depth).
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*/
PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera);
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/**
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Casts a single ray and returns a list of collisions.
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*/
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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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/**
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Converts an angle in whole degrees to an angle in Units that this library
uses.
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*/
Unit degreesToUnitsAngle(int16_t degrees);
///< Computes the change in size of an object due to perspective.
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Unit perspectiveScale(Unit originalSize, Unit distance);
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/**
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Casts rays for given camera view and for each hit calls a user provided
function.
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*/
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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ArrayFunction typeFunction, ColumnFunction columnFunc,
RayConstraints constraints);
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/**
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Using provided functions, renders a complete complex camera view.
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@param cam camera whose view to render
@param floorHeightFunc function that returns floor height (in Units)
@param ceilingHeightFunc same as floorHeightFunc but for ceiling, can also be
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0 (no ceiling will be rendered)
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@param typeFunction function that says a type of square (e.g. its texture
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index), can be 0 (no type in hit result)
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@param pixelFunc callback function to draw a single pixel on screen
@param constraints constraints for each cast ray
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*/
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void render(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
Unit heightOffset, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc);
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//=============================================================================
// privates
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#ifdef RAYCASTLIB_PROFILE
// function call counters for profiling
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uint32_t profile_sqrtInt = 0;
uint32_t profile_clamp = 0;
uint32_t profile_cosInt = 0;
uint32_t profile_angleToDirection = 0;
uint32_t profile_dist = 0;
uint32_t profile_len = 0;
uint32_t profile_pointIsLeftOfRay = 0;
uint32_t profile_castRaySquare = 0;
uint32_t profile_castRayMultiHit = 0;
uint32_t profile_castRay = 0;
uint32_t profile_absVal = 0;
uint32_t profile_normalize = 0;
uint32_t profile_vectorsAngleCos = 0;
uint32_t profile_perspectiveScale = 0;
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uint32_t profile_wrap = 0;
uint32_t profile_divRoundDown = 0;
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#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);\
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printf(" vectorsAngleCos: %d\n",profile_vectorsAngleCos);\
printf(" absVal: %d\n",profile_absVal);\
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printf(" perspectiveScale: %d\n",profile_perspectiveScale);\
printf(" wrap: %d\n",profile_wrap);\
printf(" divRoundDown: %d\n",profile_divRoundDown); }
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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)
{
if (value <= valueMax)
return value;
else
return valueMax;
}
else
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return valueMin;
}
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inline Unit absVal(Unit value)
{
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profileCall(absVal);
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return value >= 0 ? value: -1 * value;
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}
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/// Like mod, but behaves differently for negative values.
inline Unit wrap(Unit value, Unit mod)
{
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profileCall(wrap);
return value >= 0 ? (value % mod) : (mod + (value % mod) - 1);
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}
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/// Performs division, rounding down, NOT towards zero.
inline Unit divRoundDown(Unit value, Unit divisor)
{
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profileCall(divRoundDown);
return value / divisor - ((value >= 0) ? 0 : 1);
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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 = wrap(input,UNITS_PER_SQUARE);
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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;
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#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, ArrayFunction typeFunc,
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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Unit 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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co.x = 0;
co.y = 0;
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for (uint16_t i = 0; i < constraints.maxSteps; ++i)
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{
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Unit 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 (typeFunc != 0)
h.type = typeFunc(currentSquare.x,currentSquare.y);
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if (no.y > 0)
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{
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h.direction = 0;
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h.textureCoord = constraints.computeTextureCoords ?
wrap(currentPos.x,UNITS_PER_SQUARE) : 0;
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}
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else if (no.x > 0)
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{
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h.direction = 1;
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h.textureCoord = constraints.computeTextureCoords ?
wrap(UNITS_PER_SQUARE - currentPos.y,UNITS_PER_SQUARE) : 0;
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}
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else if (no.y < 0)
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{
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h.direction = 2;
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h.textureCoord = constraints.computeTextureCoords ?
wrap(UNITS_PER_SQUARE - currentPos.x,UNITS_PER_SQUARE) : 0;
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}
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else
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{
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h.direction = 3;
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h.textureCoord = constraints.computeTextureCoords ?
wrap(currentPos.y,UNITS_PER_SQUARE) : 0;
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}
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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 = wrap(currentPos.x,UNITS_PER_SQUARE);
ray.start.y = wrap(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,0,&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,
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ArrayFunction typeFunction, 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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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,typeFunction,hits,&hitCount,constraints);
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columnFunc(hits,hitCount,i,r);
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}
}
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// global helper variables, for precomputing stuff etc.
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PixelFunction _pixelFunction = 0;
Camera _camera;
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Unit _floorDepthStep = 0;
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Unit _startFloorHeight = 0;
Unit _startCeilHeight = 0;
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int_maybe32_t _camResYLimit = 0;
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Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
ArrayFunction _ceilFunction = 0;
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uint8_t _computeTextureCoords = 0;
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/**
Helper function that determines intersection with both ceiling and floor.
*/
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Unit _floorCeilFunction(int16_t x, int16_t y)
{
// TODO: adjust also for RAYCAST_TINY
Unit f = _floorFunction(x,y);
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Unit c = _ceilFunction != 0 ? _ceilFunction(x,y) : 0;
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return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
}
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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 = _startFloorHeight;
Unit worldZPrevCeil = _startCeilHeight;
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PixelInfo p;
p.position.x = x;
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Unit fogStartYBottom;
Unit fogStartYTop;
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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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2018-09-01 07:27:17 +02:00
/* 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 halfResY = _camera.resolution.y / 2;
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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 = _floorFunction(hit.square.x,hit.square.y);
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Unit wallHeightCeil = _ceilFunction != 0 ?
_ceilFunction(hit.square.x,hit.square.y) : 0;
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Unit worldZ2 = wallHeight - _camera.height;
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Unit worldZ2Ceil = wallHeightCeil - _camera.height;
2018-08-31 19:01:36 +02:00
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int_maybe32_t z1Screen = _middleRow - perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t z1ScreenNoClamp = z1Screen;
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z1Screen = clamp(z1Screen,0,_camResYLimit);
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z1Screen = z1Screen > y2 ? z1Screen : y2;
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int_maybe32_t z1ScreenCeil = _middleRow - perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t z1ScreenCeilNoClamp = z1ScreenCeil;
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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z1ScreenCeil = z1ScreenCeil < y ? z1ScreenCeil : y;
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int_maybe32_t z2Screen = _middleRow - perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
2018-09-01 08:17:01 +02:00
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int_maybe32_t wallScreenHeightNoClamp = z2Screen - z1ScreenNoClamp;
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wallScreenHeightNoClamp = wallScreenHeightNoClamp != 0 ?
wallScreenHeightNoClamp : 1;
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z2Screen = clamp(z2Screen,0,_camResYLimit);
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z2Screen = z2Screen > y2 ? z2Screen : y2;
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int_maybe32_t z2ScreenCeil = _middleRow - perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t wallScreenHeightCeilNoClamp =
z2ScreenCeil - z1ScreenCeilNoClamp;
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wallScreenHeightCeilNoClamp = wallScreenHeightCeilNoClamp != 0 ?
wallScreenHeightCeilNoClamp : 1;
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z2ScreenCeil = clamp(z2ScreenCeil,0,_camResYLimit);
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z2ScreenCeil = z2ScreenCeil < y ? z2ScreenCeil : y;
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2018-09-03 14:23:11 +02:00
int_maybe32_t zTop = z1Screen < z2Screen ? z1Screen : z2Screen;
2018-09-01 08:17:01 +02:00
2018-09-03 14:23:11 +02:00
int_maybe32_t zBottomCeil = z1ScreenCeil > z2ScreenCeil ?
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z1ScreenCeil : z2ScreenCeil;
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if (zTop <= zBottomCeil)
zBottomCeil = zTop; // walls on ceiling and floor met
2018-09-02 23:26:02 +02:00
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// draw floor until wall
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2018-09-01 08:17:01 +02:00
p.isWall = 0;
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p.isFloor = 1;
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2018-09-03 09:39:46 +02:00
Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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2018-09-07 20:31:30 +02:00
fogStartYBottom = _middleRow + halfResY;
fogStartYTop = _middleRow - halfResY;
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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 = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
}
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if (z1Screen < y)
y = z1Screen;
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// draw ceiling until wall
2018-09-02 23:26:02 +02:00
2018-09-05 19:08:38 +02:00
p.isFloor = 0;
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if (_ceilFunction != 0)
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{
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
for (int_maybe32_t i = y2; i < z1ScreenCeil; ++i)
{
p.position.y = i;
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p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
}
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}
2018-09-02 23:26:02 +02:00
2018-09-05 19:49:39 +02:00
if (z1ScreenCeil > y2)
y2 = z1ScreenCeil;
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// draw floor wall
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p.isWall = 1;
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p.depth = dist;
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p.isFloor = 1;
2018-09-01 08:17:01 +02:00
2018-09-05 07:07:12 +02:00
int_maybe32_t iTo = y2 < zTop ? zTop : y2;
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for (int_maybe32_t i = z1Screen < y ? z1Screen : y; i >= iTo; --i)
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{
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p.position.y = i;
p.hit = hit;
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if (_computeTextureCoords)
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p.textureCoordY = UNITS_PER_SQUARE - 1 -((i - z1ScreenNoClamp) *
2018-09-06 08:55:03 +02:00
UNITS_PER_SQUARE) / wallScreenHeightNoClamp;
2018-09-05 11:44:15 +02:00
2018-08-31 19:13:15 +02:00
_pixelFunction(p);
}
2018-09-01 09:46:19 +02:00
2018-09-03 08:14:36 +02:00
// draw ceiling wall
2018-09-05 19:08:38 +02:00
p.isFloor = 0;
2018-09-05 12:20:46 +02:00
if (_ceilFunction != 0)
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{
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iTo = y > zBottomCeil ? zBottomCeil : y;
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2018-09-05 18:38:53 +02:00
for (int_maybe32_t i = z1ScreenCeil > y2 ? z1ScreenCeil : y2; i <= iTo;
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++i)
{
p.position.y = i;
p.hit = hit;
2018-09-05 11:44:15 +02:00
2018-09-05 12:20:46 +02:00
if (_computeTextureCoords)
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p.textureCoordY = ((i - z1ScreenCeilNoClamp) *
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UNITS_PER_SQUARE) / wallScreenHeightCeilNoClamp;
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_pixelFunction(p);
}
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}
2018-09-02 23:26:02 +02:00
2018-09-01 09:55:35 +02:00
y = y > zTop ? zTop : y;
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worldZPrev = worldZ2;
2018-09-02 23:26:02 +02:00
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y2 = y2 < zBottomCeil ? zBottomCeil : y2;
worldZPrevCeil = worldZ2Ceil;
2018-09-02 23:26:02 +02:00
2018-09-03 08:14:36 +02:00
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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p.isFloor = 1;
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Unit floorCameraDiff = absVal(worldZPrev) * VERTICAL_DEPTH_MULTIPLY;
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Unit horizon = (y2 < _middleRow || _ceilFunction == 0) ? _middleRow : y2;
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for (int_maybe32_t i = y; i >= horizon + (horizon > y2 ? 0 : 1); --i)
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{
p.position.y = i;
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p.depth = (fogStartYBottom - i) * _floorDepthStep + floorCameraDiff;
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_pixelFunction(p);
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}
2018-09-02 23:26:02 +02:00
2018-09-03 08:14:36 +02:00
// draw ceiling until horizon
2018-09-02 23:26:02 +02:00
2018-09-05 12:20:46 +02:00
if (_ceilFunction != 0)
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{
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p.isFloor = 0;
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Unit ceilCameraDiff = absVal(worldZPrevCeil) * VERTICAL_DEPTH_MULTIPLY;
horizon = y > _middleRow ? _middleRow : y;
2018-09-03 08:14:36 +02:00
2018-09-05 12:20:46 +02:00
for (int_maybe32_t i = y2; i < horizon; ++i)
{
p.position.y = i;
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p.depth = (i - fogStartYTop) * _floorDepthStep + ceilCameraDiff;
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_pixelFunction(p);
}
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}
2018-09-02 23:26:02 +02:00
2018-09-03 09:39:46 +02:00
#undef VERTICAL_DEPTH_MULTIPLY
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}
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void render(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints)
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{
_pixelFunction = pixelFunc;
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_floorFunction = floorHeightFunc;
_ceilFunction = ceilingHeightFunc;
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_camera = cam;
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_camResYLimit = cam.resolution.y - 1;
_middleRow = cam.resolution.y / 2;
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_middleRow = _middleRow + cam.shear;
2018-09-07 20:31:30 +02:00
2018-09-05 11:44:15 +02:00
_computeTextureCoords = constraints.computeTextureCoords;
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2018-09-05 11:35:52 +02:00
_startFloorHeight = floorHeightFunc(
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
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_startCeilHeight =
ceilingHeightFunc != 0 ?
ceilingHeightFunc(
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height
: UNIT_INFINITY;
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// TODO
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_floorDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
2018-09-01 12:04:29 +02:00
2018-09-05 16:26:13 +02:00
castRaysMultiHit(cam,_floorCeilFunction,typeFunction,
_columnFunction,constraints);
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}
2018-08-30 18:31:08 +02:00
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 ? l : 1;
2018-09-02 13:58:46 +02:00
2018-08-30 18:31:08 +02:00
result.x = (v.x * UNITS_PER_SQUARE) / l;
result.y = (v.y * UNITS_PER_SQUARE) / l;
return result;
}
Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
{
2018-08-31 15:38:02 +02:00
profileCall(vectorsAngleCos);
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v1 = normalize(v1);
v2 = normalize(v2);
return (v1.x * v2.x + v1.y * v2.y) / UNITS_PER_SQUARE;
}
2018-09-04 11:42:27 +02:00
PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera)
{
// TODO: precompute some stuff that's constant in the frame
PixelInfo result;
Unit d = dist(worldPosition,camera.position);
Vector2D toPoint;
toPoint.x = worldPosition.x - camera.position.x;
toPoint.y = worldPosition.y - camera.position.y;
Vector2D cameraDir = angleToDirection(camera.direction);
result.depth = // adjusted distance
(d * vectorsAngleCos(cameraDir,toPoint)) / UNITS_PER_SQUARE;
result.position.y = camera.resolution.y / 2 -
(camera.resolution.y *
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perspectiveScale(height - camera.height,result.depth)) / UNITS_PER_SQUARE
+ camera.shear;
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Unit middleColumn = camera.resolution.x / 2;
Unit a = sqrtInt(d * d - result.depth * result.depth);
Ray r;
r.start = camera.position;
r.direction = cameraDir;
if (!pointIsLeftOfRay(worldPosition,r))
a *= -1;
Unit alpha = camera.fovAngle / 2;
Unit cos = cosInt(alpha);
Unit b =
(result.depth * sinInt(alpha)) / (cos == 0 ? 1 : cos); // sin/cos = tan
result.position.x = (a * middleColumn) / b;
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result.position.x = middleColumn - result.position.x;
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return result;
}
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Unit degreesToUnitsAngle(int16_t degrees)
{
return (degrees * UNITS_PER_SQUARE) / 360;
}
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Unit perspectiveScale(Unit originalSize, Unit distance)
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{
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profileCall(perspectiveScale);
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return distance != 0 ?
(originalSize * UNITS_PER_SQUARE) /
((VERTICAL_FOV * 2 * distance) / UNITS_PER_SQUARE)
: 0;
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}
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
Unit heightOffset, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc)
{
// TODO: have the cam coll parameters precomputed as macros? => faster
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
int16_t xDir = planeOffset.x > 0 ? 1 : (planeOffset.x < 0 ? -1 : 0);
int16_t yDir = planeOffset.y > 0 ? 1 : (planeOffset.y < 0 ? -1 : 0);
corner.x = camera->position.x + xDir * camera->collisionRadius;
corner.y = camera->position.y + yDir * camera->collisionRadius;
int16_t xSquare = divRoundDown(corner.x,UNITS_PER_SQUARE);
int16_t ySquare = divRoundDown(corner.y,UNITS_PER_SQUARE);
cornerNew.x = corner.x + planeOffset.x;
cornerNew.y = corner.y + planeOffset.y;
int16_t xSquareNew = divRoundDown(cornerNew.x,UNITS_PER_SQUARE);
int16_t ySquareNew = divRoundDown(cornerNew.y,UNITS_PER_SQUARE);
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Unit bottomLimit = camera->height - camera->collisionHeightBelow +
camera->collisionStepHeight;
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Unit topLimit = camera->height + camera->collisionHeightAbove;
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// checks a single square for collision against the camera
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#define collCheck(dir,s1,s2)\
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{\
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Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
dir##Collides = true;\
else if (ceilingHeightFunc != 0)\
{\
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height = ceilingHeightFunc(s1,s2);\
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if (height < topLimit)\
dir##Collides = true;\
}\
}\
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// check a collision against non-diagonal square
#define collCheckOrtho(dir,dir2,s1,s2,x)\
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if (dir##SquareNew != dir##Square)\
collCheck(dir,s1,s2)\
if (!dir##Collides)\
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{ /* now also check for coll on the neighbouring square */ \
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int16_t dir2##Square2 = divRoundDown(corner.dir2 - dir2##Dir *\
camera->collisionRadius,UNITS_PER_SQUARE);\
if (dir2##Square2 != dir2##Square)\
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{\
if (x)\
collCheck(dir,dir##SquareNew,dir2##Square2)\
else\
collCheck(dir,dir2##Square2,dir##SquareNew)\
}\
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}
int8_t xCollides = false;
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collCheckOrtho(x,y,xSquareNew,ySquare,1)
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int8_t yCollides = false;
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collCheckOrtho(y,x,xSquare,ySquareNew,0)
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#define collHandle(dir)\
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if (dir##Collides)\
cornerNew.dir = (dir##Square) * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2 +\
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dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
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collHandle(x)
collHandle(y)
if (!xCollides && !yCollides) /* if collision happend by now, corner
collision can't happen */
{
if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
{
int8_t xyCollides = false;
collCheck(xy,xSquareNew,ySquareNew)
if (xyCollides)
cornerNew = corner;
}
}
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#undef collCheck
#undef collHandle
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camera->position.x = cornerNew.x - xDir * camera->collisionRadius;
camera->position.y = cornerNew.y - yDir * camera->collisionRadius;
camera->height += heightOffset;
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
ySquareNew = divRoundDown(camera->position.y,UNITS_PER_SQUARE);
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Unit floorHeightNew = floorHeightFunc(xSquareNew,ySquareNew);
Unit ceilingHeightNew = ceilingHeightFunc != 0 ?
ceilingHeightFunc(xSquareNew,ySquareNew) : UNIT_INFINITY;
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camera->height = clamp(camera->height,
floorHeightNew + camera->collisionHeightBelow,
ceilingHeightNew - camera->collisionHeightAbove);
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}
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#endif