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raycastlib/raycastlib.h

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#ifndef RAYCASTLIB_H
#define RAYCASTLIB_H
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#include <stdint.h>
/**
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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*/
#define UNITS_PER_SQUARE 1024
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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. */
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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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int32_t y;
int32_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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/**
Casts a single ray and returns the first collision result.
@param Ray Ray to be cast.
@param arrayFunc Function that for x and y array coordinates (in squares, NOT
Units) returns a type of square (just a number) - transition
between two squares of different types (values) is considered
a collision).
@param maxSteps Maximum number of steps (in squares) to trace the ray.
@return The first collision result.
*/
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/**
Like castRaysMultiHit but only returns the first hit.
*/
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HitResult castRay(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
uint16_t maxSteps);
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/**
Casts a single ray and returns a list of collisions.
*/
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void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t x, int16_t y),
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uint16_t maxSteps, HitResult *hitResults, uint16_t *hitResultsLen,
uint16_t maxHits);
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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(uint32_t value);
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.
*/
void castRaysMultiHit(
Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
int16_t (*arrayFunc)(int16_t x, int16_t y),
void (*hitFunc)(uint16_t pos, HitResult hit, uint16_t hitNo, Ray r),
uint16_t maxHits, uint16_t maxSteps);
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//=============================================================================
// privates
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Unit clamp(Unit value, Unit valueMin, Unit valueMax)
{
if (value < valueMin)
return valueMin;
if (value > valueMax)
return valueMax;
return value;
}
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// Bhaskara's cosine approximation formula
#define trigHelper(x) (UNITS_PER_SQUARE *\
(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)
{
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)
{
Vector2D result;
result.x = cosInt(angle);
result.y = -1 * sinInt(angle);
return result;
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}
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uint16_t sqrtInt(uint32_t value)
{
uint32_t result = 0;
uint32_t a = value;
uint32_t b = 1u << 30;
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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int32_t dx = p2.x - p1.x;
int32_t dy = p2.y - p1.y;
dx = dx * dx;
dy = dy * dy;
return sqrtInt(((uint32_t) dx) + ((uint32_t) dy));
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}
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Unit len(Vector2D v)
{
v.x *= v.x;
v.y *= v.y;
return sqrtInt(((uint32_t) v.x) + ((uint32_t) v.y));
}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
{
int dX = point.x - ray.start.x;
int dY = point.y - ray.start.y;
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 *nextCellOffset,
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Vector2D *collisionPointOffset)
{
nextCellOffset->x = 0;
nextCellOffset->y = 0;
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Ray criticalLine = localRay;
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#define helper(c1,c2,n)\
{\
nextCellOffset->c1 = n;\
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collisionPointOffset->c1 = criticalLine.start.c1 - localRay.start.c1;\
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collisionPointOffset->c2 = \
(((int32_t) collisionPointOffset->c1) * localRay.direction.c2) /\
((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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collisionPointOffset->x += nextCellOffset->x;
collisionPointOffset->y += nextCellOffset->y;
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}
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void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
uint16_t maxSteps, HitResult *hitResults, uint16_t *hitResultsLen,
uint16_t maxHits)
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{
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Vector2D initialPos = ray.start;
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Vector2D currentPos = ray.start;
Vector2D currentSquare;
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currentSquare.x = ray.start.x / UNITS_PER_SQUARE;
currentSquare.y = ray.start.y / UNITS_PER_SQUARE;
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*hitResultsLen = 0;
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int_fast16_t squareType = arrayFunc(currentSquare.x,currentSquare.y);
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Vector2D no, co; // next cell offset, collision offset
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for (uint_fast16_t i = 0; i < maxSteps; ++i)
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{
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int_fast16_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;
if (*hitResultsLen >= maxHits)
break;
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}
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ray.start.x = currentPos.x % UNITS_PER_SQUARE;
ray.start.y = 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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}
HitResult castRay(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
uint16_t maxSteps)
{
HitResult result;
uint16_t len;
castRayMultiHit(ray,arrayFunc,maxSteps,&result,&len,1);
if (len == 0)
result.distance = -1;
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return result;
}
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void castRaysMultiHit(
Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
int16_t (*arrayFunc)(int16_t x, int16_t y),
void (*hitFunc)(uint16_t pos, HitResult hit, uint16_t hitNo, Ray r),
uint16_t maxHits, uint16_t maxSteps)
{
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uint_fast16_t fovHalf = fovAngle / 2;
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Vector2D dir1 = angleToDirection(directionAngle - fovHalf);
Vector2D dir2 = angleToDirection(directionAngle + fovHalf);
Unit dX = dir2.x - dir1.x;
Unit dY = dir2.y - dir1.y;
HitResult hits[maxHits];
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uint_fast16_t hitCount;
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Ray r;
r.start = position;
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for (uint_fast8_t i = 0; i < resolution; ++i)
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{
r.direction.x = dir1.x + (dX * i) / resolution;
r.direction.y = dir1.y + (dY * i) / resolution;
castRayMultiHit(r,arrayFunc,maxSteps,hits,&hitCount,maxHits);
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for (uint_fast8_t j = 0; j < hitCount; ++j)
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hitFunc(i,hits[j],j,r);
}
}
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Vector2D normalize(Vector2D v)
{
Vector2D result;
Unit l = len(v);
result.x = (v.x * UNITS_PER_SQUARE) / l;
result.y = (v.y * UNITS_PER_SQUARE) / l;
return result;
}
Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
{
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)
{
distance *= fov;
distance = distance == 0 ? 1 : distance; // prevent division by zero
return originalSize / distance;
}
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#endif