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Add hit direction
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f58e9035da
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1 changed files with 21 additions and 2 deletions
23
raycastlib.h
23
raycastlib.h
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@ -60,6 +60,7 @@ typedef struct
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no collision happened. */
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Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
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coordinate. */
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uint8_t direction; ///< Direction of hit.
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} HitResult;
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/**
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@ -93,6 +94,7 @@ Unit cosInt(Unit input);
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Unit sinInt(Unit input);
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uint16_t sqrtInt(uint32_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
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@ -202,6 +204,14 @@ Unit dist(Vector2D p1, Vector2D p2)
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return sqrtInt(((uint32_t) dx) + ((uint32_t) dy));
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}
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Unit len(Vector2D v)
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{
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v.x *= v.x;
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v.y *= v.y;
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return sqrtInt(((uint32_t) v.x) + ((uint32_t) v.y));
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}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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{
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int dX = point.x - ray.start.x;
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@ -291,6 +301,8 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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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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for (uint16_t i = 0; i < maxSteps; ++i)
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{
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int16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
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@ -305,6 +317,15 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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h.square = currentSquare;
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h.distance = dist(initialPos,currentPos);
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if (no.y > 0)
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h.direction = 0;
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else if (no.x > 0)
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h.direction = 1;
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else if (no.y < 0)
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h.direction = 2;
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else
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h.direction = 3;
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hitResults[*hitResultsLen] = h;
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*hitResultsLen += 1;
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@ -318,8 +339,6 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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ray.start.x = currentPos.x % UNITS_PER_SQUARE;
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ray.start.y = currentPos.y % UNITS_PER_SQUARE;
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Vector2D no, co;
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castRaySquare(ray,&no,&co);
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currentSquare.x += no.x;
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