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Add hit direction

This commit is contained in:
Miloslav Číž 2018-08-30 14:44:14 +02:00
parent f58e9035da
commit 01517bd1df

View file

@ -60,6 +60,7 @@ typedef struct
no collision happened. */
Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
coordinate. */
uint8_t direction; ///< Direction of hit.
} HitResult;
/**
@ -93,6 +94,7 @@ Unit cosInt(Unit input);
Unit sinInt(Unit input);
uint16_t sqrtInt(uint32_t value);
Unit dist(Vector2D p1, Vector2D p2);
Unit len(Vector2D v);
/**
Converts an angle in whole degrees to an angle in Units that this library
@ -202,6 +204,14 @@ Unit dist(Vector2D p1, Vector2D p2)
return sqrtInt(((uint32_t) dx) + ((uint32_t) dy));
}
Unit len(Vector2D v)
{
v.x *= v.x;
v.y *= v.y;
return sqrtInt(((uint32_t) v.x) + ((uint32_t) v.y));
}
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
{
int dX = point.x - ray.start.x;
@ -291,6 +301,8 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
int16_t squareType = arrayFunc(currentSquare.x,currentSquare.y);
Vector2D no, co; // next cell offset, collision offset
for (uint16_t i = 0; i < maxSteps; ++i)
{
int16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
@ -305,6 +317,15 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
h.square = currentSquare;
h.distance = dist(initialPos,currentPos);
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;
hitResults[*hitResultsLen] = h;
*hitResultsLen += 1;
@ -318,8 +339,6 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
ray.start.x = currentPos.x % UNITS_PER_SQUARE;
ray.start.y = currentPos.y % UNITS_PER_SQUARE;
Vector2D no, co;
castRaySquare(ray,&no,&co);
currentSquare.x += no.x;