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Add mapping function
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54
raycastlib.h
54
raycastlib.h
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@ -126,6 +126,11 @@ typedef void
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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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*/
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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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@ -753,6 +758,52 @@ Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
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return (v1.x * v2.x + v1.y * v2.y) / UNITS_PER_SQUARE;
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}
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PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera)
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{
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// TODO: precompute some stuff that's constant in the frame
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PixelInfo result;
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Unit d = dist(worldPosition,camera.position);
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Vector2D toPoint;
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toPoint.x = worldPosition.x - camera.position.x;
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toPoint.y = worldPosition.y - camera.position.y;
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Vector2D cameraDir = angleToDirection(camera.direction);
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result.depth = // adjusted distance
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(d * vectorsAngleCos(cameraDir,toPoint)) / UNITS_PER_SQUARE;
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result.position.y = camera.resolution.y / 2 -
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(camera.resolution.y *
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perspectiveScale(height - camera.height,result.depth)) / UNITS_PER_SQUARE;
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Unit middleColumn = camera.resolution.x / 2;
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Unit a = sqrtInt(d * d - result.depth * result.depth);
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Ray r;
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r.start = camera.position;
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r.direction = cameraDir;
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if (!pointIsLeftOfRay(worldPosition,r))
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a *= -1;
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Unit alpha = camera.fovAngle / 2;
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Unit cos = cosInt(alpha);
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Unit b =
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(result.depth * sinInt(alpha)) / (cos == 0 ? 1 : cos); // sin/cos = tan
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result.position.x = (a * middleColumn) / b;
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result.position.x = 2 * (middleColumn - result.position.x);
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return result;
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}
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Unit degreesToUnitsAngle(int16_t degrees)
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{
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return (degrees * UNITS_PER_SQUARE) / 360;
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@ -760,6 +811,9 @@ Unit degreesToUnitsAngle(int16_t degrees)
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Unit perspectiveScale(Unit originalSize, Unit distance)
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{
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if (distance == 0)
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return 0;
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return (originalSize * UNITS_PER_SQUARE) /
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((VERTICAL_FOV * 2 * distance) / UNITS_PER_SQUARE);
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// ^ approximation of tan function
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