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https://git.coom.tech/drummyfish/raycastlib.git
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Improve movement
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parent
04b9c42e0a
commit
1607d8bb16
1 changed files with 40 additions and 14 deletions
54
raycastlib.h
54
raycastlib.h
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@ -961,7 +961,7 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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{
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// TODO: have the cam coll parameters precomputed as macros? => faster
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Vector2D corner; // we're only interested in the corner of the BBox
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
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int16_t xDir = planeOffset.x > 0 ? 1 : (planeOffset.x < 0 ? -1 : 0);
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@ -982,33 +982,59 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit bottomLimit = camera->height - camera->collisionHeightBelow;
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Unit topLimit = camera->height + camera->collisionHeightAbove;
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int8_t xCollides;
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int8_t yCollides;
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#define collideHelper(dir,s1,s2)\
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if (dir##Square != dir##SquareNew)\
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#define collCheck(dir,s1,s2)\
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{\
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Unit height = floorHeightFunc(xSquare##s1,ySquare##s2);\
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Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
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dir##Collides = true;\
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else if (ceilingHeightFunc != 0)\
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{\
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height = ceilingHeightFunc(xSquare##s1,ySquare##s2);\
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height = ceilingHeightFunc(s1,s2);\
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if (height < topLimit)\
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dir##Collides = true;\
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}\
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}\
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else\
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dir##Collides = false;\
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\
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#define collCheckOrtho(dir,dir2,s1,s2)\
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if (dir##SquareNew != dir##Square)\
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collCheck(dir,s1,s2)\
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if (!dir##Collides)\
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{\
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int16_t dir2##Square2 = divRoundDown(corner.dir2 - dir2##Dir *\
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camera->collisionRadius,UNITS_PER_SQUARE);\
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if (dir2##Square2 != dir2##Square)\
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collCheck(dir,dir2##Square2,dir##SquareNew)\
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}
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int8_t xCollides = false;
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collCheckOrtho(x,y,xSquareNew,ySquare)
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int8_t yCollides = false;
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collCheckOrtho(y,x,xSquare,ySquareNew)
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#define collHandle(dir)\
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if (dir##Collides)\
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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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collideHelper(x,New,)
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collideHelper(y,,New)
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collHandle(x)
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collHandle(y)
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#undef collideHelper
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if (!xCollides && !yCollides) /* if collision happend by now, corner
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collision can't happen */
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{
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if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
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{
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int8_t xyCollides = false;
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collCheck(xy,xSquareNew,ySquareNew)
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if (xyCollides)
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cornerNew = corner;
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}
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}
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#undef collCheck
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#undef collHandle
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camera->position.x = cornerNew.x - xDir * camera->collisionRadius;
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camera->position.y = cornerNew.y - yDir * camera->collisionRadius;
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