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Add vertical FOV
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4172f44731
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1 changed files with 13 additions and 14 deletions
27
raycastlib.h
27
raycastlib.h
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@ -17,8 +17,6 @@
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clockwise, a full angle has UNITS_PER_SQUARE Units.
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*/
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#include <stdio.h>
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#include <stdint.h>
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#ifndef RAYCAST_TINY
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@ -39,6 +37,8 @@ typedef uint16_t uint_maybe32_t;
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#endif
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#define VERTICAL_FOV (UNITS_PER_SQUARE / 2)
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#define logVector2D(v)\
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printf("[%d,%d]\n",v.x,v.y);
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@ -81,6 +81,8 @@ typedef struct
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uint8_t direction; ///< Direction of hit.
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} HitResult;
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// TODO: things like FOV could be constants to make them precomp. and faster?
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typedef struct
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{
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Vector2D position;
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@ -151,7 +153,7 @@ Unit len(Vector2D v);
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Unit degreesToUnitsAngle(int16_t degrees);
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///< Computes the change in size of an object due to perspective.
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Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov);
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Unit perspectiveScale(Unit originalSize, Unit distance);
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/**
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Casts rays for given camera view and for each hit calls a user provided
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@ -582,28 +584,28 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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Unit worldZ2Ceil = (UNITS_PER_SQUARE * 5 - wallHeight) - _camera.height;
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int_maybe32_t z1Screen = _middleRow - perspectiveScale(
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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(worldZPrev * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t z1ScreenNoClamp = z1Screen;
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z1Screen = clamp(z1Screen,0,_camResYLimit);
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int_maybe32_t z1ScreenCeil = _middleRow - perspectiveScale(
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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(worldZPrevCeil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t z1ScreenCeilNoClamp = z1ScreenCeil;
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z1ScreenCeil = clamp(z1ScreenCeil,0,_camResYLimit);
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int_maybe32_t z2Screen = _middleRow - perspectiveScale(
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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(worldZ2 * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t wallScreenHeightNoClamp = z2Screen - z1ScreenNoClamp;
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z2Screen = clamp(z2Screen,0,_camResYLimit);
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int_maybe32_t z2ScreenCeil = _middleRow - perspectiveScale(
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist,1);
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(worldZ2Ceil * _camera.resolution.y) / UNITS_PER_SQUARE,dist);
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int_maybe32_t wallScreenHeightCeilNoClamp = z2ScreenCeil - z1ScreenCeilNoClamp;
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@ -757,14 +759,11 @@ Unit degreesToUnitsAngle(int16_t degrees)
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return (degrees * UNITS_PER_SQUARE) / 360;
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}
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Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov)
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Unit perspectiveScale(Unit originalSize, Unit distance)
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{
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return (originalSize * UNITS_PER_SQUARE) / distance;
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distance *= fov;
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distance = distance == 0 ? 1 : distance; // prevent division by zero
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return originalSize / distance;
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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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}
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#endif
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