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Fix render bug
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1 changed files with 18 additions and 15 deletions
33
raycastlib.h
33
raycastlib.h
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@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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license: CC0 1.0
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version: 0.907
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version: 0.908
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*/
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*/
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#include <stdint.h>
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#include <stdint.h>
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@ -825,18 +825,21 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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#if RCL_RECTILINEAR
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#if RCL_RECTILINEAR
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/* Here we compute the fish eye corrected distance (perpendicular to
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/* Here we compute the fish eye corrected distance (perpendicular to
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the projection plane) as the Euclidean distance divided by the length
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the projection plane) as the Euclidean distance (of hit from camera
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of the ray direction vector. This can be computed without actually
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position) divided by the length of the ray direction vector. This can
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computing Euclidean distances as a hypothenuse A (distance) divided
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be computed without actually computing Euclidean distances as a
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by hypothenuse B (length) is equal to leg A (distance along one axis)
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hypothenuse A (distance) divided by hypothenuse B (length) is equal to
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divided by leg B (length along the same axis). */
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leg A (distance along principal axis) divided by leg B (length along
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the same principal axis). */
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h.distance =
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#define CORRECT(dir1,dir2)\
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(((h.position.x - ray.start.x) / 4) *
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RCL_Unit tmp = diff / 4; /* 4 to prevent overflow */ \
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RCL_UNITS_PER_SQUARE * rayDirXRecip)
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h.distance = ((tmp / 8) != 0) ? /* prevent a bug with small dists */ \
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/ (RECIP_SCALE / 4);
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((tmp * RCL_UNITS_PER_SQUARE * rayDir ## dir1 ## Recip) / (RECIP_SCALE / 4)):\
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RCL_abs(h.position.dir2 - ray.start.dir2);
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CORRECT(X,y)
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// ^ / 4 is here to prevent overflow
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#endif
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#endif
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}
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}
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else
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else
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@ -856,10 +859,10 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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ray.start.x + (ray.direction.x * diff * rayDirYRecip) / RECIP_SCALE;
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ray.start.x + (ray.direction.x * diff * rayDirYRecip) / RECIP_SCALE;
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#if RCL_RECTILINEAR
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#if RCL_RECTILINEAR
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h.distance =
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(((h.position.y - ray.start.y) / 4) *
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CORRECT(Y,x) // same as above but for different axis
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RCL_UNITS_PER_SQUARE * rayDirYRecip)
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/ (RECIP_SCALE / 4);
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#undef CORRECT
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// ^ / 4 is here to prevent overflow
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// ^ / 4 is here to prevent overflow
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#endif
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#endif
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