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This commit is contained in:
Miloslav Číž 2018-09-09 17:20:44 +02:00
parent cdc71ac981
commit 303f5cee60

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@ -15,7 +15,7 @@
- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE.
- Angles are in Units, 0 means pointing right (x+) and positively rotates
clockwise, a full angle has UNITS_PER_SQUARE Units.
*/
*/
#include <stdint.h>
@ -154,9 +154,19 @@ typedef struct
It should return a characteristic of given square as an integer (e.g. square
height, texture index, ...) - between squares that return different numbers
there is considered to be a collision.
This function should be as fast as possible as it will typically be called
very often.
*/
typedef Unit (*ArrayFunction)(int16_t x, int16_t y);
/**
Function that renders a single pixel at the display. It is handed an info
about the pixel it should draw.
This function should be as fast as possible as it will typically be called
very often.
*/
typedef void (*PixelFunction)(PixelInfo info);
typedef void
@ -165,22 +175,30 @@ typedef void
/**
Simple-interface function to cast a single ray.
@return The first collision result.
*/
*/
HitResult castRay(Ray ray, ArrayFunction arrayFunc);
/**
Maps a single point in the world to the screen (2D position + depth).
*/
*/
PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera);
/**
Casts a single ray and returns a list of collisions.
*/
*/
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
HitResult *hitResults, uint16_t *hitResultsLen, RayConstraints constraints);
Vector2D angleToDirection(Unit angle);
/**
Cos function.
@param input to cos in Units (UNITS_PER_SQUARE = 2 * pi = 360 degrees)
@return normalized output in Units (from -UNITS_PER_SQUARE to UNITS_PER_SQUARE)
*/
Unit cosInt(Unit input);
Unit sinInt(Unit input);
/// Normalizes given vector to have UNITS_PER_SQUARE length.
@ -196,7 +214,7 @@ Unit len(Vector2D v);
/**
Converts an angle in whole degrees to an angle in Units that this library
uses.
*/
*/
Unit degreesToUnitsAngle(int16_t degrees);
///< Computes the change in size of an object due to perspective.
@ -205,7 +223,7 @@ Unit perspectiveScale(Unit originalSize, Unit distance);
/**
Casts rays for given camera view and for each hit calls a user provided
function.
*/
*/
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
ArrayFunction typeFunction, ColumnFunction columnFunc,
RayConstraints constraints);
@ -216,16 +234,32 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
@param cam camera whose view to render
@param floorHeightFunc function that returns floor height (in Units)
@param ceilingHeightFunc same as floorHeightFunc but for ceiling, can also be
0 (no ceiling will be rendered)
0 (no ceiling will be rendered)
@param typeFunction function that says a type of square (e.g. its texture
index), can be 0 (no type in hit result)
@param pixelFunc callback function to draw a single pixel on screen
@param constraints constraints for each cast ray
*/
*/
void render(Camera cam, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
PixelFunction pixelFunc, RayConstraints constraints);
/**
Function that moves given camera and makes it collide with walls and
potentially also floor and ceilings. It's meant to help implement player
movement.
@param camera camera to move
@param planeOffset offset to move the camera in
@param heightOffset height offset to move the camera in
@param floorHeightFunc function used to retrieve the floor height
@param ceilingHeightFunc function for retrieving ceiling height, can be 0
(camera won't collide with ceiling)
@param computeHeight whether to compute height - if false (0), floor and
ceiling functions won't be used and the camera will
only collide horizontally with walls (good for simpler
game, also faster)
*/
void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
Unit heightOffset, ArrayFunction floorHeightFunc,
ArrayFunction ceilingHeightFunc, int8_t computeHeight);