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34
raycastlib.h
34
raycastlib.h
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@ -154,9 +154,19 @@ typedef struct
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It should return a characteristic of given square as an integer (e.g. square
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It should return a characteristic of given square as an integer (e.g. square
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height, texture index, ...) - between squares that return different numbers
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height, texture index, ...) - between squares that return different numbers
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there is considered to be a collision.
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there is considered to be a collision.
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This function should be as fast as possible as it will typically be called
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very often.
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*/
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*/
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typedef Unit (*ArrayFunction)(int16_t x, int16_t y);
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typedef Unit (*ArrayFunction)(int16_t x, int16_t y);
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/**
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Function that renders a single pixel at the display. It is handed an info
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about the pixel it should draw.
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This function should be as fast as possible as it will typically be called
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very often.
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*/
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typedef void (*PixelFunction)(PixelInfo info);
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typedef void (*PixelFunction)(PixelInfo info);
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typedef void
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typedef void
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@ -180,7 +190,15 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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HitResult *hitResults, uint16_t *hitResultsLen, RayConstraints constraints);
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HitResult *hitResults, uint16_t *hitResultsLen, RayConstraints constraints);
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Vector2D angleToDirection(Unit angle);
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Vector2D angleToDirection(Unit angle);
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/**
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Cos function.
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@param input to cos in Units (UNITS_PER_SQUARE = 2 * pi = 360 degrees)
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@return normalized output in Units (from -UNITS_PER_SQUARE to UNITS_PER_SQUARE)
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*/
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Unit cosInt(Unit input);
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Unit cosInt(Unit input);
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Unit sinInt(Unit input);
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Unit sinInt(Unit input);
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/// Normalizes given vector to have UNITS_PER_SQUARE length.
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/// Normalizes given vector to have UNITS_PER_SQUARE length.
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@ -226,6 +244,22 @@ void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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PixelFunction pixelFunc, RayConstraints constraints);
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/**
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Function that moves given camera and makes it collide with walls and
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potentially also floor and ceilings. It's meant to help implement player
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movement.
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@param camera camera to move
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@param planeOffset offset to move the camera in
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@param heightOffset height offset to move the camera in
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@param floorHeightFunc function used to retrieve the floor height
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@param ceilingHeightFunc function for retrieving ceiling height, can be 0
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(camera won't collide with ceiling)
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@param computeHeight whether to compute height - if false (0), floor and
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ceiling functions won't be used and the camera will
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only collide horizontally with walls (good for simpler
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game, also faster)
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*/
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, int8_t computeHeight);
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ArrayFunction ceilingHeightFunc, int8_t computeHeight);
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