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Fix collision bug
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parent
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commit
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1 changed files with 35 additions and 9 deletions
40
raycastlib.h
40
raycastlib.h
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@ -989,7 +989,6 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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// TODO: have the cam coll parameters precomputed as macros? => faster
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// TODO: have the cam coll parameters precomputed as macros? => faster
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int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
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int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
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int16_t xSquareNew, ySquareNew;
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int16_t xSquareNew, ySquareNew;
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if (movesInPlane)
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if (movesInPlane)
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@ -1088,16 +1087,43 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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{
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{
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camera->height += heightOffset;
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camera->height += heightOffset;
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
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int16_t xSquare1 =
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ySquareNew = divRoundDown(camera->position.y,UNITS_PER_SQUARE);
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divRoundDown(camera->position.x - CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
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int16_t xSquare2 =
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divRoundDown(camera->position.x + CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
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int16_t ySquare1 =
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divRoundDown(camera->position.y - CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
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int16_t ySquare2 =
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divRoundDown(camera->position.y + CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
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Unit floorHeightNew = floorHeightFunc(xSquareNew,ySquareNew);
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Unit bottomLimit = floorHeightFunc(xSquare1,ySquare1);
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Unit ceilingHeightNew = ceilingHeightFunc != 0 ?
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Unit height;
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if (xSquare2 != xSquare1)
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{
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height = floorHeightFunc(xSquare2,ySquare1);
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bottomLimit = bottomLimit < height ? height : bottomLimit;
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}
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if (ySquare2 != ySquare1)
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{
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height = floorHeightFunc(xSquare1,ySquare2);
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bottomLimit = bottomLimit < height ? height : bottomLimit;
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}
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if (xSquare2 != xSquare1 && ySquare2 != ySquare1)
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{
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height = floorHeightFunc(xSquare2,ySquare2);
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bottomLimit = bottomLimit < height ? height : bottomLimit;
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}
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Unit topLimit = ceilingHeightFunc != 0 ?
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ceilingHeightFunc(xSquareNew,ySquareNew) : UNIT_INFINITY;
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ceilingHeightFunc(xSquareNew,ySquareNew) : UNIT_INFINITY;
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camera->height = clamp(camera->height,
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camera->height = clamp(camera->height,
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floorHeightNew + CAMERA_COLL_HEIGHT_BELOW,
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bottomLimit + CAMERA_COLL_HEIGHT_BELOW,
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ceilingHeightNew - CAMERA_COLL_HEIGHT_ABOVE);
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topLimit - CAMERA_COLL_HEIGHT_ABOVE);
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}
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}
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}
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}
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