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https://git.coom.tech/drummyfish/raycastlib.git
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Reimplement floor textures
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parent
b36a9dabfd
commit
43019f6314
1 changed files with 66 additions and 76 deletions
140
raycastlib.h
140
raycastlib.h
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@ -138,7 +138,7 @@
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#endif
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#endif
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#define HORIZON_DEPTH (12 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
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#define HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the horizon
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has (the floor depth is only
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approximated with the help
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of this constant). */
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@ -996,40 +996,76 @@ static inline int16_t _RCL_drawHorizontal(
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RCL_Unit verticalOffset,
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int16_t increment,
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int8_t computeDepth,
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int8_t computeCoords,
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int16_t depthIncrementMultiplier,
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RCL_Ray *ray,
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RCL_PixelInfo *pixelInfo
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)
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{
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RCL_Unit depthIncrement;
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RCL_Unit dx;
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RCL_Unit dy;
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RCL_Unit pixPos;
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RCL_Unit rayCameraCos;
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pixelInfo->isWall = 0;
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int16_t limit = RCL_clamp(yTo,limit1,limit2);
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if (computeDepth) // branch early before critical loop
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{
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pixelInfo->depth += RCL_absVal(verticalOffset) *
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RCL_VERTICAL_DEPTH_MULTIPLY;
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RCL_Unit depthIncrement = depthIncrementMultiplier *
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_RCL_horizontalDepthStep;
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for (int16_t i = yCurrent + increment;
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increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
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i += increment)
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{
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pixelInfo->position.y = i;
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pixelInfo->depth += depthIncrement;
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RCL_PIXEL_FUNCTION(pixelInfo);
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/* for performance reasons have different version of the critical loop
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to be able to branch early */
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#define loop(doDepth,doCoords)\
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{\
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if (doDepth) /*constant condition - compiler should optimize it out*/\
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{\
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pixelInfo->depth += RCL_absVal(verticalOffset) *\
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RCL_VERTICAL_DEPTH_MULTIPLY;\
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depthIncrement = depthIncrementMultiplier *\
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_RCL_horizontalDepthStep;\
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}\
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if (doCoords) /*constant condition - compiler should optimize it out*/\
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{\
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dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\
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dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\
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pixPos = yCurrent - _RCL_middleRow - 1;\
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rayCameraCos = RCL_vectorsAngleCos(\
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RCL_angleToDirection(_RCL_camera.direction),ray->direction);\
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}\
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for (int16_t i = yCurrent + increment;\
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increment == -1 ? i >= limit : i <= limit; /* TODO: is efficient? */\
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i += increment)\
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{\
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pixelInfo->position.y = i;\
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if (doDepth) /*constant condition - compiler should optimize it out*/\
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pixelInfo->depth += depthIncrement;\
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if (doCoords)/*constant condition - compiler should optimize it out*/\
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{\
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RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
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d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;\
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/* ^ inverse of RCL_adjustDistance(...) */\
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pixelInfo->texCoords.x =\
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_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
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pixelInfo->texCoords.y =\
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_RCL_camera.position.y + ((d * dy) / (pixelInfo->hit.distance));\
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++pixPos;\
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}\
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RCL_PIXEL_FUNCTION(pixelInfo);\
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}\
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}
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if (computeDepth) // branch early
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{
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if (!computeCoords)
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loop(1,0)
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else
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loop(1,1)
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}
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else
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{
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for (int16_t i = yCurrent + increment;
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increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
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i += increment)
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{
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pixelInfo->position.y = i;
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RCL_PIXEL_FUNCTION(pixelInfo);
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}
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if (!computeCoords)
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loop(0,0)
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else
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loop(1,1)
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}
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return limit;
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@ -1192,7 +1228,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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#endif
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limit = _RCL_drawHorizontal(fPosY,fZ1Screen,cPosY + 1,
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,1,&p);
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_RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH,0,1,&ray,&p);
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// ^ purposfully allow outside screen bounds
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if (fPosY > limit)
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@ -1209,7 +1245,7 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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#endif
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limit = _RCL_drawHorizontal(cPosY,cZ1Screen,
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-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,1,&p);
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-1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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// ^ purposfully allow outside screen bounds here
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if (cPosY < limit)
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@ -1366,7 +1402,7 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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// ^ in case there is no wall
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y = _RCL_drawHorizontal(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1,
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RCL_COMPUTE_CEILING_DEPTH,1,&p);
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RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p);
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// draw wall
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@ -1383,8 +1419,6 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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limit = _RCL_drawWall(y,wallStart,wallStart + wallHeightScreen - 1,-1,
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_RCL_camera.resolution.y,p.hit.arrayValue,1,&p);
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// y = RCL_max(y,limit) + 1; // take max, in case no wall was drawn
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y = RCL_max(y,limit); // take max, in case no wall was drawn
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// draw floor
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@ -1395,53 +1429,9 @@ y = RCL_max(y,limit); // take max, in case no wall was drawn
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p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
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#endif
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_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,
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_RCL_camResYLimit,_RCL_camera.height,1,
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RCL_COMPUTE_FLOOR_DEPTH,-1,&p);
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/*
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#if RCL_COMPUTE_FLOOR_DEPTH == 1
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p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1;
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#endif
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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RCL_Unit dx = p.hit.position.x - _RCL_camera.position.x;
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RCL_Unit dy = p.hit.position.y - _RCL_camera.position.y;
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RCL_Unit pixPos = y - _RCL_middleRow - 1;
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RCL_Unit rayCameraCos = RCL_vectorsAngleCos(
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RCL_angleToDirection(_RCL_camera.direction),ray.direction);
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#endif
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while (y < _RCL_camera.resolution.y)
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{
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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RCL_Unit d = _RCL_floorPixelDistances[pixPos];
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d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;
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// ^ inverse of RCL_adjustDistance(...)
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p.texCoords.x = _RCL_camera.position.x + ((d * dx) / (p.hit.distance));
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p.texCoords.y = _RCL_camera.position.y + ((d * dy) / (p.hit.distance));
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pixPos++;
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#endif
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p.position.y = y;
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RCL_PIXEL_FUNCTION(&p);
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++y;
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#if RCL_COMPUTE_FLOOR_DEPTH == 1
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p.depth -= _RCL_horizontalDepthStep;
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#endif
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if (p.depth < 0) // just in case
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p.depth = 0;
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}
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*/
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_RCL_drawHorizontal(y,_RCL_camResYLimit,-1,_RCL_camResYLimit,
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_RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS,
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-1,&ray,&p);
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}
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void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc,
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