mirror of
https://git.coom.tech/drummyfish/raycastlib.git
synced 2024-11-21 20:29:59 +01:00
Init
This commit is contained in:
commit
44c48182ab
2 changed files with 140 additions and 0 deletions
2
make.sh
Executable file
2
make.sh
Executable file
|
@ -0,0 +1,2 @@
|
|||
#!/bin/bash
|
||||
clear; clear; g++ -x c -fmax-errors=5 -pedantic -Wall -Wextra -o test raycastlib.c 2>&1 >/dev/null && ./test
|
138
raycastlib.c
Normal file
138
raycastlib.c
Normal file
|
@ -0,0 +1,138 @@
|
|||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
|
||||
/**
|
||||
author: Miloslav "drummyfish" Ciz
|
||||
license: CC0
|
||||
|
||||
- Game field's bottom left corner is at [0,0].
|
||||
- X axis goes right.
|
||||
- Y axis goes up.
|
||||
- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE.
|
||||
|
||||
*/
|
||||
|
||||
#define UNITS_PER_SQUARE 1024
|
||||
|
||||
typedef int64_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
|
||||
units in a square's length. */
|
||||
|
||||
/// Position in 2D space.
|
||||
typedef struct
|
||||
{
|
||||
Unit y;
|
||||
Unit x;
|
||||
} Vector2D;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector2D start;
|
||||
Vector2D direction;
|
||||
} Ray;
|
||||
|
||||
|
||||
//=============================================================================
|
||||
// privates
|
||||
|
||||
#define logVector2D(v) printf("[%d,%d]\n",v.x,v.y)
|
||||
#define logRay(r) printf("{\n");\
|
||||
logVector2D(r.start);\
|
||||
logVector2D(r.direction);\
|
||||
printf("}\n");
|
||||
|
||||
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
|
||||
{
|
||||
int dX = point.x - ray.start.x;
|
||||
int dY = point.y - ray.start.y;
|
||||
return (ray.direction.x * dY - ray.direction.y * dX) > 0;
|
||||
// ^ Z component of cross-product
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
*/
|
||||
void castRaySquare(Ray globalRay, Vector2D *nextCellOffset,
|
||||
Vector2D *collisionPointOffset)
|
||||
{
|
||||
globalRay.start.x %= UNITS_PER_SQUARE;
|
||||
globalRay.start.y %= UNITS_PER_SQUARE;
|
||||
|
||||
nextCellOffset->x = 0;
|
||||
nextCellOffset->y = 0;
|
||||
|
||||
Ray criticalLine = globalRay;
|
||||
|
||||
#define helper(c1,c2,n)\
|
||||
{\
|
||||
nextCellOffset->c1 = n;\
|
||||
collisionPointOffset->c1 = criticalLine.start.c1 - globalRay.start.c1;\
|
||||
collisionPointOffset->c2 =\
|
||||
(collisionPointOffset->c1 * globalRay.direction.c2) /\
|
||||
(globalRay.direction.c1 == 0 ? 1 : globalRay.direction.c1);\
|
||||
}
|
||||
|
||||
#define helper2(n1,n2,c)\
|
||||
if (pointIsLeftOfRay(globalRay.start,criticalLine) == c)\
|
||||
helper(y,x,n1)\
|
||||
else\
|
||||
helper(x,y,n2)
|
||||
|
||||
if (globalRay.direction.x > 0)
|
||||
{
|
||||
criticalLine.start.x = UNITS_PER_SQUARE - 1;
|
||||
|
||||
if (globalRay.direction.y > 0)
|
||||
{
|
||||
// top right
|
||||
criticalLine.start.y = UNITS_PER_SQUARE - 1;
|
||||
helper2(1,1,1)
|
||||
}
|
||||
else
|
||||
{
|
||||
// bottom right
|
||||
criticalLine.start.y = 0;
|
||||
helper2(-1,1,0)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
criticalLine.start.x = 0;
|
||||
|
||||
if (globalRay.direction.y > 0)
|
||||
{
|
||||
// top left
|
||||
criticalLine.start.y = UNITS_PER_SQUARE - 1;
|
||||
helper2(1,-1,0)
|
||||
}
|
||||
else
|
||||
{
|
||||
// bottom left
|
||||
criticalLine.start.y = 0;
|
||||
helper2(-1,-1,1)
|
||||
}
|
||||
}
|
||||
|
||||
#undef helper2
|
||||
#undef helper
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
Ray r;
|
||||
Vector2D no;
|
||||
Vector2D co;
|
||||
|
||||
r.start.x = 10;
|
||||
r.start.y = 10;
|
||||
r.direction.x = -200;
|
||||
r.direction.y = -200;
|
||||
|
||||
logRay(r);
|
||||
|
||||
castRaySquare(r,&no,&co);
|
||||
|
||||
logVector2D(no);
|
||||
logVector2D(co);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in a new issue