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mirror of https://git.coom.tech/drummyfish/raycastlib.git synced 2024-11-23 20:49:57 +01:00

Get rid of weird type

This commit is contained in:
Miloslav Číž 2018-09-13 15:22:16 +02:00
parent 5df1b4f4ac
commit 54ee5502be

View file

@ -27,15 +27,10 @@
units in a square's length. This effectively
serves the purpose of a fixed-point arithmetic. */
#define UNIT_INFINITY 5000000;
typedef int32_t int_maybe32_t;
typedef uint32_t uint_maybe32_t;
#else
#define UNITS_PER_SQUARE 64
typedef int16_t Unit;
#define UNIT_INFINITY 32767;
typedef int16_t int_maybe32_t;
typedef uint16_t uint_maybe32_t;
#endif
#ifndef USE_COS_LUT
@ -218,7 +213,7 @@ Vector2D normalize(Vector2D v);
/// Computes a cos of an angle between two vectors.
Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
uint16_t sqrtInt(uint_maybe32_t value);
uint16_t sqrtInt(Unit value);
Unit dist(Vector2D p1, Vector2D p2);
Unit len(Vector2D v);
@ -445,17 +440,17 @@ Vector2D angleToDirection(Unit angle)
return result;
}
uint16_t sqrtInt(uint_maybe32_t value)
uint16_t sqrtInt(Unit value)
{
profileCall(sqrtInt);
uint_maybe32_t result = 0;
uint_maybe32_t a = value;
Unit result = 0;
Unit a = value;
#ifdef RAYCAST_TINY
uint_maybe32_t b = 1u << 14;
Unit b = 1u << 14;
#else
uint_maybe32_t b = 1u << 30;
Unit b = 1u << 30;
#endif
while (b > a)
@ -480,13 +475,13 @@ Unit dist(Vector2D p1, Vector2D p2)
{
profileCall(dist);
int_maybe32_t dx = p2.x - p1.x;
int_maybe32_t dy = p2.y - p1.y;
Unit dx = p2.x - p1.x;
Unit dy = p2.y - p1.y;
dx = dx * dx;
dy = dy * dy;
return sqrtInt((uint_maybe32_t) (dx + dy));
return sqrtInt((Unit) (dx + dy));
}
Unit len(Vector2D v)
@ -496,7 +491,7 @@ Unit len(Vector2D v)
v.x *= v.x;
v.y *= v.y;
return sqrtInt(((uint_maybe32_t) v.x) + ((uint_maybe32_t) v.y));
return sqrtInt(((Unit) v.x) + ((Unit) v.y));
}
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
@ -528,7 +523,7 @@ void castRaySquare(Ray *localRay, Vector2D *nextCellOff, Vector2D *collOff)
nextCellOff->c1 = n;\
collOff->c1 = criticalLine.start.c1 - localRay->start.c1;\
collOff->c2 = \
(((int_maybe32_t) collOff->c1) * localRay->direction.c2) /\
(((Unit) collOff->c1) * localRay->direction.c2) /\
((localRay->direction.c1 == 0) ? 1 : localRay->direction.c1);\
}
@ -722,7 +717,7 @@ Camera _camera;
Unit _horizontalDepthStep = 0;
Unit _startFloorHeight = 0;
Unit _startCeilHeight = 0;
int_maybe32_t _camResYLimit = 0;
Unit _camResYLimit = 0;
Unit _middleRow = 0;
ArrayFunction _floorFunction = 0;
ArrayFunction _ceilFunction = 0;
@ -767,8 +762,8 @@ Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
{
// last written Y position, can never go backwards
int_maybe32_t fPosY = _camera.resolution.y;
int_maybe32_t cPosY = -1;
Unit fPosY = _camera.resolution.y;
Unit cPosY = -1;
// world coordinates
Unit fZ1World = _startFloorHeight;
@ -777,10 +772,10 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
PixelInfo p;
p.position.x = x;
int_maybe32_t i;
Unit i;
// we'll be simulatenously drawing the floor and the ceiling now
for (uint_maybe32_t j = 0; j <= hitCount; ++j)
for (Unit j = 0; j <= hitCount; ++j)
{ // ^ = add extra iteration for horizon plane
int8_t drawingHorizon = j == hitCount;