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Add distance approximation
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1 changed files with 34 additions and 6 deletions
40
raycastlib.h
40
raycastlib.h
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@ -6,6 +6,9 @@
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performance computers, such as Arduino. Only uses integer math and stdint
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standard library.
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Check the defines below to fine-tune accuracy vs performance! Don't forget
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to compile with optimizations.
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author: Miloslav "drummyfish" Ciz
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license: CC0
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version: 0.1
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@ -21,7 +24,8 @@
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#include <stdint.h>
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#ifndef RAYCAST_TINY
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#ifndef RAYCAST_TINY /** Turns on super efficient version of this library. Only
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use if neccesarry, looks ugly. */
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#define UNITS_PER_SQUARE 1024 ///< N. of Units in a side of a spatial square.
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typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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units in a square's length. This effectively
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@ -31,6 +35,7 @@
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#define UNITS_PER_SQUARE 128
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typedef int16_t Unit;
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#define UNIT_INFINITY 32767;
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#define USE_DIST_APPROX 1
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#endif
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#ifndef USE_COS_LUT
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@ -41,6 +46,11 @@
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*/
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#endif
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#ifndef USE_DIST_APPROX
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#define USE_DIST_APPROX 0 /** Whether to use distance approximation (1) or
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real Euclidean distance (0, slower). */
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#endif
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#ifndef VERTICAL_FOV
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#define VERTICAL_FOV (UNITS_PER_SQUARE / 2)
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#endif
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@ -478,13 +488,31 @@ Unit dist(Vector2D p1, Vector2D p2)
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Unit dx = p2.x - p1.x;
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Unit dy = p2.y - p1.y;
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#ifdef RAYCAST_TINY
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// octagonal approximation of Euclidean distance
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#if USE_DIST_APPROX == 1
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// Euclidean distance approximation
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dx = absVal(dx);
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dy = absVal(dy);
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Unit a, b, result;
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return dy > dx ? dx / 2 + dy : dy / 2 + dx;
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dx = dx < 0 ? -1 * dx : dx;
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dy = dy < 0 ? -1 * dy : dy;
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if (dx < dy)
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{
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a = dy;
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b = dx;
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}
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else
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{
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a = dx;
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b = dy;
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}
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result = (a * 1007) + (b * 441);
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if (a < (b << 4))
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result -= (a * 40);
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return ((result + 512 ) >> 10);
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#else
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dx = dx * dx;
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dy = dy * dy;
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