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Add RCL_nonZero
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commit
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1 changed files with 13 additions and 12 deletions
17
raycastlib.h
17
raycastlib.h
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@ -479,6 +479,8 @@ RCL_Unit RCL_clamp(RCL_Unit value, RCL_Unit valueMin, RCL_Unit valueMax)
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return valueMin;
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}
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#define RCL_nonZero(v) ((v) != 0 ? (v) : 1) ///< To prevent zero divisions.
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static inline RCL_Unit RCL_absVal(RCL_Unit value)
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{
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RCL_profileCall(RCL_absVal);
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@ -955,7 +957,7 @@ RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera,
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RCL_vectorsAngleCos(RCL_angleToDirection(camera->direction),
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ray->direction)) / RCL_UNITS_PER_SQUARE;
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return result == 0 ? 1 : result;
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return RCL_nonZero(result);
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// ^ prevent division by zero
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}
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@ -1078,7 +1080,7 @@ void _columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x,
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{\
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limit = RCL_clamp(pref##Z2Screen,l1,l2);\
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RCL_Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
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wallLength = wallLength != 0 ? wallLength : 1;\
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wallLength = RCL_nonZero(wallLength);\
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RCL_Unit wallPosition =\
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RCL_absVal(pref##Z1Screen - pref##PosY) inc (-1);\
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RCL_Unit coordStep = RCL_COMPUTE_WALL_TEXCOORDS ? \
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@ -1270,8 +1272,7 @@ RCL_Unit coordStep = 1;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.x = p.hit.textureCoord;
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coordStep = RCL_UNITS_PER_SQUARE /
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(wallHeightScreen != 0 ? wallHeightScreen : 1);
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coordStep = RCL_UNITS_PER_SQUARE / RCL_nonZero(wallHeightScreen);
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p.texCoords.y = coordStep * coordHelper;
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#endif
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@ -1286,7 +1287,7 @@ RCL_Unit coordStep = 1;
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p.position.y = y;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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p.texCoords.y = (RCL_UNITS_PER_SQUARE * coordHelper) /
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(wallHeightScreen != 0 ? wallHeightScreen : 1);
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RCL_nonZero(wallHeightScreen);
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#endif
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RCL_PIXEL_FUNCTION(&p);
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++coordHelper;
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@ -1441,7 +1442,7 @@ RCL_Vector2D RCL_normalize(RCL_Vector2D v)
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RCL_Vector2D result;
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RCL_Unit l = RCL_len(v);
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l = l != 0 ? l : 1;
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l = RCL_nonZero(l);
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result.x = (v.x * RCL_UNITS_PER_SQUARE) / l;
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result.y = (v.y * RCL_UNITS_PER_SQUARE) / l;
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@ -1495,10 +1496,10 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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RCL_Unit cos = RCL_cosInt(RCL_HORIZONTAL_FOV_HALF);
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RCL_Unit b = (result.depth * RCL_sinInt(RCL_HORIZONTAL_FOV_HALF)) /
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(cos == 0 ? 1 : cos);
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RCL_nonZero(cos);
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// sin/cos = tan
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result.position.x = (a * middleColumn) / (b == 0 ? 1 : b);
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result.position.x = (a * middleColumn) / RCL_nonZero(b);
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result.position.x = middleColumn - result.position.x;
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return result;
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