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Add force parameter
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1 changed files with 6 additions and 4 deletions
10
raycastlib.h
10
raycastlib.h
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@ -271,10 +271,12 @@ void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ceiling functions won't be used and the camera will
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only collide horizontally with walls (good for simpler
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game, also faster)
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@param force if true, forces to recompute collision even if position doesn't
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change
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*/
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, int8_t computeHeight);
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ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force);
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//=============================================================================
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// privates
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@ -1165,14 +1167,14 @@ Unit perspectiveScale(Unit originalSize, Unit distance)
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, int8_t computeHeight)
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ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)
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{
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// TODO: have the cam coll parameters precomputed as macros? => faster
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int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
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int16_t xSquareNew, ySquareNew;
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if (movesInPlane)
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if (movesInPlane || force)
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{
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
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@ -1267,7 +1269,7 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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camera->position.y = cornerNew.y - yDir * CAMERA_COLL_RADIUS;
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}
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if (computeHeight && (movesInPlane || heightOffset != 0))
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if (computeHeight && (movesInPlane || heightOffset != 0 || force))
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{
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camera->height += heightOffset;
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