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Add force parameter

This commit is contained in:
Miloslav Číž 2018-09-12 07:55:29 +02:00
parent 1944be23f2
commit 7f65ad4fea

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