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Use more structs

This commit is contained in:
Miloslav Číž 2018-08-31 13:29:50 +02:00
parent 31fcc271c3
commit 7fb63e26e8
2 changed files with 64 additions and 43 deletions

View file

@ -65,13 +65,30 @@ typedef struct
typedef struct
{
int8_t type; ///< Type of pixel: 0 - wall, 1 - floor, 2 - ceiling.
Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
Vector2D position;
Unit direction;
Vector2D resolution;
Unit fovAngle;
Unit height;
} Camera;
typedef struct
{
Vector2D position; ///< On-screen position.
int8_t type; ///< Type of pixel: 0 - wall, 1 - floor, 2 - ceiling.
Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
} PixelInfo;
typedef struct
{
uint16_t maxHits;
uint16_t maxSteps;
} RayConstraints;
typedef int16_t (*ArrayFunction)(int16_t x, int16_t y);
typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
typedef void (*PixelFunc)(PixelInfo info);
/**
Casts a single ray and returns the first collision result.
@ -81,17 +98,17 @@ typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
Units) returns a type of square (just a number) - transition
between two squares of different types (values) is considered
a collision).
@param maxSteps Maximum number of steps (in squares) to trace the ray.
@param constraints.maxSteps Maximum number of steps (in squares) to trace the ray.
@return The first collision result.
*/
HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps);
HitResult castRay(Ray ray, ArrayFunction arrayFunc);
/**
Casts a single ray and returns a list of collisions.
*/
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps,
HitResult *hitResults, uint16_t *hitResultsLen, uint16_t maxHits);
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints);
Vector2D angleToDirection(Unit angle);
Unit cosInt(Unit input);
@ -120,10 +137,11 @@ Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov);
Casts rays for given camera view and for each hit calls a user provided
function.
*/
void castRaysMultiHit(
Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
ArrayFunction arrayFunc, HitFunction hitFunc, uint16_t maxHits,
uint16_t maxSteps);
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
RayConstraints constraints);
void render(Camera cam, ArrayFunction arrayFunc, PixelFunc pixelFunc,
RayConstraints constraints);
//=============================================================================
// privates
@ -233,20 +251,19 @@ int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
/**
Casts a ray within a single square, to collide with the square borders.
*/
void castRaySquare(Ray localRay, Vector2D *nextCellOffset,
Vector2D *collisionPointOffset)
void castRaySquare(Ray localRay, Vector2D *nextCellOff, Vector2D *collOff)
{
nextCellOffset->x = 0;
nextCellOffset->y = 0;
nextCellOff->x = 0;
nextCellOff->y = 0;
Ray criticalLine = localRay;
#define helper(c1,c2,n)\
{\
nextCellOffset->c1 = n;\
collisionPointOffset->c1 = criticalLine.start.c1 - localRay.start.c1;\
collisionPointOffset->c2 = \
(((int32_t) collisionPointOffset->c1) * localRay.direction.c2) /\
nextCellOff->c1 = n;\
collOff->c1 = criticalLine.start.c1 - localRay.start.c1;\
collOff->c2 = \
(((int32_t) collOff->c1) * localRay.direction.c2) /\
((localRay.direction.c1 == 0) ? 1 : localRay.direction.c1);\
}
@ -294,13 +311,12 @@ void castRaySquare(Ray localRay, Vector2D *nextCellOffset,
#undef helper2
#undef helper
collisionPointOffset->x += nextCellOffset->x;
collisionPointOffset->y += nextCellOffset->y;
collOff->x += nextCellOff->x;
collOff->y += nextCellOff->y;
}
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
uint16_t maxSteps, HitResult *hitResults, uint16_t *hitResultsLen,
uint16_t maxHits)
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints)
{
Vector2D initialPos = ray.start;
Vector2D currentPos = ray.start;
@ -316,7 +332,10 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
Vector2D no, co; // next cell offset, collision offset
for (uint_fast16_t i = 0; i < maxSteps; ++i)
no.x = 0; // just to supress a warning
no.y = 0;
for (uint_fast16_t i = 0; i < constraints.maxSteps; ++i)
{
int_fast16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
@ -345,7 +364,7 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
squareType = currentType;
if (*hitResultsLen >= maxHits)
if (*hitResultsLen >= constraints.maxHits)
break;
}
@ -363,12 +382,16 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
}
}
HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps)
HitResult castRay(Ray ray, ArrayFunction arrayFunc)
{
HitResult result;
uint16_t len;
RayConstraints c;
castRayMultiHit(ray,arrayFunc,maxSteps,&result,&len,1);
c.maxSteps = 1000;
c.maxHits = 1;
castRayMultiHit(ray,arrayFunc,&result,&len,c);
if (len == 0)
result.distance = -1;
@ -376,31 +399,29 @@ HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps)
return result;
}
void castRaysMultiHit(
Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
ArrayFunction arrayFunc, HitFunction hitFunc , uint16_t maxHits,
uint16_t maxSteps)
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
RayConstraints constraints)
{
uint_fast16_t fovHalf = fovAngle / 2;
uint_fast16_t fovHalf = cam.fovAngle / 2;
Vector2D dir1 = angleToDirection(directionAngle - fovHalf);
Vector2D dir2 = angleToDirection(directionAngle + fovHalf);
Vector2D dir1 = angleToDirection(cam.direction - fovHalf);
Vector2D dir2 = angleToDirection(cam.direction + fovHalf);
Unit dX = dir2.x - dir1.x;
Unit dY = dir2.y - dir1.y;
HitResult hits[maxHits];
HitResult hits[constraints.maxHits];
uint16_t hitCount;
Ray r;
r.start = position;
r.start = cam.position;
for (uint_fast8_t i = 0; i < resolution; ++i)
for (uint_fast8_t i = 0; i < cam.resolution.x; ++i)
{
r.direction.x = dir1.x + (dX * i) / resolution;
r.direction.y = dir1.y + (dY * i) / resolution;
r.direction.x = dir1.x + (dX * i) / cam.resolution.x;
r.direction.y = dir1.y + (dY * i) / cam.resolution.x;
castRayMultiHit(r,arrayFunc,maxSteps,hits,&hitCount,maxHits);
castRayMultiHit(r,arrayFunc,hits,&hitCount,constraints);
for (uint_fast8_t j = 0; j < hitCount; ++j)
hitFunc(i,hits[j],j,r);

4
test.c
View file

@ -34,7 +34,7 @@ int testSingleRay(Unit startX, Unit startY, Unit dirX, Unit dirY,
printf("- casting ray:\n");
logRay(r);
HitResult h = castRay(r,testArrayFunc,20);
HitResult h = castRay(r,testArrayFunc);
printf("- result:\n");
logHitResult(h);
@ -87,7 +87,7 @@ void benchCastRays()
for (int i = 0; i < 1000000; ++i)
{
r.direction = directions[i % 8];
castRay(r,testArrayFunc,30);
castRay(r,testArrayFunc);
}
}