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https://git.coom.tech/drummyfish/raycastlib.git
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Use more structs
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parent
31fcc271c3
commit
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2 changed files with 64 additions and 43 deletions
97
raycastlib.h
97
raycastlib.h
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@ -65,13 +65,30 @@ typedef struct
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typedef struct
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typedef struct
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{
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{
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Vector2D position;
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Unit direction;
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Vector2D resolution;
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Unit fovAngle;
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Unit height;
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} Camera;
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typedef struct
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{
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Vector2D position; ///< On-screen position.
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int8_t type; ///< Type of pixel: 0 - wall, 1 - floor, 2 - ceiling.
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int8_t type; ///< Type of pixel: 0 - wall, 1 - floor, 2 - ceiling.
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Unit depth; ///< Corrected depth.
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Unit depth; ///< Corrected depth.
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HitResult hit; ///< Corresponding ray hit.
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HitResult hit; ///< Corresponding ray hit.
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} PixelInfo;
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} PixelInfo;
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typedef struct
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{
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uint16_t maxHits;
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uint16_t maxSteps;
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} RayConstraints;
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typedef int16_t (*ArrayFunction)(int16_t x, int16_t y);
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typedef int16_t (*ArrayFunction)(int16_t x, int16_t y);
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typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
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typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
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typedef void (*PixelFunc)(PixelInfo info);
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/**
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/**
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Casts a single ray and returns the first collision result.
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Casts a single ray and returns the first collision result.
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@ -81,17 +98,17 @@ typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
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Units) returns a type of square (just a number) - transition
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Units) returns a type of square (just a number) - transition
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between two squares of different types (values) is considered
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between two squares of different types (values) is considered
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a collision).
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a collision).
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@param maxSteps Maximum number of steps (in squares) to trace the ray.
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@param constraints.maxSteps Maximum number of steps (in squares) to trace the ray.
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@return The first collision result.
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@return The first collision result.
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*/
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*/
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HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps);
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HitResult castRay(Ray ray, ArrayFunction arrayFunc);
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/**
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/**
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Casts a single ray and returns a list of collisions.
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Casts a single ray and returns a list of collisions.
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*/
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*/
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps,
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
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HitResult *hitResults, uint16_t *hitResultsLen, uint16_t maxHits);
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uint16_t *hitResultsLen, RayConstraints constraints);
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Vector2D angleToDirection(Unit angle);
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Vector2D angleToDirection(Unit angle);
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Unit cosInt(Unit input);
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Unit cosInt(Unit input);
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@ -120,10 +137,11 @@ Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov);
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Casts rays for given camera view and for each hit calls a user provided
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Casts rays for given camera view and for each hit calls a user provided
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function.
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function.
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*/
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*/
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void castRaysMultiHit(
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
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Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
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RayConstraints constraints);
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ArrayFunction arrayFunc, HitFunction hitFunc, uint16_t maxHits,
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uint16_t maxSteps);
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void render(Camera cam, ArrayFunction arrayFunc, PixelFunc pixelFunc,
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RayConstraints constraints);
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//=============================================================================
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//=============================================================================
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// privates
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// privates
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@ -233,20 +251,19 @@ int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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/**
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/**
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Casts a ray within a single square, to collide with the square borders.
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Casts a ray within a single square, to collide with the square borders.
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*/
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*/
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void castRaySquare(Ray localRay, Vector2D *nextCellOffset,
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void castRaySquare(Ray localRay, Vector2D *nextCellOff, Vector2D *collOff)
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Vector2D *collisionPointOffset)
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{
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{
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nextCellOffset->x = 0;
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nextCellOff->x = 0;
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nextCellOffset->y = 0;
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nextCellOff->y = 0;
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Ray criticalLine = localRay;
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Ray criticalLine = localRay;
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#define helper(c1,c2,n)\
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#define helper(c1,c2,n)\
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{\
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{\
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nextCellOffset->c1 = n;\
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nextCellOff->c1 = n;\
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collisionPointOffset->c1 = criticalLine.start.c1 - localRay.start.c1;\
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collOff->c1 = criticalLine.start.c1 - localRay.start.c1;\
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collisionPointOffset->c2 = \
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collOff->c2 = \
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(((int32_t) collisionPointOffset->c1) * localRay.direction.c2) /\
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(((int32_t) collOff->c1) * localRay.direction.c2) /\
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((localRay.direction.c1 == 0) ? 1 : localRay.direction.c1);\
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((localRay.direction.c1 == 0) ? 1 : localRay.direction.c1);\
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}
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}
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@ -294,13 +311,12 @@ void castRaySquare(Ray localRay, Vector2D *nextCellOffset,
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#undef helper2
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#undef helper2
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#undef helper
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#undef helper
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collisionPointOffset->x += nextCellOffset->x;
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collOff->x += nextCellOff->x;
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collisionPointOffset->y += nextCellOffset->y;
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collOff->y += nextCellOff->y;
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}
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}
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
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uint16_t maxSteps, HitResult *hitResults, uint16_t *hitResultsLen,
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uint16_t *hitResultsLen, RayConstraints constraints)
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uint16_t maxHits)
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{
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{
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Vector2D initialPos = ray.start;
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Vector2D initialPos = ray.start;
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Vector2D currentPos = ray.start;
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Vector2D currentPos = ray.start;
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@ -316,7 +332,10 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
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Vector2D no, co; // next cell offset, collision offset
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Vector2D no, co; // next cell offset, collision offset
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for (uint_fast16_t i = 0; i < maxSteps; ++i)
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no.x = 0; // just to supress a warning
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no.y = 0;
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for (uint_fast16_t i = 0; i < constraints.maxSteps; ++i)
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{
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{
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int_fast16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
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int_fast16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
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@ -345,7 +364,7 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
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squareType = currentType;
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squareType = currentType;
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if (*hitResultsLen >= maxHits)
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if (*hitResultsLen >= constraints.maxHits)
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break;
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break;
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}
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}
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@ -363,12 +382,16 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc,
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}
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}
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}
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}
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HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps)
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HitResult castRay(Ray ray, ArrayFunction arrayFunc)
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{
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{
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HitResult result;
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HitResult result;
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uint16_t len;
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uint16_t len;
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RayConstraints c;
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castRayMultiHit(ray,arrayFunc,maxSteps,&result,&len,1);
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c.maxSteps = 1000;
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c.maxHits = 1;
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castRayMultiHit(ray,arrayFunc,&result,&len,c);
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if (len == 0)
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if (len == 0)
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result.distance = -1;
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result.distance = -1;
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@ -376,31 +399,29 @@ HitResult castRay(Ray ray, ArrayFunction arrayFunc, uint16_t maxSteps)
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return result;
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return result;
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}
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}
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void castRaysMultiHit(
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
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Vector2D position, Unit directionAngle, Unit fovAngle, uint16_t resolution,
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RayConstraints constraints)
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ArrayFunction arrayFunc, HitFunction hitFunc , uint16_t maxHits,
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uint16_t maxSteps)
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{
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{
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uint_fast16_t fovHalf = fovAngle / 2;
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uint_fast16_t fovHalf = cam.fovAngle / 2;
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Vector2D dir1 = angleToDirection(directionAngle - fovHalf);
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Vector2D dir1 = angleToDirection(cam.direction - fovHalf);
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Vector2D dir2 = angleToDirection(directionAngle + fovHalf);
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Vector2D dir2 = angleToDirection(cam.direction + fovHalf);
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Unit dX = dir2.x - dir1.x;
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Unit dX = dir2.x - dir1.x;
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Unit dY = dir2.y - dir1.y;
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Unit dY = dir2.y - dir1.y;
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HitResult hits[maxHits];
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HitResult hits[constraints.maxHits];
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uint16_t hitCount;
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uint16_t hitCount;
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Ray r;
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Ray r;
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r.start = position;
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r.start = cam.position;
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for (uint_fast8_t i = 0; i < resolution; ++i)
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for (uint_fast8_t i = 0; i < cam.resolution.x; ++i)
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{
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{
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r.direction.x = dir1.x + (dX * i) / resolution;
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r.direction.x = dir1.x + (dX * i) / cam.resolution.x;
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r.direction.y = dir1.y + (dY * i) / resolution;
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r.direction.y = dir1.y + (dY * i) / cam.resolution.x;
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castRayMultiHit(r,arrayFunc,maxSteps,hits,&hitCount,maxHits);
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castRayMultiHit(r,arrayFunc,hits,&hitCount,constraints);
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for (uint_fast8_t j = 0; j < hitCount; ++j)
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for (uint_fast8_t j = 0; j < hitCount; ++j)
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hitFunc(i,hits[j],j,r);
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hitFunc(i,hits[j],j,r);
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4
test.c
4
test.c
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@ -34,7 +34,7 @@ int testSingleRay(Unit startX, Unit startY, Unit dirX, Unit dirY,
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printf("- casting ray:\n");
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printf("- casting ray:\n");
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logRay(r);
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logRay(r);
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HitResult h = castRay(r,testArrayFunc,20);
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HitResult h = castRay(r,testArrayFunc);
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printf("- result:\n");
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printf("- result:\n");
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logHitResult(h);
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logHitResult(h);
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@ -87,7 +87,7 @@ void benchCastRays()
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for (int i = 0; i < 1000000; ++i)
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for (int i = 0; i < 1000000; ++i)
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{
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{
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r.direction = directions[i % 8];
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r.direction = directions[i % 8];
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castRay(r,testArrayFunc,30);
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castRay(r,testArrayFunc);
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}
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}
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}
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}
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