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Fix ugly fix
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parent
cd88d5a92d
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1 changed files with 154 additions and 29 deletions
183
raycastlib.h
183
raycastlib.h
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@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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license: CC0 1.0
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version: 0.903
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version: 0.904
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*/
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*/
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#include <stdint.h>
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#include <stdint.h>
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@ -116,6 +116,8 @@
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
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#endif
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#endif
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#define RCL_HORIZONTAL_FOV_TAN (RCL_VERTICAL_FOV * 4)
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#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2)
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#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2)
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#ifndef RCL_CAMERA_COLL_RADIUS
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#ifndef RCL_CAMERA_COLL_RADIUS
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@ -242,7 +244,7 @@ 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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RCL_Vector2D position;
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RCL_Vector2D position;
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RCL_Unit direction;
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RCL_Unit direction; // TODO: rename to "angle" to keep consistency
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RCL_Vector2D resolution;
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RCL_Vector2D resolution;
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int16_t shear; /**< Shear offset in pixels (0 => no shear), can simulate
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int16_t shear; /**< Shear offset in pixels (0 => no shear), can simulate
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looking up/down. */
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looking up/down. */
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@ -305,10 +307,24 @@ typedef void
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/**
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/**
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Simple-interface function to cast a single ray.
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Simple-interface function to cast a single 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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RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc);
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RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc);
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/**
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Casts a 3D ray in 3D environment with floor and optional ceiling
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(ceilingHeightFunc can be 0). This can be useful for hitscan shooting,
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visibility checking etc.
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@return normalized ditance (0 to RCL_UNITS_PER_SQUARE) along the ray at which
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the environment was hit, RCL_UNITS_PER_SQUARE means nothing was hit
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*/
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RCL_Unit RCL_castRay3D(
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RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2,
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RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc,
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RCL_RayConstraints constraints);
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/**
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/**
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Maps a single point in the world to the screen (2D position + depth).
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Maps a single point in the world to the screen (2D position + depth).
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*/
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*/
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@ -352,6 +368,10 @@ RCL_Unit RCL_cosInt(RCL_Unit input);
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RCL_Unit RCL_sinInt(RCL_Unit input);
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RCL_Unit RCL_sinInt(RCL_Unit input);
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RCL_Unit RCL_tanInt(RCL_Unit input);
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RCL_Unit RCL_ctgInt(RCL_Unit input);
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/// Normalizes given vector to have RCL_UNITS_PER_SQUARE length.
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/// Normalizes given vector to have RCL_UNITS_PER_SQUARE length.
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RCL_Vector2D RCL_normalize(RCL_Vector2D v);
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RCL_Vector2D RCL_normalize(RCL_Vector2D v);
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@ -368,10 +388,16 @@ RCL_Unit RCL_len(RCL_Vector2D v);
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*/
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*/
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RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees);
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RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees);
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///< Computes the change in size of an object due to perspective.
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///< Computes the change in size of an object due to perspective (vertical FOV).
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RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance);
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RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance);
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RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize);
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RCL_Unit
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RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance);
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RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize);
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RCL_Unit scaledSize);
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/**
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/**
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@ -502,7 +528,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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uint32_t profile_RCL_absVal = 0;
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uint32_t profile_RCL_absVal = 0;
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uint32_t profile_RCL_normalize = 0;
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uint32_t profile_RCL_normalize = 0;
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uint32_t profile_RCL_vectorsAngleCos = 0;
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uint32_t profile_RCL_vectorsAngleCos = 0;
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uint32_t profile_RCL_perspectiveScale = 0;
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uint32_t profile_RCL_perspectiveScaleVertical = 0;
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uint32_t profile_RCL_wrap = 0;
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uint32_t profile_RCL_wrap = 0;
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uint32_t profile_RCL_divRoundDown = 0;
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uint32_t profile_RCL_divRoundDown = 0;
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#define RCL_profileCall(c) profile_##c += 1
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#define RCL_profileCall(c) profile_##c += 1
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@ -521,7 +547,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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printf(" RCL_normalize: %d\n",profile_RCL_normalize);\
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printf(" RCL_normalize: %d\n",profile_RCL_normalize);\
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printf(" RCL_vectorsAngleCos: %d\n",profile_RCL_vectorsAngleCos);\
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printf(" RCL_vectorsAngleCos: %d\n",profile_RCL_vectorsAngleCos);\
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printf(" RCL_absVal: %d\n",profile_RCL_absVal);\
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printf(" RCL_absVal: %d\n",profile_RCL_absVal);\
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printf(" RCL_perspectiveScale: %d\n",profile_RCL_perspectiveScale);\
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printf(" RCL_perspectiveScaleVertical: %d\n",profile_RCL_perspectiveScaleVertical);\
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printf(" RCL_wrap: %d\n",profile_RCL_wrap);\
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printf(" RCL_wrap: %d\n",profile_RCL_wrap);\
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printf(" RCL_divRoundDown: %d\n",profile_RCL_divRoundDown); }
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printf(" RCL_divRoundDown: %d\n",profile_RCL_divRoundDown); }
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#else
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#else
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@ -637,6 +663,16 @@ RCL_Unit RCL_sinInt(RCL_Unit input)
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return RCL_cosInt(input - RCL_UNITS_PER_SQUARE / 4);
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return RCL_cosInt(input - RCL_UNITS_PER_SQUARE / 4);
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}
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}
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RCL_Unit RCL_tanInt(RCL_Unit input)
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{
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return (RCL_sinInt(input) * RCL_UNITS_PER_SQUARE) / RCL_cosInt(input);
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}
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RCL_Unit RCL_ctgInt(RCL_Unit input)
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{
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return (RCL_cosInt(input) * RCL_UNITS_PER_SQUARE) / RCL_sinInt(input);
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}
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RCL_Vector2D RCL_angleToDirection(RCL_Unit angle)
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RCL_Vector2D RCL_angleToDirection(RCL_Unit angle)
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{
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{
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RCL_profileCall(RCL_angleToDirection);
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RCL_profileCall(RCL_angleToDirection);
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@ -892,17 +928,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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#if !RCL_RECTILINEAR
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#if !RCL_RECTILINEAR
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h.distance = RCL_dist(h.position,ray.start);
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h.distance = RCL_dist(h.position,ray.start);
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#else
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h.distance = (h.distance * 23) / 32;
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/* ^ UGLY HACK
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For some reason the computed distance with rectilinear is larger, the
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correct distance is about 0.711 (~= 23/32) of the computed distance, so
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we correct it here in this ugly way.
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TODO: investigate why, fix nicely
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*/
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#endif
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#endif
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if (typeFunc != 0)
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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@ -993,6 +1018,17 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
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RCL_Vector2D dir2 =
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RCL_Vector2D dir2 =
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RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF);
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RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF);
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/* We scale the side distances so that the middle one is
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RCL_UNITS_PER_SQUARE, which has to be this way. */
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RCL_Unit cos = RCL_nonZero(RCL_cosInt(RCL_HORIZONTAL_FOV_HALF));
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dir1.x = (dir1.x * RCL_UNITS_PER_SQUARE) / cos;
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dir1.y = (dir1.y * RCL_UNITS_PER_SQUARE) / cos;
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dir2.x = (dir2.x * RCL_UNITS_PER_SQUARE) / cos;
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dir2.y = (dir2.y * RCL_UNITS_PER_SQUARE) / cos;
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RCL_Unit dX = dir2.x - dir1.x;
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RCL_Unit dX = dir2.x - dir1.x;
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RCL_Unit dY = dir2.y - dir1.y;
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RCL_Unit dY = dir2.y - dir1.y;
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@ -1288,10 +1324,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
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fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
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fZ2World = fWallHeight - _RCL_camera.height;
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fZ2World = fWallHeight - _RCL_camera.height;
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fZ1Screen = _RCL_middleRow - RCL_perspectiveScale(
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fZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(fZ1World * _RCL_camera.resolution.y) /
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(fZ1World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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RCL_UNITS_PER_SQUARE,distance);
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fZ2Screen = _RCL_middleRow - RCL_perspectiveScale(
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fZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(fZ2World * _RCL_camera.resolution.y) /
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(fZ2World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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RCL_UNITS_PER_SQUARE,distance);
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@ -1299,10 +1335,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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{
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cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y);
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cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y);
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cZ2World = cWallHeight - _RCL_camera.height;
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cZ2World = cWallHeight - _RCL_camera.height;
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cZ1Screen = _RCL_middleRow - RCL_perspectiveScale(
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cZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(cZ1World * _RCL_camera.resolution.y) /
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(cZ1World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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RCL_UNITS_PER_SQUARE,distance);
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cZ2Screen = _RCL_middleRow - RCL_perspectiveScale(
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cZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(cZ2World * _RCL_camera.resolution.y) /
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(cZ2World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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RCL_UNITS_PER_SQUARE,distance);
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}
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}
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@ -1490,13 +1526,13 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
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int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
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wallHeightScreen = RCL_perspectiveScale((wallHeightWorld *
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wallHeightScreen = RCL_perspectiveScaleVertical((wallHeightWorld *
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_RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE,dist);
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_RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE,dist);
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int16_t RCL_normalizedWallHeight = wallHeightWorld != 0 ?
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int16_t RCL_normalizedWallHeight = wallHeightWorld != 0 ?
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((RCL_UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld) : 0;
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((RCL_UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld) : 0;
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heightOffset = RCL_perspectiveScale(_RCL_cameraHeightScreen,dist);
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heightOffset = RCL_perspectiveScaleVertical(_RCL_cameraHeightScreen,dist);
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wallStart = _RCL_middleRow - wallHeightScreen + heightOffset +
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wallStart = _RCL_middleRow - wallHeightScreen + heightOffset +
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RCL_normalizedWallHeight;
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RCL_normalizedWallHeight;
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@ -1562,7 +1598,7 @@ static inline void _RCL_precomputeFloorDistances(RCL_Camera camera,
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(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
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(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = startIndex; i < camera.resolution.y; ++i)
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for (uint16_t i = startIndex; i < camera.resolution.y; ++i)
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dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,
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dest[i] = RCL_perspectiveScaleVerticalInverse(camHeightScreenSize,
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RCL_absVal(i - _RCL_middleRow));
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RCL_absVal(i - _RCL_middleRow));
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}
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}
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@ -1693,7 +1729,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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result.position.y =
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result.position.y =
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camera.resolution.y / 2 -
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camera.resolution.y / 2 -
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(RCL_perspectiveScale(height - camera.height,result.depth)
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(RCL_perspectiveScaleVertical(height - camera.height,result.depth)
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* camera.resolution.y) / RCL_UNITS_PER_SQUARE
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* camera.resolution.y) / RCL_UNITS_PER_SQUARE
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+ camera.shear;
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+ camera.shear;
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@ -1705,9 +1741,9 @@ RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees)
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return (degrees * RCL_UNITS_PER_SQUARE) / 360;
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return (degrees * RCL_UNITS_PER_SQUARE) / 360;
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}
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}
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RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
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RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance)
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{
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{
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RCL_profileCall(RCL_perspectiveScale);
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RCL_profileCall(RCL_perspectiveScaleVertical);
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return distance != 0 ?
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return distance != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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(originalSize * RCL_UNITS_PER_SQUARE) /
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@ -1715,7 +1751,7 @@ RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
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: 0;
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: 0;
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}
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}
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RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize)
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RCL_Unit scaledSize)
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{
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{
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return scaledSize != 0 ?
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return scaledSize != 0 ?
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@ -1725,6 +1761,95 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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: RCL_INFINITY;
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: RCL_INFINITY;
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}
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}
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RCL_Unit
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RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance)
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{
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return distance != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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((RCL_HORIZONTAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
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: 0;
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}
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RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize)
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{
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return scaledSize != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
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((RCL_HORIZONTAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
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: RCL_INFINITY;
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}
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RCL_Unit RCL_castRay3D(
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RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2,
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RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc,
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RCL_RayConstraints constraints)
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{
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RCL_HitResult hits[constraints.maxHits];
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uint16_t numHits;
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RCL_Ray ray;
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ray.start = pos1;
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RCL_Unit distance;
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ray.direction.x = pos2.x - pos1.x;
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ray.direction.y = pos2.y - pos1.y;
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distance = RCL_len(ray.direction);
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ray.direction = RCL_normalize(ray.direction);
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RCL_Unit heightDiff = height2 - height1;
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RCL_castRayMultiHit(ray,floorHeightFunc,0,hits,&numHits,constraints);
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||||||
|
|
||||||
|
RCL_Unit result = RCL_UNITS_PER_SQUARE;
|
||||||
|
|
||||||
|
int16_t squareX = RCL_divRoundDown(pos1.x,RCL_UNITS_PER_SQUARE);
|
||||||
|
int16_t squareY = RCL_divRoundDown(pos1.y,RCL_UNITS_PER_SQUARE);
|
||||||
|
|
||||||
|
RCL_Unit startHeight = floorHeightFunc(squareX,squareY);
|
||||||
|
|
||||||
|
#define checkHits(comp,res) \
|
||||||
|
{ \
|
||||||
|
RCL_Unit currentHeight = startHeight; \
|
||||||
|
for (uint16_t i = 0; i < numHits; ++i) \
|
||||||
|
{ \
|
||||||
|
if (hits[i].distance > distance) \
|
||||||
|
break;\
|
||||||
|
RCL_Unit h = hits[i].arrayValue; \
|
||||||
|
if ((currentHeight comp h ? currentHeight : h) \
|
||||||
|
comp (height1 + (hits[i].distance * heightDiff) / distance)) \
|
||||||
|
{ \
|
||||||
|
res = (hits[i].distance * RCL_UNITS_PER_SQUARE) / distance; \
|
||||||
|
break; \
|
||||||
|
} \
|
||||||
|
currentHeight = h; \
|
||||||
|
} \
|
||||||
|
}
|
||||||
|
|
||||||
|
checkHits(>,result)
|
||||||
|
|
||||||
|
if (ceilingHeightFunc != 0)
|
||||||
|
{
|
||||||
|
RCL_Unit result2 = RCL_UNITS_PER_SQUARE;
|
||||||
|
|
||||||
|
startHeight = ceilingHeightFunc(squareX,squareY);
|
||||||
|
|
||||||
|
RCL_castRayMultiHit(ray,ceilingHeightFunc,0,hits,&numHits,constraints);
|
||||||
|
|
||||||
|
checkHits(<,result2)
|
||||||
|
|
||||||
|
if (result2 < result)
|
||||||
|
result = result2;
|
||||||
|
}
|
||||||
|
|
||||||
|
#undef checkHits
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
|
void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
|
||||||
RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc,
|
RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc,
|
||||||
RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)
|
RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)
|
||||||
|
|
Loading…
Reference in a new issue