From 879326c3db80e27105c16213928c7ff3b3861531 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Wed, 22 Aug 2018 08:21:38 +0200 Subject: [PATCH] Add castRay function --- raycastlib.c | 94 ++++++++++++++++++++++++++++++++++++---------------- 1 file changed, 65 insertions(+), 29 deletions(-) diff --git a/raycastlib.c b/raycastlib.c index ec222ed..9d36d5d 100644 --- a/raycastlib.c +++ b/raycastlib.c @@ -30,6 +30,16 @@ typedef struct Vector2D direction; } Ray; +typedef struct +{ + Vector2D square; ///< Collided square coordinates. + Vector2D position; ///< Exact collision position in Units. + Unit distance; /**< Euclidean distance to the hit position, or -1 if + no collision happened. */ +} HitResult; + +HitResult castRay(Ray ray, int (*collisionFunc)(int, int), + unsigned int maxSteps); //============================================================================= // privates @@ -49,65 +59,62 @@ int8_t pointIsLeftOfRay(Vector2D point, Ray ray) } /** - + Casts a ray within a single square, to collide with the square borders. */ -void castRaySquare(Ray globalRay, Vector2D *nextCellOffset, +void castRaySquare(Ray localRay, Vector2D *nextCellOffset, Vector2D *collisionPointOffset) { - globalRay.start.x %= UNITS_PER_SQUARE; - globalRay.start.y %= UNITS_PER_SQUARE; - nextCellOffset->x = 0; nextCellOffset->y = 0; - Ray criticalLine = globalRay; + Ray criticalLine = localRay; #define helper(c1,c2,n)\ {\ nextCellOffset->c1 = n;\ - collisionPointOffset->c1 = criticalLine.start.c1 - globalRay.start.c1;\ + collisionPointOffset->c1 = criticalLine.start.c1 - localRay.start.c1;\ collisionPointOffset->c2 =\ - (collisionPointOffset->c1 * globalRay.direction.c2) /\ - (globalRay.direction.c1 == 0 ? 1 : globalRay.direction.c1);\ + (collisionPointOffset->c1 * localRay.direction.c2) /\ + (localRay.direction.c1 == 0 ? 1 : localRay.direction.c1);\ } #define helper2(n1,n2,c)\ - if (pointIsLeftOfRay(globalRay.start,criticalLine) == c)\ + if (pointIsLeftOfRay(localRay.start,criticalLine) == c)\ helper(y,x,n1)\ else\ helper(x,y,n2) - if (globalRay.direction.x > 0) + if (localRay.direction.x > 0) { - criticalLine.start.x = UNITS_PER_SQUARE - 1; + criticalLine.start.x = UNITS_PER_SQUARE; - if (globalRay.direction.y > 0) + if (localRay.direction.y > 0) { // top right - criticalLine.start.y = UNITS_PER_SQUARE - 1; + criticalLine.start.y = UNITS_PER_SQUARE; helper2(1,1,1) } else { // bottom right - criticalLine.start.y = 0; + criticalLine.start.y = -1; helper2(-1,1,0) } } else { - criticalLine.start.x = 0; + criticalLine.start.x = -1; - if (globalRay.direction.y > 0) + if (localRay.direction.y > 0) { // top left - criticalLine.start.y = UNITS_PER_SQUARE - 1; + criticalLine.start.y = UNITS_PER_SQUARE; helper2(1,-1,0) } else { // bottom left - criticalLine.start.y = 0; + criticalLine.start.y = -1; helper2(-1,-1,1) } } @@ -116,23 +123,52 @@ void castRaySquare(Ray globalRay, Vector2D *nextCellOffset, #undef helper } +HitResult castRay(Ray ray, int (*collisionFunc)(int, int), + unsigned int maxSteps) +{ + HitResult result; + + result.distance = -1; + result.square.x = ray.start.x / UNITS_PER_SQUARE; + result.square.y = ray.start.y / UNITS_PER_SQUARE; + result.position = ray.start; + + for (uint16_t i = 0; i < maxSteps; ++i) + { + ray.start.x = result.position.x % UNITS_PER_SQUARE; + ray.start.y = result.position.y % UNITS_PER_SQUARE; + + Vector2D no, co; + + castRaySquare(ray,&no,&co); + + result.square.x += no.x; + result.square.y += no.y; + + result.position.x += co.x; + result.position.y += co.y; + } + + return result; +} + +int aaa(int x, int y) +{ + return (x < 0 || y < 0 || x > 10 || y > 10) ? 1 : 0; +} + int main() { Ray r; - Vector2D no; - Vector2D co; - r.start.x = 10; - r.start.y = 10; - r.direction.x = -200; - r.direction.y = -200; + r.start.x = 4 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2; + r.start.y = 4 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2; + r.direction.x = 100; + r.direction.y = 50; logRay(r); - castRaySquare(r,&no,&co); - - logVector2D(no); - logVector2D(co); + castRay(r,aaa,10); return 0; }