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https://git.coom.tech/drummyfish/raycastlib.git
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Finish DDA
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parent
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commit
980be935d0
2 changed files with 98 additions and 155 deletions
251
raycastlib.h
251
raycastlib.h
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@ -460,7 +460,6 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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uint32_t profile_RCL_dist = 0;
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uint32_t profile_RCL_len = 0;
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uint32_t profile_RCL_pointIfLeftOfRay = 0;
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uint32_t profile_RCL_castRaySquare = 0;
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uint32_t profile_RCL_castRayMultiHit = 0;
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uint32_t profile_RCL_castRay = 0;
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uint32_t profile_RCL_absVal = 0;
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@ -480,7 +479,6 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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printf(" RCL_dist: %d\n",profile_RCL_dist);\
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printf(" RCL_len: %d\n",profile_RCL_len);\
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printf(" RCL_pointIfLeftOfRay: %d\n",profile_RCL_pointIfLeftOfRay);\
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printf(" RCL_castRaySquare: %d\n",profile_RCL_castRaySquare);\
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printf(" RCL_castRayMultiHit : %d\n",profile_RCL_castRayMultiHit);\
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printf(" RCL_castRay: %d\n",profile_RCL_castRay);\
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printf(" RCL_normalize: %d\n",profile_RCL_normalize);\
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@ -715,13 +713,12 @@ static inline int8_t RCL_pointIfLeftOfRay(RCL_Vector2D point, RCL_Ray ray)
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}
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/**
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DEPRECATED in favor of DDA.
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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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void RCL_castRaySquare(RCL_Ray *localRay, RCL_Vector2D *nextCellOff,
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RCL_Vector2D *collOff)
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{
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RCL_profileCall(RCL_castRaySquare);
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nextCellOff->x = 0;
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nextCellOff->y = 0;
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@ -786,8 +783,6 @@ void RCL_castRaySquare(RCL_Ray *localRay, RCL_Vector2D *nextCellOff,
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collOff->y += nextCellOff->y;
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}
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int aaaaaa = 0;
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void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_ArrayFunction typeFunc, RCL_HitResult *hitResults,
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uint16_t *hitResultsLen, RCL_RayConstraints constraints)
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@ -806,149 +801,116 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Unit squareType = arrayFunc(currentSquare.x,currentSquare.y);
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RCL_Vector2D no, co; // next cell offset, collision offset
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// DDA variables
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RCL_Vector2D nextSideDist; // dist. from start to the next side in given axis
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RCL_Vector2D delta;
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RCL_Unit currentDist = 0;
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RCL_Vector2D step; // -1 or 1 for each axis
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int8_t stepHorizontal = 0; // whether the last step was hor. or vert.
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no.x = 0; // just to supress a warning
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no.y = 0;
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co.x = 0;
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co.y = 0;
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nextSideDist.x = 0;
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nextSideDist.y = 0;
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RCL_Vector2D nextSideDist;
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RCL_Vector2D delta;
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RCL_Unit currentDist = 0;
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RCL_Vector2D step;
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RCL_Unit dirVecLength = RCL_len(ray.direction);
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nextSideDist.x = 0;
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nextSideDist.y = 0;
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delta.x = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) /
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RCL_nonZero(ray.direction.x));
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RCL_Unit dirVecLength = RCL_len(ray.direction);
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delta.y = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) /
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RCL_nonZero(ray.direction.y));
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delta.x = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.x));
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delta.y = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.y));
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// init DDA
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int8_t stepHorizontal = 0;
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if (ray.direction.x < 0)
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{
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step.x = -1;
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nextSideDist.x = (RCL_wrap(ray.start.x,RCL_UNITS_PER_SQUARE) * delta.x) / RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.x = 1;
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nextSideDist.x = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.x,RCL_UNITS_PER_SQUARE)) * delta.x) / RCL_UNITS_PER_SQUARE;
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}
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if (ray.direction.y < 0)
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{
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step.y = -1;
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nextSideDist.y = (RCL_wrap(ray.start.y,RCL_UNITS_PER_SQUARE) * delta.y) / RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.y = 1;
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nextSideDist.y = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.y,RCL_UNITS_PER_SQUARE)) * delta.y) / RCL_UNITS_PER_SQUARE;
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}
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if (ray.direction.x < 0)
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{
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step.x = -1;
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nextSideDist.x = (RCL_wrap(ray.start.x,RCL_UNITS_PER_SQUARE) * delta.x) /
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RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.x = 1;
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nextSideDist.x =
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((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.x,RCL_UNITS_PER_SQUARE)) *
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delta.x) / RCL_UNITS_PER_SQUARE;
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}
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if (ray.direction.y < 0)
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{
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step.y = -1;
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nextSideDist.y = (RCL_wrap(ray.start.y,RCL_UNITS_PER_SQUARE) * delta.y) /
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RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.y = 1;
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nextSideDist.y =
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((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.y,RCL_UNITS_PER_SQUARE)) *
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delta.y) / RCL_UNITS_PER_SQUARE;
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}
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// DDA loop
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for (uint16_t i = 0; i < constraints.maxSteps; ++i)
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{
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RCL_Unit currentType = arrayFunc(currentSquare.x,currentSquare.y);
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if (currentType != squareType)
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{
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// collision
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RCL_HitResult h;
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h.arrayValue = currentType;
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h.doorRoll = 0;
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h.position = currentPos;
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h.square = currentSquare;
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// h.distance = RCL_dist(initialPos,currentPos);
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h.distance =
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currentDist;
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h.distance = currentDist;
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if (stepHorizontal)
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{
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h.position.x = currentSquare.x * RCL_UNITS_PER_SQUARE;
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h.direction = 3;
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if (step.x == -1)
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{
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h.direction = 1;
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h.position.x += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.x - ray.start.x;
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h.position.y = ray.start.y + ((ray.direction.y * diff) / RCL_nonZero(ray.direction.x));
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h.textureCoord = h.position.y;
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h.distance =
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((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.x);
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}
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else
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{
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h.position.y = currentSquare.y * RCL_UNITS_PER_SQUARE;
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h.direction = 2;
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if (step.y == -1)
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{
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h.direction = 0;
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h.position.y += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.y - ray.start.y;
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h.position.x = ray.start.x + ((ray.direction.x * diff) / RCL_nonZero(ray.direction.y));
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h.textureCoord = h.position.x;
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h.distance =
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((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.y);
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}
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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/*
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if (no.y > 0)
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if (stepHorizontal)
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{
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h.direction = 0;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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h.textureCoord = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
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#endif
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}
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else if (no.x > 0)
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{
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h.direction = 1;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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h.textureCoord =
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RCL_wrap(RCL_UNITS_PER_SQUARE - currentPos.y,RCL_UNITS_PER_SQUARE);
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#endif
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}
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else if (no.y < 0)
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{
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h.direction = 2;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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h.textureCoord =
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RCL_wrap(RCL_UNITS_PER_SQUARE - currentPos.x,RCL_UNITS_PER_SQUARE);
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#endif
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h.position.x = currentSquare.x * RCL_UNITS_PER_SQUARE;
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h.direction = 3;
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if (step.x == -1)
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{
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h.direction = 1;
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h.position.x += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.x - ray.start.x;
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h.position.y = ray.start.y + ((ray.direction.y * diff) /
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RCL_nonZero(ray.direction.x));
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h.textureCoord = h.position.y;
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h.distance =
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((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) /
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RCL_nonZero(ray.direction.x);
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}
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else
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{
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h.direction = 3;
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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h.textureCoord = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
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#endif
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h.position.y = currentSquare.y * RCL_UNITS_PER_SQUARE;
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h.direction = 2;
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if (step.y == -1)
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{
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h.direction = 0;
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h.position.y += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.y - ray.start.y;
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h.position.x = ray.start.x + ((ray.direction.x * diff) /
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RCL_nonZero(ray.direction.y));
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h.textureCoord = h.position.x;
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h.distance =
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((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) /
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RCL_nonZero(ray.direction.y);
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}
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*/
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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if (_RCL_rollFunction != 0)
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h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y);
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@ -964,36 +926,22 @@ h.distance =
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break;
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}
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// ray.start.x = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
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// ray.start.y = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
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// DDA step
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if (nextSideDist.x < nextSideDist.y)
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{
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currentDist = nextSideDist.x;
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nextSideDist.x += delta.x;
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currentSquare.x += step.x;
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stepHorizontal = 1;
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}
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else
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{
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currentDist = nextSideDist.y;
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nextSideDist.y += delta.y;
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currentSquare.y += step.y;
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stepHorizontal = 0;
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}
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// RCL_castRaySquare(&ray,&no,&co);
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// currentSquare.x += no.x;
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// currentSquare.y += no.y;
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// offset into the next cell
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// currentPos.x += co.x;
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// currentPos.y += co.y;
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if (nextSideDist.x < nextSideDist.y)
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{
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currentDist = nextSideDist.x;
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nextSideDist.x += delta.x;
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currentSquare.x += step.x;
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stepHorizontal = 1;
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}
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else
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{
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currentDist = nextSideDist.y;
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nextSideDist.y += delta.y;
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currentSquare.y += step.y;
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stepHorizontal = 0;
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}
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}
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}
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@ -1040,9 +988,6 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
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for (int16_t i = 0; i < cam.resolution.x; ++i)
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{
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aaaaaa = i == 100;
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r.direction.x = dir1.x + currentDX / cam.resolution.x;
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r.direction.y = dir1.y + currentDY / cam.resolution.x;
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@ -1152,8 +1097,6 @@ static inline int16_t _RCL_drawHorizontal(
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if (doCoords)/*constant condition - compiler should optimize it out*/\
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{\
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RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
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/* d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;*/\
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/* ^ inverse of RCL_adjustDistance(...) */\
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pixelInfo->texCoords.x =\
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_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
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pixelInfo->texCoords.y =\
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2
test.c
2
test.c
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@ -285,7 +285,7 @@ int main()
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0,
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0,
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100, 100,
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10, 9,
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9, 10,
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10240, 10240,
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16))
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return 1;
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