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Optimize door
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910927e24d
commit
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1 changed files with 23 additions and 17 deletions
40
raycastlib.h
40
raycastlib.h
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@ -130,6 +130,7 @@ typedef struct
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Unit textureCoord; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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Unit type; ///< Integer identifying type of square.
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uint8_t direction; ///< Direction of hit.
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Unit doorRoll; ///< Holds value of door roll.
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} HitResult;
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// TODO: things like FOV could be constants to make them precomp. and faster?
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@ -308,6 +309,22 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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//=============================================================================
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// privates
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// global helper variables, for precomputing stuff etc.
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PixelFunction _pixelFunction = 0;
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Camera _camera;
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Unit _horizontalDepthStep = 0;
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Unit _startFloorHeight = 0;
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Unit _startCeilHeight = 0;
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Unit _camResYLimit = 0;
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Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _ceilFunction = 0;
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uint8_t _computeTextureCoords = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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int16_t _cameraHeightScreen = 0;
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ArrayFunction _rollFunction = 0; // says door rolling
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#ifdef RAYCASTLIB_PROFILE
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// function call counters for profiling
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uint32_t profile_sqrtInt = 0;
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@ -665,6 +682,8 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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HitResult h;
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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 = dist(initialPos,currentPos);
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@ -697,6 +716,9 @@ void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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wrap(currentPos.y,UNITS_PER_SQUARE) : 0;
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}
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if (_rollFunction != 0)
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h.doorRoll = _rollFunction(currentSquare.x,currentSquare.y);
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hitResults[*hitResultsLen] = h;
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*hitResultsLen += 1;
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@ -767,22 +789,6 @@ void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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}
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}
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// global helper variables, for precomputing stuff etc.
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PixelFunction _pixelFunction = 0;
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Camera _camera;
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Unit _horizontalDepthStep = 0;
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Unit _startFloorHeight = 0;
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Unit _startCeilHeight = 0;
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Unit _camResYLimit = 0;
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Unit _middleRow = 0;
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ArrayFunction _floorFunction = 0;
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ArrayFunction _ceilFunction = 0;
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uint8_t _computeTextureCoords = 0;
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Unit _fHorizontalDepthStart = 0;
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Unit _cHorizontalDepthStart = 0;
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int16_t _cameraHeightScreen = 0;
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ArrayFunction _rollFunction = 0; // says door rolling
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/**
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Helper function that determines intersection with both ceiling and floor.
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*/
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@ -990,7 +996,7 @@ void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
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if (_rollFunction != 0)
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{
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Unit doorRoll = _rollFunction(hit.square.x,hit.square.y);
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Unit doorRoll = hit.doorRoll;
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int8_t unrolled = doorRoll >= 0 ?
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doorRoll > hit.textureCoord :
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