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Add tests
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1 changed files with 122 additions and 24 deletions
146
raycastlib.c
146
raycastlib.c
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@ -14,14 +14,14 @@
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#define UNITS_PER_SQUARE 1024
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typedef int64_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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units in a square's length. */
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/// Position in 2D space.
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typedef struct
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{
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Unit y;
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Unit x;
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int32_t y;
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int32_t x;
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} Vector2D;
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typedef struct
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@ -36,19 +36,70 @@ typedef struct
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Vector2D position; ///< Exact collision position in Units.
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Unit distance; /**< Euclidean distance to the hit position, or -1 if
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no collision happened. */
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Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
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coordinate. */
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} HitResult;
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HitResult castRay(Ray ray, int (*collisionFunc)(int, int),
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unsigned int maxSteps);
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/**
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Casts a single ray and returns the first collision result.
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@param Ray Ray to be cast.
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@param arrayFunc Function that for x and y array coordinates (in squares, NOT
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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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a collision).
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@param maxSteps Maximum number of steps (in squares) to trace the ray.
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@return The first collision result.
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*/
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HitResult castRay(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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uint16_t maxSteps);
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//=============================================================================
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// privates
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#define logVector2D(v) printf("[%d,%d]\n",v.x,v.y)
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#define logRay(r) printf("{\n");\
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logVector2D(r.start);\
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logVector2D(r.direction);\
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printf("}\n");
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#define logVector2D(v) printf("[%d,%d]\n",v.x,v.y)
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#define logRay(r) printf("ray:\n");\
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printf(" start: "); logVector2D(r.start);\
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printf(" dir: "); logVector2D(r.direction);
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#define logHitResult(h) printf("hit:\n");\
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printf(" sqaure: "); logVector2D(h.square);\
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printf(" pos: "); logVector2D(h.position);\
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printf(" dist: %d", h.distance);\
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printf(" texcoord: %d", h.textureCoord);
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uint16_t sqrtInt(uint32_t value)
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{
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uint32_t result = 0;
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uint32_t a = value;
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uint32_t b = 1u << 30;
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while (b > a)
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b >>= 2;
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while (b != 0)
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{
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if (a >= result + b)
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{
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a -= result + b;
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result = result + 2 * b;
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}
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b >>= 2;
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result >>= 1;
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}
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return result;
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}
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Unit dist(Vector2D p1, Vector2D p2)
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{
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Unit dx = p2.x - p1.x;
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Unit dy = p2.y - p1.y;
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return sqrtInt(((uint16_t) dx * dx) + ((uint16_t) dy * dy));
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}
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int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
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{
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@ -123,18 +174,30 @@ void castRaySquare(Ray localRay, Vector2D *nextCellOffset,
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#undef helper
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}
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HitResult castRay(Ray ray, int (*collisionFunc)(int, int),
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unsigned int maxSteps)
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HitResult castRay(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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uint16_t maxSteps)
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{
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HitResult result;
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Vector2D initialPos = ray.start;
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result.distance = -1;
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result.square.x = ray.start.x / UNITS_PER_SQUARE;
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result.square.y = ray.start.y / UNITS_PER_SQUARE;
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result.position = ray.start;
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int16_t squareType = arrayFunc(result.square.x,result.square.y);
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for (uint16_t i = 0; i < maxSteps; ++i)
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{
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if (arrayFunc(result.square.x,result.square.y) != squareType)
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{
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result.distance = dist(initialPos,result.position);
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//result.textureCoord =
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break;
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}
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ray.start.x = result.position.x % UNITS_PER_SQUARE;
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ray.start.y = result.position.y % UNITS_PER_SQUARE;
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@ -152,23 +215,58 @@ HitResult castRay(Ray ray, int (*collisionFunc)(int, int),
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return result;
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}
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int aaa(int x, int y)
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int16_t testArrayFunc(int16_t x, int16_t y)
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{
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return (x < 0 || y < 0 || x > 10 || y > 10) ? 1 : 0;
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return (x < 0 || y < 0 || x > 9 || y > 9) ? 1 : 0;
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}
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/**
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Simple automatic test function.
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*/
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int testSingleRay(Unit startX, Unit startY, Unit dirX, Unit dirY,
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int16_t expectSquareX, int16_t expectSquareY, int16_t expectPointX,
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int16_t expectPointY, int16_t tolerateError)
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{
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Ray r;
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r.start.x = startX;
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r.start.y = startY;
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r.direction.x = dirX;
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r.direction.y = dirY;
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HitResult h = castRay(r,testArrayFunc,20);
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return
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h.square.x == expectSquareX &&
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h.square.y == expectSquareY &&
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h.position.x <= expectPointX + tolerateError &&
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h.position.x >= expectPointX - tolerateError &&
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h.position.y <= expectPointY + tolerateError &&
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h.position.y >= expectPointY - tolerateError;
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}
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int test()
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{
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if (!testSingleRay(
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3 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2,
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4 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2,
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100, 50,
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10, 7,
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10240, 7936,
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16))
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return 0;
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return 1;
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}
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int main()
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{
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Ray r;
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r.start.x = 4 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
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r.start.y = 4 * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
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r.direction.x = 100;
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r.direction.y = 50;
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logRay(r);
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castRay(r,aaa,10);
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printf("%d\n",test());
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return 0;
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}
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#undef logVector2D
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#undef logRay
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#undef logHitResult
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