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Add sin and cos
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2 changed files with 50 additions and 1 deletions
35
raycastlib.h
35
raycastlib.h
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@ -11,7 +11,6 @@
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- X axis goes right.
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- Y axis goes up.
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- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE.
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*/
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#define UNITS_PER_SQUARE 1024
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@ -84,6 +83,11 @@ void castRayMultiHit(Ray ray, int16_t (*arrayFunc)(int16_t, int16_t),
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uint16_t maxSteps, HitResult *hitResults, uint16_t *hitResultsLen,
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uint16_t maxHits);
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Unit cosInt(Unit input);
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Unit sinInt(Unit input);
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uint16_t sqrtInt(uint32_t value);
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Unit dist(Vector2D p1, Vector2D p2);
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//=============================================================================
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// privates
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@ -98,6 +102,35 @@ Unit clamp(Unit value, Unit valueMin, Unit valueMax)
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return value;
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}
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// Bhaskara's cosine approximation formula
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#define trigHelper(x) (UNITS_PER_SQUARE *\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 + (x) * (x)))
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Unit cosInt(Unit input)
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{
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input = input % UNITS_PER_SQUARE;
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if (input < 0)
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input = UNITS_PER_SQUARE + input;
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if (input < UNITS_PER_SQUARE / 4)
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return trigHelper(input);
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else if (input < UNITS_PER_SQUARE / 2)
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return -1 * trigHelper(UNITS_PER_SQUARE / 2 - input);
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else if (input < 3 * UNITS_PER_SQUARE / 4)
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return -1 * trigHelper(input - UNITS_PER_SQUARE / 2);
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else
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return trigHelper(UNITS_PER_SQUARE - input);
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}
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#undef trigHelper
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Unit sinInt(Unit input)
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{
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return cosInt(input - UNITS_PER_SQUARE / 2);
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}
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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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16
test.c
16
test.c
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@ -1,3 +1,9 @@
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/**
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Tests for raycastlib.
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license: CC0
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*/
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#include <stdio.h>
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#include "raycastlib.h"
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@ -70,5 +76,15 @@ int main()
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16))
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return 1;
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for (Unit i = -UNITS_PER_SQUARE; i <= UNITS_PER_SQUARE; i += 64)
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{
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Unit v = sinInt(i);
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for (int j = 0; j < (v + UNITS_PER_SQUARE) / 64; ++j)
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printf(".");
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printf("\n");
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}
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return 0;
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}
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