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Add angleToDirection
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2 changed files with 23 additions and 8 deletions
23
raycastlib.h
23
raycastlib.h
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@ -11,6 +11,8 @@
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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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- Angles are in Units, 0 means pointing right (x+) and positively rotates
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clockwise, a full angle has UNITS_PER_SQUARE Units.
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*/
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#define UNITS_PER_SQUARE 1024
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@ -21,21 +23,21 @@ typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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#define logVector2D(v)\
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printf("[%d,%d]\n",v.x,v.y);
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#define logRay(r)\
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#define logRay(r){\
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printf("ray:\n");\
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printf(" start: ");\
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logVector2D(r.start);\
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printf(" dir: ");\
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logVector2D(r.direction);\
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logVector2D(r.direction);}\
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#define logHitResult(h)\
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#define logHitResult(h){\
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printf("hit:\n");\
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printf(" sqaure: ");\
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logVector2D(h.square);\
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printf(" pos: ");\
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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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printf(" texcoord: %d", h.textureCoord);}\
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/// Position in 2D space.
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typedef struct
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@ -83,6 +85,7 @@ 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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Vector2D angleToDirection(Unit angle);
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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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@ -128,7 +131,17 @@ Unit cosInt(Unit input)
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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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return cosInt(input - UNITS_PER_SQUARE / 4);
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}
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Vector2D angleToDirection(Unit angle)
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{
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Vector2D result;
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result.x = cosInt(angle);
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result.y = -1 * sinInt(angle);
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return result;
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}
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uint16_t sqrtInt(uint32_t value)
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8
test.c
8
test.c
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@ -80,10 +80,12 @@ int main()
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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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logVector2D(angleToDirection(i));
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printf("\n");
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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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