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raycastlib.h
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raycastlib.h
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@ -1,9 +1,11 @@
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#ifndef RAYCASTLIB_H
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#define RAYCASTLIB_H
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#include <stdint.h>
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/**
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raycastlib - Small C header-only raycasting library for embedded and low
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performance computers, such as Arduino. Only uses integer math and stdint
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standard library.
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author: Miloslav "drummyfish" Ciz
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license: CC0
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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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#include <stdint.h>
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#define UNITS_PER_SQUARE 1024 ///< No. of Units in a side of a spatial 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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units in a square's length. This effectively
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serves the purpose of a fixed-point arithmetic. */
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#define logVector2D(v)\
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printf("[%d,%d]\n",v.x,v.y);
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uint16_t maxSteps;
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} RayConstraints;
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/**
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Function used to retrieve the cells of the rendered scene. It should return
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a "type" of given square as an integer (e.g. square height) - between squares
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that return different numbers there is considered to be a collision.
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*/
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typedef int16_t (*ArrayFunction)(int16_t x, int16_t y);
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typedef void (*ColumnFunction)(HitResult *hits, uint16_t hitCount, uint16_t x,
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Ray ray);
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typedef void (*PixelFunction)(PixelInfo info);
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/**
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Casts a single ray and returns the first collision result.
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typedef void
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(*ColumnFunction)(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray);
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/**
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Simple-interface function to cast a single ray.
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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 constraints.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, ArrayFunction arrayFunc);
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/**
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@ -494,6 +499,11 @@ void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
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{
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HitResult hit = hits[j];
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/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
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possibly be computed more efficiently by not computing Euclidean
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distance at all, but rather compute the distance of the collision
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point from the projection plane (line). */
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Unit dist = // adjusted distance
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(hit.distance * vectorsAngleCos(angleToDirection(_camera.direction),
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ray.direction)) / UNITS_PER_SQUARE;
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