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23
raycastlib.h
23
raycastlib.h
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@ -225,8 +225,12 @@ typedef struct
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typedef struct
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{
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RCL_Unit distance; /**< Distance (perpend.) to the hit position, or -1
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if no collision happened. */
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RCL_Unit distance; /**< Distance to the hit position, or -1 if no
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collision happened. If RCL_EQUILINEAR != 0, then
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the distance is perpendicular to the projection
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plane (fish eye correction), otherwise it is
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the straight distance to the ray start
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position. */
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uint8_t direction; ///< Direction of hit.
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RCL_Unit textureCoord; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
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texture coordinate (horizontal). */
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@ -314,7 +318,9 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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/**
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Casts a single ray and returns a list of collisions.
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@param ray ray to be cast
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@param ray ray to be cast, if RCL_EQUILINEAR != 0 then the computed hit
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distance is divided by the ray direction vector length (to correct
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the fish eye effect)
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@param arrayFunc function that will be used to determine collisions (hits)
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with the ray (squares for which this function returns different values
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are considered to have a collision between them), this will typically
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@ -834,6 +840,13 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_nonZero(ray.direction.x));
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#if RCL_EQUILINEAR
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/* Here we compute the fish eye corrected distance (perpendicular to
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the projection plane) as the Euclidean distance divided by the length
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of the ray direction vector. This can be computed without actually
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computing Euclidean distances as a hypothenuse A (distance) divided
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by hypothenuse B (length) is equal to leg A (distance along one axis)
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divided by leg B (length along the same axis). */
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h.distance =
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((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) /
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RCL_nonZero(ray.direction.x);
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@ -968,6 +981,10 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
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for (int16_t i = 0; i < cam.resolution.x; ++i)
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{
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/* Here by linearly interpolating the direction vector its length changes,
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which in result achieves correcting the fish eye effect (computing
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perpendicular distance). */
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r.direction.x = dir1.x + currentDX / cam.resolution.x;
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r.direction.y = dir1.y + currentDY / cam.resolution.x;
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