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equilinear -> rectilinear

This commit is contained in:
Miloslav Číž 2019-08-31 18:28:02 +02:00
parent e52fb3e665
commit e77cbe1a25

View file

@ -78,8 +78,8 @@
2: octagonal approximation (LQ) */ 2: octagonal approximation (LQ) */
#endif #endif
#ifndef RCL_EQUILINEAR #ifndef RCL_RECTILINEAR
#define RCL_EQUILINEAR 1 /**< Whether to use equilinear perspective (normally #define RCL_RECTILINEAR 1 /**< Whether to use rectilinear perspective (normally
used), or curvilinear perspective (fish eye). */ used), or curvilinear perspective (fish eye). */
#endif #endif
@ -226,7 +226,7 @@ typedef struct
typedef struct typedef struct
{ {
RCL_Unit distance; /**< Distance to the hit position, or -1 if no RCL_Unit distance; /**< Distance to the hit position, or -1 if no
collision happened. If RCL_EQUILINEAR != 0, then collision happened. If RCL_RECTILINEAR != 0, then
the distance is perpendicular to the projection the distance is perpendicular to the projection
plane (fish eye correction), otherwise it is plane (fish eye correction), otherwise it is
the straight distance to the ray start the straight distance to the ray start
@ -318,7 +318,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
/** /**
Casts a single ray and returns a list of collisions. Casts a single ray and returns a list of collisions.
@param ray ray to be cast, if RCL_EQUILINEAR != 0 then the computed hit @param ray ray to be cast, if RCL_RECTILINEAR != 0 then the computed hit
distance is divided by the ray direction vector length (to correct distance is divided by the ray direction vector length (to correct
the fish eye effect) the fish eye effect)
@param arrayFunc function that will be used to determine collisions (hits) @param arrayFunc function that will be used to determine collisions (hits)
@ -839,7 +839,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
h.position.y = ray.start.y + ((ray.direction.y * diff) / h.position.y = ray.start.y + ((ray.direction.y * diff) /
RCL_nonZero(ray.direction.x)); RCL_nonZero(ray.direction.x));
#if RCL_EQUILINEAR #if RCL_RECTILINEAR
/* Here we compute the fish eye corrected distance (perpendicular to /* Here we compute the fish eye corrected distance (perpendicular to
the projection plane) as the Euclidean distance divided by the length the projection plane) as the Euclidean distance divided by the length
of the ray direction vector. This can be computed without actually of the ray direction vector. This can be computed without actually
@ -867,14 +867,14 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
h.position.x = ray.start.x + ((ray.direction.x * diff) / h.position.x = ray.start.x + ((ray.direction.x * diff) /
RCL_nonZero(ray.direction.y)); RCL_nonZero(ray.direction.y));
#if RCL_EQUILINEAR #if RCL_RECTILINEAR
h.distance = h.distance =
((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) / ((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) /
RCL_nonZero(ray.direction.y); RCL_nonZero(ray.direction.y);
#endif #endif
} }
#if !RCL_EQUILINEAR #if !RCL_RECTILINEAR
h.distance = RCL_dist(h.position,ray.start); h.distance = RCL_dist(h.position,ray.start);
#endif #endif