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