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1 changed files with 130 additions and 16 deletions
146
raycastlib.h
146
raycastlib.h
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@ -164,11 +164,12 @@
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#define RCL_logHitResult(h){\
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printf("hit:\n");\
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printf(" sqaure: ");\
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printf(" square: ");\
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RCL_logV2D(h.square);\
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printf(" pos: ");\
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RCL_logV2D(h.position);\
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printf(" dist: %d\n", h.distance);\
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printf(" dir: %d\n", h.direction);\
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printf(" texcoord: %d\n", h.textureCoord);}\
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#define RCL_logPixelInfo(p){\
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@ -196,7 +197,7 @@ typedef struct
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typedef struct
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{
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RCL_Unit distance; /**< Euclidean distance to the hit position, or -1
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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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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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@ -785,6 +786,8 @@ void RCL_castRaySquare(RCL_Ray *localRay, RCL_Vector2D *nextCellOff,
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collOff->y += nextCellOff->y;
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}
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int aaaaaa = 0;
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void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_ArrayFunction typeFunc, RCL_HitResult *hitResults,
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uint16_t *hitResultsLen, RCL_RayConstraints constraints)
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@ -796,7 +799,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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RCL_Vector2D currentSquare;
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currentSquare.x = RCL_divRoundDown(ray.start.x, RCL_UNITS_PER_SQUARE);
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currentSquare.x = RCL_divRoundDown(ray.start.x,RCL_UNITS_PER_SQUARE);
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currentSquare.y = RCL_divRoundDown(ray.start.y,RCL_UNITS_PER_SQUARE);
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*hitResultsLen = 0;
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@ -810,25 +813,111 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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co.x = 0;
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co.y = 0;
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RCL_Vector2D nextSideDist;
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RCL_Vector2D delta;
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RCL_Unit currentDist = 0;
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RCL_Vector2D step;
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nextSideDist.x = 0;
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nextSideDist.y = 0;
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RCL_Unit dirVecLength = RCL_len(ray.direction);
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delta.x = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.x));
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delta.y = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.y));
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int8_t stepHorizontal = 0;
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if (ray.direction.x < 0)
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{
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step.x = -1;
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nextSideDist.x = (RCL_wrap(ray.start.x,RCL_UNITS_PER_SQUARE) * delta.x) / RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.x = 1;
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nextSideDist.x = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.x,RCL_UNITS_PER_SQUARE)) * delta.x) / RCL_UNITS_PER_SQUARE;
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}
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if (ray.direction.y < 0)
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{
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step.y = -1;
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nextSideDist.y = (RCL_wrap(ray.start.y,RCL_UNITS_PER_SQUARE) * delta.y) / RCL_UNITS_PER_SQUARE;
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}
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else
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{
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step.y = 1;
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nextSideDist.y = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.y,RCL_UNITS_PER_SQUARE)) * delta.y) / RCL_UNITS_PER_SQUARE;
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}
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for (uint16_t i = 0; i < constraints.maxSteps; ++i)
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{
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RCL_Unit currentType = arrayFunc(currentSquare.x,currentSquare.y);
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if (currentType != squareType)
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{
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// collision
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RCL_HitResult h;
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h.arrayValue = currentType;
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h.doorRoll = 0;
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h.position = currentPos;
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h.square = currentSquare;
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h.distance = RCL_dist(initialPos,currentPos);
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// h.distance = RCL_dist(initialPos,currentPos);
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h.distance =
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currentDist;
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if (stepHorizontal)
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{
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h.position.x = currentSquare.x * RCL_UNITS_PER_SQUARE;
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h.direction = 3;
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if (step.x == -1)
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{
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h.direction = 1;
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h.position.x += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.x - ray.start.x;
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h.position.y = ray.start.y + ((ray.direction.y * diff) / RCL_nonZero(ray.direction.x));
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h.textureCoord = h.position.y;
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h.distance =
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((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.x);
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}
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else
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{
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h.position.y = currentSquare.y * RCL_UNITS_PER_SQUARE;
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h.direction = 2;
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if (step.y == -1)
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{
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h.direction = 0;
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h.position.y += RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit diff = h.position.y - ray.start.y;
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h.position.x = ray.start.x + ((ray.direction.x * diff) / RCL_nonZero(ray.direction.y));
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h.textureCoord = h.position.x;
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h.distance =
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((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.y);
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}
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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/*
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if (no.y > 0)
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{
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h.direction = 0;
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@ -859,7 +948,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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h.textureCoord = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
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#endif
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}
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*/
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#if RCL_COMPUTE_WALL_TEXCOORDS == 1
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if (_RCL_rollFunction != 0)
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h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y);
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@ -875,17 +964,36 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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break;
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}
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ray.start.x = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
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ray.start.y = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
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// ray.start.x = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
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// ray.start.y = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
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RCL_castRaySquare(&ray,&no,&co);
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currentSquare.x += no.x;
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currentSquare.y += no.y;
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if (nextSideDist.x < nextSideDist.y)
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{
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currentDist = nextSideDist.x;
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nextSideDist.x += delta.x;
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currentSquare.x += step.x;
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stepHorizontal = 1;
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}
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else
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{
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currentDist = nextSideDist.y;
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nextSideDist.y += delta.y;
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currentSquare.y += step.y;
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stepHorizontal = 0;
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}
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// RCL_castRaySquare(&ray,&no,&co);
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// currentSquare.x += no.x;
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// currentSquare.y += no.y;
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// offset into the next cell
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currentPos.x += co.x;
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currentPos.y += co.y;
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// currentPos.x += co.x;
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// currentPos.y += co.y;
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}
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}
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@ -932,6 +1040,9 @@ 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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aaaaaa = i == 100;
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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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@ -1041,7 +1152,7 @@ static inline int16_t _RCL_drawHorizontal(
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if (doCoords)/*constant condition - compiler should optimize it out*/\
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{\
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RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
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d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;\
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/* d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;*/\
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/* ^ inverse of RCL_adjustDistance(...) */\
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pixelInfo->texCoords.x =\
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_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
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@ -1184,7 +1295,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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if (!drawingHorizon)
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{
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hit = hits[j];
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distance = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
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// RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
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distance = hit.distance;
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fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
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fZ2World = fWallHeight - _RCL_camera.height;
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@ -1374,7 +1486,9 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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if (goOn)
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{
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dist = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
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// dist = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
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dist = hit.distance;
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int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
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