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mirror of https://git.coom.tech/drummyfish/raycastlib.git synced 2024-11-23 20:49:57 +01:00

Start DDA

This commit is contained in:
Miloslav Číž 2018-09-24 16:02:00 +02:00
parent e35cb9c377
commit e9e50a2d41

View file

@ -164,11 +164,12 @@
#define RCL_logHitResult(h){\
printf("hit:\n");\
printf(" sqaure: ");\
printf(" square: ");\
RCL_logV2D(h.square);\
printf(" pos: ");\
RCL_logV2D(h.position);\
printf(" dist: %d\n", h.distance);\
printf(" dir: %d\n", h.direction);\
printf(" texcoord: %d\n", h.textureCoord);}\
#define RCL_logPixelInfo(p){\
@ -196,7 +197,7 @@ typedef struct
typedef struct
{
RCL_Unit distance; /**< Euclidean distance to the hit position, or -1
RCL_Unit distance; /**< Distance (perpend.) to the hit position, or -1
if no collision happened. */
uint8_t direction; ///< Direction of hit.
RCL_Unit textureCoord; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1)
@ -785,6 +786,8 @@ void RCL_castRaySquare(RCL_Ray *localRay, RCL_Vector2D *nextCellOff,
collOff->y += nextCellOff->y;
}
int aaaaaa = 0;
void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
RCL_ArrayFunction typeFunc, RCL_HitResult *hitResults,
uint16_t *hitResultsLen, RCL_RayConstraints constraints)
@ -796,7 +799,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
RCL_Vector2D currentSquare;
currentSquare.x = RCL_divRoundDown(ray.start.x, RCL_UNITS_PER_SQUARE);
currentSquare.x = RCL_divRoundDown(ray.start.x,RCL_UNITS_PER_SQUARE);
currentSquare.y = RCL_divRoundDown(ray.start.y,RCL_UNITS_PER_SQUARE);
*hitResultsLen = 0;
@ -810,25 +813,111 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
co.x = 0;
co.y = 0;
RCL_Vector2D nextSideDist;
RCL_Vector2D delta;
RCL_Unit currentDist = 0;
RCL_Vector2D step;
nextSideDist.x = 0;
nextSideDist.y = 0;
RCL_Unit dirVecLength = RCL_len(ray.direction);
delta.x = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.x));
delta.y = RCL_absVal((RCL_UNITS_PER_SQUARE * dirVecLength) / RCL_nonZero(ray.direction.y));
int8_t stepHorizontal = 0;
if (ray.direction.x < 0)
{
step.x = -1;
nextSideDist.x = (RCL_wrap(ray.start.x,RCL_UNITS_PER_SQUARE) * delta.x) / RCL_UNITS_PER_SQUARE;
}
else
{
step.x = 1;
nextSideDist.x = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.x,RCL_UNITS_PER_SQUARE)) * delta.x) / RCL_UNITS_PER_SQUARE;
}
if (ray.direction.y < 0)
{
step.y = -1;
nextSideDist.y = (RCL_wrap(ray.start.y,RCL_UNITS_PER_SQUARE) * delta.y) / RCL_UNITS_PER_SQUARE;
}
else
{
step.y = 1;
nextSideDist.y = ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.y,RCL_UNITS_PER_SQUARE)) * delta.y) / RCL_UNITS_PER_SQUARE;
}
for (uint16_t i = 0; i < constraints.maxSteps; ++i)
{
RCL_Unit currentType = arrayFunc(currentSquare.x,currentSquare.y);
if (currentType != squareType)
{
// collision
RCL_HitResult h;
h.arrayValue = currentType;
h.doorRoll = 0;
h.position = currentPos;
h.square = currentSquare;
h.distance = RCL_dist(initialPos,currentPos);
// h.distance = RCL_dist(initialPos,currentPos);
h.distance =
currentDist;
if (stepHorizontal)
{
h.position.x = currentSquare.x * RCL_UNITS_PER_SQUARE;
h.direction = 3;
if (step.x == -1)
{
h.direction = 1;
h.position.x += RCL_UNITS_PER_SQUARE;
}
RCL_Unit diff = h.position.x - ray.start.x;
h.position.y = ray.start.y + ((ray.direction.y * diff) / RCL_nonZero(ray.direction.x));
h.textureCoord = h.position.y;
h.distance =
((h.position.x - ray.start.x) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.x);
}
else
{
h.position.y = currentSquare.y * RCL_UNITS_PER_SQUARE;
h.direction = 2;
if (step.y == -1)
{
h.direction = 0;
h.position.y += RCL_UNITS_PER_SQUARE;
}
RCL_Unit diff = h.position.y - ray.start.y;
h.position.x = ray.start.x + ((ray.direction.x * diff) / RCL_nonZero(ray.direction.y));
h.textureCoord = h.position.x;
h.distance =
((h.position.y - ray.start.y) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(ray.direction.y);
}
if (typeFunc != 0)
h.type = typeFunc(currentSquare.x,currentSquare.y);
/*
if (no.y > 0)
{
h.direction = 0;
@ -859,7 +948,7 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
h.textureCoord = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
#endif
}
*/
#if RCL_COMPUTE_WALL_TEXCOORDS == 1
if (_RCL_rollFunction != 0)
h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y);
@ -875,17 +964,36 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
break;
}
ray.start.x = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
ray.start.y = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
// ray.start.x = RCL_wrap(currentPos.x,RCL_UNITS_PER_SQUARE);
// ray.start.y = RCL_wrap(currentPos.y,RCL_UNITS_PER_SQUARE);
RCL_castRaySquare(&ray,&no,&co);
currentSquare.x += no.x;
currentSquare.y += no.y;
if (nextSideDist.x < nextSideDist.y)
{
currentDist = nextSideDist.x;
nextSideDist.x += delta.x;
currentSquare.x += step.x;
stepHorizontal = 1;
}
else
{
currentDist = nextSideDist.y;
nextSideDist.y += delta.y;
currentSquare.y += step.y;
stepHorizontal = 0;
}
// RCL_castRaySquare(&ray,&no,&co);
// currentSquare.x += no.x;
// currentSquare.y += no.y;
// offset into the next cell
currentPos.x += co.x;
currentPos.y += co.y;
// currentPos.x += co.x;
// currentPos.y += co.y;
}
}
@ -932,6 +1040,9 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
for (int16_t i = 0; i < cam.resolution.x; ++i)
{
aaaaaa = i == 100;
r.direction.x = dir1.x + currentDX / cam.resolution.x;
r.direction.y = dir1.y + currentDY / cam.resolution.x;
@ -1041,7 +1152,7 @@ static inline int16_t _RCL_drawHorizontal(
if (doCoords)/*constant condition - compiler should optimize it out*/\
{\
RCL_Unit d = _RCL_floorPixelDistances[pixPos];\
d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;\
/* d = (d * RCL_UNITS_PER_SQUARE) / rayCameraCos;*/\
/* ^ inverse of RCL_adjustDistance(...) */\
pixelInfo->texCoords.x =\
_RCL_camera.position.x + ((d * dx) / (pixelInfo->hit.distance));\
@ -1184,7 +1295,8 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (!drawingHorizon)
{
hit = hits[j];
distance = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
// RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
distance = hit.distance;
fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
fZ2World = fWallHeight - _RCL_camera.height;
@ -1374,7 +1486,9 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, uint16_t
if (goOn)
{
dist = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
// dist = RCL_adjustDistance(hit.distance,&_RCL_camera,&ray);
dist = hit.distance;
int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);