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Optimize movement
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parent
61e747c8d6
commit
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1 changed files with 100 additions and 89 deletions
19
raycastlib.h
19
raycastlib.h
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@ -977,6 +977,12 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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{
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{
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// TODO: have the cam coll parameters precomputed as macros? => faster
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// TODO: have the cam coll parameters precomputed as macros? => faster
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int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
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int16_t xSquareNew, ySquareNew;
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if (movesInPlane)
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{
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Vector2D corner; // BBox corner in the movement direction
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
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Vector2D cornerNew;
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@ -992,8 +998,8 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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cornerNew.x = corner.x + planeOffset.x;
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cornerNew.x = corner.x + planeOffset.x;
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cornerNew.y = corner.y + planeOffset.y;
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cornerNew.y = corner.y + planeOffset.y;
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int16_t xSquareNew = divRoundDown(cornerNew.x,UNITS_PER_SQUARE);
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xSquareNew = divRoundDown(cornerNew.x,UNITS_PER_SQUARE);
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int16_t ySquareNew = divRoundDown(cornerNew.y,UNITS_PER_SQUARE);
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ySquareNew = divRoundDown(cornerNew.y,UNITS_PER_SQUARE);
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Unit bottomLimit = camera->height - camera->collisionHeightBelow +
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Unit bottomLimit = camera->height - camera->collisionHeightBelow +
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camera->collisionStepHeight;
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camera->collisionStepHeight;
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@ -1038,8 +1044,8 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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#define collHandle(dir)\
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#define collHandle(dir)\
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if (dir##Collides)\
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if (dir##Collides)\
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cornerNew.dir = (dir##Square) * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2 +\
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cornerNew.dir = (dir##Square) * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2\
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dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
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+ dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
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collHandle(x)
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collHandle(x)
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collHandle(y)
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collHandle(y)
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@ -1062,6 +1068,10 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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camera->position.x = cornerNew.x - xDir * camera->collisionRadius;
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camera->position.x = cornerNew.x - xDir * camera->collisionRadius;
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camera->position.y = cornerNew.y - yDir * camera->collisionRadius;
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camera->position.y = cornerNew.y - yDir * camera->collisionRadius;
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}
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if (movesInPlane || heightOffset != 0)
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{
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camera->height += heightOffset;
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camera->height += heightOffset;
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
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@ -1074,6 +1084,7 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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camera->height = clamp(camera->height,
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camera->height = clamp(camera->height,
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floorHeightNew + camera->collisionHeightBelow,
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floorHeightNew + camera->collisionHeightBelow,
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ceilingHeightNew - camera->collisionHeightAbove);
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ceilingHeightNew - camera->collisionHeightAbove);
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}
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}
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}
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#endif
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#endif
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