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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
185
raycastlib.h
185
raycastlib.h
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@ -977,103 +977,114 @@ void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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{
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// TODO: have the cam coll parameters precomputed as macros? => faster
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
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int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
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int16_t xDir = planeOffset.x > 0 ? 1 : (planeOffset.x < 0 ? -1 : 0);
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int16_t yDir = planeOffset.y > 0 ? 1 : (planeOffset.y < 0 ? -1 : 0);
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int16_t xSquareNew, ySquareNew;
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corner.x = camera->position.x + xDir * camera->collisionRadius;
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corner.y = camera->position.y + yDir * camera->collisionRadius;
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int16_t xSquare = divRoundDown(corner.x,UNITS_PER_SQUARE);
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int16_t ySquare = divRoundDown(corner.y,UNITS_PER_SQUARE);
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cornerNew.x = corner.x + planeOffset.x;
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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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int16_t ySquareNew = divRoundDown(cornerNew.y,UNITS_PER_SQUARE);
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Unit bottomLimit = camera->height - camera->collisionHeightBelow +
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camera->collisionStepHeight;
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Unit topLimit = camera->height + camera->collisionHeightAbove;
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// checks a single square for collision against the camera
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#define collCheck(dir,s1,s2)\
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{\
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Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
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dir##Collides = true;\
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else if (ceilingHeightFunc != 0)\
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{\
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height = ceilingHeightFunc(s1,s2);\
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if (height < topLimit)\
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dir##Collides = true;\
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}\
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}\
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// check a collision against non-diagonal square
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#define collCheckOrtho(dir,dir2,s1,s2,x)\
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if (dir##SquareNew != dir##Square)\
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collCheck(dir,s1,s2)\
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if (!dir##Collides)\
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{ /* now also check for coll on the neighbouring square */ \
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int16_t dir2##Square2 = divRoundDown(corner.dir2 - dir2##Dir *\
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camera->collisionRadius,UNITS_PER_SQUARE);\
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if (dir2##Square2 != dir2##Square)\
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{\
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if (x)\
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collCheck(dir,dir##SquareNew,dir2##Square2)\
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else\
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collCheck(dir,dir2##Square2,dir##SquareNew)\
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}\
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}
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int8_t xCollides = false;
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collCheckOrtho(x,y,xSquareNew,ySquare,1)
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int8_t yCollides = false;
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collCheckOrtho(y,x,xSquare,ySquareNew,0)
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#define collHandle(dir)\
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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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dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
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collHandle(x)
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collHandle(y)
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if (!xCollides && !yCollides) /* if collision happend by now, corner
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collision can't happen */
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if (movesInPlane)
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{
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if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
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{
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int8_t xyCollides = false;
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collCheck(xy,xSquareNew,ySquareNew)
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Vector2D corner; // BBox corner in the movement direction
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Vector2D cornerNew;
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if (xyCollides)
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cornerNew = corner;
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int16_t xDir = planeOffset.x > 0 ? 1 : (planeOffset.x < 0 ? -1 : 0);
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int16_t yDir = planeOffset.y > 0 ? 1 : (planeOffset.y < 0 ? -1 : 0);
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corner.x = camera->position.x + xDir * camera->collisionRadius;
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corner.y = camera->position.y + yDir * camera->collisionRadius;
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int16_t xSquare = divRoundDown(corner.x,UNITS_PER_SQUARE);
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int16_t ySquare = divRoundDown(corner.y,UNITS_PER_SQUARE);
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cornerNew.x = corner.x + planeOffset.x;
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cornerNew.y = corner.y + planeOffset.y;
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xSquareNew = divRoundDown(cornerNew.x,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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camera->collisionStepHeight;
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Unit topLimit = camera->height + camera->collisionHeightAbove;
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// checks a single square for collision against the camera
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#define collCheck(dir,s1,s2)\
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{\
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Unit height = floorHeightFunc(s1,s2);\
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if (height > bottomLimit)\
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dir##Collides = true;\
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else if (ceilingHeightFunc != 0)\
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{\
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height = ceilingHeightFunc(s1,s2);\
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if (height < topLimit)\
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dir##Collides = true;\
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}\
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}\
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// check a collision against non-diagonal square
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#define collCheckOrtho(dir,dir2,s1,s2,x)\
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if (dir##SquareNew != dir##Square)\
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collCheck(dir,s1,s2)\
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if (!dir##Collides)\
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{ /* now also check for coll on the neighbouring square */ \
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int16_t dir2##Square2 = divRoundDown(corner.dir2 - dir2##Dir *\
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camera->collisionRadius,UNITS_PER_SQUARE);\
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if (dir2##Square2 != dir2##Square)\
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{\
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if (x)\
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collCheck(dir,dir##SquareNew,dir2##Square2)\
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else\
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collCheck(dir,dir2##Square2,dir##SquareNew)\
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}\
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}
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int8_t xCollides = false;
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collCheckOrtho(x,y,xSquareNew,ySquare,1)
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int8_t yCollides = false;
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collCheckOrtho(y,x,xSquare,ySquareNew,0)
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#define collHandle(dir)\
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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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+ dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
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collHandle(x)
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collHandle(y)
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if (!xCollides && !yCollides) /* if collision happend by now, corner
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collision can't happen */
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{
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if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
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{
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int8_t xyCollides = false;
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collCheck(xy,xSquareNew,ySquareNew)
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if (xyCollides)
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cornerNew = corner;
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}
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}
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#undef collCheck
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#undef collHandle
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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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}
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#undef collCheck
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#undef collHandle
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if (movesInPlane || heightOffset != 0)
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{
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camera->height += heightOffset;
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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->height += heightOffset;
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
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ySquareNew = divRoundDown(camera->position.y,UNITS_PER_SQUARE);
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xSquareNew = divRoundDown(camera->position.x,UNITS_PER_SQUARE);
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ySquareNew = divRoundDown(camera->position.y,UNITS_PER_SQUARE);
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Unit floorHeightNew = floorHeightFunc(xSquareNew,ySquareNew);
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Unit ceilingHeightNew = ceilingHeightFunc != 0 ?
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ceilingHeightFunc(xSquareNew,ySquareNew) : UNIT_INFINITY;
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Unit floorHeightNew = floorHeightFunc(xSquareNew,ySquareNew);
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Unit ceilingHeightNew = ceilingHeightFunc != 0 ?
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ceilingHeightFunc(xSquareNew,ySquareNew) : UNIT_INFINITY;
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camera->height = clamp(camera->height,
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floorHeightNew + camera->collisionHeightBelow,
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ceilingHeightNew - camera->collisionHeightAbove);
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camera->height = clamp(camera->height,
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floorHeightNew + camera->collisionHeightBelow,
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ceilingHeightNew - camera->collisionHeightAbove);
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}
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}
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#endif
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