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https://git.coom.tech/drummyfish/raycastlib.git
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1344 lines
36 KiB
C
1344 lines
36 KiB
C
#ifndef RAYCASTLIB_H
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#define RAYCASTLIB_H
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/**
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raycastlib - Small C header-only raycasting library for embedded and low
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performance computers, such as Arduino. Only uses integer math and stdint
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standard library.
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Check the defines below to fine-tune accuracy vs performance! Don't forget
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to compile with optimizations.
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author: Miloslav "drummyfish" Ciz
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license: CC0
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version: 0.1
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- Game field's bottom left corner is at [0,0].
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- X axis goes right in the ground plane.
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- Y axis goes up in the ground plane.
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- Height means the Z (vertical) coordinate.
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- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE points.
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- Angles are in Units, 0 means pointing right (x+) and positively rotates
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clockwise. A full angle has UNITS_PER_SQUARE Units.
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*/
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#include <stdint.h>
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#ifndef RAYCAST_TINY /** Turns on super efficient version of this library. Only
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use if neccesarry, looks ugly. */
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#define UNITS_PER_SQUARE 1024 ///< N. of Units in a side of a spatial square.
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typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
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units in a square's length. This effectively
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serves the purpose of a fixed-point arithmetic. */
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#define UNIT_INFINITY 5000000;
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#else
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#define UNITS_PER_SQUARE 16
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typedef int16_t Unit;
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#define UNIT_INFINITY 32000;
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#define USE_DIST_APPROX 2
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#endif
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#ifndef USE_COS_LUT
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#define USE_COS_LUT 0 /**< type of look up table for cos function:
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0: none (compute)
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1: 64 items
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2: 128 items */
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#endif
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#ifndef USE_DIST_APPROX
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#define USE_DIST_APPROX 0 /** What distance approximation to use:
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0: none (compute full Euclidean distance)
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1: accurate approximation
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2: octagonal approximation (LQ) */
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#endif
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#ifndef VERTICAL_FOV
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#define VERTICAL_FOV (UNITS_PER_SQUARE / 2)
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#endif
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#ifndef HORIZONTAL_FOV
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#define HORIZONTAL_FOV (UNITS_PER_SQUARE / 4)
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#endif
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#define HORIZONTAL_FOV_HALF (HORIZONTAL_FOV / 2)
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#ifndef CAMERA_COLL_RADIUS
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#define CAMERA_COLL_RADIUS UNITS_PER_SQUARE / 4
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#endif
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#ifndef CAMERA_COLL_HEIGHT_BELOW
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#define CAMERA_COLL_HEIGHT_BELOW UNITS_PER_SQUARE
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#endif
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#ifndef CAMERA_COLL_HEIGHT_ABOVE
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#define CAMERA_COLL_HEIGHT_ABOVE (UNITS_PER_SQUARE / 3)
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#endif
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#ifndef CAMERA_COLL_STEP_HEIGHT
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#define CAMERA_COLL_STEP_HEIGHT (UNITS_PER_SQUARE / 2)
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#endif
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#define logVector2D(v)\
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printf("[%d,%d]\n",v.x,v.y);
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#define logRay(r){\
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printf("ray:\n");\
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printf(" start: ");\
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logVector2D(r.start);\
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printf(" dir: ");\
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logVector2D(r.direction);}\
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#define logHitResult(h){\
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printf("hit:\n");\
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printf(" sqaure: ");\
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logVector2D(h.square);\
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printf(" pos: ");\
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logVector2D(h.position);\
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printf(" dist: %d\n", h.distance);\
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printf(" texcoord: %d\n", h.textureCoord);}\
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#define logPixelInfo(p){\
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printf("pixel:\n");\
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printf(" position: ");\
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logVector2D(p.position);\
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printf(" depth: %d\n", p.depth);\
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printf(" wall: %d\n", p.isWall);\
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printf(" textCoordY: %d\n", p.textureCoordY);\
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printf(" hit: ");\
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logHitResult(p.hit);\
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}\
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/// Position in 2D space.
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typedef struct
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{
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Unit y;
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Unit x;
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} Vector2D;
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typedef struct
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{
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Vector2D start;
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Vector2D direction;
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} Ray;
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typedef struct
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{
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Vector2D square; ///< Collided square coordinates.
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Vector2D position; ///< Exact collision position in Units.
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Unit distance; /**< Euclidean distance to the hit position, or -1 if
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no collision happened. */
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Unit textureCoord; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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Unit type; ///< Integer identifying type of square.
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uint8_t direction; ///< Direction of hit.
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} HitResult;
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// TODO: things like FOV could be constants to make them precomp. and faster?
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typedef struct
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{
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Vector2D position;
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Unit direction;
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Vector2D resolution;
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int16_t shear; /* Shear offset in pixels (0 => no shear), can simulate
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looking up/down. */
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Unit height;
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} Camera;
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/**
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Holds an information about a single rendered pixel (for a pixel function
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that works as a fragment shader.
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*/
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typedef struct
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{
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Vector2D position; ///< On-screen position.
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int8_t isWall; ///< Whether the pixel is a wall or a floor/ceiling.
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int8_t isFloor; ///< Whether the pixel is floor or ceiling.
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int8_t isHorizon; ///< Whether the pixel is floor going towards horizon.
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Unit depth; ///< Corrected depth.
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HitResult hit; ///< Corresponding ray hit.
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Unit textureCoordY; ///< Normalized (0 to UNITS_PER_SQUARE - 1) tex coord.
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} PixelInfo;
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typedef struct
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{
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uint16_t maxHits;
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uint16_t maxSteps;
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uint8_t computeTextureCoords; ///< Turns texture coords on/off.
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} RayConstraints;
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/**
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Function used to retrieve some information about cells of the rendered scene.
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It should return a characteristic of given square as an integer (e.g. square
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height, texture index, ...) - between squares that return different numbers
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there is considered to be a collision.
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This function should be as fast as possible as it will typically be called
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very often.
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*/
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typedef Unit (*ArrayFunction)(int16_t x, int16_t y);
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/**
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Function that renders a single pixel at the display. It is handed an info
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about the pixel it should draw.
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This function should be as fast as possible as it will typically be called
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very often.
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*/
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typedef void (*PixelFunction)(PixelInfo *info);
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typedef void
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(*ColumnFunction)(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray);
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/**
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Simple-interface function to cast a single ray.
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@return The first collision result.
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*/
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HitResult castRay(Ray ray, ArrayFunction arrayFunc);
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/**
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Maps a single point in the world to the screen (2D position + depth).
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*/
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PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera);
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/**
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Casts a single ray and returns a list of collisions.
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*/
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void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
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HitResult *hitResults, uint16_t *hitResultsLen, RayConstraints constraints);
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Vector2D angleToDirection(Unit angle);
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/**
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Cos function.
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@param input to cos in Units (UNITS_PER_SQUARE = 2 * pi = 360 degrees)
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@return normalized output in Units (from -UNITS_PER_SQUARE to UNITS_PER_SQUARE)
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*/
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Unit cosInt(Unit input);
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Unit sinInt(Unit input);
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/// Normalizes given vector to have UNITS_PER_SQUARE length.
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Vector2D normalize(Vector2D v);
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/// Computes a cos of an angle between two vectors.
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Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
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uint16_t sqrtInt(Unit value);
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Unit dist(Vector2D p1, Vector2D p2);
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Unit len(Vector2D v);
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/**
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Converts an angle in whole degrees to an angle in Units that this library
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uses.
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*/
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Unit degreesToUnitsAngle(int16_t degrees);
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///< Computes the change in size of an object due to perspective.
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Unit perspectiveScale(Unit originalSize, Unit distance);
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/**
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Casts rays for given camera view and for each hit calls a user provided
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function.
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*/
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void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
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ArrayFunction typeFunction, ColumnFunction columnFunc,
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RayConstraints constraints);
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/**
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Using provided functions, renders a complete complex camera view.
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This function should render each screen pixel exactly once.
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@param cam camera whose view to render
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@param floorHeightFunc function that returns floor height (in Units)
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@param ceilingHeightFunc same as floorHeightFunc but for ceiling, can also be
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0 (no ceiling will be rendered)
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@param typeFunction function that says a type of square (e.g. its texture
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index), can be 0 (no type in hit result)
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@param pixelFunc callback function to draw a single pixel on screen
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@param constraints constraints for each cast ray
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*/
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void render(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
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PixelFunction pixelFunc, RayConstraints constraints);
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/**
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Renders given camera view, with help of provided functions. This function is
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simpler and faster than render(...) and is meant to be rendering scenes
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with simple 1-intersection raycasting. The render(...) function can give more
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accurate results than this function, so it's to be considered even for simple
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scenes.
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This function should render each screen pixel exactly once.
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*/
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void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
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ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints);
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/**
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Function that moves given camera and makes it collide with walls and
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potentially also floor and ceilings. It's meant to help implement player
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movement.
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@param camera camera to move
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@param planeOffset offset to move the camera in
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@param heightOffset height offset to move the camera in
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@param floorHeightFunc function used to retrieve the floor height
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@param ceilingHeightFunc function for retrieving ceiling height, can be 0
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(camera won't collide with ceiling)
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@param computeHeight whether to compute height - if false (0), floor and
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ceiling functions won't be used and the camera will
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only collide horizontally with walls (good for simpler
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game, also faster)
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@param force if true, forces to recompute collision even if position doesn't
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change
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*/
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void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
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Unit heightOffset, ArrayFunction floorHeightFunc,
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ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force);
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//=============================================================================
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// privates
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#ifdef RAYCASTLIB_PROFILE
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// function call counters for profiling
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uint32_t profile_sqrtInt = 0;
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uint32_t profile_clamp = 0;
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uint32_t profile_cosInt = 0;
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uint32_t profile_angleToDirection = 0;
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uint32_t profile_dist = 0;
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uint32_t profile_len = 0;
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uint32_t profile_pointIsLeftOfRay = 0;
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uint32_t profile_castRaySquare = 0;
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uint32_t profile_castRayMultiHit = 0;
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uint32_t profile_castRay = 0;
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uint32_t profile_absVal = 0;
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uint32_t profile_normalize = 0;
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uint32_t profile_vectorsAngleCos = 0;
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uint32_t profile_perspectiveScale = 0;
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uint32_t profile_wrap = 0;
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uint32_t profile_divRoundDown = 0;
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#define profileCall(c) profile_##c += 1
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#define printProfile() {\
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printf("profile:\n");\
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printf(" sqrtInt: %d\n",profile_sqrtInt);\
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printf(" clamp: %d\n",profile_clamp);\
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printf(" cosInt: %d\n",profile_cosInt);\
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printf(" angleToDirection: %d\n",profile_angleToDirection);\
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printf(" dist: %d\n",profile_dist);\
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printf(" len: %d\n",profile_len);\
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printf(" pointIsLeftOfRay: %d\n",profile_pointIsLeftOfRay);\
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printf(" castRaySquare: %d\n",profile_castRaySquare);\
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printf(" castRayMultiHit : %d\n",profile_castRayMultiHit);\
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printf(" castRay: %d\n",profile_castRay);\
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printf(" normalize: %d\n",profile_normalize);\
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printf(" vectorsAngleCos: %d\n",profile_vectorsAngleCos);\
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printf(" absVal: %d\n",profile_absVal);\
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printf(" perspectiveScale: %d\n",profile_perspectiveScale);\
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printf(" wrap: %d\n",profile_wrap);\
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printf(" divRoundDown: %d\n",profile_divRoundDown); }
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#else
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#define profileCall(c)
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#endif
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Unit clamp(Unit value, Unit valueMin, Unit valueMax)
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{
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profileCall(clamp);
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if (value >= valueMin)
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{
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if (value <= valueMax)
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return value;
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else
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return valueMax;
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}
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else
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return valueMin;
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}
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Unit absVal(Unit value)
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{
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profileCall(absVal);
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return value >= 0 ? value : -1 * value;
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}
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/// Like mod, but behaves differently for negative values.
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Unit wrap(Unit value, Unit mod)
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{
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profileCall(wrap);
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return value >= 0 ? (value % mod) : (mod + (value % mod) - 1);
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}
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/// Performs division, rounding down, NOT towards zero.
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Unit divRoundDown(Unit value, Unit divisor)
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{
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profileCall(divRoundDown);
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return value / divisor - ((value >= 0) ? 0 : 1);
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}
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// Bhaskara's cosine approximation formula
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#define trigHelper(x) (((Unit) UNITS_PER_SQUARE) *\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
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(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 + (x) * (x)))
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#if USE_COS_LUT == 1
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const Unit cosLUT[64] =
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{
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1024,1019,1004,979,946,903,851,791,724,649,568,482,391,297,199,100,0,-100,
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-199,-297,-391,-482,-568,-649,-724,-791,-851,-903,-946,-979,-1004,-1019,
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-1023,-1019,-1004,-979,-946,-903,-851,-791,-724,-649,-568,-482,-391,-297,
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-199,-100,0,100,199,297,391,482,568,649,724,791,851,903,946,979,1004,1019
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};
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#elif USE_COS_LUT == 2
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const Unit cosLUT[128] =
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{
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1024,1022,1019,1012,1004,993,979,964,946,925,903,878,851,822,791,758,724,
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687,649,609,568,526,482,437,391,344,297,248,199,150,100,50,0,-50,-100,-150,
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-199,-248,-297,-344,-391,-437,-482,-526,-568,-609,-649,-687,-724,-758,-791,
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-822,-851,-878,-903,-925,-946,-964,-979,-993,-1004,-1012,-1019,-1022,-1023,
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-1022,-1019,-1012,-1004,-993,-979,-964,-946,-925,-903,-878,-851,-822,-791,
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-758,-724,-687,-649,-609,-568,-526,-482,-437,-391,-344,-297,-248,-199,-150,
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-100,-50,0,50,100,150,199,248,297,344,391,437,482,526,568,609,649,687,724,
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758,791,822,851,878,903,925,946,964,979,993,1004,1012,1019,1022
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};
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#endif
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Unit cosInt(Unit input)
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{
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profileCall(cosInt);
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// TODO: could be optimized with LUT
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input = wrap(input,UNITS_PER_SQUARE);
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#if USE_COS_LUT == 1
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return cosLUT[input / 16];
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#elif USE_COS_LUT == 2
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return cosLUT[input / 8];
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#else
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if (input < UNITS_PER_SQUARE / 4)
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return trigHelper(input);
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else if (input < UNITS_PER_SQUARE / 2)
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return -1 * trigHelper(UNITS_PER_SQUARE / 2 - input);
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else if (input < 3 * UNITS_PER_SQUARE / 4)
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return -1 * trigHelper(input - UNITS_PER_SQUARE / 2);
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else
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return trigHelper(UNITS_PER_SQUARE - input);
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#endif
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}
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#undef trigHelper
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Unit sinInt(Unit input)
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{
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return cosInt(input - UNITS_PER_SQUARE / 4);
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}
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Vector2D angleToDirection(Unit angle)
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{
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profileCall(angleToDirection);
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Vector2D result;
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result.x = cosInt(angle);
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result.y = -1 * sinInt(angle);
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return result;
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}
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uint16_t sqrtInt(Unit value)
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{
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profileCall(sqrtInt);
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#ifdef RAYCAST_TINY
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uint16_t result = 0;
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uint16_t a = value;
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uint16_t b = 1u << 14;
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#else
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uint32_t result = 0;
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uint32_t a = value;
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uint32_t b = 1u << 30;
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#endif
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while (b > a)
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b >>= 2;
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while (b != 0)
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{
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if (a >= result + b)
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{
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a -= result + b;
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result = result + 2 * b;
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}
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b >>= 2;
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result >>= 1;
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}
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return result;
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}
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Unit dist(Vector2D p1, Vector2D p2)
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{
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profileCall(dist);
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Unit dx = p2.x - p1.x;
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Unit dy = p2.y - p1.y;
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#if USE_DIST_APPROX == 2
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// octagonal approximation
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dx = absVal(dx);
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dy = absVal(dy);
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return dy > dx ? dx / 2 + dy : dy / 2 + dx;
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#elif USE_DIST_APPROX == 1
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// more accurate approximation
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Unit a, b, result;
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dx = dx < 0 ? -1 * dx : dx;
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dy = dy < 0 ? -1 * dy : dy;
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if (dx < dy)
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{
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a = dy;
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b = dx;
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}
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else
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{
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a = dx;
|
|
b = dy;
|
|
}
|
|
|
|
result = a + (44 * b) / 102;
|
|
|
|
if (a < (b << 4))
|
|
result -= (5 * a) / 128;
|
|
|
|
return result;
|
|
|
|
#else
|
|
dx = dx * dx;
|
|
dy = dy * dy;
|
|
|
|
return sqrtInt((Unit) (dx + dy));
|
|
#endif
|
|
}
|
|
|
|
Unit len(Vector2D v)
|
|
{
|
|
profileCall(len);
|
|
|
|
Vector2D zero;
|
|
zero.x = 0;
|
|
zero.y = 0;
|
|
|
|
return dist(zero,v);
|
|
}
|
|
|
|
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
|
|
{
|
|
profileCall(pointIsLeftOfRay);
|
|
|
|
Unit dX = point.x - ray.start.x;
|
|
Unit dY = point.y - ray.start.y;
|
|
return (ray.direction.x * dY - ray.direction.y * dX) > 0;
|
|
// ^ Z component of cross-product
|
|
}
|
|
|
|
/**
|
|
Casts a ray within a single square, to collide with the square borders.
|
|
*/
|
|
void castRaySquare(Ray *localRay, Vector2D *nextCellOff, Vector2D *collOff)
|
|
{
|
|
profileCall(castRaySquare);
|
|
|
|
nextCellOff->x = 0;
|
|
nextCellOff->y = 0;
|
|
|
|
Ray criticalLine;
|
|
criticalLine.start = localRay->start;
|
|
criticalLine.direction = localRay->direction;
|
|
|
|
#define helper(c1,c2,n)\
|
|
{\
|
|
nextCellOff->c1 = n;\
|
|
collOff->c1 = criticalLine.start.c1 - localRay->start.c1;\
|
|
collOff->c2 = \
|
|
(((Unit) collOff->c1) * localRay->direction.c2) /\
|
|
((localRay->direction.c1 == 0) ? 1 : localRay->direction.c1);\
|
|
}
|
|
|
|
#define helper2(n1,n2,c)\
|
|
if (pointIsLeftOfRay(localRay->start,criticalLine) == c)\
|
|
helper(y,x,n1)\
|
|
else\
|
|
helper(x,y,n2)
|
|
|
|
if (localRay->direction.x > 0)
|
|
{
|
|
criticalLine.start.x = UNITS_PER_SQUARE - 1;
|
|
|
|
if (localRay->direction.y > 0)
|
|
{
|
|
// top right
|
|
criticalLine.start.y = UNITS_PER_SQUARE - 1;
|
|
helper2(1,1,1)
|
|
}
|
|
else
|
|
{
|
|
// bottom right
|
|
criticalLine.start.y = 0;
|
|
helper2(-1,1,0)
|
|
}
|
|
}
|
|
else
|
|
{
|
|
criticalLine.start.x = 0;
|
|
|
|
if (localRay->direction.y > 0)
|
|
{
|
|
// top left
|
|
criticalLine.start.y = UNITS_PER_SQUARE - 1;
|
|
helper2(1,-1,0)
|
|
}
|
|
else
|
|
{
|
|
// bottom left
|
|
criticalLine.start.y = 0;
|
|
helper2(-1,-1,1)
|
|
}
|
|
}
|
|
|
|
#undef helper2
|
|
#undef helper
|
|
|
|
collOff->x += nextCellOff->x;
|
|
collOff->y += nextCellOff->y;
|
|
}
|
|
|
|
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, ArrayFunction typeFunc,
|
|
HitResult *hitResults, uint16_t *hitResultsLen, RayConstraints constraints)
|
|
{
|
|
profileCall(castRayMultiHit);
|
|
|
|
Vector2D initialPos = ray.start;
|
|
Vector2D currentPos = ray.start;
|
|
|
|
Vector2D currentSquare;
|
|
|
|
currentSquare.x = divRoundDown(ray.start.x, UNITS_PER_SQUARE);
|
|
currentSquare.y = divRoundDown(ray.start.y,UNITS_PER_SQUARE);
|
|
|
|
*hitResultsLen = 0;
|
|
|
|
Unit squareType = arrayFunc(currentSquare.x,currentSquare.y);
|
|
|
|
Vector2D no, co; // next cell offset, collision offset
|
|
|
|
no.x = 0; // just to supress a warning
|
|
no.y = 0;
|
|
co.x = 0;
|
|
co.y = 0;
|
|
|
|
for (uint16_t i = 0; i < constraints.maxSteps; ++i)
|
|
{
|
|
Unit currentType = arrayFunc(currentSquare.x,currentSquare.y);
|
|
|
|
if (currentType != squareType)
|
|
{
|
|
// collision
|
|
|
|
HitResult h;
|
|
|
|
h.position = currentPos;
|
|
h.square = currentSquare;
|
|
h.distance = dist(initialPos,currentPos);
|
|
|
|
if (typeFunc != 0)
|
|
h.type = typeFunc(currentSquare.x,currentSquare.y);
|
|
|
|
if (no.y > 0)
|
|
{
|
|
h.direction = 0;
|
|
h.textureCoord = constraints.computeTextureCoords ?
|
|
wrap(currentPos.x,UNITS_PER_SQUARE) : 0;
|
|
}
|
|
else if (no.x > 0)
|
|
{
|
|
h.direction = 1;
|
|
h.textureCoord = constraints.computeTextureCoords ?
|
|
wrap(UNITS_PER_SQUARE - currentPos.y,UNITS_PER_SQUARE) : 0;
|
|
}
|
|
else if (no.y < 0)
|
|
{
|
|
h.direction = 2;
|
|
h.textureCoord = constraints.computeTextureCoords ?
|
|
wrap(UNITS_PER_SQUARE - currentPos.x,UNITS_PER_SQUARE) : 0;
|
|
}
|
|
else
|
|
{
|
|
h.direction = 3;
|
|
h.textureCoord = constraints.computeTextureCoords ?
|
|
wrap(currentPos.y,UNITS_PER_SQUARE) : 0;
|
|
}
|
|
|
|
hitResults[*hitResultsLen] = h;
|
|
|
|
*hitResultsLen += 1;
|
|
|
|
squareType = currentType;
|
|
|
|
if (*hitResultsLen >= constraints.maxHits)
|
|
break;
|
|
}
|
|
|
|
ray.start.x = wrap(currentPos.x,UNITS_PER_SQUARE);
|
|
ray.start.y = wrap(currentPos.y,UNITS_PER_SQUARE);
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
HitResult castRay(Ray ray, ArrayFunction arrayFunc)
|
|
{
|
|
profileCall(castRay);
|
|
|
|
HitResult result;
|
|
uint16_t len;
|
|
RayConstraints c;
|
|
|
|
c.maxSteps = 1000;
|
|
c.maxHits = 1;
|
|
|
|
castRayMultiHit(ray,arrayFunc,0,&result,&len,c);
|
|
|
|
if (len == 0)
|
|
result.distance = -1;
|
|
|
|
return result;
|
|
}
|
|
|
|
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc,
|
|
ArrayFunction typeFunction, ColumnFunction columnFunc,
|
|
RayConstraints constraints)
|
|
{
|
|
Vector2D dir1 = angleToDirection(cam.direction - HORIZONTAL_FOV_HALF);
|
|
Vector2D dir2 = angleToDirection(cam.direction + HORIZONTAL_FOV_HALF);
|
|
|
|
Unit dX = dir2.x - dir1.x;
|
|
Unit dY = dir2.y - dir1.y;
|
|
|
|
HitResult hits[constraints.maxHits];
|
|
uint16_t hitCount;
|
|
|
|
Ray r;
|
|
r.start = cam.position;
|
|
|
|
for (uint16_t i = 0; i < cam.resolution.x; ++i)
|
|
{
|
|
r.direction.x = dir1.x + (dX * i) / cam.resolution.x;
|
|
r.direction.y = dir1.y + (dY * i) / cam.resolution.x;
|
|
|
|
castRayMultiHit(r,arrayFunc,typeFunction,hits,&hitCount,constraints);
|
|
|
|
columnFunc(hits,hitCount,i,r);
|
|
}
|
|
}
|
|
|
|
// global helper variables, for precomputing stuff etc.
|
|
PixelFunction _pixelFunction = 0;
|
|
Camera _camera;
|
|
Unit _horizontalDepthStep = 0;
|
|
Unit _startFloorHeight = 0;
|
|
Unit _startCeilHeight = 0;
|
|
Unit _camResYLimit = 0;
|
|
Unit _middleRow = 0;
|
|
ArrayFunction _floorFunction = 0;
|
|
ArrayFunction _ceilFunction = 0;
|
|
uint8_t _computeTextureCoords = 0;
|
|
Unit _fHorizontalDepthStart = 0;
|
|
Unit _cHorizontalDepthStart = 0;
|
|
int16_t _cameraHeightScreen = 0;
|
|
|
|
/**
|
|
Helper function that determines intersection with both ceiling and floor.
|
|
*/
|
|
Unit _floorCeilFunction(int16_t x, int16_t y)
|
|
{
|
|
// TODO: adjust also for RAYCAST_TINY
|
|
|
|
Unit f = _floorFunction(x,y);
|
|
|
|
if (_ceilFunction == 0)
|
|
return f;
|
|
|
|
Unit c = _ceilFunction(x,y);
|
|
|
|
#ifndef RAYCAST_TINY
|
|
return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff);
|
|
#else
|
|
return ((f & 0x00ff) << 8) | (c & 0x00ff);
|
|
#endif
|
|
}
|
|
|
|
Unit _floorHeightNotZeroFunction(int16_t x, int16_t y)
|
|
{
|
|
return _floorFunction(x,y) == 0 ? 0 : UNITS_PER_SQUARE;
|
|
}
|
|
|
|
Unit adjustDistance(Unit distance, Camera *camera, Ray *ray)
|
|
{
|
|
/* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could
|
|
possibly be computed more efficiently by not computing Euclidean
|
|
distance at all, but rather compute the distance of the collision
|
|
point from the projection plane (line). */
|
|
|
|
Unit result =
|
|
(distance *
|
|
vectorsAngleCos(angleToDirection(camera->direction),ray->direction)) /
|
|
UNITS_PER_SQUARE;
|
|
|
|
return result == 0 ? 1 : result;
|
|
// ^ prevent division by zero
|
|
}
|
|
|
|
void _columnFunction(HitResult *hits, uint16_t hitCount, uint16_t x, Ray ray)
|
|
{
|
|
// last written Y position, can never go backwards
|
|
Unit fPosY = _camera.resolution.y;
|
|
Unit cPosY = -1;
|
|
|
|
// world coordinates
|
|
Unit fZ1World = _startFloorHeight;
|
|
Unit cZ1World = _startCeilHeight;
|
|
|
|
PixelInfo p;
|
|
p.position.x = x;
|
|
|
|
Unit i;
|
|
|
|
// we'll be simulatenously drawing the floor and the ceiling now
|
|
for (Unit j = 0; j <= hitCount; ++j)
|
|
{ // ^ = add extra iteration for horizon plane
|
|
int8_t drawingHorizon = j == hitCount;
|
|
|
|
HitResult hit;
|
|
Unit distance;
|
|
|
|
Unit fWallHeight, cWallHeight;
|
|
Unit fZ2World, cZ2World;
|
|
Unit fZ1Screen, cZ1Screen;
|
|
Unit fZ2Screen, cZ2Screen;
|
|
|
|
if (!drawingHorizon)
|
|
{
|
|
hit = hits[j];
|
|
distance = adjustDistance(hit.distance,&_camera,&ray);
|
|
|
|
fWallHeight = _floorFunction(hit.square.x,hit.square.y);
|
|
fZ2World = fWallHeight - _camera.height;
|
|
fZ1Screen = _middleRow - perspectiveScale(
|
|
(fZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
fZ2Screen = _middleRow - perspectiveScale(
|
|
(fZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
|
|
if (_ceilFunction != 0)
|
|
{
|
|
cWallHeight = _ceilFunction(hit.square.x,hit.square.y);
|
|
cZ2World = cWallHeight - _camera.height;
|
|
cZ1Screen = _middleRow - perspectiveScale(
|
|
(cZ1World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
cZ2Screen = _middleRow - perspectiveScale(
|
|
(cZ2World * _camera.resolution.y) / UNITS_PER_SQUARE,distance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fZ1Screen = _middleRow;
|
|
cZ1Screen = _middleRow + 1;
|
|
}
|
|
|
|
Unit limit;
|
|
Unit verticalDistance;
|
|
|
|
#define VERTICAL_DEPTH_MULTIPLY 2
|
|
|
|
#define drawHorizontal(pref,l1,l2,comp,inc)\
|
|
p.depth += absVal(pref##Z1World) * VERTICAL_DEPTH_MULTIPLY;\
|
|
limit = clamp(pref##Z1Screen,l1,l2);\
|
|
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
|
{\
|
|
p.position.y = i;\
|
|
p.depth += _horizontalDepthStep;\
|
|
_pixelFunction(&p);\
|
|
}\
|
|
if (pref##PosY comp limit)\
|
|
pref##PosY = limit;
|
|
|
|
p.isWall = 0;
|
|
p.isHorizon = drawingHorizon;
|
|
|
|
// draw floor until wall
|
|
p.isFloor = 1;
|
|
p.depth = (_fHorizontalDepthStart - fPosY) * _horizontalDepthStep;
|
|
drawHorizontal(f,cPosY + 1,_camera.resolution.y,>,-)
|
|
// ^ purposfully allow outside screen bounds here
|
|
|
|
if (_ceilFunction != 0 || drawingHorizon)
|
|
{
|
|
// draw ceiling until wall
|
|
p.isFloor = 0;
|
|
p.depth = (cPosY - _cHorizontalDepthStart) * _horizontalDepthStep;
|
|
drawHorizontal(c,-1,fPosY - 1,<,+)
|
|
// ^ purposfully allow outside screen bounds here
|
|
}
|
|
|
|
#undef drawHorizontal
|
|
#undef VERTICAL_DEPTH_MULTIPLY
|
|
|
|
if (!drawingHorizon) // don't draw walls for horizon plane
|
|
{
|
|
#define drawVertical(pref,l1,l2,comp,inc)\
|
|
{\
|
|
limit = clamp(pref##Z2Screen,l1,l2);\
|
|
Unit wallLength = pref##Z2Screen - pref##Z1Screen - 1;\
|
|
wallLength = wallLength != 0 ? wallLength : 1;\
|
|
Unit wallPosition = absVal(pref##Z1Screen - pref##PosY) inc (-1);\
|
|
for (i = pref##PosY inc 1; i comp##= limit; inc##inc i)\
|
|
{\
|
|
p.position.y = i;\
|
|
p.hit = hit;\
|
|
p.textureCoordY = (wallPosition * UNITS_PER_SQUARE) / wallLength; \
|
|
wallPosition++;\
|
|
_pixelFunction(&p);\
|
|
}\
|
|
if (pref##PosY comp limit)\
|
|
pref##PosY = limit;\
|
|
pref##Z1World = pref##Z2World; /* for the next iteration */\
|
|
}
|
|
|
|
p.isWall = 1;
|
|
p.depth = distance;
|
|
p.isFloor = 1;
|
|
|
|
// draw floor wall
|
|
|
|
if (fPosY > 0) // still pixels left?
|
|
{
|
|
p.isFloor = 1;
|
|
drawVertical(f,cPosY + 1,_camera.resolution.y,>,-)
|
|
} // ^ purposfully allow outside screen bounds here
|
|
|
|
// draw ceiling wall
|
|
|
|
if (_ceilFunction != 0 && cPosY < _camResYLimit) // still pixels left?
|
|
{
|
|
p.isFloor = 0;
|
|
drawVertical(c,-1,fPosY - 1,<,+)
|
|
} // ^ puposfully allow outside screen bounds here
|
|
|
|
#undef drawVertical
|
|
}
|
|
}
|
|
}
|
|
|
|
void _columnFunctionSimple(HitResult *hits, uint16_t hitCount, uint16_t x,
|
|
Ray ray)
|
|
{
|
|
int16_t y = 0;
|
|
int16_t wallHeightScreen = 0;
|
|
int16_t coordHelper = 0;
|
|
int16_t wallStart = _middleRow;
|
|
int16_t wallEnd = _middleRow;
|
|
int16_t heightOffset = 0;
|
|
|
|
Unit dist = 1;
|
|
|
|
PixelInfo p;
|
|
p.position.x = x;
|
|
|
|
if (hitCount > 0)
|
|
{
|
|
HitResult hit = hits[0];
|
|
p.hit = hit;
|
|
|
|
dist = adjustDistance(hit.distance,&_camera,&ray);
|
|
|
|
int16_t wallHeightWorld = _floorFunction(hit.square.x,hit.square.y);
|
|
|
|
wallHeightScreen = perspectiveScale((wallHeightWorld *
|
|
_camera.resolution.y) / UNITS_PER_SQUARE,dist);
|
|
|
|
int16_t normalizedWallHeight =
|
|
(UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld;
|
|
|
|
heightOffset = perspectiveScale(_cameraHeightScreen,dist);
|
|
|
|
wallStart = _middleRow - wallHeightScreen + heightOffset +
|
|
normalizedWallHeight;
|
|
|
|
coordHelper = -1 * wallStart;
|
|
coordHelper = coordHelper >= 0 ? coordHelper : 0;
|
|
|
|
wallEnd = clamp(wallStart + wallHeightScreen,0,_camResYLimit);
|
|
wallStart = clamp(wallStart,0,_camResYLimit);
|
|
}
|
|
|
|
// draw ceiling
|
|
|
|
p.isWall = 0;
|
|
p.isFloor = 0;
|
|
p.isHorizon = 1;
|
|
p.depth = 1;
|
|
|
|
while (y < wallStart)
|
|
{
|
|
p.position.y = y;
|
|
_pixelFunction(&p);
|
|
++y;
|
|
p.depth += _horizontalDepthStep;
|
|
}
|
|
|
|
// draw wall
|
|
|
|
p.isWall = 1;
|
|
p.isFloor = 1;
|
|
p.depth = dist;
|
|
|
|
while (y < wallEnd)
|
|
{
|
|
p.position.y = y;
|
|
|
|
if (_computeTextureCoords)
|
|
p.textureCoordY = (coordHelper * UNITS_PER_SQUARE) / wallHeightScreen;
|
|
|
|
_pixelFunction(&p);
|
|
|
|
++y;
|
|
++coordHelper;
|
|
}
|
|
|
|
// draw floor
|
|
|
|
p.isWall = 0;
|
|
p.depth = _middleRow * _horizontalDepthStep;
|
|
|
|
while (y < _camera.resolution.y)
|
|
{
|
|
p.position.y = y;
|
|
_pixelFunction(&p);
|
|
++y;
|
|
p.depth -= _horizontalDepthStep;
|
|
}
|
|
}
|
|
|
|
void render(Camera cam, ArrayFunction floorHeightFunc,
|
|
ArrayFunction ceilingHeightFunc, ArrayFunction typeFunction,
|
|
PixelFunction pixelFunc, RayConstraints constraints)
|
|
{
|
|
_pixelFunction = pixelFunc;
|
|
_floorFunction = floorHeightFunc;
|
|
_ceilFunction = ceilingHeightFunc;
|
|
_camera = cam;
|
|
_camResYLimit = cam.resolution.y - 1;
|
|
|
|
int16_t halfResY = cam.resolution.y / 2;
|
|
|
|
_middleRow = halfResY + cam.shear;
|
|
|
|
_fHorizontalDepthStart = _middleRow + halfResY;
|
|
_cHorizontalDepthStart = _middleRow - halfResY;
|
|
|
|
_computeTextureCoords = constraints.computeTextureCoords;
|
|
|
|
_startFloorHeight = floorHeightFunc(
|
|
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
|
|
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height;
|
|
|
|
_startCeilHeight =
|
|
ceilingHeightFunc != 0 ?
|
|
ceilingHeightFunc(
|
|
divRoundDown(cam.position.x,UNITS_PER_SQUARE),
|
|
divRoundDown(cam.position.y,UNITS_PER_SQUARE)) -1 * cam.height
|
|
: UNIT_INFINITY;
|
|
|
|
// TODO
|
|
_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
|
|
|
|
castRaysMultiHit(cam,_floorCeilFunction,typeFunction,
|
|
_columnFunction,constraints);
|
|
}
|
|
|
|
void renderSimple(Camera cam, ArrayFunction floorHeightFunc,
|
|
ArrayFunction typeFunc, PixelFunction pixelFunc, RayConstraints constraints)
|
|
{
|
|
_pixelFunction = pixelFunc;
|
|
_floorFunction = floorHeightFunc;
|
|
_camera = cam;
|
|
_camResYLimit = cam.resolution.y - 1;
|
|
_middleRow = cam.resolution.y / 2;
|
|
_computeTextureCoords = constraints.computeTextureCoords;
|
|
|
|
_cameraHeightScreen =
|
|
(_camera.resolution.y * (_camera.height - UNITS_PER_SQUARE)) /
|
|
UNITS_PER_SQUARE;
|
|
|
|
// TODO
|
|
_horizontalDepthStep = (12 * UNITS_PER_SQUARE) / cam.resolution.y;
|
|
|
|
constraints.maxHits = 1;
|
|
|
|
castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc,
|
|
_columnFunctionSimple, constraints);
|
|
}
|
|
|
|
Vector2D normalize(Vector2D v)
|
|
{
|
|
profileCall(normalize);
|
|
|
|
Vector2D result;
|
|
|
|
Unit l = len(v);
|
|
|
|
l = l != 0 ? l : 1;
|
|
|
|
result.x = (v.x * UNITS_PER_SQUARE) / l;
|
|
result.y = (v.y * UNITS_PER_SQUARE) / l;
|
|
|
|
return result;
|
|
}
|
|
|
|
Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
|
|
{
|
|
profileCall(vectorsAngleCos);
|
|
|
|
v1 = normalize(v1);
|
|
v2 = normalize(v2);
|
|
|
|
return (v1.x * v2.x + v1.y * v2.y) / UNITS_PER_SQUARE;
|
|
}
|
|
|
|
PixelInfo mapToScreen(Vector2D worldPosition, Unit height, Camera camera)
|
|
{
|
|
// TODO: precompute some stuff that's constant in the frame
|
|
|
|
PixelInfo result;
|
|
|
|
Unit d = dist(worldPosition,camera.position);
|
|
|
|
Vector2D toPoint;
|
|
|
|
toPoint.x = worldPosition.x - camera.position.x;
|
|
toPoint.y = worldPosition.y - camera.position.y;
|
|
|
|
Vector2D cameraDir = angleToDirection(camera.direction);
|
|
|
|
result.depth = // adjusted distance
|
|
(d * vectorsAngleCos(cameraDir,toPoint)) / UNITS_PER_SQUARE;
|
|
|
|
result.position.y = camera.resolution.y / 2 -
|
|
(camera.resolution.y *
|
|
perspectiveScale(height - camera.height,result.depth)) / UNITS_PER_SQUARE
|
|
+ camera.shear;
|
|
|
|
Unit middleColumn = camera.resolution.x / 2;
|
|
|
|
Unit a = sqrtInt(d * d - result.depth * result.depth);
|
|
|
|
Ray r;
|
|
r.start = camera.position;
|
|
r.direction = cameraDir;
|
|
|
|
if (!pointIsLeftOfRay(worldPosition,r))
|
|
a *= -1;
|
|
|
|
Unit cos = cosInt(HORIZONTAL_FOV_HALF);
|
|
|
|
Unit b =
|
|
(result.depth * sinInt(HORIZONTAL_FOV_HALF)) / (cos == 0 ? 1 : cos);
|
|
// sin/cos = tan
|
|
|
|
result.position.x = (a * middleColumn) / (b == 0 ? 1 : b);
|
|
result.position.x = middleColumn - result.position.x;
|
|
|
|
return result;
|
|
}
|
|
|
|
Unit degreesToUnitsAngle(int16_t degrees)
|
|
{
|
|
return (degrees * UNITS_PER_SQUARE) / 360;
|
|
}
|
|
|
|
Unit perspectiveScale(Unit originalSize, Unit distance)
|
|
{
|
|
profileCall(perspectiveScale);
|
|
|
|
return distance != 0 ?
|
|
(originalSize * UNITS_PER_SQUARE) /
|
|
((VERTICAL_FOV * 2 * distance) / UNITS_PER_SQUARE)
|
|
: 0;
|
|
}
|
|
|
|
void moveCameraWithCollision(Camera *camera, Vector2D planeOffset,
|
|
Unit heightOffset, ArrayFunction floorHeightFunc,
|
|
ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)
|
|
{
|
|
// TODO: have the cam coll parameters precomputed as macros? => faster
|
|
|
|
int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0;
|
|
int16_t xSquareNew, ySquareNew;
|
|
|
|
if (movesInPlane || force)
|
|
{
|
|
Vector2D corner; // BBox corner in the movement direction
|
|
Vector2D cornerNew;
|
|
|
|
int16_t xDir = planeOffset.x > 0 ? 1 : (planeOffset.x < 0 ? -1 : 0);
|
|
int16_t yDir = planeOffset.y > 0 ? 1 : (planeOffset.y < 0 ? -1 : 0);
|
|
|
|
corner.x = camera->position.x + xDir * CAMERA_COLL_RADIUS;
|
|
corner.y = camera->position.y + yDir * CAMERA_COLL_RADIUS;
|
|
|
|
int16_t xSquare = divRoundDown(corner.x,UNITS_PER_SQUARE);
|
|
int16_t ySquare = divRoundDown(corner.y,UNITS_PER_SQUARE);
|
|
|
|
cornerNew.x = corner.x + planeOffset.x;
|
|
cornerNew.y = corner.y + planeOffset.y;
|
|
|
|
xSquareNew = divRoundDown(cornerNew.x,UNITS_PER_SQUARE);
|
|
ySquareNew = divRoundDown(cornerNew.y,UNITS_PER_SQUARE);
|
|
|
|
Unit bottomLimit = camera->height - CAMERA_COLL_HEIGHT_BELOW +
|
|
CAMERA_COLL_STEP_HEIGHT;
|
|
Unit topLimit = camera->height + CAMERA_COLL_HEIGHT_ABOVE;
|
|
|
|
// checks a single square for collision against the camera
|
|
#define collCheck(dir,s1,s2)\
|
|
if (computeHeight)\
|
|
{\
|
|
Unit height = floorHeightFunc(s1,s2);\
|
|
if (height > bottomLimit)\
|
|
dir##Collides = 1;\
|
|
else if (ceilingHeightFunc != 0)\
|
|
{\
|
|
height = ceilingHeightFunc(s1,s2);\
|
|
if (height < topLimit)\
|
|
dir##Collides = 1;\
|
|
}\
|
|
}\
|
|
else\
|
|
dir##Collides = floorHeightFunc(s1,s2) > CAMERA_COLL_STEP_HEIGHT;
|
|
|
|
// check a collision against non-diagonal square
|
|
#define collCheckOrtho(dir,dir2,s1,s2,x)\
|
|
if (dir##SquareNew != dir##Square)\
|
|
collCheck(dir,s1,s2)\
|
|
if (!dir##Collides)\
|
|
{ /* now also check for coll on the neighbouring square */ \
|
|
int16_t dir2##Square2 = divRoundDown(corner.dir2 - dir2##Dir *\
|
|
CAMERA_COLL_RADIUS * 2,UNITS_PER_SQUARE);\
|
|
if (dir2##Square2 != dir2##Square)\
|
|
{\
|
|
if (x)\
|
|
collCheck(dir,dir##SquareNew,dir2##Square2)\
|
|
else\
|
|
collCheck(dir,dir2##Square2,dir##SquareNew)\
|
|
}\
|
|
}
|
|
|
|
int8_t xCollides = 0;
|
|
collCheckOrtho(x,y,xSquareNew,ySquare,1)
|
|
|
|
int8_t yCollides = 0;
|
|
collCheckOrtho(y,x,xSquare,ySquareNew,0)
|
|
|
|
#define collHandle(dir)\
|
|
if (dir##Collides)\
|
|
cornerNew.dir = (dir##Square) * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2\
|
|
+ dir##Dir * (UNITS_PER_SQUARE / 2) - dir##Dir;\
|
|
|
|
if (!xCollides && !yCollides) /* if non-diagonal collision happend, corner
|
|
collision can't happen */
|
|
{
|
|
if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
|
|
{
|
|
int8_t xyCollides = 0;
|
|
collCheck(xy,xSquareNew,ySquareNew)
|
|
|
|
if (xyCollides)
|
|
{
|
|
// normally should slide, but let's KISS
|
|
cornerNew = corner;
|
|
}
|
|
}
|
|
}
|
|
|
|
collHandle(x)
|
|
collHandle(y)
|
|
|
|
#undef collCheck
|
|
#undef collHandle
|
|
|
|
camera->position.x = cornerNew.x - xDir * CAMERA_COLL_RADIUS;
|
|
camera->position.y = cornerNew.y - yDir * CAMERA_COLL_RADIUS;
|
|
}
|
|
|
|
if (computeHeight && (movesInPlane || heightOffset != 0 || force))
|
|
{
|
|
camera->height += heightOffset;
|
|
|
|
int16_t xSquare1 =
|
|
divRoundDown(camera->position.x - CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
|
|
int16_t xSquare2 =
|
|
divRoundDown(camera->position.x + CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
|
|
int16_t ySquare1 =
|
|
divRoundDown(camera->position.y - CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
|
|
int16_t ySquare2 =
|
|
divRoundDown(camera->position.y + CAMERA_COLL_RADIUS,UNITS_PER_SQUARE);
|
|
|
|
Unit bottomLimit = floorHeightFunc(xSquare1,ySquare1);
|
|
Unit topLimit = ceilingHeightFunc != 0 ?
|
|
ceilingHeightFunc(xSquare1,ySquare1) : UNIT_INFINITY;
|
|
|
|
Unit height;
|
|
|
|
#define checkSquares(s1,s2)\
|
|
{\
|
|
height = floorHeightFunc(xSquare##s1,ySquare##s2);\
|
|
bottomLimit = bottomLimit < height ? height : bottomLimit;\
|
|
height = ceilingHeightFunc != 0 ?\
|
|
ceilingHeightFunc(xSquare##s1,ySquare##s2) : UNIT_INFINITY;\
|
|
topLimit = topLimit > height ? height : topLimit;\
|
|
}
|
|
|
|
if (xSquare2 != xSquare1)
|
|
checkSquares(2,1)
|
|
|
|
if (ySquare2 != ySquare1)
|
|
checkSquares(1,2)
|
|
|
|
if (xSquare2 != xSquare1 && ySquare2 != ySquare1)
|
|
checkSquares(2,2)
|
|
|
|
camera->height = clamp(camera->height,
|
|
bottomLimit + CAMERA_COLL_HEIGHT_BELOW,
|
|
topLimit - CAMERA_COLL_HEIGHT_ABOVE);
|
|
#undef checkSquares
|
|
}
|
|
}
|
|
|
|
#endif
|