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raycastlib/raycastlib.h
2018-08-31 13:29:50 +02:00

464 lines
10 KiB
C

#ifndef RAYCASTLIB_H
#define RAYCASTLIB_H
#include <stdint.h>
/**
author: Miloslav "drummyfish" Ciz
license: CC0
- Game field's bottom left corner is at [0,0].
- X axis goes right.
- Y axis goes up.
- Each game square is UNITS_PER_SQUARE * UNITS_PER_SQUARE.
- Angles are in Units, 0 means pointing right (x+) and positively rotates
clockwise, a full angle has UNITS_PER_SQUARE Units.
*/
#define UNITS_PER_SQUARE 1024
typedef int32_t Unit; /**< Smallest spatial unit, there is UNITS_PER_SQUARE
units in a square's length. */
#define logVector2D(v)\
printf("[%d,%d]\n",v.x,v.y);
#define logRay(r){\
printf("ray:\n");\
printf(" start: ");\
logVector2D(r.start);\
printf(" dir: ");\
logVector2D(r.direction);}\
#define logHitResult(h){\
printf("hit:\n");\
printf(" sqaure: ");\
logVector2D(h.square);\
printf(" pos: ");\
logVector2D(h.position);\
printf(" dist: %d\n", h.distance);\
printf(" texcoord: %d\n", h.textureCoord);}\
/// Position in 2D space.
typedef struct
{
int32_t y;
int32_t x;
} Vector2D;
typedef struct
{
Vector2D start;
Vector2D direction;
} Ray;
typedef struct
{
Vector2D square; ///< Collided square coordinates.
Vector2D position; ///< Exact collision position in Units.
Unit distance; /**< Euclidean distance to the hit position, or -1 if
no collision happened. */
Unit textureCoord; /**< Normalized (0 to UNITS_PER_SQUARE - 1) texture
coordinate. */
uint8_t direction; ///< Direction of hit.
} HitResult;
typedef struct
{
Vector2D position;
Unit direction;
Vector2D resolution;
Unit fovAngle;
Unit height;
} Camera;
typedef struct
{
Vector2D position; ///< On-screen position.
int8_t type; ///< Type of pixel: 0 - wall, 1 - floor, 2 - ceiling.
Unit depth; ///< Corrected depth.
HitResult hit; ///< Corresponding ray hit.
} PixelInfo;
typedef struct
{
uint16_t maxHits;
uint16_t maxSteps;
} RayConstraints;
typedef int16_t (*ArrayFunction)(int16_t x, int16_t y);
typedef void (*HitFunction)(uint16_t pos, HitResult h, uint16_t hitNo, Ray r);
typedef void (*PixelFunc)(PixelInfo info);
/**
Casts a single ray and returns the first collision result.
@param Ray Ray to be cast.
@param arrayFunc Function that for x and y array coordinates (in squares, NOT
Units) returns a type of square (just a number) - transition
between two squares of different types (values) is considered
a collision).
@param constraints.maxSteps Maximum number of steps (in squares) to trace the ray.
@return The first collision result.
*/
HitResult castRay(Ray ray, ArrayFunction arrayFunc);
/**
Casts a single ray and returns a list of collisions.
*/
void castRayMultiHit(Ray ray, ArrayFunction arrayFunc, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints);
Vector2D angleToDirection(Unit angle);
Unit cosInt(Unit input);
Unit sinInt(Unit input);
/// Normalizes given vector to have UNITS_PER_SQUARE length.
Vector2D normalize(Vector2D v);
/// Computes a cos of an angle between two vectors.
Unit vectorsAngleCos(Vector2D v1, Vector2D v2);
uint16_t sqrtInt(uint32_t value);
Unit dist(Vector2D p1, Vector2D p2);
Unit len(Vector2D v);
/**
Converts an angle in whole degrees to an angle in Units that this library
uses.
*/
Unit degreesToUnitsAngle(int16_t degrees);
///< Computes the change in size of an object due to perspective.
Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov);
/**
Casts rays for given camera view and for each hit calls a user provided
function.
*/
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
RayConstraints constraints);
void render(Camera cam, ArrayFunction arrayFunc, PixelFunc pixelFunc,
RayConstraints constraints);
//=============================================================================
// privates
Unit clamp(Unit value, Unit valueMin, Unit valueMax)
{
if (value < valueMin)
return valueMin;
if (value > valueMax)
return valueMax;
return value;
}
// Bhaskara's cosine approximation formula
#define trigHelper(x) (UNITS_PER_SQUARE *\
(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\
(UNITS_PER_SQUARE / 2 * UNITS_PER_SQUARE / 2 + (x) * (x)))
Unit cosInt(Unit input)
{
input = input % UNITS_PER_SQUARE;
if (input < 0)
input = UNITS_PER_SQUARE + input;
if (input < UNITS_PER_SQUARE / 4)
return trigHelper(input);
else if (input < UNITS_PER_SQUARE / 2)
return -1 * trigHelper(UNITS_PER_SQUARE / 2 - input);
else if (input < 3 * UNITS_PER_SQUARE / 4)
return -1 * trigHelper(input - UNITS_PER_SQUARE / 2);
else
return trigHelper(UNITS_PER_SQUARE - input);
}
#undef trigHelper
Unit sinInt(Unit input)
{
return cosInt(input - UNITS_PER_SQUARE / 4);
}
Vector2D angleToDirection(Unit angle)
{
Vector2D result;
result.x = cosInt(angle);
result.y = -1 * sinInt(angle);
return result;
}
uint16_t sqrtInt(uint32_t value)
{
uint32_t result = 0;
uint32_t a = value;
uint32_t b = 1u << 30;
while (b > a)
b >>= 2;
while (b != 0)
{
if (a >= result + b)
{
a -= result + b;
result = result + 2 * b;
}
b >>= 2;
result >>= 1;
}
return result;
}
Unit dist(Vector2D p1, Vector2D p2)
{
int32_t dx = p2.x - p1.x;
int32_t dy = p2.y - p1.y;
dx = dx * dx;
dy = dy * dy;
return sqrtInt(((uint32_t) dx) + ((uint32_t) dy));
}
Unit len(Vector2D v)
{
v.x *= v.x;
v.y *= v.y;
return sqrtInt(((uint32_t) v.x) + ((uint32_t) v.y));
}
int8_t pointIsLeftOfRay(Vector2D point, Ray ray)
{
int dX = point.x - ray.start.x;
int 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)
{
nextCellOff->x = 0;
nextCellOff->y = 0;
Ray criticalLine = localRay;
#define helper(c1,c2,n)\
{\
nextCellOff->c1 = n;\
collOff->c1 = criticalLine.start.c1 - localRay.start.c1;\
collOff->c2 = \
(((int32_t) 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, HitResult *hitResults,
uint16_t *hitResultsLen, RayConstraints constraints)
{
Vector2D initialPos = ray.start;
Vector2D currentPos = ray.start;
Vector2D currentSquare;
currentSquare.x = ray.start.x / UNITS_PER_SQUARE;
currentSquare.y = ray.start.y / UNITS_PER_SQUARE;
*hitResultsLen = 0;
int_fast16_t 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;
for (uint_fast16_t i = 0; i < constraints.maxSteps; ++i)
{
int_fast16_t currentType = arrayFunc(currentSquare.x,currentSquare.y);
if (currentType != squareType)
{
// collision
HitResult h;
h.position = currentPos;
h.square = currentSquare;
h.distance = dist(initialPos,currentPos);
if (no.y > 0)
h.direction = 0;
else if (no.x > 0)
h.direction = 1;
else if (no.y < 0)
h.direction = 2;
else
h.direction = 3;
hitResults[*hitResultsLen] = h;
*hitResultsLen += 1;
squareType = currentType;
if (*hitResultsLen >= constraints.maxHits)
break;
}
ray.start.x = currentPos.x % UNITS_PER_SQUARE;
ray.start.y = 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)
{
HitResult result;
uint16_t len;
RayConstraints c;
c.maxSteps = 1000;
c.maxHits = 1;
castRayMultiHit(ray,arrayFunc,&result,&len,c);
if (len == 0)
result.distance = -1;
return result;
}
void castRaysMultiHit(Camera cam, ArrayFunction arrayFunc, HitFunction hitFunc,
RayConstraints constraints)
{
uint_fast16_t fovHalf = cam.fovAngle / 2;
Vector2D dir1 = angleToDirection(cam.direction - fovHalf);
Vector2D dir2 = angleToDirection(cam.direction + fovHalf);
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 (uint_fast8_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,hits,&hitCount,constraints);
for (uint_fast8_t j = 0; j < hitCount; ++j)
hitFunc(i,hits[j],j,r);
}
}
Vector2D normalize(Vector2D v)
{
Vector2D result;
Unit l = len(v);
result.x = (v.x * UNITS_PER_SQUARE) / l;
result.y = (v.y * UNITS_PER_SQUARE) / l;
return result;
}
Unit vectorsAngleCos(Vector2D v1, Vector2D v2)
{
v1 = normalize(v1);
v2 = normalize(v2);
return (v1.x * v2.x + v1.y * v2.y) / UNITS_PER_SQUARE;
}
Unit degreesToUnitsAngle(int16_t degrees)
{
return (degrees * UNITS_PER_SQUARE) / 360;
}
Unit perspectiveScale(Unit originalSize, Unit distance, Unit fov)
{
distance *= fov;
distance = distance == 0 ? 1 : distance; // prevent division by zero
return originalSize / distance;
}
#endif