Fix visibility and RCL

This commit is contained in:
Miloslav Číž 2020-03-13 16:44:02 +01:00
parent db4e13af8a
commit 639a7fddba
5 changed files with 198 additions and 62 deletions

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@ -37,6 +37,7 @@ general:
- easter egg(s) - easter egg(s)
- optioal graphics enhance: vertical wall shading ("ambient occlusions")? - optioal graphics enhance: vertical wall shading ("ambient occlusions")?
- option for disabling wall transparency, for performance? - option for disabling wall transparency, for performance?
- open door by shooting at them?
level ideas: level ideas:

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74
main.c
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@ -694,15 +694,6 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
uint8_t color; uint8_t color;
uint8_t shadow = 0; uint8_t shadow = 0;
if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
{
uint8_t zValue = pixel->isWall ? SFG_RCLUnitToZBuffer(pixel->depth) : 255;
for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
SFG_game.zBuffer[pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + i] =
zValue;
}
if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16) if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
{ {
color = SFG_TRANSPARENT_COLOR; color = SFG_TRANSPARENT_COLOR;
@ -3621,6 +3612,25 @@ for (uint16_t j = 0; j < l; ++j)
*/ */
} }
/**
Checks a 3D point visibility from player's position (WITHOUT considering
facing direction).
*/
static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height,
uint8_t spriteSize)
{
return
RCL_castRay3D(
SFG_player.camera.position,
SFG_player.camera.height,
pos,
height,
SFG_floorHeightAt,
SFG_ceilingHeightAt,
SFG_game.rayConstraints
) == RCL_UNITS_PER_SQUARE;
}
void SFG_draw() void SFG_draw()
{ {
#if SFG_BACKGROUND_BLUR != 0 #if SFG_BACKGROUND_BLUR != 0
@ -3705,17 +3715,18 @@ void SFG_draw()
uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE( uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m))); SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
RCL_PixelInfo p = RCL_Unit worldHeight =
RCL_mapToScreen( SFG_floorHeightAt(
worldPosition, SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
SFG_floorHeightAt( SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]), +
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1])) SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
+
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
SFG_player.camera);
if (p.depth > 0) RCL_PixelInfo p =
RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
{ {
const uint8_t *s = const uint8_t *s =
SFG_getMonsterSprite( SFG_getMonsterSprite(
@ -3725,7 +3736,7 @@ void SFG_draw()
SFG_drawScaledSprite(s, SFG_drawScaledSprite(s,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale( RCL_perspectiveScaleVertical(
SFG_SPRITE_SIZE_PIXELS(spriteSize), SFG_SPRITE_SIZE_PIXELS(spriteSize),
p.depth), p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
@ -3756,21 +3767,19 @@ void SFG_draw()
if (sprite != 0) if (sprite != 0)
{ {
RCL_PixelInfo p = RCL_Unit worldHeight = SFG_floorHeightAt(e.coords[0],e.coords[1])
RCL_mapToScreen( + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
worldPosition,
SFG_floorHeightAt(e.coords[0],e.coords[1])
+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
SFG_player.camera);
if (p.depth > 0) RCL_PixelInfo p =
{ RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
SFG_drawScaledSprite( SFG_drawScaledSprite(
sprite, sprite,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth), RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
} }
} }
@ -3811,10 +3820,11 @@ void SFG_draw()
) / RCL_UNITS_PER_SQUARE; ) / RCL_UNITS_PER_SQUARE;
} }
if (p.depth > 0) if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,proj->position[2],spriteSize))
SFG_drawScaledSprite(s, SFG_drawScaledSprite(s,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(spriteSize,p.depth), RCL_perspectiveScaleVertical(spriteSize,p.depth),
SFG_fogValueDiminish(p.depth), SFG_fogValueDiminish(p.depth),
p.depth); p.depth);
} }

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@ -22,7 +22,7 @@
#define SFG_TEXTURE_DISTANCE 5000 #define SFG_TEXTURE_DISTANCE 5000
#undef SFG_FPS #undef SFG_FPS
#define SFG_FPS 35 #define SFG_FPS 30
#undef SFG_SCREEN_RESOLUTION_X #undef SFG_SCREEN_RESOLUTION_X
#define SFG_SCREEN_RESOLUTION_X 110 #define SFG_SCREEN_RESOLUTION_X 110

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@ -26,7 +26,7 @@
author: Miloslav "drummyfish" Ciz author: Miloslav "drummyfish" Ciz
license: CC0 1.0 license: CC0 1.0
version: 0.903 version: 0.904
*/ */
#include <stdint.h> #include <stdint.h>
@ -116,6 +116,8 @@
#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4) #define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
#endif #endif
#define RCL_HORIZONTAL_FOV_TAN (RCL_VERTICAL_FOV * 4)
#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2) #define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2)
#ifndef RCL_CAMERA_COLL_RADIUS #ifndef RCL_CAMERA_COLL_RADIUS
@ -242,7 +244,7 @@ typedef struct
typedef struct typedef struct
{ {
RCL_Vector2D position; RCL_Vector2D position;
RCL_Unit direction; RCL_Unit direction; // TODO: rename to "angle" to keep consistency
RCL_Vector2D resolution; RCL_Vector2D resolution;
int16_t shear; /**< Shear offset in pixels (0 => no shear), can simulate int16_t shear; /**< Shear offset in pixels (0 => no shear), can simulate
looking up/down. */ looking up/down. */
@ -305,10 +307,24 @@ typedef void
/** /**
Simple-interface function to cast a single ray. Simple-interface function to cast a single ray.
@return The first collision result. @return The first collision result.
*/ */
RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc); RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc);
/**
Casts a 3D ray in 3D environment with floor and optional ceiling
(ceilingHeightFunc can be 0). This can be useful for hitscan shooting,
visibility checking etc.
@return normalized ditance (0 to RCL_UNITS_PER_SQUARE) along the ray at which
the environment was hit, RCL_UNITS_PER_SQUARE means nothing was hit
*/
RCL_Unit RCL_castRay3D(
RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2,
RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc,
RCL_RayConstraints constraints);
/** /**
Maps a single point in the world to the screen (2D position + depth). Maps a single point in the world to the screen (2D position + depth).
*/ */
@ -352,6 +368,10 @@ RCL_Unit RCL_cosInt(RCL_Unit input);
RCL_Unit RCL_sinInt(RCL_Unit input); RCL_Unit RCL_sinInt(RCL_Unit input);
RCL_Unit RCL_tanInt(RCL_Unit input);
RCL_Unit RCL_ctgInt(RCL_Unit input);
/// Normalizes given vector to have RCL_UNITS_PER_SQUARE length. /// Normalizes given vector to have RCL_UNITS_PER_SQUARE length.
RCL_Vector2D RCL_normalize(RCL_Vector2D v); RCL_Vector2D RCL_normalize(RCL_Vector2D v);
@ -368,10 +388,16 @@ RCL_Unit RCL_len(RCL_Vector2D v);
*/ */
RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees); RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees);
///< Computes the change in size of an object due to perspective. ///< Computes the change in size of an object due to perspective (vertical FOV).
RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance); RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance);
RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize, RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize);
RCL_Unit
RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance);
RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize); RCL_Unit scaledSize);
/** /**
@ -502,7 +528,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
uint32_t profile_RCL_absVal = 0; uint32_t profile_RCL_absVal = 0;
uint32_t profile_RCL_normalize = 0; uint32_t profile_RCL_normalize = 0;
uint32_t profile_RCL_vectorsAngleCos = 0; uint32_t profile_RCL_vectorsAngleCos = 0;
uint32_t profile_RCL_perspectiveScale = 0; uint32_t profile_RCL_perspectiveScaleVertical = 0;
uint32_t profile_RCL_wrap = 0; uint32_t profile_RCL_wrap = 0;
uint32_t profile_RCL_divRoundDown = 0; uint32_t profile_RCL_divRoundDown = 0;
#define RCL_profileCall(c) profile_##c += 1 #define RCL_profileCall(c) profile_##c += 1
@ -521,7 +547,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
printf(" RCL_normalize: %d\n",profile_RCL_normalize);\ printf(" RCL_normalize: %d\n",profile_RCL_normalize);\
printf(" RCL_vectorsAngleCos: %d\n",profile_RCL_vectorsAngleCos);\ printf(" RCL_vectorsAngleCos: %d\n",profile_RCL_vectorsAngleCos);\
printf(" RCL_absVal: %d\n",profile_RCL_absVal);\ printf(" RCL_absVal: %d\n",profile_RCL_absVal);\
printf(" RCL_perspectiveScale: %d\n",profile_RCL_perspectiveScale);\ printf(" RCL_perspectiveScaleVertical: %d\n",profile_RCL_perspectiveScaleVertical);\
printf(" RCL_wrap: %d\n",profile_RCL_wrap);\ printf(" RCL_wrap: %d\n",profile_RCL_wrap);\
printf(" RCL_divRoundDown: %d\n",profile_RCL_divRoundDown); } printf(" RCL_divRoundDown: %d\n",profile_RCL_divRoundDown); }
#else #else
@ -637,6 +663,16 @@ RCL_Unit RCL_sinInt(RCL_Unit input)
return RCL_cosInt(input - RCL_UNITS_PER_SQUARE / 4); return RCL_cosInt(input - RCL_UNITS_PER_SQUARE / 4);
} }
RCL_Unit RCL_tanInt(RCL_Unit input)
{
return (RCL_sinInt(input) * RCL_UNITS_PER_SQUARE) / RCL_cosInt(input);
}
RCL_Unit RCL_ctgInt(RCL_Unit input)
{
return (RCL_cosInt(input) * RCL_UNITS_PER_SQUARE) / RCL_sinInt(input);
}
RCL_Vector2D RCL_angleToDirection(RCL_Unit angle) RCL_Vector2D RCL_angleToDirection(RCL_Unit angle)
{ {
RCL_profileCall(RCL_angleToDirection); RCL_profileCall(RCL_angleToDirection);
@ -892,17 +928,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
#if !RCL_RECTILINEAR #if !RCL_RECTILINEAR
h.distance = RCL_dist(h.position,ray.start); h.distance = RCL_dist(h.position,ray.start);
#else
h.distance = (h.distance * 23) / 32;
/* ^ UGLY HACK
For some reason the computed distance with rectilinear is larger, the
correct distance is about 0.711 (~= 23/32) of the computed distance, so
we correct it here in this ugly way.
TODO: investigate why, fix nicely
*/
#endif #endif
if (typeFunc != 0) if (typeFunc != 0)
h.type = typeFunc(currentSquare.x,currentSquare.y); h.type = typeFunc(currentSquare.x,currentSquare.y);
@ -993,6 +1018,17 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
RCL_Vector2D dir2 = RCL_Vector2D dir2 =
RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF); RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF);
/* We scale the side distances so that the middle one is
RCL_UNITS_PER_SQUARE, which has to be this way. */
RCL_Unit cos = RCL_nonZero(RCL_cosInt(RCL_HORIZONTAL_FOV_HALF));
dir1.x = (dir1.x * RCL_UNITS_PER_SQUARE) / cos;
dir1.y = (dir1.y * RCL_UNITS_PER_SQUARE) / cos;
dir2.x = (dir2.x * RCL_UNITS_PER_SQUARE) / cos;
dir2.y = (dir2.y * RCL_UNITS_PER_SQUARE) / cos;
RCL_Unit dX = dir2.x - dir1.x; RCL_Unit dX = dir2.x - dir1.x;
RCL_Unit dY = dir2.y - dir1.y; RCL_Unit dY = dir2.y - dir1.y;
@ -1288,10 +1324,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y); fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
fZ2World = fWallHeight - _RCL_camera.height; fZ2World = fWallHeight - _RCL_camera.height;
fZ1Screen = _RCL_middleRow - RCL_perspectiveScale( fZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
(fZ1World * _RCL_camera.resolution.y) / (fZ1World * _RCL_camera.resolution.y) /
RCL_UNITS_PER_SQUARE,distance); RCL_UNITS_PER_SQUARE,distance);
fZ2Screen = _RCL_middleRow - RCL_perspectiveScale( fZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
(fZ2World * _RCL_camera.resolution.y) / (fZ2World * _RCL_camera.resolution.y) /
RCL_UNITS_PER_SQUARE,distance); RCL_UNITS_PER_SQUARE,distance);
@ -1299,10 +1335,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
{ {
cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y); cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y);
cZ2World = cWallHeight - _RCL_camera.height; cZ2World = cWallHeight - _RCL_camera.height;
cZ1Screen = _RCL_middleRow - RCL_perspectiveScale( cZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
(cZ1World * _RCL_camera.resolution.y) / (cZ1World * _RCL_camera.resolution.y) /
RCL_UNITS_PER_SQUARE,distance); RCL_UNITS_PER_SQUARE,distance);
cZ2Screen = _RCL_middleRow - RCL_perspectiveScale( cZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
(cZ2World * _RCL_camera.resolution.y) / (cZ2World * _RCL_camera.resolution.y) /
RCL_UNITS_PER_SQUARE,distance); RCL_UNITS_PER_SQUARE,distance);
} }
@ -1490,13 +1526,13 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y); int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
wallHeightScreen = RCL_perspectiveScale((wallHeightWorld * wallHeightScreen = RCL_perspectiveScaleVertical((wallHeightWorld *
_RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE,dist); _RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE,dist);
int16_t RCL_normalizedWallHeight = wallHeightWorld != 0 ? int16_t RCL_normalizedWallHeight = wallHeightWorld != 0 ?
((RCL_UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld) : 0; ((RCL_UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld) : 0;
heightOffset = RCL_perspectiveScale(_RCL_cameraHeightScreen,dist); heightOffset = RCL_perspectiveScaleVertical(_RCL_cameraHeightScreen,dist);
wallStart = _RCL_middleRow - wallHeightScreen + heightOffset + wallStart = _RCL_middleRow - wallHeightScreen + heightOffset +
RCL_normalizedWallHeight; RCL_normalizedWallHeight;
@ -1562,7 +1598,7 @@ static inline void _RCL_precomputeFloorDistances(RCL_Camera camera,
(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE; (camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
for (uint16_t i = startIndex; i < camera.resolution.y; ++i) for (uint16_t i = startIndex; i < camera.resolution.y; ++i)
dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize, dest[i] = RCL_perspectiveScaleVerticalInverse(camHeightScreenSize,
RCL_absVal(i - _RCL_middleRow)); RCL_absVal(i - _RCL_middleRow));
} }
@ -1693,7 +1729,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
result.position.y = result.position.y =
camera.resolution.y / 2 - camera.resolution.y / 2 -
(RCL_perspectiveScale(height - camera.height,result.depth) (RCL_perspectiveScaleVertical(height - camera.height,result.depth)
* camera.resolution.y) / RCL_UNITS_PER_SQUARE * camera.resolution.y) / RCL_UNITS_PER_SQUARE
+ camera.shear; + camera.shear;
@ -1705,9 +1741,9 @@ RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees)
return (degrees * RCL_UNITS_PER_SQUARE) / 360; return (degrees * RCL_UNITS_PER_SQUARE) / 360;
} }
RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance) RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance)
{ {
RCL_profileCall(RCL_perspectiveScale); RCL_profileCall(RCL_perspectiveScaleVertical);
return distance != 0 ? return distance != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE) / (originalSize * RCL_UNITS_PER_SQUARE) /
@ -1715,7 +1751,7 @@ RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
: 0; : 0;
} }
RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize, RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize) RCL_Unit scaledSize)
{ {
return scaledSize != 0 ? return scaledSize != 0 ?
@ -1725,6 +1761,95 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
: RCL_INFINITY; : RCL_INFINITY;
} }
RCL_Unit
RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance)
{
return distance != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE) /
((RCL_HORIZONTAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
: 0;
}
RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
RCL_Unit scaledSize)
{
return scaledSize != 0 ?
(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
((RCL_HORIZONTAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
: RCL_INFINITY;
}
RCL_Unit RCL_castRay3D(
RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2,
RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc,
RCL_RayConstraints constraints)
{
RCL_HitResult hits[constraints.maxHits];
uint16_t numHits;
RCL_Ray ray;
ray.start = pos1;
RCL_Unit distance;
ray.direction.x = pos2.x - pos1.x;
ray.direction.y = pos2.y - pos1.y;
distance = RCL_len(ray.direction);
ray.direction = RCL_normalize(ray.direction);
RCL_Unit heightDiff = height2 - height1;
RCL_castRayMultiHit(ray,floorHeightFunc,0,hits,&numHits,constraints);
RCL_Unit result = RCL_UNITS_PER_SQUARE;
int16_t squareX = RCL_divRoundDown(pos1.x,RCL_UNITS_PER_SQUARE);
int16_t squareY = RCL_divRoundDown(pos1.y,RCL_UNITS_PER_SQUARE);
RCL_Unit startHeight = floorHeightFunc(squareX,squareY);
#define checkHits(comp,res) \
{ \
RCL_Unit currentHeight = startHeight; \
for (uint16_t i = 0; i < numHits; ++i) \
{ \
if (hits[i].distance > distance) \
break;\
RCL_Unit h = hits[i].arrayValue; \
if ((currentHeight comp h ? currentHeight : h) \
comp (height1 + (hits[i].distance * heightDiff) / distance)) \
{ \
res = (hits[i].distance * RCL_UNITS_PER_SQUARE) / distance; \
break; \
} \
currentHeight = h; \
} \
}
checkHits(>,result)
if (ceilingHeightFunc != 0)
{
RCL_Unit result2 = RCL_UNITS_PER_SQUARE;
startHeight = ceilingHeightFunc(squareX,squareY);
RCL_castRayMultiHit(ray,ceilingHeightFunc,0,hits,&numHits,constraints);
checkHits(<,result2)
if (result2 < result)
result = result2;
}
#undef checkHits
return result;
}
void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset, void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc, RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc,
RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force) RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)