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Fix visibility and RCL
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parent
db4e13af8a
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1
TODO.txt
1
TODO.txt
@ -37,6 +37,7 @@ general:
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- easter egg(s)
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- optioal graphics enhance: vertical wall shading ("ambient occlusions")?
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- option for disabling wall transparency, for performance?
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- open door by shooting at them?
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level ideas:
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74
main.c
74
main.c
@ -694,15 +694,6 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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uint8_t color;
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uint8_t shadow = 0;
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if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2)
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{
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uint8_t zValue = pixel->isWall ? SFG_RCLUnitToZBuffer(pixel->depth) : 255;
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for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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SFG_game.zBuffer[pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + i] =
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zValue;
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}
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if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16)
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{
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color = SFG_TRANSPARENT_COLOR;
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@ -3621,6 +3612,25 @@ for (uint16_t j = 0; j < l; ++j)
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*/
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}
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/**
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Checks a 3D point visibility from player's position (WITHOUT considering
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facing direction).
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*/
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static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height,
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uint8_t spriteSize)
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{
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return
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RCL_castRay3D(
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SFG_player.camera.position,
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SFG_player.camera.height,
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pos,
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height,
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SFG_floorHeightAt,
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SFG_ceilingHeightAt,
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SFG_game.rayConstraints
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) == RCL_UNITS_PER_SQUARE;
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}
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void SFG_draw()
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{
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#if SFG_BACKGROUND_BLUR != 0
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@ -3705,17 +3715,18 @@ void SFG_draw()
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uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE(
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SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m)));
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RCL_PixelInfo p =
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RCL_mapToScreen(
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worldPosition,
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
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+
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SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
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SFG_player.camera);
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RCL_Unit worldHeight =
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SFG_floorHeightAt(
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
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+
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SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
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if (p.depth > 0)
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RCL_PixelInfo p =
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RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
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if (p.depth > 0 &&
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SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
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{
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const uint8_t *s =
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SFG_getMonsterSprite(
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@ -3725,7 +3736,7 @@ void SFG_draw()
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SFG_drawScaledSprite(s,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(
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RCL_perspectiveScaleVertical(
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SFG_SPRITE_SIZE_PIXELS(spriteSize),
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p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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@ -3756,21 +3767,19 @@ void SFG_draw()
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if (sprite != 0)
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{
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RCL_PixelInfo p =
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RCL_mapToScreen(
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worldPosition,
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SFG_floorHeightAt(e.coords[0],e.coords[1])
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+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
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SFG_player.camera);
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RCL_Unit worldHeight = SFG_floorHeightAt(e.coords[0],e.coords[1])
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+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
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if (p.depth > 0)
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{
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RCL_PixelInfo p =
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RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
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if (p.depth > 0 &&
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SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
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SFG_drawScaledSprite(
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sprite,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
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RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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}
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}
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}
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@ -3811,10 +3820,11 @@ void SFG_draw()
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) / RCL_UNITS_PER_SQUARE;
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}
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if (p.depth > 0)
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if (p.depth > 0 &&
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SFG_spriteIsVisible(worldPosition,proj->position[2],spriteSize))
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SFG_drawScaledSprite(s,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(spriteSize,p.depth),
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RCL_perspectiveScaleVertical(spriteSize,p.depth),
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SFG_fogValueDiminish(p.depth),
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p.depth);
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}
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@ -22,7 +22,7 @@
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#define SFG_TEXTURE_DISTANCE 5000
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#undef SFG_FPS
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#define SFG_FPS 35
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#define SFG_FPS 30
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#undef SFG_SCREEN_RESOLUTION_X
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#define SFG_SCREEN_RESOLUTION_X 110
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183
raycastlib.h
183
raycastlib.h
@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.903
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version: 0.904
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*/
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#include <stdint.h>
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@ -116,6 +116,8 @@
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
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#endif
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#define RCL_HORIZONTAL_FOV_TAN (RCL_VERTICAL_FOV * 4)
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#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2)
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#ifndef RCL_CAMERA_COLL_RADIUS
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@ -242,7 +244,7 @@ typedef struct
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typedef struct
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{
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RCL_Vector2D position;
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RCL_Unit direction;
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RCL_Unit direction; // TODO: rename to "angle" to keep consistency
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RCL_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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@ -305,10 +307,24 @@ typedef void
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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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RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc);
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/**
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Casts a 3D ray in 3D environment with floor and optional ceiling
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(ceilingHeightFunc can be 0). This can be useful for hitscan shooting,
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visibility checking etc.
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@return normalized ditance (0 to RCL_UNITS_PER_SQUARE) along the ray at which
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the environment was hit, RCL_UNITS_PER_SQUARE means nothing was hit
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*/
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RCL_Unit RCL_castRay3D(
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RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2,
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RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc,
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RCL_RayConstraints constraints);
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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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@ -352,6 +368,10 @@ RCL_Unit RCL_cosInt(RCL_Unit input);
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RCL_Unit RCL_sinInt(RCL_Unit input);
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RCL_Unit RCL_tanInt(RCL_Unit input);
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RCL_Unit RCL_ctgInt(RCL_Unit input);
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/// Normalizes given vector to have RCL_UNITS_PER_SQUARE length.
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RCL_Vector2D RCL_normalize(RCL_Vector2D v);
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@ -368,10 +388,16 @@ RCL_Unit RCL_len(RCL_Vector2D v);
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*/
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RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees);
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///< Computes the change in size of an object due to perspective.
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RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance);
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///< Computes the change in size of an object due to perspective (vertical FOV).
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RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance);
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RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize);
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RCL_Unit
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RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance);
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RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize);
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/**
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@ -502,7 +528,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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uint32_t profile_RCL_absVal = 0;
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uint32_t profile_RCL_normalize = 0;
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uint32_t profile_RCL_vectorsAngleCos = 0;
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uint32_t profile_RCL_perspectiveScale = 0;
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uint32_t profile_RCL_perspectiveScaleVertical = 0;
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uint32_t profile_RCL_wrap = 0;
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uint32_t profile_RCL_divRoundDown = 0;
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#define RCL_profileCall(c) profile_##c += 1
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@ -521,7 +547,7 @@ RCL_Unit *_RCL_floorPixelDistances = 0;
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printf(" RCL_normalize: %d\n",profile_RCL_normalize);\
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printf(" RCL_vectorsAngleCos: %d\n",profile_RCL_vectorsAngleCos);\
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printf(" RCL_absVal: %d\n",profile_RCL_absVal);\
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printf(" RCL_perspectiveScale: %d\n",profile_RCL_perspectiveScale);\
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printf(" RCL_perspectiveScaleVertical: %d\n",profile_RCL_perspectiveScaleVertical);\
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printf(" RCL_wrap: %d\n",profile_RCL_wrap);\
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printf(" RCL_divRoundDown: %d\n",profile_RCL_divRoundDown); }
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#else
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@ -637,6 +663,16 @@ RCL_Unit RCL_sinInt(RCL_Unit input)
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return RCL_cosInt(input - RCL_UNITS_PER_SQUARE / 4);
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}
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RCL_Unit RCL_tanInt(RCL_Unit input)
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{
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return (RCL_sinInt(input) * RCL_UNITS_PER_SQUARE) / RCL_cosInt(input);
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}
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RCL_Unit RCL_ctgInt(RCL_Unit input)
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{
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return (RCL_cosInt(input) * RCL_UNITS_PER_SQUARE) / RCL_sinInt(input);
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}
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RCL_Vector2D RCL_angleToDirection(RCL_Unit angle)
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{
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RCL_profileCall(RCL_angleToDirection);
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@ -892,17 +928,6 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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#if !RCL_RECTILINEAR
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h.distance = RCL_dist(h.position,ray.start);
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#else
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h.distance = (h.distance * 23) / 32;
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/* ^ UGLY HACK
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For some reason the computed distance with rectilinear is larger, the
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correct distance is about 0.711 (~= 23/32) of the computed distance, so
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we correct it here in this ugly way.
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TODO: investigate why, fix nicely
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*/
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#endif
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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@ -993,6 +1018,17 @@ void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc,
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RCL_Vector2D dir2 =
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RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF);
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/* We scale the side distances so that the middle one is
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RCL_UNITS_PER_SQUARE, which has to be this way. */
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RCL_Unit cos = RCL_nonZero(RCL_cosInt(RCL_HORIZONTAL_FOV_HALF));
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dir1.x = (dir1.x * RCL_UNITS_PER_SQUARE) / cos;
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dir1.y = (dir1.y * RCL_UNITS_PER_SQUARE) / cos;
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dir2.x = (dir2.x * RCL_UNITS_PER_SQUARE) / cos;
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dir2.y = (dir2.y * RCL_UNITS_PER_SQUARE) / cos;
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RCL_Unit dX = dir2.x - dir1.x;
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RCL_Unit dY = dir2.y - dir1.y;
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@ -1288,10 +1324,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y);
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fZ2World = fWallHeight - _RCL_camera.height;
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fZ1Screen = _RCL_middleRow - RCL_perspectiveScale(
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fZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(fZ1World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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fZ2Screen = _RCL_middleRow - RCL_perspectiveScale(
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fZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(fZ2World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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@ -1299,10 +1335,10 @@ void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t
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{
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cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y);
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cZ2World = cWallHeight - _RCL_camera.height;
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cZ1Screen = _RCL_middleRow - RCL_perspectiveScale(
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cZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(cZ1World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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cZ2Screen = _RCL_middleRow - RCL_perspectiveScale(
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cZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical(
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(cZ2World * _RCL_camera.resolution.y) /
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RCL_UNITS_PER_SQUARE,distance);
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}
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@ -1490,13 +1526,13 @@ void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount,
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int16_t wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y);
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wallHeightScreen = RCL_perspectiveScale((wallHeightWorld *
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wallHeightScreen = RCL_perspectiveScaleVertical((wallHeightWorld *
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_RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE,dist);
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int16_t RCL_normalizedWallHeight = wallHeightWorld != 0 ?
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((RCL_UNITS_PER_SQUARE * wallHeightScreen) / wallHeightWorld) : 0;
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heightOffset = RCL_perspectiveScale(_RCL_cameraHeightScreen,dist);
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heightOffset = RCL_perspectiveScaleVertical(_RCL_cameraHeightScreen,dist);
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wallStart = _RCL_middleRow - wallHeightScreen + heightOffset +
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RCL_normalizedWallHeight;
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@ -1562,7 +1598,7 @@ static inline void _RCL_precomputeFloorDistances(RCL_Camera camera,
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(camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE;
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for (uint16_t i = startIndex; i < camera.resolution.y; ++i)
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dest[i] = RCL_perspectiveScaleInverse(camHeightScreenSize,
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dest[i] = RCL_perspectiveScaleVerticalInverse(camHeightScreenSize,
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RCL_absVal(i - _RCL_middleRow));
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}
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@ -1693,7 +1729,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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result.position.y =
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camera.resolution.y / 2 -
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(RCL_perspectiveScale(height - camera.height,result.depth)
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(RCL_perspectiveScaleVertical(height - camera.height,result.depth)
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* camera.resolution.y) / RCL_UNITS_PER_SQUARE
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+ camera.shear;
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@ -1705,9 +1741,9 @@ RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees)
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return (degrees * RCL_UNITS_PER_SQUARE) / 360;
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}
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RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
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RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance)
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{
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RCL_profileCall(RCL_perspectiveScale);
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RCL_profileCall(RCL_perspectiveScaleVertical);
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return distance != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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@ -1715,7 +1751,7 @@ RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
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: 0;
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}
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RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize)
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{
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return scaledSize != 0 ?
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@ -1725,6 +1761,95 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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: RCL_INFINITY;
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}
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RCL_Unit
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RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance)
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{
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return distance != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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((RCL_HORIZONTAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
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: 0;
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}
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RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize,
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RCL_Unit scaledSize)
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{
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return scaledSize != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
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((RCL_HORIZONTAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
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: RCL_INFINITY;
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}
|
||||
|
||||
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,
|
||||
RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc,
|
||||
RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force)
|
||||
|
Loading…
Reference in New Issue
Block a user