Created
May 3, 2011 15:41
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Raycaster: finding distance.
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inline void ray(int i, float x, float y, float angle, float fisheye) | |
{ float fx = x - (int)x, fy = y - (int)y; | |
float xstep, ystep, xdist, ydist, xx, yy, xdistadd, ydistadd; | |
int xy, yx; | |
int xdir = (cos(angle)<0 ? 1 : 0), ydir = (sin(angle)<0 ? 1 : 0); | |
xstep = 1./tan(angle); | |
xx = x + (ydir ? fy*-xstep : (1-fy)*xstep); | |
xy = ydir ? (int)y : (int)y+1; | |
xdist = sqrt((xx-x)*(xx-x) + (xy-y)*(xy-y)); | |
xdistadd = sqrt(xstep*xstep + 1); | |
ystep = tan(angle); | |
yx = xdir ? (int)x : (int)x+1; | |
yy = y + (xdir ? fx*-ystep : (1-fx)*ystep); | |
ydist = sqrt((yx-x)*(yx-x) + (yy-y)*(yy-y)); | |
ydistadd = sqrt(ystep*ystep + 1); | |
while (1) | |
{ if (ydist > xdist) | |
{ if (xy<0 || xy>=mapy || (int)xx<0 || (int)xx>=mapx) break; | |
if (map[xy-ydir][(int)xx] != '`') | |
{ hstretch(i, map[xy-ydir][(int)xx], ydir?1-(xx-(int)xx):xx-(int)xx, fisheye*xdist, xdist); | |
break; | |
} | |
if (ydir) { xx -= xstep; xy--; xdist += xdistadd; } | |
else { xx += xstep; xy++; xdist += xdistadd; } | |
} | |
else | |
{ if (yx<0 || yx>=mapx || (int)yy<0 || (int)yy>=mapy) break; | |
if (map[(int)yy][yx-xdir] != '`') | |
{ hstretch(i, map[(int)yy][yx-xdir], xdir?yy-(int)yy:1-(yy-(int)yy), fisheye*ydist, ydist); | |
break; | |
} | |
if (xdir) { yy -= ystep; yx--; ydist += ydistadd; } | |
else { yy += ystep; yx++; ydist += ydistadd; } | |
} } } |
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