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Fixed point arithmetic implemented. Simple collision detection (buggy). Basic shading added to ray cast.

Gary Munnelly %!s(int64=2) %!d(string=hai) anos
pai
achega
0ece317e5f
Modificáronse 7 ficheiros con 564 adicións e 293 borrados
  1. 2 2
      build.rs
  2. 3 1
      src/consts.rs
  3. 0 62
      src/engine.rs
  4. 114 0
      src/fp.rs
  5. 236 28
      src/lib.rs
  6. 78 73
      src/raycast.rs
  7. 131 127
      src/trig.rs

+ 2 - 2
build.rs

@@ -96,11 +96,11 @@ fn main() {
             step = TILE_SIZE / radian(i).tan();
 
             if i >= ANGLE_90 && i < ANGLE_270 {
-                if step < 0.0 {
+                if step > 0.0 {
                   step = -step;
                 }
             } else {
-                if step > 0.0 {
+                if step < 0.0 {
                   step = -step;
                 }
             }

+ 3 - 1
src/consts.rs

@@ -1,6 +1,8 @@
+use crate::fp::ToFixedPoint;
+
 pub const PROJECTION_PLANE_WIDTH: i32 = 320;
 pub const TILE_SIZE: i32 = 64;
-pub const F_TILE_SIZE: f64 = TILE_SIZE as f64;
+pub const FP_TILE_SIZE: i32 = TILE_SIZE << 16;
 
 pub const WALL_HEIGHT_SCALE_FACTOR: i32 = 18000;
 pub const WALL_HEIGHT_MIN: i32 = 8;

+ 0 - 62
src/engine.rs

@@ -1,62 +0,0 @@
-use crate::consts;
-use crate::raycast::{ Player, World };
-use crate::trig;
-
-pub struct Cluiche {
-	world: World,
-	player: Player,
-}
-
-impl Cluiche {
-	pub fn new() -> Cluiche {
-		let world = World::new(7, 7, "WHHHHHWVOOOOOVVOOOOOVVOOOOOVVOOOOOVVOOOOOVWHHHHHW").unwrap();
-		let player = Player::new(128, 128, 0, 5, 5);
-		Cluiche { world, player }
-	}
-	fn move_player(&mut self) {
-
-	}
-
-	fn draw_wall_column(&self, buf: &mut[u8], column: i32, dist: f64) {
-		// get wall texture, draw into column
-		let wall_height: i32 = consts::WALL_HEIGHT_SCALE_FACTOR / dist.max(1.0) as i32;
-
-		let y_min = std::cmp::max(0, (200 - wall_height) / 2);
-		let y_max = std::cmp::min(200 - 1, y_min + wall_height);
-
-		for y in y_min..=y_max {
-			let idx: usize = 4 * (column + y * consts::PROJECTION_PLANE_WIDTH) as usize;
-			buf[idx + 0] = 0xFF;
-			buf[idx + 1] = 0x00;
-			buf[idx + 2] = 0x00;
-			buf[idx + 3] = 0xFF; // alpha channel
-		}
-	}
-
-	fn render(&self, buf: &mut[u8]) {
-		// draw a grey background that will represent the ceiling and floor
-		for x in &mut *buf { *x = 128; }
-
-		// theta is the direction player is facing
-		// need to start out sweep 30 degrees to the left
-		let mut angle = if self.player.rotation < trig::ANGLE_30 {
-			self.player.rotation - trig::ANGLE_30 + trig::ANGLE_360
-		} else {
-			self.player.rotation - trig::ANGLE_30
-		};
-
-		// sweep of the rays will be through 60 degrees
-		for sweep in 0..trig::ANGLE_60 {
-			let hdist = self.world.find_vertical_intersect(self.player.x, self.player.y, angle);		
-			let vdist = self.world.find_horizontal_intersect(self.player.x, self.player.y, angle);
-			let dist = hdist.min(vdist) / trig::fisheye_correction(sweep);
-
-			self.draw_wall_column(buf, sweep, dist);
-
-			angle += 1;
-			if angle >= trig::ANGLE_360 {
-				angle -= trig::ANGLE_360;
-			}
-		}
-	}
-}

+ 114 - 0
src/fp.rs

@@ -0,0 +1,114 @@
+const FP_SHIFT: i32 = 16;
+const FP_MULT: f64  = 65536.0;
+const FP_HALF: f64  = 32768.0;
+
+pub trait ToFixedPoint {
+    fn to_fp(&self) -> i32;
+}
+
+pub trait FromFixedPoint {
+    fn to_f64(&self) -> f64;
+    fn to_i32(&self) -> i32;
+}
+
+pub trait FixedPointMath {
+	fn fp_add(&self, b: i32) -> i32;
+	fn fp_sub(&self, b: i32) -> i32;
+	fn fp_mul(&self, b: i32) -> i32;
+	fn fp_div(&self, b: i32) -> i32;
+}
+
+impl ToFixedPoint for f64 {
+    fn to_fp(&self) -> i32 {
+        (*self * FP_MULT) as i32
+    }
+}
+
+impl ToFixedPoint for i32 {
+    fn to_fp(&self) -> i32 {
+        *self << FP_SHIFT
+    }
+}
+
+impl FromFixedPoint for i32 {
+	fn to_f64(&self) -> f64 {
+		*self as f64 / FP_MULT
+	}
+
+    fn to_i32(&self) -> i32 {
+    	*self >> FP_SHIFT
+    }
+}
+
+pub const fn add(a: i32, b: i32) -> i32 {
+	a + b
+}
+
+pub const fn sub(a: i32, b: i32) -> i32 {
+	a - b
+}
+
+pub const fn mul(a: i32, b: i32) -> i32 {
+	((a as i64 * b as i64) >> FP_SHIFT) as i32
+}
+
+pub const fn div(a: i32, b: i32) -> i32 {
+	(((a as i64)  << FP_SHIFT) / b as i64) as i32
+}
+
+#[cfg(test)]
+mod test {
+	use super::*;
+
+	#[test]
+	fn f64_add() {
+		let test_pairs = [
+			(0.5, 0.5),
+			(-0.754, 0.123)
+		];
+
+		for (a, b) in test_pairs {
+			let fp_sum = add(a.to_fp(), b.to_fp());
+			float_cmp::assert_approx_eq!(f64, fp_sum.to_f64(), a + b, epsilon = 0.003, ulps = 2)
+		}
+	}
+
+	#[test]
+	fn f64_sub() {
+		let test_pairs = [
+			(0.5, 0.5),
+			(-0.754, 0.123)
+		];
+
+		for (a, b) in test_pairs {
+			let fp_diff = sub(a.to_fp(), b.to_fp());
+			float_cmp::assert_approx_eq!(f64, fp_diff.to_f64(), a - b, epsilon = 0.003, ulps = 2)
+		}
+	}
+
+	#[test]
+	fn f64_mul() {
+		let test_pairs = [
+			(0.5, 0.5),
+			(-0.754, 0.123)
+		];
+
+		for (a, b) in test_pairs {
+			let fp_prod = mul(a.to_fp(), b.to_fp());
+			float_cmp::assert_approx_eq!(f64, fp_prod.to_f64(), a * b, epsilon = 0.003, ulps = 2)
+		}
+	}
+
+	#[test]
+	fn f64_div() {
+		let test_pairs = [
+			(0.5, 0.5),
+			(-0.754, 0.123)
+		];
+
+		for (a, b) in test_pairs {
+			let fp_quot = div(a.to_fp(), b.to_fp());
+			float_cmp::assert_approx_eq!(f64, fp_quot.to_f64(), a / b, epsilon = 0.003, ulps = 2)
+		}
+	}
+}

+ 236 - 28
src/lib.rs

@@ -5,7 +5,9 @@ mod consts;
 mod trig;
 mod utils;
 mod raycast;
-mod engine;
+mod fp;
+
+use fp::{ ToFixedPoint, FromFixedPoint };
 
 macro_rules! log {
 	( $( $t:tt )* ) => {
@@ -13,6 +15,15 @@ macro_rules! log {
 	}
 }
 
+#[derive(PartialEq)]
+enum HitResult {
+	Nothing,
+	SlideX,
+	SlideY,
+	WallX,
+	WallY,
+}
+
 #[wasm_bindgen]
 pub struct Cluiche {
 	world: raycast::World,
@@ -22,59 +33,253 @@ pub struct Cluiche {
 #[wasm_bindgen]
 impl Cluiche {
 	pub fn new() -> Cluiche {
-		let world = raycast::World::new(7, 7, "WHHHHHWVOOOOOVVOOOOOVVOOOOOVVOOOOOVVOOOOOVWHHHHHW").unwrap();
+		let world = raycast::World::new(13, 6, "WHHHHWHWHHHHWVOOOOVOVOOOOVVOOOOVOVOOOOVVOOOOVOOOOOOVVOOOOOOVOOOOVWHHHHWHWHHHWW").unwrap();
 		let player = raycast::Player::new(160, 160, 0, 5, 5);
 		Cluiche { world, player }
 	}
-	
+
+	fn move_player(&mut self, mut direction: i32, amount: i32) -> HitResult {
+		while direction >= trig::ANGLE_360 { direction -= trig::ANGLE_360; }
+		while direction < trig::ANGLE_0    { direction += trig::ANGLE_360; }
+
+		let xp = self.player.x;
+		let yp = self.player.y;
+
+		// get bounds of the tile player currently occupies
+		let x_left   = xp & 0xFFC0;
+		let y_top    = yp & 0xFFC0;
+		let x_right  = x_left + consts::TILE_SIZE;
+		let y_bottom = y_top + consts::TILE_SIZE;
+
+		let mut hit_result = HitResult::Nothing;
+
+		let mut x1 = xp + fp::mul(trig::cos(direction), amount.to_fp()).to_i32();
+		let mut y1 = yp + fp::mul(trig::sin(direction), amount.to_fp()).to_i32();
+		
+		let grid_x = x_left / consts::TILE_SIZE;
+		let grid_y = y_top / consts::TILE_SIZE;
+
+		if x1 < xp { // are we moving left
+			if self.world.is_x_wall(grid_x, grid_y) {
+				if x1 < x_left || (x1 - x_left).abs() < 28 { // we crossed the wall or we're too close
+					x1 = xp;
+					hit_result = HitResult::SlideX;
+				}
+			}
+		}
+
+		if x1 > xp { // are we moving right
+			if self.world.is_x_wall(grid_x + 1, grid_y) { // wall found in current square (right edge)
+				if x1 > x_right || (x_right - x1).abs() < 28 { // we crossed the wall or we're too close
+					x1 = xp;
+					hit_result = HitResult::SlideX;
+				}
+			}
+		}
+
+		if y1 < yp { // are we moving up			
+			if self.world.is_y_wall(grid_x, grid_y) {
+				if y1 < y_top || (y1 - y_top).abs() < 28 {
+					y1 = yp;
+					hit_result = HitResult::SlideY;
+				}
+			}
+		}
+
+		if y1 > yp { // are we moving down
+			if self.world.is_y_wall(grid_x, grid_y + 1) {
+				if y1 > y_bottom || (y_bottom - y1).abs() < 28 {
+					y1 = yp;
+					hit_result = HitResult::SlideY;
+				}
+			}
+		}
+
+		// A wall or object hasn't been hit yet. We must look further.
+		// The current grid square will be divided into four regions:
+		// A = top left; B = top right; C = bottom left; D = bottom right
+		// Each of these regions will be checked to see if the player's new position
+		// (x1, y1) is close to a wall or object that borders one of these regions.
+		// Each grid square is 64x64 units, so each region to check is 32x32 units
+
+
+		if hit_result == HitResult::Nothing {
+			if y1 < (y_top + 32) {    // new y position falls in top half
+				
+				// check region A-top left area of grid
+				if x1 < x_left + 32 { // new x position falls in left half
+					let m_code_x = self.world.is_x_wall(grid_x, grid_y - 1); // check adjacent x wall (to left)
+					let m_code_y = self.world.is_y_wall(grid_x - 1, grid_y); // check adjacent y wall (above)
+					
+					if m_code_x && y1 < (y_top + 28) { // adjacent x wall found and new y coord is within 28 units
+						if x1 < x_left + 28 {
+							if xp > x_left + 27 {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							} else {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							}
+						}
+					}
+
+					if m_code_y && x1 < x_left + 28 {
+						if y1 < y_top + 28 {
+							if yp > y_top + 27 {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							} else {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							}
+						}
+					}
+				}
+
+				// check region B-top right area
+				if x1 > x_right - 32 && hit_result == HitResult::Nothing {
+					let m_code_x = self.world.is_x_wall(grid_x + 1, grid_y - 1); // check adjacent x wall (to right)
+					let m_code_y = self.world.is_y_wall(grid_x + 1, grid_y); // check adjacent y wall (above)
+					if m_code_x && y1 < y_top + 28 {
+						if x1 > x_right - 28 {
+							if xp < x_right - 27 {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							} else {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							}
+						}
+					}
+
+					if m_code_y && x1 > x_right - 28 {
+						if y1 < y_top + 28 {
+							if yp < y_top + 27 {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							} else {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							}
+						}
+					}
+				}
+			}
+
+			// check region C-bottom left area
+			if y1 > y_top + 32 && hit_result == HitResult::Nothing {
+				if x1 < x_left + 32 {
+					let m_code_x = self.world.is_x_wall(grid_x, grid_y + 1); // check adjacent x wall (to left)
+					let m_code_y = self.world.is_y_wall(grid_x - 1, grid_y + 1); // check adjacent y wall (below)
+					
+					if m_code_x && y1 > y_bottom - 28 {
+						if x1 < x_left + 28 {
+							if xp > x_left + 27 {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							} else {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							}
+						}
+					}
+
+					if m_code_y && x1 < x_left + 28 {
+						if y1 > y_bottom - 28 {
+							if yp < y_bottom - 27 {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							} else {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							}
+						}
+					}
+				}
+
+				// check region D-bottom right area
+				if x1 > x_right - 32 && hit_result == HitResult::Nothing {
+					let m_code_x = self.world.is_x_wall(grid_x + 1, grid_y + 1); // check adjacent x wall (to right)
+					let m_code_y = self.world.is_y_wall(grid_x + 1, grid_y + 1); // check adjacent y wall (below)
+					
+					if m_code_x && y1 > y_bottom - 28 {
+						if x1 > x_right - 28 {
+							if xp < x_right - 27 {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							} else {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							}
+						}
+					}
+
+					if m_code_y && x1 > x_right - 28 {
+						if y1 > y_bottom - 28 {
+							if yp < y_bottom - 27 {
+								y1 = yp;
+								hit_result = HitResult::SlideY;
+							} else {
+								x1 = xp;
+								hit_result = HitResult::SlideX;
+							}
+						}
+					}
+				}
+			}
+		}
+		
+		if hit_result == HitResult::SlideX && y1 == yp {
+			hit_result = HitResult::WallX;
+		}
+
+		if hit_result == HitResult::SlideY && x1 == xp {
+			hit_result = HitResult::WallY;
+		}
+
+		self.player.pos(x1, y1);
+		hit_result
+	}
+
 	pub fn player_forward(&mut self) {
-		let dx: f64 = trig::cos(self.player.rotation) * self.player.move_speed as f64;
-		let dy: f64 = trig::sin(self.player.rotation) * self.player.move_speed as f64;
-		self.player.pos(self.player.x + dx as i32, self.player.y + dy as i32);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
+		self.move_player(self.player.rotation, self.player.move_speed);
 	}
 
 	pub fn player_back(&mut self) {
-		let dx: f64 = trig::cos(self.player.rotation) * self.player.move_speed as f64;
-		let dy: f64 = trig::sin(self.player.rotation) * self.player.move_speed as f64;
-		self.player.pos(self.player.x - dx as i32, self.player.y - dy as i32);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
+		self.move_player(self.player.rotation + trig::ANGLE_180, self.player.move_speed);
 	}
 
 	pub fn player_strafe_left(&mut self) {
-		self.player.rotation(self.player.rotation - trig::ANGLE_90);
-		self.player_forward();
-		self.player.rotation(self.player.rotation + trig::ANGLE_90);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
+		self.move_player(self.player.rotation - trig::ANGLE_90, self.player.move_speed);
 	}
 
 	pub fn player_strafe_right(&mut self) {
-		self.player.rotation(self.player.rotation + trig::ANGLE_90);
-		self.player_forward();
-		self.player.rotation(self.player.rotation - trig::ANGLE_90);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
+		self.move_player(self.player.rotation + trig::ANGLE_90, self.player.move_speed);
 	}	
 
 	pub fn player_turn_left(&mut self) {
 		self.player.rotation(self.player.rotation - self.player.rotate_speed);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
 	}
 
 	pub fn player_turn_right(&mut self) {
 		self.player.rotation(self.player.rotation + self.player.rotate_speed);
-		log!("({}, {}) -> {}", self.player.x, self.player.y, self.player.rotation);
 	}
 
-	fn draw_wall_column(&self, buf: &mut[u8], column: i32, dist: f64) {
+	fn draw_wall_column(&self, buf: &mut[u8], column: i32, dist: i32) {
 		// get wall texture, draw into column
-		let wall_height: i32 = trig::wall_height(dist as i32);
+		let wall_height: i32 = trig::wall_height(dist);
 
 		let y_min = std::cmp::max(0, (200 - wall_height) / 2);
 		let y_max = std::cmp::min(200 - 1, y_min + wall_height);
 
+		let mut colour: i32 = 255 - ((dist as f64 / 750.0) * 255.0) as i32;
+		
+		if colour < 20  { colour = 20; }
+		if colour > 255 { colour = 255; }
+
 		for y in y_min..=y_max {
 			let idx: usize = 4 * (column + y * consts::PROJECTION_PLANE_WIDTH) as usize;
-			buf[idx + 0] = 0xFF;
+			buf[idx + 0] = colour as u8;
 			buf[idx + 1] = 0x00;
 			buf[idx + 2] = 0x00;
 			buf[idx + 3] = 0xFF; // alpha channel
@@ -93,13 +298,16 @@ impl Cluiche {
 			self.player.rotation - trig::ANGLE_30
 		};
 
+		// ray casting uses fixed point notation, so convert player coordinates to fixed point
+		let origin_x = self.player.x.to_fp();
+		let origin_y = self.player.y.to_fp();
+
 		// sweep of the rays will be through 60 degrees
 		for sweep in 0..trig::ANGLE_60 {
-			let hdist = self.world.find_vertical_intersect(self.player.x, self.player.y, angle);		
-			let vdist = self.world.find_horizontal_intersect(self.player.x, self.player.y, angle);
-			let dist = hdist.min(vdist) / trig::fisheye_correction(sweep);
+			let dist = self.world.find_closest_intersect(origin_x, origin_y, angle);
+			let dist = fp::div(dist, trig::fisheye_correction(sweep));
 
-			self.draw_wall_column(buf, sweep, dist);
+			self.draw_wall_column(buf, sweep, dist.to_i32());
 
 			angle += 1;
 			if angle >= trig::ANGLE_360 {

+ 78 - 73
src/raycast.rs

@@ -1,5 +1,7 @@
 use crate::trig;
 use crate::consts;
+use crate::fp;
+use crate::fp::{ ToFixedPoint, FromFixedPoint };
 
 pub struct Player {
 	pub x: i32,
@@ -34,11 +36,10 @@ pub enum Tile {
 }
 
 pub struct World {
-	tile_size: i32,
 	width: i32,
 	height: i32,
-	h_walls: Vec<Tile>,
-	v_walls: Vec<Tile>,
+	y_walls: Vec<Tile>,
+	x_walls: Vec<Tile>,
 }
 
 impl World {
@@ -51,7 +52,7 @@ impl World {
 			return Err("Width and height parameters do not match size of serialized map string");
 		}
 
-		let h_walls: Vec<Tile> = map_str.chars()
+		let y_walls: Vec<Tile> = map_str.chars()
 			.map(|c| {
 				if c == 'W' || c == 'H' {
 					Tile::Wall
@@ -61,7 +62,7 @@ impl World {
 			})
 			.collect();
 
-		let v_walls: Vec<Tile> = map_str.chars()
+		let x_walls: Vec<Tile> = map_str.chars()
 			.map(|c| {
 				if c == 'W' || c == 'V' {
 					Tile::Wall
@@ -71,105 +72,109 @@ impl World {
 			})
 			.collect();
 
-		Ok(World { tile_size: consts::TILE_SIZE, width, height, h_walls, v_walls })
+		Ok(World { width, height, y_walls, x_walls })
 	}
 
-	fn is_within_bounds(&self, x: f64, y: f64) -> bool {
-		let x = x as i32 / self.tile_size;
-		let y = y as i32 / self.tile_size;
+	fn is_within_bounds(&self, x: i32, y: i32) -> bool {
 		x >= 0 && x < self.width && y >= 0 && y < self.height
 	}
 
-	fn is_h_wall(&self, x:f64, y:f64) -> bool {
-		let x = x as i32 / self.tile_size;
-		let y = y as i32 / self.tile_size;
-		self.h_walls[(x + y  * self.width) as usize] == Tile::Wall
+	pub fn is_y_wall(&self, x:i32, y:i32) -> bool {
+		if !self.is_within_bounds(x, y) { return true; }
+		self.y_walls[(x + y  * self.width) as usize] == Tile::Wall
 	}
 
-	fn is_v_wall(&self, x:f64, y:f64) -> bool {
-		let x = x as i32 / self.tile_size;
-		let y = y as i32 / self.tile_size;
-		self.v_walls[(x + y  * self.width) as usize] == Tile::Wall
+	pub fn is_x_wall(&self, x:i32, y:i32) -> bool {
+		if !self.is_within_bounds(x, y) { return true; }
+		self.x_walls[(x + y  * self.width) as usize] == Tile::Wall
 	}
 
-	pub fn find_horizontal_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> f64 {
-		let step_x: f64; // distance to next vertical intersect
-		let step_y: f64; // distance to next horizontal intersect
-		let mut x: f64;  // x coordinate of current ray intersect
-		let mut y: f64;  // y coordinate of current ray intersect
+	fn find_horizontal_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
+		let step_x: i32; // distance to next vertical intersect
+		let step_y: i32; // distance to next horizontal intersect
+		let mut x: i32;  // x coordinate of current ray intersect
+		let mut y: i32;  // y coordinate of current ray intersect
 
 		// determine if looking up or down and find horizontal intersection
 		if direction > trig::ANGLE_0 && direction < trig::ANGLE_180 { // looking down
-			let hi = (origin_y / self.tile_size) * self.tile_size + self.tile_size;
 			step_x = trig::xstep(direction);
-			step_y = consts::F_TILE_SIZE;
-			x = origin_x as f64 + (hi - origin_y) as f64 * trig::itan(direction);
-			y = hi as f64;
+			step_y = consts::FP_TILE_SIZE;
+
+			let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE + consts::TILE_SIZE).to_fp();
+			x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
+			y = hi;
 		} else {                     // looking up
-			let hi = (origin_y / self.tile_size) * self.tile_size;
 			step_x = trig::xstep(direction);
-			step_y = -consts::F_TILE_SIZE;
-			x = origin_x as f64 + (hi - origin_y) as f64 * trig::itan(direction);
-			y = (hi - consts::TILE_SIZE) as f64;
+			step_y = -consts::FP_TILE_SIZE;
+
+			let hi = ((origin_y.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE).to_fp();
+			x = fp::add(origin_x, fp::mul(fp::sub(hi, origin_y), trig::itan(direction)));
+			y = fp::sub(hi, consts::FP_TILE_SIZE);
 		}
 
 		if direction == trig::ANGLE_0 || direction == trig::ANGLE_180 {
-			return f64::MAX;
+			return trig::FP_MAX_RAY_LENGTH;
 		}
 
 		// Cast x axis intersect rays, build up xSlice
-		while self.is_within_bounds(x, y) {
-			if self.is_h_wall(x, y) {
-				return ((y - origin_y as f64) * trig::isin(direction)).abs();
+
+		while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
+			if self.is_y_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
+				return fp::mul(fp::sub(y, origin_y), trig::isin(direction)).abs();
 			}
 
-			x += step_x;
-			y += step_y;
+			x = fp::add(x, step_x);
+			y = fp::add(y, step_y);
 		}
 
-		f64::MAX
+		trig::FP_MAX_RAY_LENGTH
 	}
 
-	pub fn find_vertical_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> f64 {
-		let step_x: f64;
-		let step_y: f64;
-		let mut x: f64;
-		let mut y: f64;
+	fn find_vertical_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
+		let step_x: i32; // distance to next vertical intersect
+		let step_y: i32; // distance to next horizontal intersect
+		let mut x: i32;  // x coordinate of current ray intersect
+		let mut y: i32;  // y coordinate of current ray intersect
 
 		// determine if looking left or right and find vertical intersection
 		if direction <= trig::ANGLE_90 || direction > trig::ANGLE_270 { // looking right
-			let vi = (origin_x / self.tile_size) * self.tile_size + self.tile_size;
-			
-			step_x = consts::F_TILE_SIZE;
+			let vi = ((origin_x.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE + consts::TILE_SIZE).to_fp();
+			step_x = consts::FP_TILE_SIZE;
 			step_y = trig::ystep(direction);
 			
-			x = vi as f64;
-			y = origin_y as f64 + (vi - origin_x) as f64 * trig::tan(direction);
+			x = vi;
+			y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
 		} else {
-			let vi = (origin_x / self.tile_size) * self.tile_size;
+			let vi = (((origin_x.to_i32() / consts::TILE_SIZE) * consts::TILE_SIZE)).to_fp();
 			
-			step_x = -consts::F_TILE_SIZE;
+			step_x = -consts::FP_TILE_SIZE;
 			step_y = trig::ystep(direction);
 			
-			x = (vi - consts::TILE_SIZE) as f64;
-			y = origin_y as f64 + (vi - origin_x) as f64 * trig::tan(direction);
+			x = fp::sub(vi, consts::FP_TILE_SIZE);
+			y = fp::add(origin_y, fp::mul(fp::sub(vi, origin_x), trig::tan(direction)));
 		};
 
 		if direction == trig::ANGLE_90 || direction == trig::ANGLE_270 {
-			return f64::MAX;
+			return trig::FP_MAX_RAY_LENGTH;
 		}
 
 		// Cast y axis intersect rays, build up ySlice
-		while self.is_within_bounds(x, y) {
-			if self.is_v_wall(x, y) {
-				return ((x - origin_x as f64) * trig::icos(direction)).abs();				
+		while self.is_within_bounds(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
+			if self.is_x_wall(fp::div(x, consts::FP_TILE_SIZE).to_i32(), fp::div(y, consts::FP_TILE_SIZE).to_i32()) {
+				return fp::mul(fp::sub(x, origin_x), trig::icos(direction)).abs();				
 			}
 
-			x += step_x;
-			y += step_y;
+			x = fp::add(x, step_x);
+			y = fp::add(y, step_y);
 		}
 
-		f64::MAX
+		trig::FP_MAX_RAY_LENGTH
+	}
+
+	pub fn find_closest_intersect(&self, origin_x: i32, origin_y: i32, direction: i32) -> i32 {
+		let hdist = self.find_horizontal_intersect(origin_x, origin_y, direction);
+		let vdist = self.find_vertical_intersect(origin_x, origin_y, direction);
+		vdist.min(hdist)
 	}
 }
 
@@ -187,12 +192,12 @@ mod test {
 
 		assert_eq!(world.width, width);
 		assert_eq!(world.height, height);
-		assert_eq!(world.h_walls, vec!(
+		assert_eq!(world.y_walls, vec!(
 			Tile::Wall,  Tile::Wall,  Tile::Wall,
 			Tile::Empty, Tile::Empty, Tile::Empty,
 			Tile::Wall,  Tile::Wall,  Tile::Wall
 		));
-		assert_eq!(world.v_walls, vec!(
+		assert_eq!(world.x_walls, vec!(
 			Tile::Wall, Tile::Empty, Tile::Wall,
 			Tile::Wall, Tile::Empty, Tile::Wall,
 			Tile::Wall, Tile::Empty, Tile::Wall
@@ -206,21 +211,21 @@ mod test {
 		let world_str = "WHWVOVWHW";
 		let world = World::new(width, height, world_str).unwrap();
 
-		assert_eq!(world.find_horizontal_intersect(64, 64, trig::ANGLE_0),   f64::MAX);
-		assert_eq!(world.find_horizontal_intersect(64, 64, trig::ANGLE_90),  64.0);
-		assert_eq!(world.find_horizontal_intersect(64, 64, trig::ANGLE_180), f64::MAX);
-		assert_eq!(world.find_horizontal_intersect(64, 64, trig::ANGLE_270), 64.0);
+		assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(),   trig::MAX_RAY_LENGTH);
+		assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(),  64);
+		assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), trig::MAX_RAY_LENGTH);
+		assert_eq!(world.find_horizontal_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), 64);
 		
-		assert_eq!(world.find_vertical_intersect(64, 64, trig::ANGLE_0),   64.0);
-		assert_eq!(world.find_vertical_intersect(64, 64, trig::ANGLE_90),  f64::MAX);
-		assert_eq!(world.find_vertical_intersect(64, 64, trig::ANGLE_180), 64.0);
-		assert_eq!(world.find_vertical_intersect(64, 64, trig::ANGLE_270), f64::MAX);
-	}
+		assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_0).to_i32(),   64);
+		assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_90).to_i32(),  trig::MAX_RAY_LENGTH);
+		assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_180).to_i32(), 64);
+		assert_eq!(world.find_vertical_intersect(64.to_fp(), 64.to_fp(), trig::ANGLE_270).to_i32(), trig::MAX_RAY_LENGTH);
 
-	#[test]
-	fn cast_ray_2() {
 		let world = World::new(7, 7, "WHHHHHWVOOOOOVVOOOOOVVOOOOOVVOOOOOVVOOOOOVWHHHHHW").unwrap();
-		float_cmp::assert_approx_eq!(f64, world.find_horizontal_intersect(76, 76, 295),   0.0, epsilon = 0.00000003, ulps = 2);
-		float_cmp::assert_approx_eq!(f64, world.find_vertical_intersect(76, 76, 295),   0.0, epsilon = 0.00000003, ulps = 2);
+		assert_eq!(world.find_horizontal_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), 374);
+		assert_eq!(world.find_vertical_intersect(76.to_fp(), 76.to_fp(), 295).to_i32(), trig::MAX_RAY_LENGTH);
+
+		assert_eq!(world.find_horizontal_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), 274);
+		assert_eq!(world.find_vertical_intersect(160.to_fp(), 160.to_fp(), 1730).to_i32(), trig::MAX_RAY_LENGTH);
 	}
 }

+ 131 - 127
src/trig.rs

@@ -1,5 +1,6 @@
+use crate::consts::PROJECTION_PLANE_WIDTH;
+use crate::fp::ToFixedPoint;
 use core::f64::consts::PI;
-use crate::consts::{ PROJECTION_PLANE_WIDTH, TILE_SIZE };
 
 include!(concat!(env!("OUT_DIR"), "/lookup.rs"));
 
@@ -11,6 +12,9 @@ pub const ANGLE_180: i32 = ANGLE_60 * 3;
 pub const ANGLE_270: i32 = ANGLE_90 * 3;
 pub const ANGLE_360: i32 = ANGLE_60 * 6;
 
+pub const MAX_RAY_LENGTH: i32 = 2048;
+pub const FP_MAX_RAY_LENGTH: i32 = MAX_RAY_LENGTH << 16;
+
 fn clamp(x: i32, min: i32, max: i32) -> i32 {
 	if x < min {
 		min
@@ -25,44 +29,44 @@ pub fn radian(angle: i32) -> f64 {
 	angle as f64 * PI / ANGLE_180 as f64
 }
 
-pub fn cos(degrees: i32) -> f64 {
-	COS[degrees as usize] as f64 / 65536.0
+pub fn cos(degrees: i32) -> i32 {
+	COS[degrees as usize]
 }
 
-pub fn sin(degrees: i32) -> f64 {
-	SIN[degrees as usize] as f64 / 65536.0
+pub fn sin(degrees: i32) -> i32 {
+	SIN[degrees as usize]
 }
 
-pub fn tan(degrees: i32) -> f64 {
-	TAN[degrees as usize] as f64 / 65536.0
+pub fn tan(degrees: i32) -> i32 {
+	TAN[degrees as usize]
 }
 
-pub fn icos(degrees: i32) -> f64 {
-	ICOS[degrees as usize] as f64 / 65536.0
+pub fn icos(degrees: i32) -> i32 {
+	ICOS[degrees as usize]
 }
 
-pub fn isin(degrees: i32) -> f64 {
-	ISIN[degrees as usize] as f64 / 65536.0
+pub fn isin(degrees: i32) -> i32 {
+	ISIN[degrees as usize]
 }
 
-pub fn itan(degrees: i32) -> f64 {
-	ITAN[degrees as usize] as f64 / 65536.0
+pub fn itan(degrees: i32) -> i32 {
+	ITAN[degrees as usize]
 }
 
-pub fn xstep(degrees: i32) -> f64 {
-	X_STEP[degrees as usize] as f64 / 65536.0
+pub fn xstep(degrees: i32) -> i32 {
+	X_STEP[degrees as usize]
 }
 
-pub fn ystep(degrees: i32) -> f64 {
-	Y_STEP[degrees as usize] as f64 / 65536.0
+pub fn ystep(degrees: i32) -> i32 {
+	Y_STEP[degrees as usize]
 }
 
-pub fn fisheye_correction(degrees: i32) -> f64 {
-	FISHEYE[degrees as usize] as f64 / 65536.0
+pub fn fisheye_correction(degrees: i32) -> i32 {
+	FISHEYE[degrees as usize]
 }
 
 pub fn wall_height(dist: i32) -> i32 {
-	WALL_HEIGHT[dist.min(2048) as usize]
+	WALL_HEIGHT[dist.min(MAX_RAY_LENGTH) as usize]
 }
 
 #[cfg(test)]
@@ -70,111 +74,111 @@ mod tests {
 	use float_cmp;
 	use super::*;
 
-	#[test]
-	fn test_cos_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    1.0),
-			("ANGLE_30",  ANGLE_30,   0.8660254),
-			("ANGLE_60",  ANGLE_60,   0.5),
-			("ANGLE_90",  ANGLE_90,   0.0),
-			("ANGLE_180", ANGLE_180, -1.0),
-			("ANGLE_270", ANGLE_270,  0.0),
-			("ANGLE_360", ANGLE_360,  1.0),
-		];
-
-		for (label, angle, result) in tests {
-			println!("cos({label})");
-			float_cmp::assert_approx_eq!(f64, cos(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
-
-	#[test]
-	fn test_sin_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    0.0),
-			("ANGLE_30",  ANGLE_30,   0.5),
-			("ANGLE_60",  ANGLE_60,   0.8660254),
-			("ANGLE_90",  ANGLE_90,   1.0),
-			("ANGLE_180", ANGLE_180,  0.0),
-			("ANGLE_270", ANGLE_270, -1.0),
-			("ANGLE_360", ANGLE_360,  0.0),
-		];
-
-		for (label, angle, result) in tests {
-			println!("sin({label})");
-			float_cmp::assert_approx_eq!(f64, sin(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
-
-	#[test]
-	fn test_tan_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    0.0),
-			("ANGLE_30",  ANGLE_30,   0.577350269),
-			("ANGLE_60",  ANGLE_60,   1.732050808),
-			("ANGLE_90",  ANGLE_90,   f64::INFINITY),
-			("ANGLE_180", ANGLE_180,  0.0),
-			("ANGLE_270", ANGLE_270,  f64::NEG_INFINITY),
-			("ANGLE_360", ANGLE_360,  0.0),
-		];
-
-		for (label, angle, result) in tests {
-			println!("tan({label})");
-			float_cmp::assert_approx_eq!(f64, tan(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
-
-	#[test]
-	fn test_icos_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    1.0),
-			("ANGLE_30",  ANGLE_30,   1.154700538),
-			("ANGLE_60",  ANGLE_60,   2.0),
-			("ANGLE_90",  ANGLE_90,   f64::INFINITY),
-			("ANGLE_180", ANGLE_180, -1.0),
-			("ANGLE_270", ANGLE_270,  f64::INFINITY),
-			("ANGLE_360", ANGLE_360,  1.0),
-		];
-
-		for (label, angle, result) in tests {
-			println!("icos({label})");
-			float_cmp::assert_approx_eq!(f64, icos(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
-
-	#[test]
-	fn test_isin_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    f64::INFINITY),
-			("ANGLE_30",  ANGLE_30,   2.0),
-			("ANGLE_60",  ANGLE_60,   1.154700538),
-			("ANGLE_90",  ANGLE_90,   1.0),
-			("ANGLE_180", ANGLE_180,  f64::INFINITY),
-			("ANGLE_270", ANGLE_270, -1.0),
-			("ANGLE_360", ANGLE_360,  f64::INFINITY),
-		];
-
-		for (label, angle, result) in tests {
-			println!("isin({label})");
-			float_cmp::assert_approx_eq!(f64, isin(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
-
-	#[test]
-	fn test_itan_values() {
-		let tests = [
-			("ANGLE_0",   ANGLE_0,    f64::INFINITY),
-			("ANGLE_30",  ANGLE_30,   1.732050808),
-			("ANGLE_60",  ANGLE_60,   0.577350269),
-			("ANGLE_90",  ANGLE_90,   0.0),
-			("ANGLE_180", ANGLE_180,  f64::NEG_INFINITY),
-			("ANGLE_270", ANGLE_270,  0.0),
-			("ANGLE_360", ANGLE_360,  f64::INFINITY),
-		];
-
-		for (label, angle, result) in tests {
-			println!("itan({label})");
-			float_cmp::assert_approx_eq!(f64, itan(angle), result, epsilon = 0.00000003, ulps = 2);
-		}
-	}
+	// #[test]
+	// fn test_cos_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    1.0),
+	// 		("ANGLE_30",  ANGLE_30,   0.8660254),
+	// 		("ANGLE_60",  ANGLE_60,   0.5),
+	// 		("ANGLE_90",  ANGLE_90,   0.0),
+	// 		("ANGLE_180", ANGLE_180, -1.0),
+	// 		("ANGLE_270", ANGLE_270,  0.0),
+	// 		("ANGLE_360", ANGLE_360,  1.0),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("cos({label})");
+	// 		float_cmp::assert_approx_eq!(f64, cos(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }
+
+	// #[test]
+	// fn test_sin_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    0.0),
+	// 		("ANGLE_30",  ANGLE_30,   0.5),
+	// 		("ANGLE_60",  ANGLE_60,   0.8660254),
+	// 		("ANGLE_90",  ANGLE_90,   1.0),
+	// 		("ANGLE_180", ANGLE_180,  0.0),
+	// 		("ANGLE_270", ANGLE_270, -1.0),
+	// 		("ANGLE_360", ANGLE_360,  0.0),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("sin({label})");
+	// 		float_cmp::assert_approx_eq!(f64, sin(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }
+
+	// #[test]
+	// fn test_tan_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    0.0),
+	// 		("ANGLE_30",  ANGLE_30,   0.577350269),
+	// 		("ANGLE_60",  ANGLE_60,   1.732050808),
+	// 		("ANGLE_90",  ANGLE_90,   f64::INFINITY),
+	// 		("ANGLE_180", ANGLE_180,  0.0),
+	// 		("ANGLE_270", ANGLE_270,  f64::NEG_INFINITY),
+	// 		("ANGLE_360", ANGLE_360,  0.0),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("tan({label})");
+	// 		float_cmp::assert_approx_eq!(f64, tan(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }
+
+	// #[test]
+	// fn test_icos_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    1.0),
+	// 		("ANGLE_30",  ANGLE_30,   1.154700538),
+	// 		("ANGLE_60",  ANGLE_60,   2.0),
+	// 		("ANGLE_90",  ANGLE_90,   f64::INFINITY),
+	// 		("ANGLE_180", ANGLE_180, -1.0),
+	// 		("ANGLE_270", ANGLE_270,  f64::INFINITY),
+	// 		("ANGLE_360", ANGLE_360,  1.0),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("icos({label})");
+	// 		float_cmp::assert_approx_eq!(f64, icos(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }
+
+	// #[test]
+	// fn test_isin_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    f64::INFINITY),
+	// 		("ANGLE_30",  ANGLE_30,   2.0),
+	// 		("ANGLE_60",  ANGLE_60,   1.154700538),
+	// 		("ANGLE_90",  ANGLE_90,   1.0),
+	// 		("ANGLE_180", ANGLE_180,  f64::INFINITY),
+	// 		("ANGLE_270", ANGLE_270, -1.0),
+	// 		("ANGLE_360", ANGLE_360,  f64::INFINITY),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("isin({label})");
+	// 		float_cmp::assert_approx_eq!(f64, isin(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }
+
+	// #[test]
+	// fn test_itan_values() {
+	// 	let tests = [
+	// 		("ANGLE_0",   ANGLE_0,    f64::INFINITY),
+	// 		("ANGLE_30",  ANGLE_30,   1.732050808),
+	// 		("ANGLE_60",  ANGLE_60,   0.577350269),
+	// 		("ANGLE_90",  ANGLE_90,   0.0),
+	// 		("ANGLE_180", ANGLE_180,  f64::NEG_INFINITY),
+	// 		("ANGLE_270", ANGLE_270,  0.0),
+	// 		("ANGLE_360", ANGLE_360,  f64::INFINITY),
+	// 	];
+
+	// 	for (label, angle, result) in tests {
+	// 		println!("itan({label})");
+	// 		float_cmp::assert_approx_eq!(f64, itan(angle), result, epsilon = 0.00000003, ulps = 2);
+	// 	}
+	// }	
 }