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ts-raycasting

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/** * Test ray intersection with world's grid * @desc Here you should put code to check if ray hits a wall or not. If ray hits a wall, return 'false' to stop casting a ray further. * @param {number} row - ray intersection with world's row * @param {number} column - ray intersection with world's column * @param {number} cell - cell value, extracted from world[row][column] * @param {number} dist - distance from camera to current intersection, fisheye effect included * @param {number} index - number of current ray's intersections with world's grid * @return {boolean} true to stop casting a ray further in a world */ export type testIntersection = (row: number, column: number, cell: number, dist: number, index: number) => boolean; export type trigLookupTable = { cos: Uint32Array, sin: Uint32Array, tan: Uint32Array, ctan: Uint32Array };