raycast start

This commit is contained in:
2025-10-04 17:36:47 +01:00
parent 1d70f3ae20
commit fd7162259b
5 changed files with 97 additions and 70 deletions

View File

@@ -19,9 +19,10 @@
#include "game/impl/npc.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv) {
(void) argc;
(void) argv;
int main(int argc, char **argv)
{
(void)argc;
(void)argv;
if (!SDL_Init(SDL_INIT_VIDEO))
{
@@ -58,42 +59,37 @@ int main(int argc, char **argv) {
camera->fov = 60.0f;
camera->nearp = 0.01f;
camera->farp = 1000.0f;
camera->farp = 1000.0f;
game->draw.camera = camera;
}
Vk_Buffer rbo = { 0 };
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true;
World world = {
.npcCount = 2,
.npcs = {
{
.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87
},{
.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0
}
},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0,0}}
};
World world = {
.npcCount = 2,
.npcs = {
{.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87},
{.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0}},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0, 0}}};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -106,17 +102,17 @@ int main(int argc, char **argv) {
{
running = false;
}
ProcessEvents(&e, &world);
ProcessEvents(&e, &world);
}
UpdateWorld(1.0/60.0, &world);
UpdateWorld(1.0 / 60.0, &world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w;
game->draw.window_width = w;
game->draw.window_height = h;
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
G_CalulateCamera(&game->camera, (F32)w / (F32)h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;
@@ -128,27 +124,27 @@ int main(int argc, char **argv) {
clear_colour.color.float32[3] = 1.0f;
VkRenderingAttachmentInfo colour_attachment = {0};
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
VkRenderingInfo rendering_info = {0};
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
rendering_info.layerCount = 1;
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &colour_attachment;
rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
D_End(&game->draw, frame);

View File

@@ -3,15 +3,14 @@
#include "../core/types.h"
#include "../core/macros.h"
typedef struct AABB AABB;
struct AABB {
struct AABB
{
V2f pos;
V2f size;
};
function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v);
#endif // LD_GAME_AABB_H_
#endif // LD_GAME_AABB_H_

View File

@@ -1,15 +1,35 @@
#include "game/aabb.h"
#include "core/types.h"
bool AABB_Collide(AABB a, AABB b) {
bool AABB_Collide(AABB a, AABB b)
{
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
return collision_x && collision_y;
}
bool AABB_Point(AABB a, V2f v) {
bool AABB_Point(AABB a, V2f v)
{
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y;
}
bool AABB_Slab(V2f origin, V2f point, AABB a)
{
V2f start = a.pos;
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
V2f direction = {origin.x - point.x, origin.y - point.y};
// x
F32 tLow = (start.x - origin.x) / direction.x;
F32 tHigh = (finish.x - origin.x) / direction.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.x - origin.x) / direction.x;
tHigh = (finish.x - origin.x) / direction.x;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= max(0.0, tMin);
}

View File

@@ -4,23 +4,34 @@
void PlayerUpdate(SDL_Event *event, Player *player)
{
SDL_KeyboardEvent key = event->key;
switch(key.key) {
case SDLK_W: {
player->pos.y += 10;
break;
}
case SDLK_A: {
player->pos.x -= 10;
break;
}
case SDLK_D: {
player->pos.x += 10;
break;
}
case SDLK_S: {
player->pos.y -= 10;
break;
}
}
SDL_KeyboardEvent key = event->key;
SDL_MouseButtonEvent mouseBtn = event->button;
switch (key.key)
{
case SDLK_W:
{
player->pos.y += 10;
break;
}
case SDLK_A:
{
player->pos.x -= 10;
break;
}
case SDLK_D:
{
player->pos.x += 10;
break;
}
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
}

View File

@@ -10,6 +10,7 @@ typedef struct Player Player;
struct Player
{
V2f pos;
U32 bulletsLoaded;
};
function void PlayerUpdate(SDL_Event *event, Player *player);