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2 Commits

Author SHA1 Message Date
8dc0ac1d3e Merge remote-tracking branch 'origin' 2025-10-05 16:51:59 +01:00
222575b318 feat: People go walkies 2025-10-05 16:49:18 +01:00
8 changed files with 73 additions and 45 deletions

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@@ -4,6 +4,8 @@
#define PI_F32 (3.14159265358979323846264338f) #define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32) #define TAU_F32 (2.0f * PI_F32)
#define Abs(x) (((x) < 0 ? -(x) : (x)))
typedef struct Random Random; typedef struct Random Random;
struct Random { struct Random {
U64 state; U64 state;

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@@ -1,6 +1,7 @@
#include <stdio.h> #include <stdio.h>
#include <stdbool.h> #include <stdbool.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3/SDL_keycode.h>
#define STB_IMAGE_IMPLEMENTATION 1 #define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h> #include <stb_image.h>
@@ -62,11 +63,13 @@ int main(int argc, char **argv)
camera->farp = 1000.0f; camera->farp = 1000.0f;
game->draw.camera = camera; game->draw.camera = camera;
game->camera.p.z = 200;
World *world = M_ArenaPush(arena, World); World *world = M_ArenaPush(arena, World);
game->world = world; game->world = world;
world->random = Random_Seed(29237489723847); world->random = Random_Seed(29237489723847);
world->npcCount = 2; world->npcCount = 100;
NPC *npc1 = &world->npcs[0]; for(int i = 0; i < 100; i++) {
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 15; npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15; npc1->collision.pos.y = 15;
npc1->collision.size.x = 10; npc1->collision.size.x = 10;
@@ -75,11 +78,12 @@ int main(int argc, char **argv)
npc1->mode = NPC_ACTION_WAITING; npc1->mode = NPC_ACTION_WAITING;
npc1->waitTime = 0; npc1->waitTime = 0;
npc1->maxWaitTime = 5; npc1->maxWaitTime = 5;
npc1->currentNavNode = 87; npc1->currentNavNode = 0;
npc1->collision.pos.x = 15; npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15; npc1->collision.pos.y = 15;
npc1->collision.size.x = 10; npc1->collision.size.x = 10;
npc1->collision.size.y = 10; npc1->collision.size.y = 10;
}
NPC *npc2 = &world->npcs[1]; NPC *npc2 = &world->npcs[1];
npc2->collision.pos.x = 15; npc2->collision.pos.x = 15;
@@ -111,6 +115,20 @@ int main(int argc, char **argv)
{ {
running = false; running = false;
} }
if (e.type == SDL_EVENT_KEY_DOWN) {
if(e.key.key == SDLK_DOWN) {
game->camera.p.y += 5;
}
if(e.key.key == SDLK_UP) {
game->camera.p.y -= 5;
}
if(e.key.key == SDLK_RIGHT) {
game->camera.p.x += 5;
}
if(e.key.key == SDLK_LEFT) {
game->camera.p.x -= 5;
}
}
ProcessEvents(&e, game->world); ProcessEvents(&e, game->world);
} }
UpdateWorld(1.0 / 60.0, game->world); UpdateWorld(1.0 / 60.0, game->world);
@@ -151,6 +169,7 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS); D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw);
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, -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);

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@@ -23,14 +23,14 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
// x // x
F32 tLow = (start.x - origin.x) * invdirection.x; F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x; F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh); F32 tMin = Min(tLow, tHigh);
F32 tMax = max(tLow, tHigh); F32 tMax = Max(tLow, tHigh);
// y // y
tLow = (start.y - origin.y) * invdirection.y; tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y; tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh)); tMin = Max(tMin, Min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh)); tMax = Min(tMax, Max(tLow, tHigh));
return tMax >= tMin; return tMax >= tMin;
} }

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@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState struct navSearchNodeState
{ {
bool visited; bool visited;
U64 distance; F64 distance;
U32 shortest; U32 shortest;
bool addedToUnvisited; bool addedToUnvisited;
}; };
@@ -61,8 +61,13 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
} }
// Generate a path to follow between the start and end node. // Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
{ // This is a stupid fix, since it's easier to work backwards
// to generate a path, I'm swapping the start / end, to generate
// it backwards
U32 tmp = end;
end = start;
start = tmp;
navSearchState state = initState(start, mesh->nodeCount); navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1; U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start}; U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
U32 unfinishedOffset = 0; U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start; U32 lowestNodeIndex = start;
bool found = false; bool found = false;
while (!found) while(!found) {
{ for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
{
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI]; NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex]; navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if (testNode->visited) if(testNode->visited) {continue;}
{ F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
continue; distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
} distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost); if(testNode->distance > distance) {
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if (testNode->distance > distance)
{
testNode->distance = distance; testNode->distance = distance;
testNode->shortest = lowestNodeIndex; testNode->shortest = lowestNodeIndex;
} }

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@@ -13,7 +13,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->mode = NPC_ACTION_WALKING; npc->mode = NPC_ACTION_WALKING;
// TODO change targets to poi's rather than just random nodes // TODO change targets to poi's rather than just random nodes
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount); npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
printf("Starting to nav path\n"); printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode); npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
printf("done\n"); printf("done\n");
npc->walkTimer = 0; npc->walkTimer = 0;
@@ -29,14 +29,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->mode = NPC_ACTION_WAITING; npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = Random_F32(&world->random, 10, 40); npc->maxWaitTime = Random_F32(&world->random, 10, 40);
npc->waitTime = 0; npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0; npc->pathIndex = 0;
return; return;
} }
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex]; npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
} }
NavNode cNav = world->navMesh->nodes[npc->currentNavNode]; NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->pathIndex]; NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED; npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED; npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break; break;

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@@ -20,3 +20,9 @@ void ProcessEvents(SDL_Event *event, World *world)
{ {
PlayerUpdate(event, &world->player); PlayerUpdate(event, &world->player);
} }
void RenderWorld(World *world, D_Context *draw) {
for(int i = 0; i < world->npcCount; i++) {
D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1);
}
}

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@@ -5,7 +5,7 @@
#include "npc_look.h" #include "npc_look.h"
#include "../core/types.h" #include "../core/types.h"
#define NPC_SPEED 0.2f #define NPC_SPEED 1.0f
typedef enum NPC_ACTION NPC_ACTION; typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION { enum NPC_ACTION {

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@@ -35,6 +35,7 @@ struct World {
}; };
function void UpdateWorld(F32 delta, World *world); function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext );
function void ProcessEvents(SDL_Event *event, World *world); function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world); function void UpdateNPCs(F32 delta, World *world);
function void updateNPC(F32 delta, NPC *npc, World *world); function void updateNPC(F32 delta, NPC *npc, World *world);