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2 Commits
9a46a802e0
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8dc0ac1d3e
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8dc0ac1d3e
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222575b318
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@@ -4,6 +4,8 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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#define TAU_F32 (2.0f * PI_F32)
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#define Abs(x) (((x) < 0 ? -(x) : (x)))
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typedef struct Random Random;
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typedef struct Random Random;
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struct Random {
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struct Random {
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U64 state;
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U64 state;
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25
code/first.c
25
code/first.c
@@ -1,6 +1,7 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_keycode.h>
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#define STB_IMAGE_IMPLEMENTATION 1
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#define STB_IMAGE_IMPLEMENTATION 1
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#include <stb_image.h>
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#include <stb_image.h>
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@@ -62,11 +63,13 @@ int main(int argc, char **argv)
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camera->farp = 1000.0f;
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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game->draw.camera = camera;
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game->camera.p.z = 200;
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World *world = M_ArenaPush(arena, World);
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World *world = M_ArenaPush(arena, World);
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game->world = world;
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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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world->npcCount = 100;
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NPC *npc1 = &world->npcs[0];
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for(int i = 0; i < 100; i++) {
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NPC *npc1 = &world->npcs[i];
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npc1->collision.pos.x = 15;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.x = 10;
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@@ -75,11 +78,12 @@ int main(int argc, char **argv)
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npc1->mode = NPC_ACTION_WAITING;
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npc1->mode = NPC_ACTION_WAITING;
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npc1->waitTime = 0;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->maxWaitTime = 5;
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npc1->currentNavNode = 87;
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npc1->currentNavNode = 0;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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npc1->collision.size.y = 10;
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}
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NPC *npc2 = &world->npcs[1];
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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.x = 15;
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@@ -111,6 +115,20 @@ int main(int argc, char **argv)
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{
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{
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running = false;
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running = false;
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}
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}
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if (e.type == SDL_EVENT_KEY_DOWN) {
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if(e.key.key == SDLK_DOWN) {
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game->camera.p.y += 5;
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}
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if(e.key.key == SDLK_UP) {
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game->camera.p.y -= 5;
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}
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if(e.key.key == SDLK_RIGHT) {
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game->camera.p.x += 5;
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}
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if(e.key.key == SDLK_LEFT) {
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game->camera.p.x -= 5;
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}
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}
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ProcessEvents(&e, game->world);
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ProcessEvents(&e, game->world);
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}
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}
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UpdateWorld(1.0 / 60.0, game->world);
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UpdateWorld(1.0 / 60.0, game->world);
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@@ -151,6 +169,7 @@ int main(int argc, char **argv)
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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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)
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// x
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// x
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F32 tLow = (start.x - origin.x) * invdirection.x;
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F32 tLow = (start.x - origin.x) * invdirection.x;
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F32 tHigh = (finish.x - origin.x) * invdirection.x;
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F32 tHigh = (finish.x - origin.x) * invdirection.x;
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F32 tMin = min(tLow, tHigh);
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F32 tMin = Min(tLow, tHigh);
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F32 tMax = max(tLow, tHigh);
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F32 tMax = Max(tLow, tHigh);
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// y
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// y
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tLow = (start.y - origin.y) * invdirection.y;
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tLow = (start.y - origin.y) * invdirection.y;
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tHigh = (finish.y - origin.y) * invdirection.y;
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tHigh = (finish.y - origin.y) * invdirection.y;
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tMin = max(tMin, min(tLow, tHigh));
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tMin = Max(tMin, Min(tLow, tHigh));
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tMax = min(tMax, max(tLow, tHigh));
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tMax = Min(tMax, Max(tLow, tHigh));
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return tMax >= tMin;
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return tMax >= tMin;
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}
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}
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@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState
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struct navSearchNodeState
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{
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{
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bool visited;
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bool visited;
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U64 distance;
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F64 distance;
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U32 shortest;
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U32 shortest;
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bool addedToUnvisited;
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bool addedToUnvisited;
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};
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};
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@@ -61,8 +61,13 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
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}
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}
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// Generate a path to follow between the start and end node.
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// Generate a path to follow between the start and end node.
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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{
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// This is a stupid fix, since it's easier to work backwards
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// to generate a path, I'm swapping the start / end, to generate
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// it backwards
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U32 tmp = end;
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end = start;
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start = tmp;
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navSearchState state = initState(start, mesh->nodeCount);
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navSearchState state = initState(start, mesh->nodeCount);
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U32 unfinishedCount = 1;
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U32 unfinishedCount = 1;
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
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U32 unfinishedOffset = 0;
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U32 unfinishedOffset = 0;
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U32 lowestNodeIndex = start;
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U32 lowestNodeIndex = start;
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bool found = false;
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bool found = false;
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while (!found)
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while(!found) {
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{
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for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
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for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
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{
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if (testNode->visited)
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if(testNode->visited) {continue;}
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{
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F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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continue;
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distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
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}
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distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
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U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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if(testNode->distance > distance) {
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distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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if (testNode->distance > distance)
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{
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testNode->distance = distance;
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testNode->distance = distance;
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testNode->shortest = lowestNodeIndex;
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testNode->shortest = lowestNodeIndex;
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}
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}
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@@ -13,7 +13,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WALKING;
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npc->mode = NPC_ACTION_WALKING;
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// TODO change targets to poi's rather than just random nodes
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// TODO change targets to poi's rather than just random nodes
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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printf("Starting to nav path\n");
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printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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printf("done\n");
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printf("done\n");
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npc->walkTimer = 0;
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npc->walkTimer = 0;
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@@ -29,14 +29,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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npc->mode = NPC_ACTION_WAITING;
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npc->mode = NPC_ACTION_WAITING;
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npc->maxWaitTime = Random_F32(&world->random, 10, 40);
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npc->maxWaitTime = Random_F32(&world->random, 10, 40);
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npc->waitTime = 0;
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npc->waitTime = 0;
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npc->currentNavNode = npc->targetNavNode;
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npc->pathIndex = 0;
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npc->pathIndex = 0;
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return;
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return;
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}
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}
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npc->pathIndex+=1;
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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npc->pathIndex+=1;
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}
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}
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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NavNode tNav = world->navMesh->nodes[npc->pathIndex];
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NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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break;
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break;
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@@ -20,3 +20,9 @@ void ProcessEvents(SDL_Event *event, World *world)
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{
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{
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PlayerUpdate(event, &world->player);
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PlayerUpdate(event, &world->player);
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}
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}
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void RenderWorld(World *world, D_Context *draw) {
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for(int i = 0; i < world->npcCount; i++) {
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D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1);
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}
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}
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@@ -5,7 +5,7 @@
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#include "npc_look.h"
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#include "npc_look.h"
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#include "../core/types.h"
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#include "../core/types.h"
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#define NPC_SPEED 0.2f
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#define NPC_SPEED 1.0f
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typedef enum NPC_ACTION NPC_ACTION;
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typedef enum NPC_ACTION NPC_ACTION;
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enum NPC_ACTION {
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enum NPC_ACTION {
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@@ -35,6 +35,7 @@ struct World {
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};
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};
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function void UpdateWorld(F32 delta, World *world);
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function void UpdateWorld(F32 delta, World *world);
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function void RenderWorld(World *world, D_Context *drawContext );
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function void ProcessEvents(SDL_Event *event, World *world);
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function void ProcessEvents(SDL_Event *event, World *world);
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function void UpdateNPCs(F32 delta, World *world);
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function void UpdateNPCs(F32 delta, World *world);
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function void updateNPC(F32 delta, NPC *npc, World *world);
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function void updateNPC(F32 delta, NPC *npc, World *world);
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Reference in New Issue
Block a user