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2 Commits

Author SHA1 Message Date
beccaf8465 raycast fin 2025-10-05 16:05:57 +01:00
fd7162259b raycast start 2025-10-05 15:09:05 +01:00
7 changed files with 157 additions and 105 deletions

View File

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

View File

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

View File

@@ -1,15 +1,36 @@
#include "game/aabb.h" #include "game/aabb.h"
#include "core/types.h" #include <math.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_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; 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; 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_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; bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_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 invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= tMin;
}

View File

@@ -6,7 +6,8 @@
#define MAX_UNFINISHED 128 #define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState; typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{ struct navSearchNodeState
{
bool visited; bool visited;
U64 distance; U64 distance;
U32 shortest; U32 shortest;
@@ -14,37 +15,45 @@ struct navSearchNodeState{
}; };
typedef struct navSearchState navSearchState; typedef struct navSearchState navSearchState;
struct navSearchState{ struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES]; navSearchNodeState nodeStates[NAV_MAX_NODES];
}; };
navSearchState initState(U32 start, U32 meshSize) { navSearchState initState(U32 start, U32 meshSize)
navSearchState state = {}; {
for(U32 i = 0; i < meshSize; i++) { navSearchState state;
state.nodeStates[i].visited = false; for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false; state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = U64_MAX; state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0; state.nodeStates[i].shortest = 0;
} }
state.nodeStates[start].distance = 0; state.nodeStates[start].distance = 0;
return state; return state;
} }
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) { U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
U32 lowest = U32_MAX; {
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX; U32 lowestI = U32_MAX;
bool startFound = false; bool startFound = false;
for(U32 i = *offset; i < unfinishedCount; i++) { for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]]; navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) { if (checkNode.visited)
if(!startFound) { {
if (!startFound)
{
*offset = i; *offset = i;
} }
continue; continue;
} }
startFound = true; startFound = true;
if (lowest > checkNode.distance) { if (lowest > checkNode.distance)
lowest = cast(U32) checkNode.distance; {
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i]; lowestI = unfinishedIndexes[i];
} }
} }
@@ -52,7 +61,8 @@ 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)
{
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};
@@ -63,19 +73,26 @@ 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++) { {
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI]; for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex]; {
if(testNode->visited) {continue;} NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost); navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x); if (testNode->visited)
distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y); {
if(testNode->distance > distance) { continue;
}
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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;
} }
if(!testNode->addedToUnvisited) { if (!testNode->addedToUnvisited)
{
unfinishedIndexes[unfinishedCount] = connection->NodeIndex; unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++; unfinishedCount++;
testNode->addedToUnvisited = true; testNode->addedToUnvisited = true;
@@ -83,13 +100,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
} }
state.nodeStates[lowestNodeIndex].visited = true; state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset); lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) { if (lowestNodeIndex == end)
{
found = true; found = true;
} }
} }
NavPath res_path = {0}; NavPath res_path = {0};
U32 index = end; U32 index = end;
while(index!=start) { while (index != start)
{
res_path.indexes[res_path.nodeCount] = index; res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++; res_path.nodeCount++;
index = state.nodeStates[index].shortest; index = state.nodeStates[index].shortest;

View File

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

View File

@@ -3,16 +3,20 @@
#include "../player.h" #include "../player.h"
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
void UpdateWorld(F32 delta, World *world) { void UpdateWorld(F32 delta, World *world)
UpdateNPCs(delta, world); {
// UpdateNPCs(delta, world);
} }
void UpdateNPCs(F32 delta, World *world) { void UpdateNPCs(F32 delta, World *world)
for(int i = 0; i < world->npcCount; i++) { {
for (int i = 0; i < world->npcCount; i++)
{
updateNPC(delta, &world->npcs[i], world); updateNPC(delta, &world->npcs[i], world);
} }
} }
void ProcessEvents(SDL_Event *event, World *world) { void ProcessEvents(SDL_Event *event, World *world)
{
PlayerUpdate(event, &world->player); PlayerUpdate(event, &world->player);
} }

View File

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