Compare commits
9 Commits
raycast
...
8dc0ac1d3e
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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build/
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build/
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code/compile_commands.json
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code/compile_commands.json
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code/.cache
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code/.cache
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.vscode
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@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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return result;
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return result;
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}
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}
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// Random
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Random Random_Seed(U64 seed) {
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Random result = { seed };
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return result;
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}
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U64 Random_Next(Random *rnd) {
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U64 result = rnd->state;
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result ^= (result << 13);
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result ^= (result >> 7);
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result ^= (result << 17);
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rnd->state = result;
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return result;
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}
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F32 Random_F32(Random *rnd, F32 min, F32 max) {
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F32 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F64 Random_F64(Random *rnd, F64 min, F64 max) {
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F64 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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U32 Random_U32(Random *rnd, U32 min, U32 max) {
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U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F32 Random_Unilateral(Random *rnd) {
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F32 result = Random_Next(rnd) / (F32) U64_MAX;
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return result;
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}
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F32 Random_Bilateral(Random *rnd) {
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F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
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return result;
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}
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@@ -4,6 +4,13 @@
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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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struct Random {
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U64 state;
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};
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typedef union V2f V2f;
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typedef union V2f V2f;
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union V2f {
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union V2f {
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struct {
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struct {
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@@ -114,4 +121,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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// Random
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function Random Random_Seed(U64 seed);
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function U64 Random_Next(Random *rnd);
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function F32 Random_F32(Random *rnd, F32 min, F32 max);
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function F64 Random_F64(Random *rnd, F64 min, F64 max);
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function U32 Random_U32(Random *rnd, U32 min, U32 max);
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function F32 Random_Unilateral(Random *rnd);
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function F32 Random_Bilateral(Random *rnd);
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#endif // LD_CORE_MATH_H_
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#endif // LD_CORE_MATH_H_
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@@ -1,7 +1,7 @@
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#if !defined(LD_DRAW_CORE_H_)
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#if !defined(LD_DRAW_CORE_H_)
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#define LD_DRAW_CORE_H_
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#define LD_DRAW_CORE_H_
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#define D_MAX_RECTS 1024
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#define D_MAX_RECTS (262144)
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typedef struct D_Image D_Image;
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typedef struct D_Image D_Image;
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struct D_Image {
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struct D_Image {
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122
code/first.c
122
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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@@ -19,9 +20,10 @@
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#include "game/impl/npc.c"
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#include "game/impl/npc.c"
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#include "game/testnavmesh.h"
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#include "game/testnavmesh.h"
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int main(int argc, char **argv) {
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int main(int argc, char **argv)
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(void) argc;
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{
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(void) argv;
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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{
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@@ -58,42 +60,49 @@ int main(int argc, char **argv) {
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camera->fov = 60.0f;
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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camera->nearp = 0.01f;
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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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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 100;
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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.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->currentNavNode = 0;
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npc1->collision.pos.x = 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.y = 10;
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}
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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.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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}
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}
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Vk_Buffer rbo = { 0 };
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rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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rbo.size = KB(4);
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rbo.host_visible = true;
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Vk_BufferCreate(&rbo);
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bool running = true;
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bool running = true;
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World world = {
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.npcCount = 2,
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.npcs = {
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{
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.collision = {{10, 10}, {10, 10}},
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.name = S("Matt"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 5,
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.currentNavNode = 87
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},{
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.collision = {{15, 15}, {10, 10}},
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.name = S("James"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 10,
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.currentNavNode = 0
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}
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},
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.navMesh = &TestNavMesh,
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.npcPOI = {100},
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.player = {.pos = {0,0}}
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};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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@@ -106,17 +115,31 @@ 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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ProcessEvents(&e, &world);
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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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}
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}
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UpdateWorld(1.0/60.0, &world);
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UpdateWorld(1.0 / 60.0, game->world);
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int w, h;
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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SDL_GetWindowSizeInPixels(window, &w, &h);
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game->draw.window_width = w;
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game->draw.window_width = w;
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game->draw.window_height = h;
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game->draw.window_height = h;
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G_CalulateCamera(&game->camera, (F32) w / (F32) h);
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G_CalculateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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VkCommandBuffer cmd = frame->cmd;
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@@ -128,27 +151,28 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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colour_attachment.clearValue = clear_colour;
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||||||
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VkRenderingInfo rendering_info = {0};
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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rendering_info.renderArea = (VkRect2D){0, 0, w, h};
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rendering_info.layerCount = 1;
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rendering_info.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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rendering_info.pColorAttachments = &colour_attachment;
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||||||
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vk.CmdBeginRendering(cmd, &rendering_info);
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vk.CmdBeginRendering(cmd, &rendering_info);
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||||||
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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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||||||
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||||||
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
RenderWorld(game->world, &game->draw);
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||||||
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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);
|
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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||||||
D_End(&game->draw, frame);
|
D_End(&game->draw, frame);
|
||||||
|
|
||||||
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|||||||
@@ -3,15 +3,15 @@
|
|||||||
#include "../core/types.h"
|
#include "../core/types.h"
|
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#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_
|
||||||
|
|||||||
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
|
|||||||
Vk_PipelineCreate(basic);
|
Vk_PipelineCreate(basic);
|
||||||
}
|
}
|
||||||
|
|
||||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||||
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
||||||
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#if !defined(LD_GAME_CORE_H_)
|
#if !defined(LD_GAME_CORE_H_)
|
||||||
#define LD_GAME_CORE_H_
|
#define LD_GAME_CORE_H_
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
typedef struct G_Camera G_Camera;
|
typedef struct G_Camera G_Camera;
|
||||||
struct G_Camera {
|
struct G_Camera {
|
||||||
@@ -18,17 +19,18 @@ struct G_State {
|
|||||||
|
|
||||||
D_Context draw;
|
D_Context draw;
|
||||||
G_Camera camera;
|
G_Camera camera;
|
||||||
|
|
||||||
|
World *world;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void G_ImagesLoad(G_State *game);
|
function void G_ImagesLoad(G_State *game);
|
||||||
function void G_PipelinesLoad(G_State *game);
|
function void G_PipelinesLoad(G_State *game);
|
||||||
|
|
||||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||||
|
|
||||||
#include "aabb.h"
|
#include "aabb.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "nav.h"
|
#include "nav.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "world.h"
|
|
||||||
|
|
||||||
#endif // LD_GAME_CORE_H_
|
#endif // LD_GAME_CORE_H_
|
||||||
|
|||||||
@@ -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;
|
||||||
|
}
|
||||||
|
|||||||
@@ -6,45 +6,54 @@
|
|||||||
#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;
|
F64 distance;
|
||||||
U32 shortest;
|
U32 shortest;
|
||||||
bool addedToUnvisited;
|
bool addedToUnvisited;
|
||||||
};
|
};
|
||||||
|
|
||||||
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];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -53,6 +62,12 @@ 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};
|
||||||
@@ -68,14 +83,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
|||||||
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) {continue;}
|
if(testNode->visited) {continue;}
|
||||||
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||||
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
|
distance += cast(F64) Abs((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);
|
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
|
||||||
if(testNode->distance > distance) {
|
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 +99,15 @@ 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;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include "game/npc.h"
|
#include "game/npc.h"
|
||||||
#include "game/world.h"
|
#include "game/world.h"
|
||||||
#include "core/types.h"
|
#include "core/types.h"
|
||||||
|
#include "core/math.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
@@ -10,9 +11,9 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
npc->waitTime+=delta;
|
npc->waitTime+=delta;
|
||||||
if(npc->waitTime > npc->maxWaitTime) {
|
if(npc->waitTime > npc->maxWaitTime) {
|
||||||
npc->mode = NPC_ACTION_WALKING;
|
npc->mode = NPC_ACTION_WALKING;
|
||||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
// TODO change targets to poi's rather than just random nodes
|
||||||
npc->targetNavNode = next; // TODO RANDOM
|
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;
|
||||||
@@ -26,16 +27,17 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||||
printf("Finished! so I'm waiting\n");
|
printf("Finished! so I'm waiting\n");
|
||||||
npc->mode = NPC_ACTION_WAITING;
|
npc->mode = NPC_ACTION_WAITING;
|
||||||
npc->maxWaitTime = 20; // TODO RANDOM
|
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;
|
||||||
|
|||||||
@@ -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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,16 +3,26 @@
|
|||||||
#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 (U32 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -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 {
|
||||||
|
|||||||
@@ -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);
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "bandit.h"
|
#include "bandit.h"
|
||||||
|
#include "../core/math.h"
|
||||||
|
|
||||||
// Areas are which
|
// Areas are which
|
||||||
typedef U32 World_Area;
|
typedef U32 World_Area;
|
||||||
@@ -16,6 +17,7 @@ typedef struct World World;
|
|||||||
struct World {
|
struct World {
|
||||||
//// Static stuff
|
//// Static stuff
|
||||||
NavMesh *navMesh;
|
NavMesh *navMesh;
|
||||||
|
Random random;
|
||||||
|
|
||||||
//// Player
|
//// Player
|
||||||
Player player;
|
Player player;
|
||||||
@@ -33,6 +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);
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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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|
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Reference in New Issue
Block a user