Compare commits
9 Commits
raycast
...
8dc0ac1d3e
| Author | SHA1 | Date | |
|---|---|---|---|
|
8dc0ac1d3e
|
|||
|
222575b318
|
|||
| 9a46a802e0 | |||
| 628a6c5ade | |||
| c8dfcd857e | |||
|
394366480b
|
|||
|
8f148b6894
|
|||
|
7306c8fba4
|
|||
|
5cabf845b6
|
@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
||||
return result;
|
||||
}
|
||||
|
||||
// Random
|
||||
|
||||
Random Random_Seed(U64 seed) {
|
||||
Random result = { seed };
|
||||
return result;
|
||||
}
|
||||
|
||||
U64 Random_Next(Random *rnd) {
|
||||
U64 result = rnd->state;
|
||||
|
||||
result ^= (result << 13);
|
||||
result ^= (result >> 7);
|
||||
result ^= (result << 17);
|
||||
|
||||
rnd->state = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_F32(Random *rnd, F32 min, F32 max) {
|
||||
F32 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F64 Random_F64(Random *rnd, F64 min, F64 max) {
|
||||
F64 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
U32 Random_U32(Random *rnd, U32 min, U32 max) {
|
||||
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Unilateral(Random *rnd) {
|
||||
F32 result = Random_Next(rnd) / (F32) U64_MAX;
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Bilateral(Random *rnd) {
|
||||
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -4,6 +4,13 @@
|
||||
#define PI_F32 (3.14159265358979323846264338f)
|
||||
#define TAU_F32 (2.0f * PI_F32)
|
||||
|
||||
#define Abs(x) (((x) < 0 ? -(x) : (x)))
|
||||
|
||||
typedef struct Random Random;
|
||||
struct Random {
|
||||
U64 state;
|
||||
};
|
||||
|
||||
typedef union V2f V2f;
|
||||
union V2f {
|
||||
struct {
|
||||
@@ -114,4 +121,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
|
||||
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
|
||||
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
||||
|
||||
// Random
|
||||
|
||||
function Random Random_Seed(U64 seed);
|
||||
|
||||
function U64 Random_Next(Random *rnd);
|
||||
|
||||
function F32 Random_F32(Random *rnd, F32 min, F32 max);
|
||||
function F64 Random_F64(Random *rnd, F64 min, F64 max);
|
||||
|
||||
function U32 Random_U32(Random *rnd, U32 min, U32 max);
|
||||
|
||||
function F32 Random_Unilateral(Random *rnd);
|
||||
function F32 Random_Bilateral(Random *rnd);
|
||||
|
||||
#endif // LD_CORE_MATH_H_
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#if !defined(LD_DRAW_CORE_H_)
|
||||
#define LD_DRAW_CORE_H_
|
||||
|
||||
#define D_MAX_RECTS 1024
|
||||
#define D_MAX_RECTS (262144)
|
||||
|
||||
typedef struct D_Image D_Image;
|
||||
struct D_Image {
|
||||
|
||||
84
code/first.c
84
code/first.c
@@ -1,6 +1,7 @@
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION 1
|
||||
#include <stb_image.h>
|
||||
@@ -62,34 +63,46 @@ int main(int argc, char **argv)
|
||||
camera->farp = 1000.0f;
|
||||
|
||||
game->draw.camera = camera;
|
||||
game->camera.p.z = 200;
|
||||
World *world = M_ArenaPush(arena, World);
|
||||
game->world = world;
|
||||
world->random = Random_Seed(29237489723847);
|
||||
world->npcCount = 100;
|
||||
for(int i = 0; i < 100; i++) {
|
||||
NPC *npc1 = &world->npcs[i];
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 10;
|
||||
npc1->collision.size.y = 10;
|
||||
npc1->name = S("Matt");
|
||||
npc1->mode = NPC_ACTION_WAITING;
|
||||
npc1->waitTime = 0;
|
||||
npc1->maxWaitTime = 5;
|
||||
npc1->currentNavNode = 0;
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 10;
|
||||
npc1->collision.size.y = 10;
|
||||
}
|
||||
|
||||
NPC *npc2 = &world->npcs[1];
|
||||
npc2->collision.pos.x = 15;
|
||||
npc2->collision.pos.y = 15;
|
||||
npc2->collision.size.x = 10;
|
||||
npc2->collision.size.y = 10;
|
||||
npc2->name = S("James");
|
||||
npc2->mode = NPC_ACTION_WAITING;
|
||||
npc2->waitTime = 0;
|
||||
npc2->maxWaitTime = 10;
|
||||
npc2->currentNavNode = 0;
|
||||
|
||||
world->navMesh = &TestNavMesh;
|
||||
world->npcPOI[0] = 100;
|
||||
world->player.pos.x = 0;
|
||||
world->player.pos.y = 0;
|
||||
}
|
||||
|
||||
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}}};
|
||||
|
||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||
|
||||
@@ -102,9 +115,23 @@ int main(int argc, char **argv)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
ProcessEvents(&e, &world);
|
||||
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);
|
||||
}
|
||||
UpdateWorld(1.0 / 60.0, &world);
|
||||
UpdateWorld(1.0 / 60.0, game->world);
|
||||
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
@@ -112,7 +139,7 @@ int main(int argc, char **argv)
|
||||
game->draw.window_width = w;
|
||||
game->draw.window_height = h;
|
||||
|
||||
G_CalulateCamera(&game->camera, (F32)w / (F32)h);
|
||||
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
||||
|
||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||
VkCommandBuffer cmd = frame->cmd;
|
||||
@@ -142,6 +169,7 @@ int main(int argc, char **argv)
|
||||
|
||||
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, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||
|
||||
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
|
||||
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 view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#if !defined(LD_GAME_CORE_H_)
|
||||
#define LD_GAME_CORE_H_
|
||||
#include "world.h"
|
||||
|
||||
typedef struct G_Camera G_Camera;
|
||||
struct G_Camera {
|
||||
@@ -18,17 +19,18 @@ struct G_State {
|
||||
|
||||
D_Context draw;
|
||||
G_Camera camera;
|
||||
|
||||
World *world;
|
||||
};
|
||||
|
||||
function void G_ImagesLoad(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 "player.h"
|
||||
#include "nav.h"
|
||||
#include "npc.h"
|
||||
#include "world.h"
|
||||
|
||||
#endif // LD_GAME_CORE_H_
|
||||
|
||||
@@ -23,14 +23,14 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||
// 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);
|
||||
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));
|
||||
tMin = Max(tMin, Min(tLow, tHigh));
|
||||
tMax = Min(tMax, Max(tLow, tHigh));
|
||||
|
||||
return tMax >= tMin;
|
||||
}
|
||||
@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
|
||||
struct navSearchNodeState
|
||||
{
|
||||
bool visited;
|
||||
U64 distance;
|
||||
F64 distance;
|
||||
U32 shortest;
|
||||
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.
|
||||
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);
|
||||
U32 unfinishedCount = 1;
|
||||
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
||||
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
|
||||
U32 unfinishedOffset = 0;
|
||||
U32 lowestNodeIndex = start;
|
||||
bool found = false;
|
||||
while (!found)
|
||||
{
|
||||
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
|
||||
{
|
||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||
if (testNode->visited)
|
||||
{
|
||||
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)
|
||||
{
|
||||
while(!found) {
|
||||
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
|
||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||
if(testNode->visited) {continue;}
|
||||
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||
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));
|
||||
if(testNode->distance > distance) {
|
||||
testNode->distance = distance;
|
||||
testNode->shortest = lowestNodeIndex;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "game/npc.h"
|
||||
#include "game/world.h"
|
||||
#include "core/types.h"
|
||||
#include "core/math.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
@@ -10,9 +11,9 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
npc->waitTime+=delta;
|
||||
if(npc->waitTime > npc->maxWaitTime) {
|
||||
npc->mode = NPC_ACTION_WALKING;
|
||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
||||
npc->targetNavNode = next; // TODO RANDOM
|
||||
printf("Starting to nav path\n");
|
||||
// TODO change targets to poi's rather than just random nodes
|
||||
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||
printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
@@ -26,16 +27,17 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||
printf("Finished! so I'm waiting\n");
|
||||
npc->mode = NPC_ACTION_WAITING;
|
||||
npc->maxWaitTime = 20; // TODO RANDOM
|
||||
npc->maxWaitTime = Random_F32(&world->random, 10, 40);
|
||||
npc->waitTime = 0;
|
||||
npc->currentNavNode = npc->targetNavNode;
|
||||
npc->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
npc->pathIndex+=1;
|
||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||
npc->pathIndex+=1;
|
||||
}
|
||||
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.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||
break;
|
||||
|
||||
@@ -5,12 +5,12 @@
|
||||
|
||||
void UpdateWorld(F32 delta, World *world)
|
||||
{
|
||||
// UpdateNPCs(delta, world);
|
||||
UpdateNPCs(delta, 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);
|
||||
}
|
||||
@@ -20,3 +20,9 @@ void ProcessEvents(SDL_Event *event, World *world)
|
||||
{
|
||||
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 "../core/types.h"
|
||||
|
||||
#define NPC_SPEED 0.2f
|
||||
#define NPC_SPEED 1.0f
|
||||
|
||||
typedef enum NPC_ACTION NPC_ACTION;
|
||||
enum NPC_ACTION {
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
#include "../core/math.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
@@ -16,6 +17,7 @@ typedef struct World World;
|
||||
struct World {
|
||||
//// Static stuff
|
||||
NavMesh *navMesh;
|
||||
Random random;
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
@@ -33,6 +35,7 @@ struct 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 UpdateNPCs(F32 delta, World *world);
|
||||
function void updateNPC(F32 delta, NPC *npc, World *world);
|
||||
|
||||
Reference in New Issue
Block a user