Merge pull request #26 from potatopplking/feature/pan_zoom
Feature/pan zoom
This commit is contained in:
commit
536618d7a7
1
.gitignore
vendored
1
.gitignore
vendored
@ -2,3 +2,4 @@ tags
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python/.ipynb_checkpoints
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python/.ipynb_checkpoints
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cpp/build
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cpp/build
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cpp/pathfinding
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cpp/pathfinding
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.aider*
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52
README.md
52
README.md
@ -52,55 +52,3 @@ make -j $(nproc)
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Run the `pathfinding` binary in the [cpp](./cpp/) folder.
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Run the `pathfinding` binary in the [cpp](./cpp/) folder.
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## TODO
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- [x] python
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- [x] get jupyter lab running
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- [x] drawing utility
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- [x] interface for pathfinding
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- [x] research methods
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- [x] implement methods
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- [x] DFS
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- [x] BFS
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- [x] Dijsktra
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- [x] GBFS
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- [x] A*
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- [x] performance measurement: time/visited nodes
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- [x] finalize the script and copy back to the jupyter notebook
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- [x] finish text on the page
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- [x] create a dedicated python script
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- [ ] C++
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- [x] re-use 2D game engine
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- [x] add tiles (with cost) to map
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- [x] conversion functions from tile coords to world coords
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- [x] drawing tiles
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- [x] add "terrain tiles" with different costs
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- [x] add mouse-click action
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- [x] add direct movement (through mouse click action, no pathfinding)
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- [x] implement pathfinding
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- [x] BFS
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- [x] GBFS
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- [x] Dijkstra
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- [ ] A*
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- [ ] windows build?
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- [x] VS solution
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- [ ] merge to master
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- [ ] cmake?
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- [x] add screenshot
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- [ ] zoom + pan of the map
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- [ ] maze generator?
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- [ ] collisions
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- [ ] multiple units
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- change from single unit (player) to RTS-style multiple units
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- [ ] unit selection
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- selection rectangle?
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- [ ] pathfinding for multiple units
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- [ ] pathfinding for multiple units
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- group formation, local cohesion, etc
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- [ ] cpython interface
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- control the game through the interpreter
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- [ ] clang-format config
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- [ ] git hooks?
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- [ ] [gcovr](https://gcovr.com/en/stable/)
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- [ ] [clang-tidy](https://clang.llvm.org/extra/clang-tidy/)
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11
cpp/Makefile
11
cpp/Makefile
@ -9,16 +9,23 @@ LDLIBS := -lSDL3 -lSDL3_image -lGLEW -lGL
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SRC_DIR := src
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SRC_DIR := src
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BUILD_DIR:= build
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BUILD_DIR:= build
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TARGET := pathfinding
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TARGET := pathfinding
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TEST_TARGET := unittest
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#----------------------------------
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#----------------------------------
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SOURCES := $(shell find $(SRC_DIR) -name '*.cpp')
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SOURCES := $(shell find $(SRC_DIR) -name '*.cpp')
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OBJECTS := $(SOURCES:$(SRC_DIR)/%.cpp=$(BUILD_DIR)/%.o)
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OBJECTS := $(SOURCES:$(SRC_DIR)/%.cpp=$(BUILD_DIR)/%.o)
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#----------------------------------
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#----------------------------------
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.PHONY: all clean
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.PHONY: all clean test
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all: $(TARGET)
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all: $(TARGET)
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test: $(TEST_TARGET)
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./$(TEST_TARGET)
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$(TEST_TARGET): test/test.cpp
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$(CXX) -std=c++23 -lgtest -Isrc -o $@ $<
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# link step
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# link step
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$(TARGET): $(OBJECTS)
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$(TARGET): $(OBJECTS)
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$(CXX) $(LDFLAGS) -o $@ $^ $(LDLIBS)
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$(CXX) $(LDFLAGS) -o $@ $^ $(LDLIBS)
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@ -32,4 +39,4 @@ $(BUILD_DIR):
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mkdir -p $@
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mkdir -p $@
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clean:
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clean:
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rm -rf $(BUILD_DIR) $(TARGET)
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rm -rf $(BUILD_DIR) $(TARGET) $(TEST_TARGET)
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45
cpp/src/camera.cpp
Normal file
45
cpp/src/camera.cpp
Normal file
@ -0,0 +1,45 @@
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#include "camera.hpp"
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#include "math.hpp"
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#include "log.hpp"
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// for now only pass-through placeholder functions,
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// since we draw the whole map
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void Camera::Pan(const WorldPos& delta)
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{
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m_Pan += (delta / m_Zoom);
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}
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void Camera::Zoom(float delta)
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{
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constexpr float ZOOM_SCALE = 0.1f;
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m_Zoom += delta * ZOOM_SCALE;
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LOG_DEBUG("Zoom: ", m_Zoom);
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}
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WindowPos Camera::WorldToWindow(WorldPos world) const
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{
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const auto& v = world + m_Pan;
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return WindowPos{v[0], v[1]} * m_Zoom;
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}
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WorldPos Camera::WindowToWorld(WindowPos window) const
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{
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window /= m_Zoom;
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return WorldPos{window[0], window[1]} - m_Pan;
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}
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WindowSize Camera::WorldToWindowSize(WorldSize world) const
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{
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const auto& v = world;
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// no zoom yet, just pass-through
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return WindowSize{v[0], v[1]} * m_Zoom;
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}
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WorldSize Camera::WindowToWorldSize(WindowSize window) const
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{
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window /= m_Zoom;
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return WorldSize{window[0], window[1]};
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}
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23
cpp/src/camera.hpp
Normal file
23
cpp/src/camera.hpp
Normal file
@ -0,0 +1,23 @@
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#pragma once
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#include "math.hpp"
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class Camera
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{
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public:
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void Pan(const WorldPos& delta);
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void Zoom(float delta);
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WorldPos GetPan() const { return m_Pan; }
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float GetZoom() const { return m_Zoom; }
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WindowPos WorldToWindow(WorldPos) const;
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WorldPos WindowToWorld(WindowPos) const;
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WindowSize WorldToWindowSize(WorldSize) const;
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WorldSize WindowToWorldSize(WindowSize) const;
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private:
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// TODO this should be replaced with a matrix
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float m_Zoom = 1.0f;
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WorldPos m_Pan;
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};
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@ -25,13 +25,13 @@ void Entity::ZeroActualVelocityInDirection(WorldPos direction) {
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// where e1 is formed by the direction where we want to zero-out
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// where e1 is formed by the direction where we want to zero-out
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// the velocity, and e2 is the orthogonal vector.
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// the velocity, and e2 is the orthogonal vector.
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// Scalars q1, q2 are coordinates for e1, e2 basis.
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// Scalars q1, q2 are coordinates for e1, e2 basis.
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WorldPos e1 = direction.normalized();
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WorldPos e1 = direction.GetNormalized();
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WorldPos e2 = e1.orthogonal();
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WorldPos e2 = e1.GetOrthogonal();
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// q1 * e1 + q2 * e2 = v, from this follows:
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// q1 * e1 + q2 * e2 = v, from this follows:
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auto &v = GetActualVelocity();
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auto &v = GetActualVelocity();
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float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
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float q2 = (v.y() * e1.x() - v.x() * e1.y()) / (e2.y() * e1.x() - e2.x() * e1.y());
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float q1 = (v.x - q2 * e2.x) / e1.x;
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float q1 = (v.x() - q2 * e2.x()) / e1.x();
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// We then zero-out the q1, but only if it's positive - meaning
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// We then zero-out the q1, but only if it's positive - meaning
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// it is aiming in the direction of "direction", not out.
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// it is aiming in the direction of "direction", not out.
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@ -26,10 +26,20 @@ void GameLoop::Run() {
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const auto &tiles = map.GetMapTiles();
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const auto &tiles = map.GetMapTiles();
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for (size_t row = 0; row < tiles.size(); row++) {
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for (size_t row = 0; row < tiles.size(); row++) {
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for (size_t col = 0; col < tiles[row].size(); col++) {
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for (size_t col = 0; col < tiles[row].size(); col++) {
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const auto& camera = m_Game->GetCamera();
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const auto& position = camera.WorldToWindow(
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map.TileEdgeToWorld(
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TilePos{static_cast<int32_t>(row), static_cast<int32_t>(col)}
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)
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);
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const auto& size = camera.WorldToWindowSize(
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map.GetTileSize()
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);
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// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
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// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
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m_Window->DrawRect(
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m_Window->DrawRect(
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map.TileEdgeToWorld(TilePos{row, col}),
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position,
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map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
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size,
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tiles[row][col]->R, tiles[row][col]->G,
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tiles[row][col]->B, tiles[row][col]->A);
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tiles[row][col]->B, tiles[row][col]->A);
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}
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}
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}
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}
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@ -37,13 +47,15 @@ void GameLoop::Run() {
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// draw the path, if it exists
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// draw the path, if it exists
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WorldPos start_pos = m_Game->GetPlayer()->GetPosition();
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WorldPos start_pos = m_Game->GetPlayer()->GetPosition();
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for (const auto& next_pos: m_Game->GetPath()) {
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for (const auto& next_pos: m_Game->GetPath()) {
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m_Window->DrawLine(start_pos, next_pos);
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const auto& camera = m_Game->GetCamera();
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m_Window->DrawLine(camera.WorldToWindow(start_pos), camera.WorldToWindow(next_pos));
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start_pos = next_pos;
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start_pos = next_pos;
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}
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}
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// draw all the entities (player etc)
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// draw all the entities (player etc)
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for (auto &entity : m_Game->GetEntities()) {
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for (auto &entity : m_Game->GetEntities()) {
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m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
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const auto& camera = m_Game->GetCamera();
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m_Window->DrawSprite(camera.WorldToWindow(entity->GetPosition()), entity->GetSprite(), camera.GetZoom());
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}
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}
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m_Window->Flush();
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m_Window->Flush();
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@ -17,23 +17,23 @@ Map::Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
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}
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}
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WorldPos Map::TileToWorld(TilePos p) const {
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WorldPos Map::TileToWorld(TilePos p) const {
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return WorldPos{(p.x + 0.5) * TILE_SIZE, (p.y + 0.5) * TILE_SIZE};
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return WorldPos{(p.x() + 0.5f) * TILE_SIZE, (p.y() + 0.5f) * TILE_SIZE};
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}
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}
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WorldPos Map::TileEdgeToWorld(TilePos p) const {
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WorldPos Map::TileEdgeToWorld(TilePos p) const {
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return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
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return WorldPos{p.x() * TILE_SIZE, p.y() * TILE_SIZE};
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}
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}
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TilePos Map::WorldToTile(WorldPos p) const {
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TilePos Map::WorldToTile(WorldPos p) const {
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return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
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return TilePos{static_cast<int32_t>(p.x() / TILE_SIZE), static_cast<int32_t>(p.y() / TILE_SIZE)};
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}
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}
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WorldPos Map::GetTileSize() const { return WorldPos{TILE_SIZE, TILE_SIZE}; }
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WorldSize Map::GetTileSize() const { return WorldSize{TILE_SIZE, TILE_SIZE}; }
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const Tile *Map::GetTileAt(TilePos p) const {
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const Tile *Map::GetTileAt(TilePos p) const {
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assert(IsTilePosValid(p));
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assert(IsTilePosValid(p));
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size_t row = p.x;
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size_t row = p.x();
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size_t col = p.y;
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size_t col = p.y();
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return m_Tiles[row][col];
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return m_Tiles[row][col];
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}
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}
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@ -43,10 +43,10 @@ const Tile *Map::GetTileAt(WorldPos p) const {
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}
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}
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bool Map::IsTilePosValid(TilePos p) const {
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bool Map::IsTilePosValid(TilePos p) const {
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if (p.x < 0 || p.y < 0)
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if (p.x() < 0 || p.y() < 0)
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return false;
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return false;
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size_t row = static_cast<size_t>(p.x);
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size_t row = static_cast<size_t>(p.x());
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size_t col = static_cast<size_t>(p.y);
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size_t col = static_cast<size_t>(p.y());
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return row < m_Tiles.size() && col < m_Tiles[0].size();
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return row < m_Tiles.size() && col < m_Tiles[0].size();
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}
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}
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@ -75,14 +75,14 @@ std::vector<TilePos> Map::GetNeighbors(TilePos center) const
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void Map::PaintCircle(TilePos center, unsigned radius, TileType tile_type)
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void Map::PaintCircle(TilePos center, unsigned radius, TileType tile_type)
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{
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{
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// get rectangle that wraps the circle
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// get rectangle that wraps the circle
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TilePos corner1 = TilePos{center.x - radius, center.y - radius};
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TilePos corner1 = TilePos{center.x() - static_cast<int32_t>(radius), center.y() - static_cast<int32_t>(radius)};
|
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TilePos corner2 = TilePos{center.x + radius, center.y + radius};
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TilePos corner2 = TilePos{center.x() + static_cast<int32_t>(radius), center.y() + static_cast<int32_t>(radius)};
|
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// iterate through all valid points, setting the type
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// iterate through all valid points, setting the type
|
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const unsigned radius_squared = radius * radius;
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const unsigned radius_squared = radius * radius;
|
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for (int x = corner1.x; x < corner2.x; x++) {
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for (int x = corner1.x(); x < corner2.x(); x++) {
|
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for (int y = corner1.y; y < corner2.y; y++) {
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for (int y = corner1.y(); y < corner2.y(); y++) {
|
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TilePos current_tile = {x, y};
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TilePos current_tile = {x, y};
|
||||||
unsigned distance_squared = center.distance_squared(current_tile);
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unsigned distance_squared = static_cast<unsigned>(center.DistanceTo(current_tile) * center.DistanceTo(current_tile));
|
||||||
if (IsTilePosValid(current_tile) && distance_squared < radius_squared)
|
if (IsTilePosValid(current_tile) && distance_squared < radius_squared)
|
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{
|
{
|
||||||
// y is row, x is col
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// y is row, x is col
|
||||||
@ -94,19 +94,20 @@ void Map::PaintCircle(TilePos center, unsigned radius, TileType tile_type)
|
|||||||
|
|
||||||
void Map::PaintLine(TilePos start_tile, TilePos stop_tile, double width, TileType tile_type)
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void Map::PaintLine(TilePos start_tile, TilePos stop_tile, double width, TileType tile_type)
|
||||||
{
|
{
|
||||||
const Vec2D<double> start(start_tile);
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const vec<double, 2> start{static_cast<double>(start_tile.x()), static_cast<double>(start_tile.y())};
|
||||||
const Vec2D<double> stop(stop_tile);
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const vec<double, 2> stop{static_cast<double>(stop_tile.x()), static_cast<double>(stop_tile.y())};
|
||||||
const double line_length = start.distance(stop);
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const double line_length = start.DistanceTo(stop);
|
||||||
const Vec2D<double> step((stop-start)/line_length);
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const vec<double, 2> step = (stop - start) / line_length;
|
||||||
const Vec2D<double> ortho = step.orthogonal();
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const vec<double, 2> ortho = step.GetOrthogonal();
|
||||||
LOG_DEBUG("step = ", step, " ortho = ", ortho);
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LOG_DEBUG("step = ", step, " ortho = ", ortho);
|
||||||
|
|
||||||
for (double t = 0; t < line_length; t += 1.0) {
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for (double t = 0; t < line_length; t += 1.0) {
|
||||||
for (double ortho_t = 0; ortho_t < width; ortho_t += 0.1) {
|
for (double ortho_t = 0; ortho_t < width; ortho_t += 0.1) {
|
||||||
auto tile_pos = start + step * t + ortho * ortho_t;
|
auto tile_pos = start + step * t + ortho * ortho_t;
|
||||||
if (IsTilePosValid(tile_pos)) {
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TilePos tile_pos_int{static_cast<int32_t>(tile_pos.x()), static_cast<int32_t>(tile_pos.y())};
|
||||||
size_t row = static_cast<size_t>(tile_pos.x);
|
if (IsTilePosValid(tile_pos_int)) {
|
||||||
size_t col = static_cast<size_t>(tile_pos.y);
|
size_t row = static_cast<size_t>(tile_pos.x());
|
||||||
|
size_t col = static_cast<size_t>(tile_pos.y());
|
||||||
m_Tiles[row][col] = &tile_types.at(tile_type);
|
m_Tiles[row][col] = &tile_types.at(tile_type);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -116,15 +117,15 @@ void Map::PaintLine(TilePos start_tile, TilePos stop_tile, double width, TileTyp
|
|||||||
|
|
||||||
void Map::PaintRectangle(TilePos first_corner, TilePos second_corner, TileType tile_type)
|
void Map::PaintRectangle(TilePos first_corner, TilePos second_corner, TileType tile_type)
|
||||||
{
|
{
|
||||||
std::initializer_list<int> xvals = {first_corner.x, second_corner.x};
|
std::initializer_list<int> xvals = {first_corner.x(), second_corner.x()};
|
||||||
std::initializer_list<int> yvals = {first_corner.y, second_corner.y};
|
std::initializer_list<int> yvals = {first_corner.y(), second_corner.y()};
|
||||||
for (int x = std::min(xvals); x < std::max(xvals); x++) {
|
for (int x = std::min(xvals); x < std::max(xvals); x++) {
|
||||||
for (int y = std::min(yvals); y < std::max(yvals); y++) {
|
for (int y = std::min(yvals); y < std::max(yvals); y++) {
|
||||||
TilePos tile_pos{x,y};
|
TilePos tile_pos{x,y};
|
||||||
LOG_DEBUG("tile_pos = ", tile_pos);
|
LOG_DEBUG("tile_pos = ", tile_pos);
|
||||||
if (IsTilePosValid(tile_pos)) {
|
if (IsTilePosValid(tile_pos)) {
|
||||||
size_t row = static_cast<size_t>(tile_pos.x);
|
size_t row = static_cast<size_t>(tile_pos.x());
|
||||||
size_t col = static_cast<size_t>(tile_pos.y);
|
size_t col = static_cast<size_t>(tile_pos.y());
|
||||||
m_Tiles[row][col] = &tile_types.at(tile_type);
|
m_Tiles[row][col] = &tile_types.at(tile_type);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -25,8 +25,8 @@ public:
|
|||||||
WorldPos TileToWorld(TilePos p) const;
|
WorldPos TileToWorld(TilePos p) const;
|
||||||
WorldPos TileEdgeToWorld(TilePos p) const;
|
WorldPos TileEdgeToWorld(TilePos p) const;
|
||||||
TilePos WorldToTile(WorldPos p) const;
|
TilePos WorldToTile(WorldPos p) const;
|
||||||
|
|
||||||
WorldPos GetTileSize() const;
|
WorldSize GetTileSize() const;
|
||||||
const Tile *GetTileAt(TilePos p) const;
|
const Tile *GetTileAt(TilePos p) const;
|
||||||
const Tile *GetTileAt(WorldPos p) const;
|
const Tile *GetTileAt(WorldPos p) const;
|
||||||
|
|
||||||
|
482
cpp/src/math.hpp
482
cpp/src/math.hpp
@ -1,143 +1,397 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
#include <cassert>
|
#include <cassert>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <concepts>
|
#include <concepts>
|
||||||
#include <initializer_list>
|
#include <initializer_list>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <numeric>
|
||||||
|
#include <ranges>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
|
#include <functional>
|
||||||
constexpr double EQUALITY_LIMIT = 1e-6;
|
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
#include <numbers>
|
#include <numbers>
|
||||||
#define M_PI std::numbers::pi
|
#define M_PI std::numbers::pi
|
||||||
|
// TODO use std::numbers::pi instead of M_PI
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
template <typename T> struct Vec2D {
|
template <typename T>
|
||||||
|
requires std::floating_point<T>
|
||||||
|
static inline bool equalEpsilon(const T &a, const T &b) {
|
||||||
|
constexpr auto epsilon = []() {
|
||||||
|
if constexpr (std::is_same_v<T, float>) {
|
||||||
|
return T{1e-5};
|
||||||
|
} else {
|
||||||
|
return T{1e-12}; // double, long double
|
||||||
|
}
|
||||||
|
}();
|
||||||
|
if (a == b) {
|
||||||
|
// handle special cases: bit equality, Inf...
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return std::abs(a - b) < epsilon;
|
||||||
|
}
|
||||||
|
|
||||||
|
struct Any {};
|
||||||
|
|
||||||
|
template <typename T, size_t N, typename Tag = Any> class vec {
|
||||||
public:
|
public:
|
||||||
Vec2D() = default;
|
vec() : m_Array{} {}
|
||||||
~Vec2D() = default;
|
|
||||||
|
|
||||||
template <typename U>
|
template <typename... ArgsT>
|
||||||
Vec2D(Vec2D<U> other) {
|
requires(std::same_as<ArgsT, T> && ...) && (sizeof...(ArgsT) == N)
|
||||||
this->x = static_cast<T>(other.x);
|
vec(ArgsT... args) : m_Array{args...} {}
|
||||||
this->y = static_cast<T>(other.y);
|
|
||||||
|
//
|
||||||
|
// Access to elements & data
|
||||||
|
//
|
||||||
|
|
||||||
|
const T &operator[](size_t index) const {
|
||||||
|
// we leave run-time checks to the underlying std::array
|
||||||
|
return m_Array[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
Vec2D& operator+=(const Vec2D &other) {
|
T &operator[](size_t index) {
|
||||||
x += other.x;
|
// we leave run-time checks to the underlying std::array
|
||||||
y += other.y;
|
return m_Array[index];
|
||||||
return *this;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename U>
|
friend std::ostream &operator<<(std::ostream &os, const vec &obj) {
|
||||||
requires std::is_arithmetic_v<U>
|
os << "( ";
|
||||||
Vec2D& operator/=(U k) {
|
for (const auto &element : obj.m_Array) {
|
||||||
this->x /= static_cast<T>(k);
|
os << element << " ";
|
||||||
this->y /= static_cast<T>(k);
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
friend Vec2D operator+(const Vec2D &a, const Vec2D &b) {
|
|
||||||
return Vec2D{a.x + b.x, a.y + b.y};
|
|
||||||
}
|
|
||||||
|
|
||||||
friend Vec2D operator-(const Vec2D &a, const Vec2D &b) {
|
|
||||||
return Vec2D{a.x - b.x, a.y - b.y};
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename U>
|
|
||||||
requires std::is_arithmetic_v<U>
|
|
||||||
friend Vec2D operator*(U k, const Vec2D &v)
|
|
||||||
{
|
|
||||||
return Vec2D{k * v.x, k * v.y};
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename U>
|
|
||||||
requires std::is_arithmetic_v<U>
|
|
||||||
friend Vec2D operator/(const Vec2D &v, U k)
|
|
||||||
{
|
|
||||||
return Vec2D{v.x / k, v.y / k};
|
|
||||||
}
|
|
||||||
|
|
||||||
friend bool operator==(const Vec2D &a, const Vec2D &b) {
|
|
||||||
if constexpr (std::is_integral_v<T>) {
|
|
||||||
return a.x == b.x && a.y == b.y;
|
|
||||||
} else if constexpr (std::is_floating_point_v<T>) {
|
|
||||||
return a.distance(b) < EQUALITY_LIMIT;
|
|
||||||
} else {
|
|
||||||
static_assert("Unhandled comparison");
|
|
||||||
}
|
}
|
||||||
}
|
os << ")";
|
||||||
|
|
||||||
Vec2D operator*(float b) const { return Vec2D{b * x, b * y}; }
|
|
||||||
|
|
||||||
T distance_squared(const Vec2D &other) const {
|
|
||||||
T dx = x - other.x;
|
|
||||||
T dy = y - other.y;
|
|
||||||
return dx * dx + dy * dy;
|
|
||||||
}
|
|
||||||
|
|
||||||
T distance(const Vec2D &other) const
|
|
||||||
requires std::floating_point<T>
|
|
||||||
{
|
|
||||||
return sqrt(distance_squared(other));
|
|
||||||
}
|
|
||||||
|
|
||||||
void normalize()
|
|
||||||
requires std::floating_point<T>
|
|
||||||
{
|
|
||||||
auto length = sqrt(x * x + y * y);
|
|
||||||
if (length < EQUALITY_LIMIT) {
|
|
||||||
x = y = 0;
|
|
||||||
} else {
|
|
||||||
x /= length;
|
|
||||||
y /= length;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Vec2D normalized()
|
|
||||||
requires std::floating_point<T>
|
|
||||||
{
|
|
||||||
Vec2D v(*this);
|
|
||||||
v.normalize();
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vec2D orthogonal() const
|
|
||||||
{
|
|
||||||
Vec2D v(*this);
|
|
||||||
|
|
||||||
std::swap(v.x, v.y);
|
|
||||||
v.x = -v.x;
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
|
|
||||||
template <typename U> Vec2D(std::initializer_list<U> list) {
|
|
||||||
assert(list.size() == 2);
|
|
||||||
auto first_element = *list.begin();
|
|
||||||
auto second_element = *(list.begin() + 1);
|
|
||||||
x = static_cast<T>(first_element);
|
|
||||||
y = static_cast<T>(second_element);
|
|
||||||
}
|
|
||||||
|
|
||||||
T x, y;
|
|
||||||
|
|
||||||
friend std::ostream &operator<<(std::ostream &os, const Vec2D &obj) {
|
|
||||||
os << "( " << obj.x << ", " << obj.y << ")";
|
|
||||||
return os;
|
return os;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::array<T,N>& Data() { return m_Array; }
|
||||||
|
|
||||||
|
//
|
||||||
|
// binary operators
|
||||||
|
//
|
||||||
|
|
||||||
|
friend bool operator==(const vec &a, const vec &b)
|
||||||
|
requires (std::is_integral_v<T>)
|
||||||
|
{
|
||||||
|
return std::ranges::equal(a.m_Array, b.m_Array);
|
||||||
|
}
|
||||||
|
|
||||||
|
friend bool operator==(const vec &a, const vec &b)
|
||||||
|
requires (std::is_floating_point_v<T>)
|
||||||
|
{
|
||||||
|
for (const auto &[u, v] : std::views::zip(a.m_Array, b.m_Array)) {
|
||||||
|
if (!equalEpsilon(u, v)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend bool operator!=(const vec &a, const vec &b) { return !(a == b); }
|
||||||
|
|
||||||
|
friend vec operator+(const vec &a, const vec &b) {
|
||||||
|
vec<T, N, Tag> c;
|
||||||
|
std::ranges::transform(a.m_Array, b.m_Array, c.m_Array.begin(),
|
||||||
|
std::plus{});
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend vec operator-(const vec &a, const vec &b) {
|
||||||
|
vec<T, N, Tag> c;
|
||||||
|
std::ranges::transform(a.m_Array, b.m_Array, c.m_Array.begin(),
|
||||||
|
std::minus{});
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend vec operator*(const vec &a, const T &scalar) {
|
||||||
|
vec<T, N, Tag> c;
|
||||||
|
std::ranges::transform(a.m_Array, std::views::repeat(scalar),
|
||||||
|
c.m_Array.begin(), std::multiplies{});
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend vec operator*(const T &scalar, const vec &a) { return a * scalar; }
|
||||||
|
|
||||||
|
friend vec operator/(const vec &a, const T &scalar) {
|
||||||
|
vec<T, N, Tag> c;
|
||||||
|
std::ranges::transform(a.m_Array, std::views::repeat(scalar),
|
||||||
|
c.m_Array.begin(), std::divides{});
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// compound-assignment operators
|
||||||
|
//
|
||||||
|
|
||||||
|
vec &operator+=(const vec &b) {
|
||||||
|
vec &a = *this;
|
||||||
|
std::ranges::transform(a.m_Array, b.m_Array, a.m_Array.begin(),
|
||||||
|
std::plus{});
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec &operator-=(const vec &b) {
|
||||||
|
vec &a = *this;
|
||||||
|
std::ranges::transform(a.m_Array, b.m_Array, a.m_Array.begin(),
|
||||||
|
std::minus{});
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec& operator/=(float scalar)
|
||||||
|
{
|
||||||
|
vec& a = *this;
|
||||||
|
auto b = std::views::repeat(scalar);
|
||||||
|
std::ranges::transform(a.m_Array, b, a.m_Array.begin(), std::divides{});
|
||||||
|
// TODO check all of this, could be done better with views instead of ranges?
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Utility functions
|
||||||
|
//
|
||||||
|
|
||||||
|
T LengthSquared() const {
|
||||||
|
return std::transform_reduce(m_Array.begin(), m_Array.end(), T{},
|
||||||
|
std::plus{}, [](T x) { return x * x; });
|
||||||
|
}
|
||||||
|
|
||||||
|
T Length() const { return std::sqrt(LengthSquared()); }
|
||||||
|
|
||||||
|
T DistanceTo(const vec &b) const {
|
||||||
|
const vec &a = *this;
|
||||||
|
return (a - b).Length();
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// In-place vector operations
|
||||||
|
//
|
||||||
|
|
||||||
|
void Normalize() {
|
||||||
|
T length = Length();
|
||||||
|
if (equalEpsilon(length, T{0}))
|
||||||
|
return;
|
||||||
|
std::ranges::transform(m_Array, std::views::repeat(length), m_Array.begin(),
|
||||||
|
std::divides{});
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Methods returning new object
|
||||||
|
//
|
||||||
|
|
||||||
|
vec GetNormalized() const {
|
||||||
|
vec tmp = *this;
|
||||||
|
tmp.Normalize();
|
||||||
|
return tmp;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec GetOrthogonal() const
|
||||||
|
requires(N == 2)
|
||||||
|
{
|
||||||
|
vec tmp = *this;
|
||||||
|
|
||||||
|
std::swap(tmp.m_Array[0], tmp.m_Array[1]);
|
||||||
|
tmp.m_Array[0] *= -1;
|
||||||
|
|
||||||
|
return tmp;
|
||||||
|
}
|
||||||
|
|
||||||
|
static T DotProduct(const vec& a, const vec& b)
|
||||||
|
{
|
||||||
|
return std::inner_product(
|
||||||
|
a.m_Array.begin(), a.m_Array.end(), b.m_Array.begin(),
|
||||||
|
T{}, std::plus{}, std::multiplies{});
|
||||||
|
}
|
||||||
|
|
||||||
|
T DotProduct(const vec& b) const
|
||||||
|
{
|
||||||
|
const auto& a = *this;
|
||||||
|
return DotProduct(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Helpers
|
||||||
|
//
|
||||||
|
|
||||||
|
const T &x() const
|
||||||
|
requires(N >= 1)
|
||||||
|
{
|
||||||
|
return m_Array[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
T &x()
|
||||||
|
requires(N >= 1)
|
||||||
|
{
|
||||||
|
return m_Array[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
const T &y() const
|
||||||
|
requires(N >= 2)
|
||||||
|
{
|
||||||
|
return m_Array[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
T &y()
|
||||||
|
requires(N >= 2)
|
||||||
|
{
|
||||||
|
return m_Array[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
const T &z() const
|
||||||
|
requires(N >= 3)
|
||||||
|
{
|
||||||
|
return m_Array[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
T &z()
|
||||||
|
requires(N >= 3)
|
||||||
|
{
|
||||||
|
return m_Array[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::array<T, N> m_Array;
|
||||||
};
|
};
|
||||||
|
|
||||||
using TilePos = Vec2D<int>;
|
//
|
||||||
using WorldPos = Vec2D<float>;
|
// Aliases
|
||||||
|
//
|
||||||
|
|
||||||
|
using vec2 = vec<float, 2>;
|
||||||
|
using vec3 = vec<float, 3>;
|
||||||
|
using vec4 = vec<float, 4>;
|
||||||
|
using dvec2 = vec<double, 2>;
|
||||||
|
using dvec3 = vec<double, 3>;
|
||||||
|
using dvec4 = vec<double, 4>;
|
||||||
|
using ivec2 = vec<std::int32_t, 2>;
|
||||||
|
using ivec3 = vec<std::int32_t, 3>;
|
||||||
|
using ivec4 = vec<std::int32_t, 4>;
|
||||||
|
using uvec2 = vec<std::uint32_t, 2>;
|
||||||
|
using uvec3 = vec<std::uint32_t, 3>;
|
||||||
|
using uvec4 = vec<std::uint32_t, 4>;
|
||||||
|
|
||||||
|
// tags for differentiating between domains
|
||||||
|
struct WorldPosTag {};
|
||||||
|
struct WorldSizeTag {};
|
||||||
|
struct WindowPosTag {};
|
||||||
|
struct WindowSizeTag {};
|
||||||
|
struct TilePosTag {};
|
||||||
|
struct TileSizeTag {};
|
||||||
|
|
||||||
|
// types for each domain
|
||||||
|
using WorldPos = vec<float, 2, WorldPosTag>;
|
||||||
|
using WindowPos = vec<float, 2, WindowPosTag>;
|
||||||
|
using TilePos = vec<int32_t, 2, TilePosTag>;
|
||||||
|
// Size
|
||||||
|
using WorldSize = vec<float, 2, WorldSizeTag>;
|
||||||
|
using WindowSize = vec<float, 2, WindowSizeTag>;
|
||||||
|
using TileSize = vec<int32_t, 2, TileSizeTag>;
|
||||||
|
|
||||||
|
//
|
||||||
|
// Utils
|
||||||
|
//
|
||||||
|
|
||||||
struct TilePosHash {
|
struct TilePosHash {
|
||||||
std::size_t operator()(const TilePos& p) const noexcept {
|
std::size_t operator()(const TilePos &p) const noexcept {
|
||||||
std::size_t h1 = std::hash<int>{}(p.x);
|
std::size_t h1 = std::hash<int>{}(p.x());
|
||||||
std::size_t h2 = std::hash<int>{}(p.y);
|
std::size_t h2 = std::hash<int>{}(p.y());
|
||||||
return h1 ^ (h2 + 0x9e3779b9 + (h1<<6) + (h1>>2));
|
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//
|
||||||
|
// Matrix
|
||||||
|
//
|
||||||
|
|
||||||
|
// Collumn major square matrix
|
||||||
|
template <typename T, size_t N, typename Tag = Any>
|
||||||
|
class Matrix {
|
||||||
|
|
||||||
|
using vec_type = vec<T, N, Tag>;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Matrix() = default;
|
||||||
|
|
||||||
|
// Initialization using flat array of N*N elements
|
||||||
|
template <typename Tarr, size_t M>
|
||||||
|
requires (M == N*N && std::same_as<Tarr, T>)
|
||||||
|
Matrix(std::array<Tarr,M> array) : m_Array{}
|
||||||
|
{
|
||||||
|
std::size_t idx = 0;
|
||||||
|
for (auto col : array | std::views::chunk(N))
|
||||||
|
{
|
||||||
|
std::ranges::copy(col, m_Array[idx++].Data().begin());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const vec_type& operator[](size_t index) const { return m_Array[index]; }
|
||||||
|
vec_type& operator[](size_t index) { return m_Array[index]; }
|
||||||
|
|
||||||
|
friend std::ostream &operator<<(std::ostream &os, const Matrix &obj)
|
||||||
|
{
|
||||||
|
os << "( ";
|
||||||
|
for (const auto &element : obj.m_Array) {
|
||||||
|
os << element << " ";
|
||||||
|
}
|
||||||
|
os << ")";
|
||||||
|
return os;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
friend Matrix operator+(const Matrix& A, const Matrix& B)
|
||||||
|
{
|
||||||
|
Matrix C;
|
||||||
|
std::ranges::transform(A.m_Array, B.m_Array, C.m_Array.begin(), std::plus{});
|
||||||
|
return C;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend Matrix operator-(const Matrix& A, const Matrix& B)
|
||||||
|
{
|
||||||
|
Matrix C;
|
||||||
|
std::ranges::transform(A.m_Array, B.m_Array, C.m_Array.begin(), std::minus{});
|
||||||
|
return C;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend Matrix operator*(const Matrix& A, const Matrix& B)
|
||||||
|
{
|
||||||
|
Matrix C;
|
||||||
|
|
||||||
|
for (size_t i = 0; i < N; i++)
|
||||||
|
{
|
||||||
|
for (size_t j = 0; j < N; j++)
|
||||||
|
{
|
||||||
|
T sum = 0;
|
||||||
|
for (size_t k = 0; k < N; ++k) sum += A[i][k] * B[k][j];
|
||||||
|
C[i][j] = sum;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return C;
|
||||||
|
}
|
||||||
|
|
||||||
|
friend vec_type operator*(const Matrix& A, const vec_type& b)
|
||||||
|
{
|
||||||
|
// we assume that b is row vector
|
||||||
|
vec_type c;
|
||||||
|
for (size_t i = 0; i < N; i++)
|
||||||
|
{
|
||||||
|
c[i] = b.DotProduct(A[i]);
|
||||||
|
}
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
static constexpr Matrix Eye()
|
||||||
|
{
|
||||||
|
Matrix E;
|
||||||
|
for (size_t i = 0; i < N; i++)
|
||||||
|
{
|
||||||
|
E[i][i] = T{1};
|
||||||
|
}
|
||||||
|
return E;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::array<vec_type, N> m_Array;
|
||||||
|
};
|
@ -13,7 +13,7 @@ PathFinderBase::PathFinderBase(const Map* map) : m_Map(map) {}
|
|||||||
|
|
||||||
// LinearPathFinder also lives here, since it is too small to get it's
|
// LinearPathFinder also lives here, since it is too small to get it's
|
||||||
// own implementation file
|
// own implementation file
|
||||||
Path LinearPathFinder::CalculatePath(WorldPos start, WorldPos end)
|
Path LinearPathFinder::CalculatePath(WorldPos, WorldPos end) // first argument (start pos) not used
|
||||||
{
|
{
|
||||||
auto path = Path{end};
|
auto path = Path{end};
|
||||||
return path;
|
return path;
|
||||||
|
@ -11,7 +11,7 @@ namespace pathfinder {
|
|||||||
|
|
||||||
float GBFS::Heuristic(const TilePos& a, const TilePos& b)
|
float GBFS::Heuristic(const TilePos& a, const TilePos& b)
|
||||||
{
|
{
|
||||||
return static_cast<float>(std::abs(a.x- b.x) + std::abs(a.y - b.y));
|
return static_cast<float>(std::abs(a.x() - b.x()) + std::abs(a.y() - b.y()));
|
||||||
}
|
}
|
||||||
|
|
||||||
Path GBFS::CalculatePath(WorldPos start_world, WorldPos end_world)
|
Path GBFS::CalculatePath(WorldPos start_world, WorldPos end_world)
|
||||||
|
@ -63,7 +63,7 @@ void PathFindingDemo::CreateMap() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
WorldPos PathFindingDemo::GetRandomPosition() const {
|
WorldPos PathFindingDemo::GetRandomPosition() const {
|
||||||
return WorldPos{0.0, 0.0}; // totally random!
|
return WorldPos{0.0f, 0.0f}; // totally random!
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
||||||
@ -75,7 +75,7 @@ std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
|||||||
|
|
||||||
WorldPos next_player_pos = m_Path.front();
|
WorldPos next_player_pos = m_Path.front();
|
||||||
|
|
||||||
if (current_player_pos.distance(next_player_pos) > 1.0) {
|
if (current_player_pos.DistanceTo(next_player_pos) > 1.0) {
|
||||||
// target not reached yet
|
// target not reached yet
|
||||||
return next_player_pos;
|
return next_player_pos;
|
||||||
}
|
}
|
||||||
@ -93,9 +93,10 @@ void PathFindingDemo::UpdatePlayerVelocity() {
|
|||||||
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
||||||
auto next_pos = GetMoveTarget();
|
auto next_pos = GetMoveTarget();
|
||||||
WorldPos velocity = WorldPos{};
|
WorldPos velocity = WorldPos{};
|
||||||
if (next_pos) {
|
if (next_pos)
|
||||||
|
{
|
||||||
velocity = next_pos.value() - current_pos;
|
velocity = next_pos.value() - current_pos;
|
||||||
velocity.normalize();
|
velocity.Normalize();
|
||||||
//LOG_DEBUG("I want to move to: ", next_pos.value(),
|
//LOG_DEBUG("I want to move to: ", next_pos.value(),
|
||||||
// ", velocity: ", velocity);
|
// ", velocity: ", velocity);
|
||||||
}
|
}
|
||||||
@ -104,21 +105,40 @@ void PathFindingDemo::UpdatePlayerVelocity() {
|
|||||||
player->Update(time_delta);
|
player->Update(time_delta);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions) {
|
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
||||||
for (const auto &action : actions) {
|
{
|
||||||
if (action.type == UserAction::Type::EXIT) {
|
for (const auto &action : actions)
|
||||||
|
{
|
||||||
|
if (action.type == UserAction::Type::EXIT)
|
||||||
|
{
|
||||||
LOG_INFO("Exit requested");
|
LOG_INFO("Exit requested");
|
||||||
m_ExitRequested = true;
|
m_ExitRequested = true;
|
||||||
} else if (action.type == UserAction::Type::SET_MOVE_TARGET) {
|
}
|
||||||
WorldPos wp = action.Argument.position;
|
else if (action.type == UserAction::Type::SET_MOVE_TARGET)
|
||||||
|
{
|
||||||
|
WorldPos wp = m_Camera.WindowToWorld(action.Argument.position);
|
||||||
LOG_INFO("Calculating path to target: ", wp);
|
LOG_INFO("Calculating path to target: ", wp);
|
||||||
m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
|
m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
|
||||||
LOG_INFO("Done, path node count: ", m_Path.size());
|
LOG_INFO("Done, path node count: ", m_Path.size());
|
||||||
} else if (action.type == UserAction::Type::SELECT_PATHFINDER) {
|
}
|
||||||
|
else if (action.type == UserAction::Type::SELECT_PATHFINDER)
|
||||||
|
{
|
||||||
using namespace pathfinder;
|
using namespace pathfinder;
|
||||||
PathFinderType type = static_cast<PathFinderType>(action.Argument.number);
|
PathFinderType type = static_cast<PathFinderType>(action.Argument.number);
|
||||||
m_PathFinder = pathfinder::utils::create(type, (const Map*)&m_Map);
|
m_PathFinder = pathfinder::utils::create(type, (const Map*)&m_Map);
|
||||||
LOG_INFO("Switched to path finding method: ", m_PathFinder->GetName());
|
LOG_INFO("Switched to path finding method: ", m_PathFinder->GetName());
|
||||||
}
|
}
|
||||||
|
else if (action.type == UserAction::Type::CAMERA_PAN)
|
||||||
|
{
|
||||||
|
const auto& window_pan = action.Argument.position;
|
||||||
|
WorldPos world_pan{window_pan.x(), window_pan.y()};
|
||||||
|
m_Camera.Pan(world_pan);
|
||||||
|
LOG_INFO("Camera pan delta: ", world_pan);
|
||||||
|
}
|
||||||
|
else if (action.type == UserAction::Type::CAMERA_ZOOM)
|
||||||
|
{
|
||||||
|
m_Camera.Zoom(action.Argument.float_number);
|
||||||
|
LOG_INFO("Camera zoom: ", action.Argument.float_number);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,7 @@
|
|||||||
#include "map.hpp"
|
#include "map.hpp"
|
||||||
#include "user_input.hpp"
|
#include "user_input.hpp"
|
||||||
#include "pathfinder/base.hpp"
|
#include "pathfinder/base.hpp"
|
||||||
|
#include "camera.hpp"
|
||||||
|
|
||||||
class PathFindingDemo {
|
class PathFindingDemo {
|
||||||
public:
|
public:
|
||||||
@ -24,6 +25,7 @@ public:
|
|||||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||||
std::vector<std::shared_ptr<Entity>>& GetEntities() { return m_Entities; }
|
std::vector<std::shared_ptr<Entity>>& GetEntities() { return m_Entities; }
|
||||||
const Map& GetMap() const { return m_Map; }
|
const Map& GetMap() const { return m_Map; }
|
||||||
|
const Camera& GetCamera() const { return m_Camera; }
|
||||||
const pathfinder::Path& GetPath() const { return m_Path; }
|
const pathfinder::Path& GetPath() const { return m_Path; }
|
||||||
bool IsExitRequested() const { return m_ExitRequested; }
|
bool IsExitRequested() const { return m_ExitRequested; }
|
||||||
|
|
||||||
@ -37,6 +39,7 @@ public:
|
|||||||
private:
|
private:
|
||||||
bool m_ExitRequested = false;
|
bool m_ExitRequested = false;
|
||||||
Map m_Map;
|
Map m_Map;
|
||||||
|
Camera m_Camera;
|
||||||
std::vector<std::shared_ptr<Entity>> m_Entities;
|
std::vector<std::shared_ptr<Entity>> m_Entities;
|
||||||
std::shared_ptr<Player> m_Player;
|
std::shared_ptr<Player> m_Player;
|
||||||
pathfinder::Path m_Path;
|
pathfinder::Path m_Path;
|
||||||
|
@ -12,13 +12,13 @@
|
|||||||
|
|
||||||
Sprite::Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
Sprite::Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
||||||
|
|
||||||
Sprite::Sprite(std::string path, Vec2D<float> center) : Sprite() {
|
Sprite::Sprite(std::string path, WorldPos center) : Sprite() {
|
||||||
LoadImage(path, center);
|
LoadImage(path, center);
|
||||||
}
|
}
|
||||||
|
|
||||||
Sprite::~Sprite() { LOG_DEBUG("."); }
|
Sprite::~Sprite() { LOG_DEBUG("."); }
|
||||||
|
|
||||||
void Sprite::LoadImage(std::string path, Vec2D<float> image_center) {
|
void Sprite::LoadImage(std::string path, WorldPos image_center) {
|
||||||
LOG_INFO("Loading image ", path);
|
LOG_INFO("Loading image ", path);
|
||||||
assert(m_Renderer != nullptr);
|
assert(m_Renderer != nullptr);
|
||||||
|
|
||||||
|
@ -14,7 +14,7 @@ class Sprite {
|
|||||||
public:
|
public:
|
||||||
Sprite();
|
Sprite();
|
||||||
~Sprite();
|
~Sprite();
|
||||||
explicit Sprite(std::string path, WorldPos center = {0, 0});
|
explicit Sprite(std::string path, WorldPos center = WorldPos{});
|
||||||
|
|
||||||
Sprite(const Sprite &) = delete;
|
Sprite(const Sprite &) = delete;
|
||||||
Sprite &operator=(const Sprite &) = delete;
|
Sprite &operator=(const Sprite &) = delete;
|
||||||
@ -25,15 +25,15 @@ public:
|
|||||||
|
|
||||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||||
WorldPos GetSize() const { return m_Size; }
|
WorldSize GetSize() const { return m_Size; }
|
||||||
WorldPos GetCenter() const { return m_ImageCenter; }
|
WorldPos GetCenter() const { return m_ImageCenter; }
|
||||||
|
|
||||||
void LoadImage(std::string path, WorldPos image_center = {0.0, 0.0});
|
void LoadImage(std::string path, WorldPos image_center = WorldPos{});
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||||
WorldPos m_Size;
|
WorldSize m_Size;
|
||||||
WorldPos m_ImageCenter;
|
WorldPos m_ImageCenter;
|
||||||
float m_TextureWidth = 0;
|
float m_TextureWidth = 0;
|
||||||
float m_TextureHeight = 0;
|
float m_TextureHeight = 0;
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
#include <map>
|
#include <map>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <unordered_set>
|
||||||
|
|
||||||
#include "user_input.hpp"
|
#include "user_input.hpp"
|
||||||
|
|
||||||
@ -19,18 +20,56 @@ UserInput::~UserInput() { LOG_DEBUG("."); };
|
|||||||
|
|
||||||
std::expected<void, std::string> UserInput::Init() { return {}; }
|
std::expected<void, std::string> UserInput::Init() { return {}; }
|
||||||
|
|
||||||
const std::vector<UserAction> &UserInput::GetActions() {
|
void UserInput::GetActions_mouse(const SDL_Event& event)
|
||||||
m_Actions.clear();
|
{
|
||||||
static WorldPos move_direction = {0.0f, 0.0f};
|
static bool mouse_pan = false;
|
||||||
SDL_Event event;
|
|
||||||
|
|
||||||
while (SDL_PollEvent(&event)) {
|
SDL_MouseButtonEvent mouse_event = event.button;
|
||||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
MouseButton button = static_cast<MouseButton>(mouse_event.button);
|
||||||
|
|
||||||
|
if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN)
|
||||||
|
{
|
||||||
|
if (button == MouseButton::LEFT)
|
||||||
|
{
|
||||||
|
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
||||||
|
m_Actions.emplace_back(UserAction::Type::SET_MOVE_TARGET,
|
||||||
|
WindowPos{mouse_event.x, mouse_event.y});
|
||||||
|
}
|
||||||
|
else if (button == MouseButton::MIDDLE)
|
||||||
|
{
|
||||||
|
mouse_pan = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (event.type == SDL_EVENT_MOUSE_BUTTON_UP)
|
||||||
|
{
|
||||||
|
if (button == MouseButton::MIDDLE)
|
||||||
|
{
|
||||||
|
mouse_pan = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (event.type == SDL_EVENT_MOUSE_MOTION)
|
||||||
|
{
|
||||||
|
SDL_MouseMotionEvent motion_event = event.motion;
|
||||||
|
if (mouse_pan)
|
||||||
|
{
|
||||||
|
m_Actions.emplace_back(UserAction::Type::CAMERA_PAN,
|
||||||
|
WindowPos{motion_event.xrel, motion_event.yrel});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(event.type == SDL_EVENT_MOUSE_WHEEL)
|
||||||
|
{
|
||||||
|
SDL_MouseWheelEvent mouse_wheel = event.wheel;
|
||||||
|
m_Actions.emplace_back(UserAction::Type::CAMERA_ZOOM, mouse_wheel.y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UserInput::GetActions_keyboard(const SDL_Event& event)
|
||||||
|
{
|
||||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||||
SDL_KeyboardEvent kbd_event = event.key;
|
SDL_KeyboardEvent kbd_event = event.key;
|
||||||
if (kbd_event.repeat) {
|
if (kbd_event.repeat) {
|
||||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||||
key_down ? "' down" : "' up");
|
key_down ? "' down" : "' up");
|
||||||
@ -38,8 +77,7 @@ const std::vector<UserAction> &UserInput::GetActions() {
|
|||||||
switch (kbd_event.key) {
|
switch (kbd_event.key) {
|
||||||
case 'q':
|
case 'q':
|
||||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||||
// further processing of inputs is not needed
|
return;
|
||||||
return m_Actions;
|
|
||||||
case '1':
|
case '1':
|
||||||
case '2':
|
case '2':
|
||||||
case '3':
|
case '3':
|
||||||
@ -54,12 +92,39 @@ const std::vector<UserAction> &UserInput::GetActions() {
|
|||||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
}
|
||||||
SDL_MouseButtonEvent mouse_event = event.button;
|
|
||||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
const std::vector<UserAction>& UserInput::GetActions() {
|
||||||
m_Actions.emplace_back(UserAction::Type::SET_MOVE_TARGET,
|
|
||||||
WorldPos{mouse_event.x, mouse_event.y});
|
static std::unordered_set<uint32_t> mouse_events = {
|
||||||
} else {
|
SDL_EVENT_MOUSE_MOTION,
|
||||||
|
SDL_EVENT_MOUSE_BUTTON_DOWN,
|
||||||
|
SDL_EVENT_MOUSE_BUTTON_UP,
|
||||||
|
SDL_EVENT_MOUSE_WHEEL,
|
||||||
|
SDL_EVENT_MOUSE_ADDED,
|
||||||
|
SDL_EVENT_MOUSE_REMOVED,
|
||||||
|
};
|
||||||
|
|
||||||
|
static std::unordered_set<uint32_t> keyboard_events = {
|
||||||
|
SDL_EVENT_KEY_DOWN,
|
||||||
|
SDL_EVENT_KEY_UP,
|
||||||
|
};
|
||||||
|
|
||||||
|
SDL_Event event;
|
||||||
|
m_Actions.clear();
|
||||||
|
|
||||||
|
while (SDL_PollEvent(&event))
|
||||||
|
{
|
||||||
|
if (keyboard_events.contains(event.type))
|
||||||
|
{
|
||||||
|
GetActions_keyboard(event);
|
||||||
|
}
|
||||||
|
else if (mouse_events.contains(event.type))
|
||||||
|
{
|
||||||
|
GetActions_mouse(event);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
// TODO uncomment, for now too much noise
|
// TODO uncomment, for now too much noise
|
||||||
// LOG_WARNING("Action not processed");
|
// LOG_WARNING("Action not processed");
|
||||||
}
|
}
|
||||||
|
@ -7,24 +7,32 @@
|
|||||||
#include "log.hpp"
|
#include "log.hpp"
|
||||||
#include "math.hpp"
|
#include "math.hpp"
|
||||||
|
|
||||||
|
// Seems like SDL doesn't have named constants for mouse button
|
||||||
|
enum class MouseButton { LEFT = 1, MIDDLE, RIGHT };
|
||||||
|
|
||||||
class UserAction {
|
class UserAction {
|
||||||
public:
|
public:
|
||||||
enum class Type { NONE, EXIT, SET_MOVE_TARGET, SELECT_PATHFINDER };
|
enum class Type { NONE, EXIT, SET_MOVE_TARGET, SELECT_PATHFINDER, CAMERA_PAN, CAMERA_ZOOM };
|
||||||
|
|
||||||
UserAction() = default;
|
UserAction() : type(Type::NONE), Argument{.number = 0} {}
|
||||||
UserAction(Type t) : type(t) {}
|
UserAction(Type t) : type(t), Argument{.number = 0} {}
|
||||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||||
UserAction(Type t, WorldPos v) : type(t), Argument{.position = v} {}
|
UserAction(Type t, WindowPos v) : type(t), Argument{.position = v} {}
|
||||||
UserAction(Type t, int arg) : type(t), Argument{.number = arg} {}
|
UserAction(Type t, int32_t arg) : type(t), Argument{.number = arg} {}
|
||||||
|
UserAction(Type t, float arg) : type(t), Argument{.float_number = arg} {}
|
||||||
~UserAction() = default;
|
~UserAction() = default;
|
||||||
|
|
||||||
Type type;
|
Type type;
|
||||||
|
|
||||||
union {
|
union {
|
||||||
WorldPos position;
|
WindowPos position;
|
||||||
char key;
|
char key;
|
||||||
int number;
|
int32_t number;
|
||||||
|
float float_number;
|
||||||
} Argument;
|
} Argument;
|
||||||
|
|
||||||
|
// TODO use std::variant
|
||||||
|
//std::variant<WindowPos, char, int> Argument;
|
||||||
};
|
};
|
||||||
|
|
||||||
class UserInput {
|
class UserInput {
|
||||||
@ -43,4 +51,7 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
std::vector<UserAction> m_Actions;
|
std::vector<UserAction> m_Actions;
|
||||||
|
|
||||||
|
void GetActions_keyboard(const SDL_Event&);
|
||||||
|
void GetActions_mouse(const SDL_Event&);
|
||||||
};
|
};
|
||||||
|
@ -76,17 +76,17 @@ Window::~Window() {
|
|||||||
LOG_DEBUG(".");
|
LOG_DEBUG(".");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Window::DrawSprite(const WorldPos &position, Sprite &s) {
|
void Window::DrawSprite(const WindowPos &position, Sprite &s, float scale) {
|
||||||
WorldPos size = s.GetSize();
|
WorldSize size = s.GetSize() * scale;
|
||||||
WorldPos img_center = s.GetCenter();
|
WorldPos img_center = s.GetCenter() * scale;
|
||||||
SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
|
SDL_FRect rect = {position.x() - img_center.x(), position.y() - img_center.y(),
|
||||||
size.x, size.y};
|
size.x(), size.y()};
|
||||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Window::DrawRect(const WorldPos &position, const WorldPos size, uint8_t R,
|
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
||||||
uint8_t G, uint8_t B, uint8_t A) {
|
uint8_t G, uint8_t B, uint8_t A) {
|
||||||
SDL_FRect rect = {position.x, position.y, size.x, size.y};
|
SDL_FRect rect = {position.x(), position.y(), size.x(), size.y()};
|
||||||
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
||||||
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
||||||
}
|
}
|
||||||
@ -98,9 +98,9 @@ void Window::ClearWindow() {
|
|||||||
|
|
||||||
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||||
|
|
||||||
void Window::DrawCircle(const WorldPos &position, float radius) {
|
void Window::DrawCircle(const WindowPos &position, float radius) {
|
||||||
int cx = static_cast<int>(position.x);
|
int cx = static_cast<int>(position.x());
|
||||||
int cy = static_cast<int>(position.y);
|
int cy = static_cast<int>(position.y());
|
||||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||||
for (int i = 0; i < 360; ++i) {
|
for (int i = 0; i < 360; ++i) {
|
||||||
double a = i * M_PI / 180.0;
|
double a = i * M_PI / 180.0;
|
||||||
@ -110,9 +110,9 @@ void Window::DrawCircle(const WorldPos &position, float radius) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Window::DrawLine(const WorldPos &A, const WorldPos &B)
|
void Window::DrawLine(const WindowPos &A, const WindowPos &B)
|
||||||
{
|
{
|
||||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||||
SDL_RenderLine(m_Renderer.get(), A.x, A.y, B.x, B.y);
|
SDL_RenderLine(m_Renderer.get(), A.x(), A.y(), B.x(), B.y());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -22,19 +22,19 @@ public:
|
|||||||
Window &operator=(Window &&) = delete;
|
Window &operator=(Window &&) = delete;
|
||||||
|
|
||||||
std::expected<void, std::string> Init();
|
std::expected<void, std::string> Init();
|
||||||
void DrawSprite(const WorldPos &position, Sprite &s);
|
void DrawSprite(const WindowPos &position, Sprite &s, float scale = 1.0f);
|
||||||
void DrawRect(const WorldPos &position, const WorldPos size, uint8_t R,
|
void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
||||||
uint8_t G, uint8_t B, uint8_t A);
|
uint8_t G, uint8_t B, uint8_t A);
|
||||||
void ClearWindow();
|
void ClearWindow();
|
||||||
void Flush();
|
void Flush();
|
||||||
void DrawCircle(const WorldPos &position, float radius);
|
void DrawCircle(const WindowPos &position, float radius);
|
||||||
void DrawLine(const WorldPos &A, const WorldPos &B);
|
void DrawLine(const WindowPos &A, const WindowPos &B);
|
||||||
|
|
||||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
|
||||||
SDL_Window *m_Window;
|
|
||||||
SDL_GLContext m_Context;
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_Width;
|
uint32_t m_Width;
|
||||||
uint32_t m_Height;
|
uint32_t m_Height;
|
||||||
|
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||||
|
SDL_Window *m_Window;
|
||||||
|
SDL_GLContext m_Context;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -5,151 +5,683 @@
|
|||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include <unordered_set>
|
#include <unordered_set>
|
||||||
|
|
||||||
#include "array.hpp"
|
|
||||||
#include "log.hpp"
|
#include "log.hpp"
|
||||||
#include "math.hpp"
|
#include "math.hpp"
|
||||||
|
|
||||||
// Vec2D Tests
|
|
||||||
TEST(Vec2D, DefaultConstruction) {
|
TEST(vec, DefaultConstruction) {
|
||||||
Vec2D<int> v;
|
// Test that default-constucted vector
|
||||||
// Default values are uninitialized, but we can test basic functionality
|
// has all elements equal to zero
|
||||||
v.x = 0;
|
vec3 v1;
|
||||||
v.y = 0;
|
ASSERT_EQ(v1[0], 0.0);
|
||||||
ASSERT_EQ(v.x, 0);
|
ASSERT_EQ(v1[1], 0.0);
|
||||||
ASSERT_EQ(v.y, 0);
|
ASSERT_EQ(v1[2], 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, InitializerListConstruction) {
|
TEST(vec, GetElements) {
|
||||||
Vec2D<int> v{3, 4};
|
// Test operator[]
|
||||||
ASSERT_EQ(v.x, 3);
|
ivec3 v1{12, 34, 56};
|
||||||
ASSERT_EQ(v.y, 4);
|
ASSERT_EQ(v1[0], 12);
|
||||||
|
ASSERT_EQ(v1[1], 34);
|
||||||
Vec2D<float> vf{1.5f, 2.5f};
|
ASSERT_EQ(v1[2], 56);
|
||||||
ASSERT_FLOAT_EQ(vf.x, 1.5f);
|
|
||||||
ASSERT_FLOAT_EQ(vf.y, 2.5f);
|
|
||||||
|
|
||||||
// Test type conversion
|
|
||||||
Vec2D<float> vd{1, 2}; // int to float
|
|
||||||
ASSERT_FLOAT_EQ(vd.x, 1.0f);
|
|
||||||
ASSERT_FLOAT_EQ(vd.y, 2.0f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, Addition) {
|
|
||||||
Vec2D<int> a{1, 2};
|
|
||||||
Vec2D<int> b{3, 4};
|
|
||||||
|
|
||||||
Vec2D<int> c = a + b;
|
TEST(vec, equalEpsilon) {
|
||||||
ASSERT_EQ(c.x, 4);
|
// Test equalEpsilon
|
||||||
ASSERT_EQ(c.y, 6);
|
// TODO just an ad-hoc test,
|
||||||
|
// can possibly fail for other machines.
|
||||||
|
// This needs some work
|
||||||
|
vec3 v1{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v2{0.999999f, 1.9999999f, 2.9999999f};
|
||||||
|
ASSERT_EQ(v1, v2);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, equalInt) {
|
||||||
|
ivec2 v1{1,2};
|
||||||
|
ivec2 v2{1,2};
|
||||||
|
ASSERT_EQ(v1, v2);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, nonEqualEpsilon) {
|
||||||
|
// Test operator!=
|
||||||
|
vec3 v1{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v2{2.0f, 4.0f, 6.0f};
|
||||||
|
ASSERT_NE(v1, v2);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, LogPrint) {
|
||||||
|
// Test that logger can print the vector of different types
|
||||||
|
// and sizes
|
||||||
|
vec2 v2(1.2f, 3.4f);
|
||||||
|
vec3 v3(1.2f, 3.4f, 5.6f);
|
||||||
|
vec4 v4(1.2f, 3.4f, 5.6f, 7.8f);
|
||||||
|
dvec2 dv2(1.2, 3.4);
|
||||||
|
dvec3 dv3(1.2, 3.4, 5.6);
|
||||||
|
dvec4 dv4(1.2, 3.4, 5.6, 7.8);
|
||||||
|
ivec2 iv2(1, 3);
|
||||||
|
ivec3 iv3(1, 3, 5);
|
||||||
|
ivec4 iv4(1, 3, 5, 7);
|
||||||
|
uvec2 uv2(1u, 3u);
|
||||||
|
uvec3 uv3(1u, 3u, 5u);
|
||||||
|
uvec4 uv4(1u, 3u, 5u, 7u);
|
||||||
|
|
||||||
|
LOG_DEBUG("vec2 ", v2);
|
||||||
|
LOG_DEBUG("vec3 ", v3);
|
||||||
|
LOG_DEBUG("vec4 ", v4);
|
||||||
|
LOG_DEBUG("dvec2 ", dv2);
|
||||||
|
LOG_DEBUG("dvec3 ", dv3);
|
||||||
|
LOG_DEBUG("dvec4 ", dv4);
|
||||||
|
LOG_DEBUG("ivec2 ", iv2);
|
||||||
|
LOG_DEBUG("ivec3 ", iv3);
|
||||||
|
LOG_DEBUG("ivec4 ", iv4);
|
||||||
|
LOG_DEBUG("uvec2 ", uv2);
|
||||||
|
LOG_DEBUG("uvec3 ", uv3);
|
||||||
|
LOG_DEBUG("uvec4 ", uv4);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, Add)
|
||||||
|
{
|
||||||
|
// Test operator+ with float vectors
|
||||||
|
vec3 v1{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v2{4.0f, 5.0f, 6.0f};
|
||||||
|
vec3 result = v1 + v2;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1], 7.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[2], 9.0f);
|
||||||
|
|
||||||
|
// Test operator+ with integer vectors
|
||||||
|
ivec3 iv1{1, 2, 3};
|
||||||
|
ivec3 iv2{10, 20, 30};
|
||||||
|
ivec3 iresult = iv1 + iv2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iresult[0], 11);
|
||||||
|
ASSERT_EQ(iresult[1], 22);
|
||||||
|
ASSERT_EQ(iresult[2], 33);
|
||||||
|
|
||||||
// Test that original vectors are unchanged
|
// Test that original vectors are unchanged
|
||||||
ASSERT_EQ(a.x, 1);
|
ASSERT_FLOAT_EQ(v1[0], 1.0f);
|
||||||
ASSERT_EQ(a.y, 2);
|
ASSERT_FLOAT_EQ(v1[1], 2.0f);
|
||||||
ASSERT_EQ(b.x, 3);
|
ASSERT_FLOAT_EQ(v1[2], 3.0f);
|
||||||
ASSERT_EQ(b.y, 4);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, AdditionAssignment) {
|
TEST(vec, Sub)
|
||||||
Vec2D<int> a{1, 2};
|
{
|
||||||
Vec2D<int> b{3, 4};
|
// Test operator- with float vectors
|
||||||
|
vec3 v1{5.0f, 7.0f, 9.0f};
|
||||||
a += b;
|
vec3 v2{1.0f, 2.0f, 3.0f};
|
||||||
ASSERT_EQ(a.x, 4);
|
vec3 result = v1 - v2;
|
||||||
ASSERT_EQ(a.y, 6);
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0], 4.0f);
|
||||||
// Test that b is unchanged
|
ASSERT_FLOAT_EQ(result[1], 5.0f);
|
||||||
ASSERT_EQ(b.x, 3);
|
ASSERT_FLOAT_EQ(result[2], 6.0f);
|
||||||
ASSERT_EQ(b.y, 4);
|
|
||||||
|
// Test operator- with integer vectors
|
||||||
|
ivec3 iv1{30, 20, 10};
|
||||||
|
ivec3 iv2{5, 3, 1};
|
||||||
|
ivec3 iresult = iv1 - iv2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iresult[0], 25);
|
||||||
|
ASSERT_EQ(iresult[1], 17);
|
||||||
|
ASSERT_EQ(iresult[2], 9);
|
||||||
|
|
||||||
|
// Test that original vectors are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 7.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 9.0f);
|
||||||
|
|
||||||
|
// Test subtraction resulting in negative values
|
||||||
|
vec3 v3{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v4{4.0f, 5.0f, 6.0f};
|
||||||
|
vec3 negative_result = v3 - v4;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[0], -3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[1], -3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[2], -3.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, ScalarMultiplication) {
|
TEST(vec, ScalarMultiplication)
|
||||||
Vec2D<int> v{2, 3};
|
{
|
||||||
|
// Test scalar * vector with float vectors
|
||||||
Vec2D<int> result = v * 2.0f;
|
vec3 v1{2.0f, 3.0f, 4.0f};
|
||||||
ASSERT_EQ(result.x, 4);
|
vec3 result = v1 * 2.5f;
|
||||||
ASSERT_EQ(result.y, 6);
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0], 5.0f);
|
||||||
// Test with float vector
|
ASSERT_FLOAT_EQ(result[1], 7.5f);
|
||||||
Vec2D<float> vf{1.5f, 2.5f};
|
ASSERT_FLOAT_EQ(result[2], 10.0f);
|
||||||
Vec2D<float> resultf = vf * 2.0f;
|
|
||||||
ASSERT_FLOAT_EQ(resultf.x, 3.0f);
|
// Test scalar * vector with integer vectors
|
||||||
ASSERT_FLOAT_EQ(resultf.y, 5.0f);
|
ivec3 iv1{3, 5, 7};
|
||||||
|
ivec3 iresult = iv1 * 2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iresult[0], 6);
|
||||||
|
ASSERT_EQ(iresult[1], 10);
|
||||||
|
ASSERT_EQ(iresult[2], 14);
|
||||||
|
|
||||||
|
// Test that original vector is unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 4.0f);
|
||||||
|
|
||||||
|
// Test multiplication by zero
|
||||||
|
vec3 v2{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 zero_result = v2 * 0.0f;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(zero_result[0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero_result[1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero_result[2], 0.0f);
|
||||||
|
|
||||||
|
// Test multiplication by negative scalar (and different ordering)
|
||||||
|
vec3 v3{1.0f, -2.0f, 3.0f};
|
||||||
|
vec3 negative_result = -2.0f * v3;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[0], -2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[2], -6.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, Normalization) {
|
TEST(vec, ScalarDivision)
|
||||||
Vec2D<float> v{3.0f, 4.0f}; // Length = 5
|
{
|
||||||
|
// Test vector / scalar with float vectors
|
||||||
v.normalize();
|
vec3 v1{10.0f, 15.0f, 20.0f};
|
||||||
ASSERT_FLOAT_EQ(v.x, 0.6f);
|
vec3 result = v1 / 2.5f;
|
||||||
ASSERT_FLOAT_EQ(v.y, 0.8f);
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0], 4.0f);
|
||||||
// Check that length is approximately 1
|
ASSERT_FLOAT_EQ(result[1], 6.0f);
|
||||||
float length = sqrt(v.x * v.x + v.y * v.y);
|
ASSERT_FLOAT_EQ(result[2], 8.0f);
|
||||||
ASSERT_NEAR(length, 1.0f, 1e-6f);
|
|
||||||
|
// Test vector / scalar with integer vectors
|
||||||
|
ivec3 iv1{12, 18, 24};
|
||||||
|
ivec3 iresult = iv1 / 2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iresult[0], 6);
|
||||||
|
ASSERT_EQ(iresult[1], 9);
|
||||||
|
ASSERT_EQ(iresult[2], 12);
|
||||||
|
|
||||||
|
// Test that original vector is unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 10.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 15.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 20.0f);
|
||||||
|
|
||||||
|
// Test division by negative scalar
|
||||||
|
vec3 v2{6.0f, -9.0f, 12.0f};
|
||||||
|
vec3 negative_result = v2 / -3.0f;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[0], -2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[1], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[2], -4.0f);
|
||||||
|
|
||||||
|
// Test division by fractional scalar
|
||||||
|
vec3 v3{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 fractional_result = v3 / 0.5f;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(fractional_result[0], 2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(fractional_result[1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(fractional_result[2], 6.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, NormalizedCopy) {
|
TEST(vec, AdditionAssignment)
|
||||||
Vec2D<float> v{3.0f, 4.0f};
|
{
|
||||||
Vec2D<float> normalized = v.normalized();
|
// Test operator+= with float vectors
|
||||||
|
vec3 v1{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v2{4.0f, 5.0f, 6.0f};
|
||||||
|
v1 += v2;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 7.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 9.0f);
|
||||||
|
|
||||||
|
// Test that v2 is unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v2[0], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[1], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[2], 6.0f);
|
||||||
|
|
||||||
|
// Test operator+= with integer vectors
|
||||||
|
ivec3 iv1{10, 20, 30};
|
||||||
|
ivec3 iv2{1, 2, 3};
|
||||||
|
iv1 += iv2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iv1[0], 11);
|
||||||
|
ASSERT_EQ(iv1[1], 22);
|
||||||
|
ASSERT_EQ(iv1[2], 33);
|
||||||
|
|
||||||
|
// Test chaining
|
||||||
|
vec3 v3{1.0f, 1.0f, 1.0f};
|
||||||
|
vec3 v4{2.0f, 2.0f, 2.0f};
|
||||||
|
vec3 v5{3.0f, 3.0f, 3.0f};
|
||||||
|
v3 += v4 += v5;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v3[0], 6.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v3[1], 6.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v3[2], 6.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v4[0], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v4[1], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v4[2], 5.0f);
|
||||||
|
}
|
||||||
|
|
||||||
// Original should be unchanged
|
TEST(vec, SubtractionAssignment)
|
||||||
ASSERT_FLOAT_EQ(v.x, 3.0f);
|
{
|
||||||
ASSERT_FLOAT_EQ(v.y, 4.0f);
|
// Test operator-= with float vectors
|
||||||
|
vec3 v1{10.0f, 15.0f, 20.0f};
|
||||||
|
vec3 v2{3.0f, 5.0f, 7.0f};
|
||||||
|
v1 -= v2;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 7.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 10.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 13.0f);
|
||||||
|
|
||||||
|
// Test that v2 is unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v2[0], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[1], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[2], 7.0f);
|
||||||
|
|
||||||
|
// Test operator-= with integer vectors
|
||||||
|
ivec3 iv1{50, 40, 30};
|
||||||
|
ivec3 iv2{5, 10, 15};
|
||||||
|
iv1 -= iv2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iv1[0], 45);
|
||||||
|
ASSERT_EQ(iv1[1], 30);
|
||||||
|
ASSERT_EQ(iv1[2], 15);
|
||||||
|
|
||||||
|
// Test subtraction resulting in negative values
|
||||||
|
vec3 v3{1.0f, 2.0f, 3.0f};
|
||||||
|
vec3 v4{4.0f, 5.0f, 6.0f};
|
||||||
|
v3 -= v4;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v3[0], -3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v3[1], -3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v3[2], -3.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, LengthSquared)
|
||||||
|
{
|
||||||
|
// Test LengthSquared with float vectors
|
||||||
|
vec3 v1{3.0f, 4.0f, 0.0f};
|
||||||
|
ASSERT_FLOAT_EQ(v1.LengthSquared(), 25.0f); // 3² + 4² + 0² = 25
|
||||||
|
|
||||||
|
vec2 v2{1.0f, 1.0f};
|
||||||
|
ASSERT_FLOAT_EQ(v2.LengthSquared(), 2.0f); // 1² + 1² = 2
|
||||||
|
|
||||||
|
// Test with zero vector
|
||||||
|
vec3 zero{0.0f, 0.0f, 0.0f};
|
||||||
|
ASSERT_FLOAT_EQ(zero.LengthSquared(), 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, Length)
|
||||||
|
{
|
||||||
|
// Test Length with float vectors
|
||||||
|
vec3 v1{3.0f, 4.0f, 0.0f};
|
||||||
|
ASSERT_FLOAT_EQ(v1.Length(), 5.0f); // sqrt(3² + 4² + 0²) = 5
|
||||||
|
|
||||||
|
vec2 v2{1.0f, 1.0f};
|
||||||
|
ASSERT_NEAR(v2.Length(), 1.414213f, 1e-5f); // sqrt(2) ≈ 1.414213
|
||||||
|
|
||||||
|
// Test with zero vector
|
||||||
|
vec3 zero{0.0f, 0.0f, 0.0f};
|
||||||
|
ASSERT_FLOAT_EQ(zero.Length(), 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, Normalize)
|
||||||
|
{
|
||||||
|
// Test Normalize with float vectors
|
||||||
|
vec3 v1{3.0f, 4.0f, 0.0f};
|
||||||
|
v1.Normalize();
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 0.6f); // 3/5
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 0.8f); // 4/5
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 0.0f);
|
||||||
|
ASSERT_NEAR(v1.Length(), 1.0f, 1e-6f);
|
||||||
|
|
||||||
|
// Test with zero vector (may produce NaN - implementation dependent)
|
||||||
|
vec3 zero{0.0f, 0.0f, 0.0f};
|
||||||
|
zero.Normalize();
|
||||||
|
// Check if result is NaN (which is expected for zero vector normalization)
|
||||||
|
ASSERT_TRUE(zero[0] == 0.0f);
|
||||||
|
ASSERT_TRUE(zero[1] == 0.0f);
|
||||||
|
ASSERT_TRUE(zero[2] == 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(vec, GetNormalized)
|
||||||
|
{
|
||||||
|
// Test GetNormalized with float vectors
|
||||||
|
const vec3 v1{3.0f, 4.0f, 0.0f};
|
||||||
|
vec3 normalized = v1.GetNormalized();
|
||||||
|
|
||||||
|
// Original vector should be unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 0.0f);
|
||||||
|
|
||||||
// Normalized copy should be unit length
|
// Normalized copy should be unit length
|
||||||
ASSERT_FLOAT_EQ(normalized.x, 0.6f);
|
ASSERT_FLOAT_EQ(normalized[0], 0.6f); // 3/5
|
||||||
ASSERT_FLOAT_EQ(normalized.y, 0.8f);
|
ASSERT_FLOAT_EQ(normalized[1], 0.8f); // 4/5
|
||||||
|
ASSERT_FLOAT_EQ(normalized[2], 0.0f);
|
||||||
float length =
|
ASSERT_NEAR(normalized.Length(), 1.0f, 1e-6f);
|
||||||
sqrt(normalized.x * normalized.x + normalized.y * normalized.y);
|
|
||||||
ASSERT_NEAR(length, 1.0f, 1e-6f);
|
// Test with zero vector
|
||||||
|
vec3 zero{0.0f, 0.0f, 0.0f};
|
||||||
|
vec3 zero_normalized = zero.GetNormalized();
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(zero_normalized[0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero_normalized[1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero_normalized[2], 0.0f);
|
||||||
|
|
||||||
|
// Original zero vector should be unchanged
|
||||||
|
ASSERT_FLOAT_EQ(zero[0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero[1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(zero[2], 0.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, ZeroVectorNormalization) {
|
TEST(vec, GetOrthogonal)
|
||||||
Vec2D<float> v{0.0f, 0.0f};
|
{
|
||||||
|
const vec2 v1{5.0f, 1.0f};
|
||||||
v.normalize();
|
auto v2 = v1.GetOrthogonal();
|
||||||
ASSERT_FLOAT_EQ(v.x, 0.0f);
|
ASSERT_FLOAT_EQ(v2[0], -1.0f);
|
||||||
ASSERT_FLOAT_EQ(v.y, 0.0f);
|
ASSERT_FLOAT_EQ(v2[1], 5.0f);
|
||||||
|
|
||||||
// Test normalized() as well
|
|
||||||
Vec2D<float> v2{0.0f, 0.0f};
|
|
||||||
Vec2D<float> normalized = v2.normalized();
|
|
||||||
ASSERT_FLOAT_EQ(normalized.x, 0.0f);
|
|
||||||
ASSERT_FLOAT_EQ(normalized.y, 0.0f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, VerySmallVectorNormalization) {
|
TEST(vec, DistanceTo)
|
||||||
Vec2D<float> v{1e-7f, 1e-7f}; // Very small vector
|
{
|
||||||
|
// Test DistanceTo with 3D vectors
|
||||||
v.normalize();
|
vec3 v1{0.0f, 0.0f, 0.0f};
|
||||||
// Should be treated as zero vector
|
vec3 v2{3.0f, 4.0f, 0.0f};
|
||||||
ASSERT_FLOAT_EQ(v.x, 0.0f);
|
|
||||||
ASSERT_FLOAT_EQ(v.y, 0.0f);
|
float distance = v1.DistanceTo(v2);
|
||||||
|
ASSERT_FLOAT_EQ(distance, 5.0f); // 3-4-5 triangle
|
||||||
|
|
||||||
|
// Distance should be symmetric
|
||||||
|
ASSERT_FLOAT_EQ(v2.DistanceTo(v1), distance);
|
||||||
|
|
||||||
|
// Test with 2D vectors
|
||||||
|
vec2 a{1.0f, 1.0f};
|
||||||
|
vec2 b{4.0f, 5.0f};
|
||||||
|
|
||||||
|
float distance_2d = a.DistanceTo(b);
|
||||||
|
ASSERT_FLOAT_EQ(distance_2d, 5.0f); // sqrt((4-1)² + (5-1)²) = sqrt(9+16) = 5
|
||||||
|
|
||||||
|
// Distance to self should be zero
|
||||||
|
ASSERT_FLOAT_EQ(v1.DistanceTo(v1), 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(a.DistanceTo(a), 0.0f);
|
||||||
|
|
||||||
|
// Test that original vectors are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[0], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[2], 0.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST(Vec2D, OutputOperator) {
|
TEST(vec, ChainedOperations) {
|
||||||
Vec2D<int> v{42, 24};
|
vec2 a{1.0f, 2.0f};
|
||||||
|
vec2 b{3.0f, 4.0f};
|
||||||
std::ostringstream oss;
|
|
||||||
oss << v;
|
|
||||||
ASSERT_EQ(oss.str(), "( 42, 24)");
|
|
||||||
}
|
|
||||||
|
|
||||||
TEST(Vec2D, ChainedOperations) {
|
|
||||||
Vec2D<float> a{1.0f, 2.0f};
|
|
||||||
Vec2D<float> b{3.0f, 4.0f};
|
|
||||||
|
|
||||||
// Test chaining: (a + b) * 2.0f
|
// Test chaining: (a + b) * 2.0f
|
||||||
Vec2D<float> result = (a + b) * 2.0f;
|
auto result = (a + b) * 2.0f;
|
||||||
ASSERT_FLOAT_EQ(result.x, 8.0f);
|
ASSERT_FLOAT_EQ(result[0], 8.0f);
|
||||||
ASSERT_FLOAT_EQ(result.y, 12.0f);
|
ASSERT_FLOAT_EQ(result[1], 12.0f);
|
||||||
|
|
||||||
// Test chaining with assignment
|
// Test chaining with assignment
|
||||||
a += b;
|
a += b;
|
||||||
a = a * 0.5f;
|
a = a * 0.5f;
|
||||||
ASSERT_FLOAT_EQ(a.x, 2.0f);
|
ASSERT_FLOAT_EQ(a[0], 2.0f);
|
||||||
ASSERT_FLOAT_EQ(a.y, 3.0f);
|
ASSERT_FLOAT_EQ(a[1], 3.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, DefaultConstruction) {
|
||||||
|
// Test that default-constructed matrix has all elements equal to zero
|
||||||
|
Matrix<float, 2> m1;
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][1], 0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, ArrayConstruction) {
|
||||||
|
// Test construction from array (column major)
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
|
||||||
|
// Column 0: [1, 2]
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][1], 2.0f);
|
||||||
|
|
||||||
|
// Column 1: [3, 4]
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][0], 3.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][1], 4.0f);
|
||||||
|
|
||||||
|
// Test with 3x3 matrix
|
||||||
|
Matrix<int, 3> m2(std::array<int, 9>{1, 2, 3, 4, 5, 6, 7, 8, 9});
|
||||||
|
|
||||||
|
// Column 0: [1, 2, 3]
|
||||||
|
ASSERT_EQ(m2[0][0], 1);
|
||||||
|
ASSERT_EQ(m2[0][1], 2);
|
||||||
|
ASSERT_EQ(m2[0][2], 3);
|
||||||
|
|
||||||
|
// Column 1: [4, 5, 6]
|
||||||
|
ASSERT_EQ(m2[1][0], 4);
|
||||||
|
ASSERT_EQ(m2[1][1], 5);
|
||||||
|
ASSERT_EQ(m2[1][2], 6);
|
||||||
|
|
||||||
|
// Column 2: [7, 8, 9]
|
||||||
|
ASSERT_EQ(m2[2][0], 7);
|
||||||
|
ASSERT_EQ(m2[2][1], 8);
|
||||||
|
ASSERT_EQ(m2[2][2], 9);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, ElementAccess) {
|
||||||
|
// Test element access (both const and non-const)
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
|
||||||
|
// Test const access
|
||||||
|
const Matrix<float, 2>& const_ref = m1;
|
||||||
|
ASSERT_FLOAT_EQ(const_ref[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(const_ref[1][1], 4.0f);
|
||||||
|
|
||||||
|
// Test non-const access and modification
|
||||||
|
m1[0][0] = 10.0f;
|
||||||
|
m1[1][1] = 40.0f;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 10.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][1], 40.0f);
|
||||||
|
|
||||||
|
// Verify other elements unchanged
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][1], 2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][0], 3.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, Addition) {
|
||||||
|
// Test matrix addition
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
Matrix<float, 2> m2(std::array<float, 4>{5.0f, 6.0f, 7.0f, 8.0f});
|
||||||
|
|
||||||
|
Matrix<float, 2> result = m1 + m2;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0][0], 6.0f); // 1 + 5
|
||||||
|
ASSERT_FLOAT_EQ(result[0][1], 8.0f); // 2 + 6
|
||||||
|
ASSERT_FLOAT_EQ(result[1][0], 10.0f); // 3 + 7
|
||||||
|
ASSERT_FLOAT_EQ(result[1][1], 12.0f); // 4 + 8
|
||||||
|
|
||||||
|
// Test that original matrices are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m2[0][0], 5.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m2[1][1], 8.0f);
|
||||||
|
|
||||||
|
// Test with integer matrices
|
||||||
|
Matrix<int, 2> im1(std::array<int, 4>{1, 2, 3, 4});
|
||||||
|
Matrix<int, 2> im2(std::array<int, 4>{10, 20, 30, 40});
|
||||||
|
Matrix<int, 2> iresult = im1 + im2;
|
||||||
|
|
||||||
|
ASSERT_EQ(iresult[0][0], 11);
|
||||||
|
ASSERT_EQ(iresult[0][1], 22);
|
||||||
|
ASSERT_EQ(iresult[1][0], 33);
|
||||||
|
ASSERT_EQ(iresult[1][1], 44);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, Subtraction) {
|
||||||
|
// Test matrix subtraction
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{10.0f, 8.0f, 6.0f, 4.0f});
|
||||||
|
Matrix<float, 2> m2(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
|
||||||
|
Matrix<float, 2> result = m1 - m2;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0][0], 9.0f); // 10 - 1
|
||||||
|
ASSERT_FLOAT_EQ(result[0][1], 6.0f); // 8 - 2
|
||||||
|
ASSERT_FLOAT_EQ(result[1][0], 3.0f); // 6 - 3
|
||||||
|
ASSERT_FLOAT_EQ(result[1][1], 0.0f); // 4 - 4
|
||||||
|
|
||||||
|
// Test that original matrices are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 10.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m1[1][1], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m2[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m2[1][1], 4.0f);
|
||||||
|
|
||||||
|
// Test subtraction resulting in negative values
|
||||||
|
Matrix<float, 2> m3(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
Matrix<float, 2> m4(std::array<float, 4>{5.0f, 6.0f, 7.0f, 8.0f});
|
||||||
|
Matrix<float, 2> negative_result = m3 - m4;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[0][0], -4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[0][1], -4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[1][0], -4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(negative_result[1][1], -4.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, MatrixMultiplication) {
|
||||||
|
// Test 2x2 matrix multiplication
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
Matrix<float, 2> m2(std::array<float, 4>{5.0f, 6.0f, 7.0f, 8.0f});
|
||||||
|
|
||||||
|
Matrix<float, 2> result = m2 * m1;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0][0], 23.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[0][1], 34.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1][0], 31.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1][1], 46.0f);
|
||||||
|
|
||||||
|
// Test identity property: I * m = m
|
||||||
|
Matrix<float, 2> identity = Matrix<float, 2>::Eye();
|
||||||
|
Matrix<float, 2> identity_result = identity * m1;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(identity_result[0][0], m1[0][0]);
|
||||||
|
ASSERT_FLOAT_EQ(identity_result[0][1], m1[0][1]);
|
||||||
|
ASSERT_FLOAT_EQ(identity_result[1][0], m1[1][0]);
|
||||||
|
ASSERT_FLOAT_EQ(identity_result[1][1], m1[1][1]);
|
||||||
|
|
||||||
|
// Test with 3x3 matrices
|
||||||
|
Matrix<int, 3> im1(std::array<int, 9>{1, 0, 0, 0, 1, 0, 0, 0, 1}); // Identity
|
||||||
|
Matrix<int, 3> im2(std::array<int, 9>{1, 2, 3, 4, 5, 6, 7, 8, 9});
|
||||||
|
Matrix<int, 3> iresult = im1 * im2;
|
||||||
|
|
||||||
|
// Identity * matrix = matrix
|
||||||
|
ASSERT_EQ(iresult[0][0], 1);
|
||||||
|
ASSERT_EQ(iresult[0][1], 2);
|
||||||
|
ASSERT_EQ(iresult[0][2], 3);
|
||||||
|
ASSERT_EQ(iresult[1][0], 4);
|
||||||
|
ASSERT_EQ(iresult[1][1], 5);
|
||||||
|
ASSERT_EQ(iresult[1][2], 6);
|
||||||
|
ASSERT_EQ(iresult[2][0], 7);
|
||||||
|
ASSERT_EQ(iresult[2][1], 8);
|
||||||
|
ASSERT_EQ(iresult[2][2], 9);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, MatrixVectorMultiplication) {
|
||||||
|
// Test matrix-vector multiplication
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
vec<float, 2> v1(2.0f, 3.0f);
|
||||||
|
|
||||||
|
vec<float, 2> result = m1 * v1;
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0], 8.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1], 18.0f);
|
||||||
|
|
||||||
|
// Test with 3x3 matrix and 3D vector
|
||||||
|
Matrix<int, 3> im1(std::array<int, 9>{1, 0, 0, 0, 1, 0, 0, 0, 1}); // Identity
|
||||||
|
vec<int, 3> iv1(5, 10, 15);
|
||||||
|
|
||||||
|
vec<int, 3> iresult = im1 * iv1;
|
||||||
|
|
||||||
|
// Identity * vector = vector
|
||||||
|
ASSERT_EQ(iresult[0], 5);
|
||||||
|
ASSERT_EQ(iresult[1], 10);
|
||||||
|
ASSERT_EQ(iresult[2], 15);
|
||||||
|
|
||||||
|
// Test that original matrix and vector are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 2.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 3.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, EyeIdentityMatrix) {
|
||||||
|
// Test 2x2 identity matrix
|
||||||
|
Matrix<float, 2> eye2 = Matrix<float, 2>::Eye();
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(eye2[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(eye2[0][1], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(eye2[1][0], 0.0f);
|
||||||
|
ASSERT_FLOAT_EQ(eye2[1][1], 1.0f);
|
||||||
|
|
||||||
|
// Test 3x3 identity matrix
|
||||||
|
Matrix<int, 3> eye3 = Matrix<int, 3>::Eye();
|
||||||
|
|
||||||
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
|
for (size_t j = 0; j < 3; ++j) {
|
||||||
|
if (i == j) {
|
||||||
|
ASSERT_EQ(eye3[i][j], 1);
|
||||||
|
} else {
|
||||||
|
ASSERT_EQ(eye3[i][j], 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test 4x4 identity matrix
|
||||||
|
Matrix<double, 4> eye4 = Matrix<double, 4>::Eye();
|
||||||
|
|
||||||
|
for (size_t i = 0; i < 4; ++i) {
|
||||||
|
for (size_t j = 0; j < 4; ++j) {
|
||||||
|
if (i == j) {
|
||||||
|
ASSERT_DOUBLE_EQ(eye4[i][j], 1.0);
|
||||||
|
} else {
|
||||||
|
ASSERT_DOUBLE_EQ(eye4[i][j], 0.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, LogPrint) {
|
||||||
|
// Test that logger can print matrices of different types and sizes
|
||||||
|
Matrix<float, 2> m2(std::array<float, 4>{1.1f, 2.2f, 3.3f, 4.4f});
|
||||||
|
Matrix<int, 3> m3(std::array<int, 9>{1, 2, 3, 4, 5, 6, 7, 8, 9});
|
||||||
|
Matrix<double, 2> dm2(std::array<double, 4>{1.5, 2.5, 3.5, 4.5});
|
||||||
|
|
||||||
|
LOG_DEBUG("Matrix<float, 2> ", m2);
|
||||||
|
LOG_DEBUG("Matrix<int, 3> ", m3);
|
||||||
|
LOG_DEBUG("Matrix<double, 2> ", dm2);
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST(Matrix, ChainedOperations) {
|
||||||
|
// Test chaining matrix operations
|
||||||
|
Matrix<float, 2> m1(std::array<float, 4>{1.0f, 2.0f, 3.0f, 4.0f});
|
||||||
|
Matrix<float, 2> m2(std::array<float, 4>{1.0f, 1.0f, 1.0f, 1.0f});
|
||||||
|
Matrix<float, 2> m3(std::array<float, 4>{2.0f, 0.0f, 0.0f, 2.0f});
|
||||||
|
|
||||||
|
// Test (m1 + m2) * m3
|
||||||
|
Matrix<float, 2> result = (m1 + m2) * m3;
|
||||||
|
|
||||||
|
// m1 + m2 = [2 4] m3 = [2 0] result = [4 8]
|
||||||
|
// [3 5] [0 2] [6 10]
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(result[0][0], 4.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[0][1], 6.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1][0], 8.0f);
|
||||||
|
ASSERT_FLOAT_EQ(result[1][1], 10.0f);
|
||||||
|
|
||||||
|
// Test that original matrices are unchanged
|
||||||
|
ASSERT_FLOAT_EQ(m1[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m2[0][0], 1.0f);
|
||||||
|
ASSERT_FLOAT_EQ(m3[0][0], 2.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
int main(int argc, char **argv) {
|
int main(int argc, char **argv) {
|
||||||
|
@ -19,12 +19,44 @@
|
|||||||
</ProjectConfiguration>
|
</ProjectConfiguration>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\cpp\src\camera.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\entities.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\gameloop.cpp" />
|
||||||
<ClCompile Include="..\..\cpp\src\main.cpp" />
|
<ClCompile Include="..\..\cpp\src\main.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\map.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\astar.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\base.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\bfs.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\dijkstra.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\gbfs.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\linear.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\utils.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfindingdemo.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\sprite.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\tile.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\user_input.cpp" />
|
||||||
|
<ClCompile Include="..\..\cpp\src\window.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="..\..\cpp\src\array.hpp" />
|
<ClInclude Include="..\..\cpp\src\array.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\camera.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\entities.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\gameloop.hpp" />
|
||||||
<ClInclude Include="..\..\cpp\src\log.hpp" />
|
<ClInclude Include="..\..\cpp\src\log.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\map.hpp" />
|
||||||
<ClInclude Include="..\..\cpp\src\math.hpp" />
|
<ClInclude Include="..\..\cpp\src\math.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\astar.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\base.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\bfs.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\dijkstra.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\gbfs.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\linear.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\utils.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfindingdemo.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\sprite.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\tile.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\user_input.hpp" />
|
||||||
|
<ClInclude Include="..\..\cpp\src\window.hpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\glew\build\vc15\glew_static.vcxproj">
|
<ProjectReference Include="..\glew\build\vc15\glew_static.vcxproj">
|
||||||
@ -96,7 +128,7 @@
|
|||||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||||
<ConformanceMode>true</ConformanceMode>
|
<ConformanceMode>true</ConformanceMode>
|
||||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
@ -114,7 +146,7 @@
|
|||||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||||
<ConformanceMode>true</ConformanceMode>
|
<ConformanceMode>true</ConformanceMode>
|
||||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
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</ClCompile>
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||||||
<Link>
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<Link>
|
||||||
<SubSystem>Console</SubSystem>
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<SubSystem>Console</SubSystem>
|
||||||
@ -132,7 +164,7 @@
|
|||||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
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<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||||
<ConformanceMode>true</ConformanceMode>
|
<ConformanceMode>true</ConformanceMode>
|
||||||
<LanguageStandard>stdcpplatest</LanguageStandard>
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<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
@ -150,7 +182,7 @@
|
|||||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||||
<ConformanceMode>true</ConformanceMode>
|
<ConformanceMode>true</ConformanceMode>
|
||||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
|
@ -18,6 +18,54 @@
|
|||||||
<ClCompile Include="..\..\cpp\src\main.cpp">
|
<ClCompile Include="..\..\cpp\src\main.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\window.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\user_input.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\tile.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\sprite.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfindingdemo.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\map.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\gameloop.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\entities.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\camera.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\utils.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\linear.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\gbfs.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\dijkstra.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\bfs.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\base.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\cpp\src\pathfinder\astar.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="..\..\cpp\src\array.hpp">
|
<ClInclude Include="..\..\cpp\src\array.hpp">
|
||||||
@ -29,5 +77,53 @@
|
|||||||
<ClInclude Include="..\..\cpp\src\math.hpp">
|
<ClInclude Include="..\..\cpp\src\math.hpp">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\camera.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\entities.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\gameloop.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\map.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfindingdemo.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\sprite.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\tile.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\user_input.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\window.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\astar.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\base.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\bfs.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\dijkstra.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\gbfs.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\linear.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\cpp\src\pathfinder\utils.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
Loading…
x
Reference in New Issue
Block a user