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feature/co
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90
CMakeLists.txt
Normal file
90
CMakeLists.txt
Normal file
@ -0,0 +1,90 @@
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|||||||
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cmake_minimum_required(VERSION 3.20)
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project(PathfindingDemo)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Find required packages
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find_package(PkgConfig REQUIRED)
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pkg_check_modules(SDL3 REQUIRED sdl3)
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pkg_check_modules(SDL3_image REQUIRED sdl3-image)
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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# Add Google Test
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find_package(GTest REQUIRED)
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# Include directories
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include_directories(cpp/src)
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# Source files for the main executable
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set(MAIN_SOURCES
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cpp/src/main.cpp
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cpp/src/camera.cpp
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cpp/src/entities.cpp
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cpp/src/gameloop.cpp
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cpp/src/map.cpp
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cpp/src/pathfinder/base.cpp
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cpp/src/pathfinder/bfs.cpp
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cpp/src/pathfinder/dijkstra.cpp
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cpp/src/pathfinder/gbfs.cpp
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cpp/src/pathfinder/utils.cpp
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cpp/src/pathfindingdemo.cpp
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cpp/src/sprite.cpp
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cpp/src/tile.cpp
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cpp/src/user_input.cpp
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cpp/src/window.cpp
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)
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# Header files (for IDE support)
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set(HEADERS
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cpp/src/array.hpp
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cpp/src/camera.hpp
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cpp/src/entities.hpp
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cpp/src/gameloop.hpp
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cpp/src/log.hpp
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cpp/src/map.hpp
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cpp/src/math.hpp
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cpp/src/pathfinder/base.hpp
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cpp/src/pathfinder/bfs.hpp
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cpp/src/pathfinder/dijkstra.hpp
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cpp/src/pathfinder/gbfs.hpp
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cpp/src/pathfinder/utils.hpp
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cpp/src/pathfindingdemo.hpp
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cpp/src/sprite.hpp
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cpp/src/tile.hpp
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cpp/src/user_input.hpp
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cpp/src/window.hpp
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)
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# Create main executable
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add_executable(pathfinding_demo ${MAIN_SOURCES} ${HEADERS})
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# Link libraries for main executable
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target_link_libraries(pathfinding_demo
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${SDL3_LIBRARIES}
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${SDL3_image_LIBRARIES}
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OpenGL::GL
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GLEW::GLEW
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)
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# Add compile flags
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target_compile_options(pathfinding_demo PRIVATE ${SDL3_CFLAGS_OTHER})
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# Test executable
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add_executable(tests cpp/test/test.cpp)
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target_link_libraries(tests GTest::gtest GTest::gtest_main)
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# Enable testing
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enable_testing()
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add_test(NAME unit_tests COMMAND tests)
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# Compiler-specific options
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if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
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target_compile_options(pathfinding_demo PRIVATE -Wall -Wextra -Wpedantic)
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target_compile_options(tests PRIVATE -Wall -Wextra -Wpedantic)
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endif()
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# Debug/Release configurations
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set(CMAKE_CXX_FLAGS_DEBUG "-g -O0")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -DNDEBUG")
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@ -16,6 +16,18 @@ public:
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WindowSize WorldToWindowSize(WorldSize) const;
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WindowSize WorldToWindowSize(WorldSize) const;
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WorldSize WindowToWorldSize(WindowSize) const;
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WorldSize WindowToWorldSize(WindowSize) const;
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template <typename T>
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requires std::floating_point<T>
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T WindowToWorldSize(T window_size) const {
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return window_size / static_cast<T>(m_Zoom);
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}
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template <typename T>
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requires std::floating_point<T>
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T WorldToWindowSize(T world_size) const {
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return world_size * static_cast<T>(m_Zoom);
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}
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private:
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private:
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// TODO this should be replaced with a matrix
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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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float m_Zoom = 1.0f;
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@ -46,6 +46,47 @@ void Entity::Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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m_Position += m_ActualVelocity * time_delta;
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}
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}
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std::optional<WorldPos> Entity::GetMoveTarget()
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{
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auto& path = GetPath();
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if (path.empty()) {
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return {};
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}
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WorldPos current_pos = GetPosition();
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WorldPos next_pos = path.front();
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if (current_pos.DistanceTo(next_pos) > 1.0) {
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// target not reached yet
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return next_pos;
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}
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// target reached, pop it
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//m_MoveQueue.pop();
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path.erase(path.begin());
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// return nothing - if there's next point in the queue,
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// we'll get it in the next iteration
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return {};
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}
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bool Entity::CollidesWith(const Entity& other) const
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{
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const auto& A = *this;
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const auto& B = other;
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auto position_A = A.GetPosition();
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auto position_B = B.GetPosition();
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auto distance_sq = position_A.DistanceSquared(position_B);
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auto collision_distance_sq =
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A.GetCollisionRadiusSquared() +
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B.GetCollisionRadiusSquared() +
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2 * A.GetCollisionRadius() * B.GetCollisionRadius();
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if (distance_sq < collision_distance_sq)
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{
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return true;
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}
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return false;
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}
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Player::Player() {
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Player::Player() {
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LOG_DEBUG(".");
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LOG_DEBUG(".");
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if (m_Sprite == nullptr) {
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if (m_Sprite == nullptr) {
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@ -5,10 +5,12 @@
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#include <iostream>
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#include <iostream>
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#include <memory>
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#include <memory>
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#include <string_view>
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#include <string_view>
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#include <optional>
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#include "log.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "math.hpp"
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#include "sprite.hpp"
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#include "sprite.hpp"
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#include "pathfinder/base.hpp"
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class Entity {
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class Entity {
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public:
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public:
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@ -56,14 +58,29 @@ public:
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void ZeroActualVelocityInDirection(WorldPos direction);
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void ZeroActualVelocityInDirection(WorldPos direction);
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const pathfinder::Path& GetPath() const { return m_Path; }
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pathfinder::Path& GetPath() { return m_Path; }
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void SetPath(pathfinder::Path& path) { m_Path = path; }
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std::optional<WorldPos> GetMoveTarget();
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bool CollidesWith(const Entity& other) const;
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bool IsCollisionBoxVisible() const { return m_CollisionBoxVisible; }
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void Select() { m_Selected = true; }
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void Deselect() { m_Selected = false; }
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bool IsSelected() const { return m_Selected; }
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protected:
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protected:
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WorldPos m_Position;
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WorldPos m_Position;
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WorldPos m_ActualVelocity;
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WorldPos m_ActualVelocity;
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WorldPos m_RequestedVelocity;
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WorldPos m_RequestedVelocity;
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pathfinder::Path m_Path;
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private:
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private:
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bool m_FlagExpired = false;
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bool m_FlagExpired = false;
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static constexpr float m_CollisionRadiusSq = 1000.0f;
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bool m_CollisionBoxVisible = true;
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bool m_Selected = false;
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};
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};
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class Player final : public Entity {
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class Player final : public Entity {
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@ -75,7 +92,7 @@ public:
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constexpr Entity::Type GetType() const override {
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constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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return Entity::Type::PLAYER;
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}
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}
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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constexpr float GetCollisionRadius() const override { return 25.0f; }
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bool IsMovable() const override { return true; }
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bool IsMovable() const override { return true; }
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bool IsCollidable() const override { return true; }
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bool IsCollidable() const override { return true; }
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@ -21,26 +21,52 @@ void GameLoop::Draw() {
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TilePos{static_cast<int32_t>(row), static_cast<int32_t>(col)}));
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TilePos{static_cast<int32_t>(row), static_cast<int32_t>(col)}));
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const auto &size = camera.WorldToWindowSize(map.GetTileSize());
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const auto &size = camera.WorldToWindowSize(map.GetTileSize());
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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(position, size, tiles[row][col]->R, tiles[row][col]->G,
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m_Window->DrawFilledRect(position, size, 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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// 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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for (const auto &next_pos : m_Game->GetPath()) {
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for (const auto& entity : m_Game->GetEntities())
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{
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WorldPos start_pos = entity->GetPosition();
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for (const auto &next_pos : entity->GetPath())
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{
|
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const auto &camera = m_Game->GetCamera();
|
const auto &camera = m_Game->GetCamera();
|
||||||
m_Window->DrawLine(camera.WorldToWindow(start_pos),
|
m_Window->DrawLine(camera.WorldToWindow(start_pos),
|
||||||
camera.WorldToWindow(next_pos));
|
camera.WorldToWindow(next_pos));
|
||||||
start_pos = next_pos;
|
start_pos = next_pos;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// draw all the entities (player etc)
|
// draw all the entities (player etc)
|
||||||
for (auto &entity : m_Game->GetEntities()) {
|
for (auto &entity : m_Game->GetEntities()) {
|
||||||
const auto &camera = m_Game->GetCamera();
|
const auto &camera = m_Game->GetCamera();
|
||||||
m_Window->DrawSprite(camera.WorldToWindow(entity->GetPosition()),
|
auto entity_pos = camera.WorldToWindow(entity->GetPosition());
|
||||||
entity->GetSprite(), camera.GetZoom());
|
m_Window->DrawSprite(entity_pos,
|
||||||
|
entity->GetSprite(),
|
||||||
|
camera.GetZoom());
|
||||||
|
if (entity->IsCollisionBoxVisible())
|
||||||
|
{
|
||||||
|
float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
|
||||||
|
m_Window->DrawCircle(entity_pos, collision_radius, 255, 0, 0);
|
||||||
}
|
}
|
||||||
|
if (entity->IsSelected())
|
||||||
|
{
|
||||||
|
float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
|
||||||
|
m_Window->DrawCircle(entity_pos, collision_radius, 0, 255, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw the selection box, if present
|
||||||
|
if (m_Game->IsSelectionBoxActive())
|
||||||
|
{
|
||||||
|
const auto& [corner_pos, size] = m_Game->GetSelectionBoxPosSize();
|
||||||
|
m_Window->DrawRect(corner_pos, size, 200, 20, 20);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO rethink coupling and dependencies in the game loop class
|
// TODO rethink coupling and dependencies in the game loop class
|
||||||
@ -49,9 +75,10 @@ void GameLoop::Run() {
|
|||||||
LOG_INFO("Running the game");
|
LOG_INFO("Running the game");
|
||||||
while (!m_Game->IsExitRequested()) {
|
while (!m_Game->IsExitRequested()) {
|
||||||
m_Game->HandleActions(m_UserInput->GetActions());
|
m_Game->HandleActions(m_UserInput->GetActions());
|
||||||
m_Game->UpdatePlayerVelocity();
|
m_Game->UpdateWorld();
|
||||||
|
|
||||||
// TODO measure fps, draw only if delay for target fps was reached
|
// TODO measure fps, draw only if delay for target fps was reached
|
||||||
|
// or create a separate thread for drawing
|
||||||
m_Window->ClearWindow();
|
m_Window->ClearWindow();
|
||||||
Draw();
|
Draw();
|
||||||
m_Window->Flush();
|
m_Window->Flush();
|
||||||
|
@ -44,6 +44,8 @@ public:
|
|||||||
requires(std::same_as<ArgsT, T> && ...) && (sizeof...(ArgsT) == N)
|
requires(std::same_as<ArgsT, T> && ...) && (sizeof...(ArgsT) == N)
|
||||||
vec(ArgsT... args) : m_Array{args...} {}
|
vec(ArgsT... args) : m_Array{args...} {}
|
||||||
|
|
||||||
|
vec(std::array<T, N> array) : m_Array{array} {}
|
||||||
|
|
||||||
//
|
//
|
||||||
// Access to elements & data
|
// Access to elements & data
|
||||||
//
|
//
|
||||||
@ -165,6 +167,12 @@ public:
|
|||||||
return (a - b).Length();
|
return (a - b).Length();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
T DistanceSquared(const vec &b) const {
|
||||||
|
const vec &a = *this;
|
||||||
|
return (a - b).LengthSquared();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// In-place vector operations
|
// In-place vector operations
|
||||||
//
|
//
|
||||||
@ -251,6 +259,12 @@ public:
|
|||||||
return m_Array[2];
|
return m_Array[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename TargetTag>
|
||||||
|
vec<T,N,TargetTag> ChangeTag()
|
||||||
|
{
|
||||||
|
return vec<T,N,TargetTag>(m_Array);
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::array<T, N> m_Array;
|
std::array<T, N> m_Array;
|
||||||
};
|
};
|
||||||
|
@ -55,43 +55,74 @@ void PathFindingDemo::CreateMap() {
|
|||||||
m_Map.PaintLine(TilePos{84,81}, TilePos{84,96}, 1.0, TileType::WALL);
|
m_Map.PaintLine(TilePos{84,81}, TilePos{84,96}, 1.0, TileType::WALL);
|
||||||
m_Map.PaintLine(TilePos{78,87}, TilePos{78,100}, 1.0, TileType::WALL);
|
m_Map.PaintLine(TilePos{78,87}, TilePos{78,100}, 1.0, TileType::WALL);
|
||||||
|
|
||||||
// add player
|
// add some controllable entities
|
||||||
m_Entities.clear();
|
m_Entities.clear();
|
||||||
m_Player = std::make_shared<Player>();
|
auto player = std::make_shared<Player>();
|
||||||
m_Player->SetPosition(m_Map.TileToWorld(TilePos{25, 20}));
|
player->SetPosition(m_Map.TileToWorld(TilePos{25, 20}));
|
||||||
m_Entities.push_back(m_Player);
|
AddEntity(player);
|
||||||
|
|
||||||
|
auto player2 = std::make_shared<Player>();
|
||||||
|
player2->SetPosition(m_Map.TileToWorld(TilePos{50, 20}));
|
||||||
|
AddEntity(player2);
|
||||||
|
|
||||||
|
for (int i = 0; i < 1; i++)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < 10; j++)
|
||||||
|
{
|
||||||
|
auto p = std::make_shared<Player>();
|
||||||
|
p->SetPosition(m_Map.TileToWorld(TilePos{10+5*i, 40+5*j}));
|
||||||
|
AddEntity(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// select everything - TODO this is just temporary for testing
|
||||||
|
for (const auto& entity : m_Entities)
|
||||||
|
{
|
||||||
|
m_SelectedEntities.push_back(entity);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
WorldPos PathFindingDemo::GetRandomPosition() const {
|
WorldPos PathFindingDemo::GetRandomPosition() const {
|
||||||
return WorldPos{0.0f, 0.0f}; // totally random!
|
return WorldPos{0.0f, 0.0f}; // totally random!
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
|
||||||
WorldPos current_player_pos = GetPlayer()->GetPosition();
|
|
||||||
|
|
||||||
if (m_Path.empty()) {
|
|
||||||
return {};
|
const std::vector<Collision>& PathFindingDemo::GetEntityCollisions()
|
||||||
|
{
|
||||||
|
static std::vector<Collision> m_Collisions;
|
||||||
|
m_Collisions.clear();
|
||||||
|
|
||||||
|
for (const auto &entity_A : m_Entities)
|
||||||
|
{
|
||||||
|
for (const auto &entity_B : m_Entities)
|
||||||
|
{
|
||||||
|
if (entity_A == entity_B)
|
||||||
|
continue;
|
||||||
|
if (!entity_A->IsCollidable() || !entity_B->IsCollidable())
|
||||||
|
continue;
|
||||||
|
if (entity_A->CollidesWith(*entity_B))
|
||||||
|
{
|
||||||
|
// handle collision logic
|
||||||
|
m_Collisions.emplace_back(Collision(entity_A, entity_B));
|
||||||
}
|
}
|
||||||
|
|
||||||
WorldPos next_player_pos = m_Path.front();
|
|
||||||
|
|
||||||
if (current_player_pos.DistanceTo(next_player_pos) > 1.0) {
|
|
||||||
// target not reached yet
|
|
||||||
return next_player_pos;
|
|
||||||
}
|
}
|
||||||
// target reached, pop it
|
}
|
||||||
//m_MoveQueue.pop();
|
return m_Collisions;
|
||||||
m_Path.erase(m_Path.begin());
|
|
||||||
// return nothing - if there's next point in the queue,
|
|
||||||
// we'll get it in the next iteration
|
|
||||||
return {};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void PathFindingDemo::UpdatePlayerVelocity() {
|
|
||||||
auto player = GetPlayer();
|
// Update entity positions, handle collisions
|
||||||
auto current_pos = player->GetPosition();
|
void PathFindingDemo::UpdateWorld() {
|
||||||
|
|
||||||
|
float time_delta = 1.0f;
|
||||||
|
|
||||||
|
for (auto& entity : m_Entities)
|
||||||
|
{
|
||||||
|
// calculate the velocity
|
||||||
|
auto current_pos = entity->GetPosition();
|
||||||
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 = entity->GetMoveTarget();
|
||||||
WorldPos velocity = WorldPos{};
|
WorldPos velocity = WorldPos{};
|
||||||
if (next_pos)
|
if (next_pos)
|
||||||
{
|
{
|
||||||
@ -100,9 +131,32 @@ void PathFindingDemo::UpdatePlayerVelocity() {
|
|||||||
//LOG_DEBUG("I want to move to: ", next_pos.value(),
|
//LOG_DEBUG("I want to move to: ", next_pos.value(),
|
||||||
// ", velocity: ", velocity);
|
// ", velocity: ", velocity);
|
||||||
}
|
}
|
||||||
player->SetActualVelocity(velocity * tile_velocity_coeff);
|
entity->SetActualVelocity(velocity * tile_velocity_coeff);
|
||||||
float time_delta = 1.0f;
|
|
||||||
player->Update(time_delta);
|
for (const auto& collision : GetEntityCollisions())
|
||||||
|
{
|
||||||
|
// TODO this loop is quite "hot", is it good idea to use weak_ptr and promote it?
|
||||||
|
auto weak_A = std::get<0>(collision);
|
||||||
|
auto weak_B = std::get<1>(collision);
|
||||||
|
auto A = weak_A.lock();
|
||||||
|
auto B = weak_B.lock();
|
||||||
|
if (A == nullptr || B == nullptr)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (!A->IsMovable())
|
||||||
|
continue;
|
||||||
|
// modify actual speed
|
||||||
|
// LOG_DEBUG("Collision: A is ", A, ", B is ", B);
|
||||||
|
auto AB = B->GetPosition() - A->GetPosition();
|
||||||
|
A->ZeroActualVelocityInDirection(AB);
|
||||||
|
// handle logic
|
||||||
|
// TODO
|
||||||
|
}
|
||||||
|
|
||||||
|
// update the position
|
||||||
|
entity->Update(time_delta);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
||||||
@ -116,10 +170,19 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
|||||||
}
|
}
|
||||||
else if (action.type == UserAction::Type::SET_MOVE_TARGET)
|
else if (action.type == UserAction::Type::SET_MOVE_TARGET)
|
||||||
{
|
{
|
||||||
WorldPos wp = m_Camera.WindowToWorld(action.Argument.position);
|
WorldPos target_pos = m_Camera.WindowToWorld(action.Argument.position);
|
||||||
LOG_INFO("Calculating path to target: ", wp);
|
for (auto& selected_entity : m_SelectedEntities)
|
||||||
m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
|
{
|
||||||
LOG_INFO("Done, path node count: ", m_Path.size());
|
LOG_INFO("Calculating path to target: ", target_pos);
|
||||||
|
if (auto sp = selected_entity.lock())
|
||||||
|
{
|
||||||
|
auto path = m_PathFinder->CalculatePath(sp->GetPosition(), target_pos);
|
||||||
|
sp->SetPath(path);
|
||||||
|
LOG_INFO("Done, path node count: ", path.size());
|
||||||
|
} else {
|
||||||
|
LOG_INFO("Cannot calculate path for destroyed entity (weak_ptr.lock() failed)");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if (action.type == UserAction::Type::SELECT_PATHFINDER)
|
else if (action.type == UserAction::Type::SELECT_PATHFINDER)
|
||||||
{
|
{
|
||||||
@ -140,5 +203,69 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
|||||||
m_Camera.Zoom(action.Argument.float_number);
|
m_Camera.Zoom(action.Argument.float_number);
|
||||||
LOG_INFO("Camera zoom: ", action.Argument.float_number);
|
LOG_INFO("Camera zoom: ", action.Argument.float_number);
|
||||||
}
|
}
|
||||||
|
else if (action.type == UserAction::Type::SELECTION_START)
|
||||||
|
{
|
||||||
|
m_SelectionBox.active = true;
|
||||||
|
m_SelectionBox.start = action.Argument.position;
|
||||||
|
m_SelectionBox.end = action.Argument.position;
|
||||||
|
}
|
||||||
|
else if (action.type == UserAction::Type::SELECTION_END)
|
||||||
|
{
|
||||||
|
m_SelectionBox.end = action.Argument.position;
|
||||||
|
m_SelectionBox.active = false;
|
||||||
|
auto diff = m_SelectionBox.end - m_SelectionBox.start;
|
||||||
|
// here we explicitly change the vector type from WindowPos to WindowSize
|
||||||
|
m_SelectionBox.size = diff.ChangeTag<WindowSizeTag>();
|
||||||
|
WorldPos start = m_Camera.WindowToWorld(m_SelectionBox.start);
|
||||||
|
WorldPos end = m_Camera.WindowToWorld(m_SelectionBox.end);
|
||||||
|
SelectEntitiesInRectangle(start, end);
|
||||||
|
}
|
||||||
|
else if (action.type == UserAction::Type::SELECTION_CHANGE)
|
||||||
|
{
|
||||||
|
m_SelectionBox.end = action.Argument.position;
|
||||||
|
auto diff = m_SelectionBox.end - m_SelectionBox.start;
|
||||||
|
m_SelectionBox.size = diff.ChangeTag<WindowSizeTag>();
|
||||||
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void PathFindingDemo::DeselectEntities()
|
||||||
|
{
|
||||||
|
std::for_each(m_SelectedEntities.begin(), m_SelectedEntities.end(), [](auto& x)
|
||||||
|
{
|
||||||
|
if (auto entity = x.lock())
|
||||||
|
entity->Deselect();
|
||||||
|
}
|
||||||
|
);
|
||||||
|
m_SelectedEntities.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void PathFindingDemo::SelectEntitiesInRectangle(WorldPos A, WorldPos B)
|
||||||
|
{
|
||||||
|
DeselectEntities();
|
||||||
|
// TODO use colliders for this
|
||||||
|
auto [x_min, x_max] = std::minmax(A.x(), B.x());
|
||||||
|
auto [y_min, y_max] = std::minmax(A.y(), B.y());
|
||||||
|
for (const auto& entity : m_Entities)
|
||||||
|
{
|
||||||
|
const auto& pos = entity->GetPosition();
|
||||||
|
bool x_in_range = x_min < pos.x() && pos.x() < x_max;
|
||||||
|
bool y_in_range = y_min < pos.y() && pos.y() < y_max;
|
||||||
|
if (x_in_range && y_in_range)
|
||||||
|
{
|
||||||
|
m_SelectedEntities.push_back(std::weak_ptr(entity));
|
||||||
|
entity->Select();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
LOG_INFO("Selected ", m_SelectedEntities.size(), " entities");
|
||||||
|
}
|
||||||
|
|
||||||
|
std::pair<WindowPos, WindowSize> PathFindingDemo::GetSelectionBoxPosSize()
|
||||||
|
{
|
||||||
|
const auto& pos = m_SelectionBox.start;
|
||||||
|
WindowPos size_pos = m_SelectionBox.end - m_SelectionBox.start;
|
||||||
|
WindowSize size = size_pos.ChangeTag<WindowSizeTag>();
|
||||||
|
return std::pair(pos, size);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
@ -12,6 +12,15 @@
|
|||||||
#include "pathfinder/base.hpp"
|
#include "pathfinder/base.hpp"
|
||||||
#include "camera.hpp"
|
#include "camera.hpp"
|
||||||
|
|
||||||
|
using Collision = std::pair<std::weak_ptr<Entity>, std::weak_ptr<Entity>>;
|
||||||
|
|
||||||
|
struct SelectionBox
|
||||||
|
{
|
||||||
|
WindowPos start, end;
|
||||||
|
WindowSize size;
|
||||||
|
bool active;
|
||||||
|
};
|
||||||
|
|
||||||
class PathFindingDemo {
|
class PathFindingDemo {
|
||||||
public:
|
public:
|
||||||
PathFindingDemo(int width, int height);
|
PathFindingDemo(int width, int height);
|
||||||
@ -22,26 +31,31 @@ public:
|
|||||||
PathFindingDemo &operator=(const PathFindingDemo &) = delete;
|
PathFindingDemo &operator=(const PathFindingDemo &) = delete;
|
||||||
PathFindingDemo &operator=(PathFindingDemo &&) = delete;
|
PathFindingDemo &operator=(PathFindingDemo &&) = delete;
|
||||||
|
|
||||||
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 Camera& GetCamera() const { return m_Camera; }
|
||||||
const pathfinder::Path& GetPath() const { return m_Path; }
|
|
||||||
bool IsExitRequested() const { return m_ExitRequested; }
|
bool IsExitRequested() const { return m_ExitRequested; }
|
||||||
|
|
||||||
void AddEntity(std::shared_ptr<Entity> e);
|
void AddEntity(std::shared_ptr<Entity> e);
|
||||||
void CreateMap();
|
void CreateMap();
|
||||||
std::optional<WorldPos> GetMoveTarget();
|
void UpdateWorld();
|
||||||
void UpdatePlayerVelocity();
|
|
||||||
void HandleActions(const std::vector<UserAction> &actions);
|
void HandleActions(const std::vector<UserAction> &actions);
|
||||||
WorldPos GetRandomPosition() const;
|
WorldPos GetRandomPosition() const;
|
||||||
|
|
||||||
|
void SelectEntitiesInRectangle(WorldPos A, WorldPos B);
|
||||||
|
void DeselectEntities();
|
||||||
|
bool IsSelectionBoxActive() const { return m_SelectionBox.active; }
|
||||||
|
std::pair<WindowPos, WindowSize> GetSelectionBoxPosSize();
|
||||||
|
std::vector<std::weak_ptr<Entity>> GetSelectedEntities() { return m_SelectedEntities; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
const std::vector<Collision>& GetEntityCollisions();
|
||||||
|
|
||||||
bool m_ExitRequested = false;
|
bool m_ExitRequested = false;
|
||||||
Map m_Map;
|
Map m_Map;
|
||||||
Camera m_Camera;
|
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;
|
|
||||||
pathfinder::Path m_Path;
|
|
||||||
std::unique_ptr<pathfinder::PathFinderBase> m_PathFinder;
|
std::unique_ptr<pathfinder::PathFinderBase> m_PathFinder;
|
||||||
|
std::vector<std::weak_ptr<Entity>> m_SelectedEntities;
|
||||||
|
SelectionBox m_SelectionBox;
|
||||||
};
|
};
|
||||||
|
@ -31,7 +31,14 @@ void UserInput::GetActions_mouse(const SDL_Event& event)
|
|||||||
{
|
{
|
||||||
if (button == MouseButton::LEFT)
|
if (button == MouseButton::LEFT)
|
||||||
{
|
{
|
||||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
LOG_DEBUG("Selection start at ", mouse_event.x, ", ", mouse_event.y);
|
||||||
|
m_SelectionActive = true;
|
||||||
|
m_Actions.emplace_back(UserAction::Type::SELECTION_START,
|
||||||
|
WindowPos{mouse_event.x, mouse_event.y});
|
||||||
|
}
|
||||||
|
else if (button == MouseButton::RIGHT)
|
||||||
|
{
|
||||||
|
LOG_DEBUG("Set move target to: ", mouse_event.x, ", ", mouse_event.y);
|
||||||
m_Actions.emplace_back(UserAction::Type::SET_MOVE_TARGET,
|
m_Actions.emplace_back(UserAction::Type::SET_MOVE_TARGET,
|
||||||
WindowPos{mouse_event.x, mouse_event.y});
|
WindowPos{mouse_event.x, mouse_event.y});
|
||||||
}
|
}
|
||||||
@ -42,6 +49,13 @@ void UserInput::GetActions_mouse(const SDL_Event& event)
|
|||||||
}
|
}
|
||||||
else if (event.type == SDL_EVENT_MOUSE_BUTTON_UP)
|
else if (event.type == SDL_EVENT_MOUSE_BUTTON_UP)
|
||||||
{
|
{
|
||||||
|
if (button == MouseButton::LEFT)
|
||||||
|
{
|
||||||
|
LOG_DEBUG("Selection end at ", mouse_event.x, ", ", mouse_event.y);
|
||||||
|
m_SelectionActive = false;
|
||||||
|
m_Actions.emplace_back(UserAction::Type::SELECTION_END,
|
||||||
|
WindowPos{mouse_event.x, mouse_event.y});
|
||||||
|
}
|
||||||
if (button == MouseButton::MIDDLE)
|
if (button == MouseButton::MIDDLE)
|
||||||
{
|
{
|
||||||
mouse_pan = false;
|
mouse_pan = false;
|
||||||
@ -55,6 +69,11 @@ void UserInput::GetActions_mouse(const SDL_Event& event)
|
|||||||
m_Actions.emplace_back(UserAction::Type::CAMERA_PAN,
|
m_Actions.emplace_back(UserAction::Type::CAMERA_PAN,
|
||||||
WindowPos{motion_event.xrel, motion_event.yrel});
|
WindowPos{motion_event.xrel, motion_event.yrel});
|
||||||
}
|
}
|
||||||
|
if (m_SelectionActive)
|
||||||
|
{
|
||||||
|
m_Actions.emplace_back(UserAction::Type::SELECTION_CHANGE,
|
||||||
|
WindowPos{mouse_event.x, mouse_event.y});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if(event.type == SDL_EVENT_MOUSE_WHEEL)
|
else if(event.type == SDL_EVENT_MOUSE_WHEEL)
|
||||||
{
|
{
|
||||||
|
@ -12,7 +12,19 @@ enum class MouseButton { LEFT = 1, MIDDLE, RIGHT };
|
|||||||
|
|
||||||
class UserAction {
|
class UserAction {
|
||||||
public:
|
public:
|
||||||
enum class Type { NONE, EXIT, SET_MOVE_TARGET, SELECT_PATHFINDER, CAMERA_PAN, CAMERA_ZOOM };
|
|
||||||
|
enum class Type
|
||||||
|
{
|
||||||
|
NONE,
|
||||||
|
EXIT,
|
||||||
|
SET_MOVE_TARGET,
|
||||||
|
SELECT_PATHFINDER,
|
||||||
|
CAMERA_PAN,
|
||||||
|
CAMERA_ZOOM,
|
||||||
|
SELECTION_START,
|
||||||
|
SELECTION_CHANGE,
|
||||||
|
SELECTION_END
|
||||||
|
};
|
||||||
|
|
||||||
UserAction() : type(Type::NONE), Argument{.number = 0} {}
|
UserAction() : type(Type::NONE), Argument{.number = 0} {}
|
||||||
UserAction(Type t) : type(t), Argument{.number = 0} {}
|
UserAction(Type t) : type(t), Argument{.number = 0} {}
|
||||||
@ -51,6 +63,7 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
std::vector<UserAction> m_Actions;
|
std::vector<UserAction> m_Actions;
|
||||||
|
bool m_SelectionActive = false;
|
||||||
|
|
||||||
void GetActions_keyboard(const SDL_Event&);
|
void GetActions_keyboard(const SDL_Event&);
|
||||||
void GetActions_mouse(const SDL_Event&);
|
void GetActions_mouse(const SDL_Event&);
|
||||||
|
@ -84,13 +84,19 @@ void Window::DrawSprite(const WindowPos &position, Sprite &s, float scale) {
|
|||||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
void Window::DrawFilledRect(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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R, uint8_t G, uint8_t B) {
|
||||||
|
SDL_FRect rect = {position.x(), position.y(), size.x(), size.y()};
|
||||||
|
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, 255);
|
||||||
|
SDL_RenderRect(m_Renderer.get(), &rect);
|
||||||
|
}
|
||||||
|
|
||||||
void Window::ClearWindow() {
|
void Window::ClearWindow() {
|
||||||
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
||||||
SDL_RenderClear(m_Renderer.get());
|
SDL_RenderClear(m_Renderer.get());
|
||||||
@ -98,10 +104,11 @@ void Window::ClearWindow() {
|
|||||||
|
|
||||||
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||||
|
|
||||||
void Window::DrawCircle(const WindowPos &position, float radius) {
|
// TODO use some struct for color
|
||||||
|
void Window::DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B) {
|
||||||
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(), R, G, B, 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;
|
||||||
SDL_RenderPoint(m_Renderer.get(),
|
SDL_RenderPoint(m_Renderer.get(),
|
||||||
|
@ -23,11 +23,12 @@ public:
|
|||||||
|
|
||||||
std::expected<void, std::string> Init();
|
std::expected<void, std::string> Init();
|
||||||
void DrawSprite(const WindowPos &position, Sprite &s, float scale = 1.0f);
|
void DrawSprite(const WindowPos &position, Sprite &s, float scale = 1.0f);
|
||||||
void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
void DrawFilledRect(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 DrawRect(const WindowPos &position, const WindowSize size, uint8_t R, uint8_t G, uint8_t B);
|
||||||
void ClearWindow();
|
void ClearWindow();
|
||||||
void Flush();
|
void Flush();
|
||||||
void DrawCircle(const WindowPos &position, float radius);
|
void DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B);
|
||||||
void DrawLine(const WindowPos &A, const WindowPos &B);
|
void DrawLine(const WindowPos &A, const WindowPos &B);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
@ -26,6 +26,37 @@ TEST(vec, GetElements) {
|
|||||||
ASSERT_EQ(v1[2], 56);
|
ASSERT_EQ(v1[2], 56);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TEST(vec, ArrayConstruction) {
|
||||||
|
// Test construction from std::array
|
||||||
|
std::array<float, 3> arr3{1.5f, 2.5f, 3.5f};
|
||||||
|
vec3 v1(arr3);
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v1[0], 1.5f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[1], 2.5f);
|
||||||
|
ASSERT_FLOAT_EQ(v1[2], 3.5f);
|
||||||
|
|
||||||
|
// Test with 2D vector
|
||||||
|
std::array<float, 2> arr2{10.0f, 20.0f};
|
||||||
|
vec2 v2(arr2);
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(v2[0], 10.0f);
|
||||||
|
ASSERT_FLOAT_EQ(v2[1], 20.0f);
|
||||||
|
|
||||||
|
// Test with integer vector
|
||||||
|
std::array<int32_t, 4> arr4{1, 2, 3, 4};
|
||||||
|
ivec4 v4(arr4);
|
||||||
|
|
||||||
|
ASSERT_EQ(v4[0], 1);
|
||||||
|
ASSERT_EQ(v4[1], 2);
|
||||||
|
ASSERT_EQ(v4[2], 3);
|
||||||
|
ASSERT_EQ(v4[3], 4);
|
||||||
|
|
||||||
|
// Test that original array is unchanged
|
||||||
|
ASSERT_FLOAT_EQ(arr3[0], 1.5f);
|
||||||
|
ASSERT_FLOAT_EQ(arr3[1], 2.5f);
|
||||||
|
ASSERT_FLOAT_EQ(arr3[2], 3.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
TEST(vec, equalEpsilon) {
|
TEST(vec, equalEpsilon) {
|
||||||
// Test equalEpsilon
|
// Test equalEpsilon
|
||||||
@ -430,6 +461,43 @@ TEST(vec, ChainedOperations) {
|
|||||||
ASSERT_FLOAT_EQ(a[1], 3.0f);
|
ASSERT_FLOAT_EQ(a[1], 3.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TEST(vec, ChangeTag) {
|
||||||
|
// Test changing tag from WorldPos to WindowPos
|
||||||
|
WorldPos world_pos{100.0f, 200.0f};
|
||||||
|
WindowPos window_pos = world_pos.ChangeTag<WindowPosTag>();
|
||||||
|
|
||||||
|
// Data should be preserved
|
||||||
|
ASSERT_FLOAT_EQ(window_pos[0], 100.0f);
|
||||||
|
ASSERT_FLOAT_EQ(window_pos[1], 200.0f);
|
||||||
|
|
||||||
|
// Original should be unchanged
|
||||||
|
ASSERT_FLOAT_EQ(world_pos[0], 100.0f);
|
||||||
|
ASSERT_FLOAT_EQ(world_pos[1], 200.0f);
|
||||||
|
|
||||||
|
// Test changing tag from TilePos to another tag
|
||||||
|
TilePos tile_pos{5, 10};
|
||||||
|
auto generic_pos = tile_pos.ChangeTag<Any>();
|
||||||
|
|
||||||
|
ASSERT_EQ(generic_pos[0], 5);
|
||||||
|
ASSERT_EQ(generic_pos[1], 10);
|
||||||
|
|
||||||
|
// Test with 3D vector and custom tag
|
||||||
|
struct CustomTag {};
|
||||||
|
vec3 original{1.5f, 2.5f, 3.5f};
|
||||||
|
vec<float, 3, CustomTag> custom_tagged = original.ChangeTag<CustomTag>();
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(custom_tagged[0], 1.5f);
|
||||||
|
ASSERT_FLOAT_EQ(custom_tagged[1], 2.5f);
|
||||||
|
ASSERT_FLOAT_EQ(custom_tagged[2], 3.5f);
|
||||||
|
|
||||||
|
// Test that we can change back
|
||||||
|
vec3 back_to_original = custom_tagged.ChangeTag<Any>();
|
||||||
|
|
||||||
|
ASSERT_FLOAT_EQ(back_to_original[0], 1.5f);
|
||||||
|
ASSERT_FLOAT_EQ(back_to_original[1], 2.5f);
|
||||||
|
ASSERT_FLOAT_EQ(back_to_original[2], 3.5f);
|
||||||
|
}
|
||||||
|
|
||||||
TEST(Matrix, DefaultConstruction) {
|
TEST(Matrix, DefaultConstruction) {
|
||||||
// Test that default-constructed matrix has all elements equal to zero
|
// Test that default-constructed matrix has all elements equal to zero
|
||||||
Matrix<float, 2> m1;
|
Matrix<float, 2> m1;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user