Compare commits
No commits in common. "master" and "win_build" have entirely different histories.
3
.gitignore
vendored
3
.gitignore
vendored
@ -1,5 +1,4 @@
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tags
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python/.ipynb_checkpoints
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cpp/build
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cpp/test
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cpp/pathfinding
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.aider*
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65
README.md
65
README.md
@ -1,15 +1,11 @@
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# Pathfinding demo
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**Work in progress**
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This is a demo of pathfinding on a 2D grid. It consists of 2 main parts:
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* python notes and implementation
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* jupyter notebook file
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* standalone python script
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* C++ interactive demo
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* C++ demo - **work in progress**
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## Python
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@ -21,34 +17,37 @@ Run `python pathfinding_demo.py`. Requires numpy and matplotlib to be installed.
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Contains the same demo as the standalone script and some notes. Since Github supports Jupyter Notebooks now, you can go [directly to the file](./python/pathfinding_demo.ipynb).
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## C++
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Alternatively (or if you want to edit the file), you can use the [Jupyeter Lab on the official website](https://jupyter.org/try-jupyter/lab/):
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Work in progress. At the moment Linux build only.
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* click the icon "Upload files" (on the top of left sidebar)
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* select pathfinding_demo.ipynb
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* file should be now visible in the left sidebar. Double-click it and confirm default kernel selection
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* run all the cells one by one (play button on the top) or run all of at once using menu "Run -> Run All Cells"
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### Build
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#### Install prerequisities
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* SDL3
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* SDL3-image
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* GLEW
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e.g. on Archlinux:
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```
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pacman -S glew sdl3 sdl3_image
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```
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#### Compile
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In the [cpp](./cpp/) folder, run [make](./cpp/Makefile)
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```
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cd cpp/
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make -j $(nproc)
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```
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### Run
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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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- [ ] add direct movement (through mouse click action, no pathfinding)
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- [ ] implement pathfinding
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- [ ] windows build?
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|
47
cpp/Makefile
47
cpp/Makefile
@ -1,42 +1,9 @@
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# ---------------------------------
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# Generated by Kimi K2
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#---------- configurable ----------
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CXX := g++
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CXXFLAGS := -Isrc -std=c++23 -Wall -Wextra -Wpedantic -ggdb3
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LDFLAGS :=
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LDLIBS := -lSDL3 -lSDL3_image -lGLEW -lGL
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all: test pathfinding
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# TODO add extra warnings
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# TODO linter?
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SRC_DIR := src
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BUILD_DIR:= build
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TARGET := pathfinding
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TEST_TARGET := unittest
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pathfinding: src/main.cpp src/array.hpp
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g++ -Wall -ggdb3 -lSDL3 -lSDL3_image -std=c++23 -lGLEW -lGL -o pathfinding src/main.cpp
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#----------------------------------
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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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#----------------------------------
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.PHONY: all clean test
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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 $@ $<
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# link step
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$(TARGET): $(OBJECTS)
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$(CXX) $(LDFLAGS) -o $@ $^ $(LDLIBS)
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# compile step
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$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp | $(BUILD_DIR)
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@mkdir -p $(dir $@)
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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$(BUILD_DIR):
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mkdir -p $@
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clean:
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rm -rf $(BUILD_DIR) $(TARGET) $(TEST_TARGET)
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test: src/test.cpp src/array.hpp
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g++ -Wall -Wextra -Wpedantic -ggdb3 -std=c++23 -lgtest -o test src/test.cpp
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|
Binary file not shown.
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 10 KiB |
@ -1,45 +0,0 @@
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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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@ -1,23 +0,0 @@
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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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};
|
@ -1,66 +0,0 @@
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#include <memory>
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#include "entities.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "sprite.hpp"
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Entity::Entity(WorldPos position) : m_Position(position) {
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LOG_DEBUG("spawning entity at position ", position);
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}
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std::ostream &operator<<(std::ostream &os, const Entity &obj) {
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static constexpr std::array<std::string_view,
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static_cast<size_t>(Entity::Type::COUNT)>
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type_name{"NONE", "PLAYER", "TILE"};
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size_t idx = static_cast<size_t>(obj.GetType());
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assert(idx < type_name.size());
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os << type_name[idx];
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return os;
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}
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void Entity::ZeroActualVelocityInDirection(WorldPos direction) {
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// Vectors e1, e2 form the basis for a local coord system,
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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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// Scalars q1, q2 are coordinates for e1, e2 basis.
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WorldPos e1 = direction.GetNormalized();
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WorldPos e2 = e1.GetOrthogonal();
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// q1 * e1 + q2 * e2 = v, from this follows:
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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 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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// it is aiming in the direction of "direction", not out.
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// (otherwise we're not able to move out from collision with
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// another object)
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if (q1 > 0.0f) {
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SetActualVelocity(q2 * e2);
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}
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}
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void Entity::Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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}
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Player::Player() {
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LOG_DEBUG(".");
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if (m_Sprite == nullptr) {
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LoadResources();
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}
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}
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Sprite &Player::GetSprite() {
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assert(m_Sprite != nullptr);
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return *m_Sprite;
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}
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void Player::LoadResources() {
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m_Sprite =
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std::make_unique<Sprite>("resources/player.png", WorldPos{19.0f, 23.0f});
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}
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std::unique_ptr<Sprite> Player::m_Sprite;
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@ -1,85 +0,0 @@
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#pragma once
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#include <array>
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#include <cstdint>
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#include <iostream>
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#include <memory>
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#include <string_view>
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#include "log.hpp"
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#include "math.hpp"
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#include "sprite.hpp"
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class Entity {
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public:
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enum class Type : std::uint8_t {
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NONE,
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PLAYER,
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TILE,
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COUNT // must be last
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};
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Entity(WorldPos position = {0.0f, 0.0f});
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Entity(const Entity &) = delete;
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Entity &operator=(const Entity &) = delete;
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Entity(Entity &&) = delete;
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Entity &operator=(Entity &&) = delete;
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friend std::ostream &operator<<(std::ostream &os, const Entity &obj);
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virtual Sprite &GetSprite() = 0;
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virtual constexpr float GetCollisionRadius() const = 0;
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virtual constexpr Type GetType() const = 0;
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virtual bool IsMovable() const = 0;
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virtual bool IsCollidable() const = 0;
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virtual void Update(float time_delta);
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virtual constexpr float GetCollisionRadiusSquared() const {
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return GetCollisionRadius() * GetCollisionRadius();
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}
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void SetFlagExpired() { m_FlagExpired = true; }
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bool IsFlaggedExpired() const { return m_FlagExpired; }
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const WorldPos &GetPosition() const { return m_Position; }
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void SetPosition(WorldPos new_pos) { m_Position = new_pos; }
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const WorldPos &GetActualVelocity() const { return m_ActualVelocity; }
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const WorldPos &GetRequestedVelocity() const { return m_RequestedVelocity; }
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void SetActualVelocity(const WorldPos &new_velocity) {
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m_ActualVelocity = new_velocity;
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}
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void SetRequestedVelocity(const WorldPos &new_velocity) {
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m_RequestedVelocity = new_velocity;
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}
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void ZeroActualVelocityInDirection(WorldPos direction);
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protected:
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WorldPos m_Position;
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WorldPos m_ActualVelocity;
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WorldPos m_RequestedVelocity;
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private:
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bool m_FlagExpired = false;
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static constexpr float m_CollisionRadiusSq = 1000.0f;
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};
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class Player final : public Entity {
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public:
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Player();
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||||
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Sprite &GetSprite() override;
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||||
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||||
constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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}
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return true; }
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bool IsCollidable() const override { return true; }
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private:
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void LoadResources();
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static std::unique_ptr<Sprite> m_Sprite;
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};
|
@ -1,61 +0,0 @@
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#include <memory>
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#include <thread>
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#include "gameloop.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "pathfinder/base.hpp"
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#include "pathfindingdemo.hpp"
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#include "user_input.hpp"
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#include "window.hpp"
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void GameLoop::Draw() {
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// draw the map (terrain tiles)
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const Map &map = m_Game->GetMap();
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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 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(map.TileEdgeToWorld(
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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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// 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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tiles[row][col]->B, tiles[row][col]->A);
|
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}
|
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}
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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()) {
|
||||
const auto &camera = m_Game->GetCamera();
|
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m_Window->DrawLine(camera.WorldToWindow(start_pos),
|
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camera.WorldToWindow(next_pos));
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start_pos = next_pos;
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||||
}
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|
||||
// draw all the entities (player etc)
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for (auto &entity : m_Game->GetEntities()) {
|
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const auto &camera = m_Game->GetCamera();
|
||||
m_Window->DrawSprite(camera.WorldToWindow(entity->GetPosition()),
|
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entity->GetSprite(), camera.GetZoom());
|
||||
}
|
||||
}
|
||||
|
||||
// TODO rethink coupling and dependencies in the game loop class
|
||||
|
||||
void GameLoop::Run() {
|
||||
LOG_INFO("Running the game");
|
||||
while (!m_Game->IsExitRequested()) {
|
||||
m_Game->HandleActions(m_UserInput->GetActions());
|
||||
m_Game->UpdatePlayerVelocity();
|
||||
|
||||
// TODO measure fps, draw only if delay for target fps was reached
|
||||
m_Window->ClearWindow();
|
||||
Draw();
|
||||
m_Window->Flush();
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(30));
|
||||
}
|
||||
}
|
@ -1,35 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "pathfindingdemo.hpp"
|
||||
#include "window.hpp"
|
||||
#include "user_input.hpp"
|
||||
|
||||
class GameLoop {
|
||||
public:
|
||||
GameLoop() = default;
|
||||
~GameLoop() = default;
|
||||
|
||||
GameLoop(const GameLoop&) = delete;
|
||||
GameLoop(GameLoop&&) = delete;
|
||||
GameLoop& operator=(const GameLoop&) = delete;
|
||||
GameLoop& operator=(GameLoop&&) = delete;
|
||||
|
||||
void Run();
|
||||
|
||||
void SetGame(std::unique_ptr<PathFindingDemo> x) {
|
||||
m_Game = std::move(x);
|
||||
}
|
||||
void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
|
||||
void SetUserInput(std::unique_ptr<UserInput> x) {
|
||||
m_UserInput = std::move(x);
|
||||
}
|
||||
|
||||
private:
|
||||
void Draw();
|
||||
|
||||
std::unique_ptr<PathFindingDemo> m_Game;
|
||||
std::unique_ptr<Window> m_Window;
|
||||
std::unique_ptr<UserInput> m_UserInput;
|
||||
};
|
791
cpp/src/main.cpp
791
cpp/src/main.cpp
@ -1,18 +1,785 @@
|
||||
#include "gameloop.hpp"
|
||||
#include "log.hpp"
|
||||
#include "pathfindingdemo.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "window.hpp"
|
||||
#include <cassert>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <expected>
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <thread>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
int main() {
|
||||
#include "array.hpp"
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
//
|
||||
// Utils
|
||||
//
|
||||
|
||||
//
|
||||
// Math stuff
|
||||
//
|
||||
|
||||
// Forward declarations
|
||||
class Sprite;
|
||||
class Sound;
|
||||
class UserAction;
|
||||
|
||||
//
|
||||
// UI stuff. This is the part directly dependent on the SDL
|
||||
//
|
||||
|
||||
// containers
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
|
||||
class Sound {
|
||||
public:
|
||||
Sound() { LOG_DEBUG("."); }
|
||||
Sound(const Sound &x) { LOG_DEBUG("."); }
|
||||
Sound(Sound &&x) noexcept { LOG_DEBUG("."); }
|
||||
~Sound() { LOG_DEBUG("."); }
|
||||
};
|
||||
|
||||
class AudioOutput {
|
||||
public:
|
||||
AudioOutput() { LOG_DEBUG("."); }
|
||||
AudioOutput(const AudioOutput &x) = delete;
|
||||
AudioOutput(AudioOutput &&x) = delete;
|
||||
~AudioOutput() { LOG_DEBUG("."); }
|
||||
|
||||
std::expected<void, std::string> Init() {
|
||||
LOG_INFO("Initialing audio output");
|
||||
return {};
|
||||
}
|
||||
|
||||
void PlaySound(Sound &s);
|
||||
};
|
||||
|
||||
class Sprite {
|
||||
public:
|
||||
Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
||||
Sprite(std::string path, Vec2D<float> center) : Sprite() {
|
||||
LoadImage(path, center);
|
||||
}
|
||||
int m_R = 0;
|
||||
int m_G = 0;
|
||||
int m_B = 0;
|
||||
int m_A = 0;
|
||||
Sprite(const Sprite &x) = delete;
|
||||
Sprite(Sprite &&x) = delete;
|
||||
~Sprite() { LOG_DEBUG("."); }
|
||||
void LoadImage(std::string path, Vec2D<float> image_center = {0.0, 0.0}) {
|
||||
LOG_INFO("Loading image ", path);
|
||||
assert(m_Renderer != nullptr);
|
||||
|
||||
auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
|
||||
IMG_Load(path.c_str()), SDL_DestroySurface);
|
||||
|
||||
if (surface == nullptr) {
|
||||
LOG_ERROR("IMG_Load failed to load ", path);
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
|
||||
m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
|
||||
SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
|
||||
SDL_DestroyTexture);
|
||||
if (m_Texture == nullptr) {
|
||||
LOG_ERROR("SDL_CreateTextureFromSurface failed");
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
float w, h;
|
||||
SDL_GetTextureSize(m_Texture.get(), &w, &h);
|
||||
m_Size = {w, h};
|
||||
m_ImageCenter = image_center;
|
||||
}
|
||||
|
||||
// Renderer is shared for all class instances - we need it in order
|
||||
// to create textures from images
|
||||
static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
|
||||
m_Renderer = renderer;
|
||||
}
|
||||
|
||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||
|
||||
Vec2D<float> GetSize() const { return m_Size; }
|
||||
Vec2D<float> GetCenter() const { return m_ImageCenter; }
|
||||
|
||||
private:
|
||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||
Vec2D<float> m_Size;
|
||||
Vec2D<float> m_ImageCenter;
|
||||
float m_TextureWidth = 0;
|
||||
float m_TextureHeight = 0;
|
||||
};
|
||||
std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
|
||||
|
||||
// User interface classes
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(const Window &x) = delete;
|
||||
Window(Window &&x) = delete;
|
||||
Window(int width, int height) : m_Width(width), m_Height(height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
std::expected<void, std::string> Init() {
|
||||
LOG_DEBUG(".");
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == false) {
|
||||
return std::unexpected(std::string("SDL could not initialize! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (m_Window == nullptr) {
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Window could not be created! Error: ") + SDL_GetError());
|
||||
}
|
||||
|
||||
m_Context = SDL_GL_CreateContext(m_Window);
|
||||
if (m_Context == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("GL context could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected("GLEW init failed!");
|
||||
}
|
||||
|
||||
// Resize();
|
||||
|
||||
m_Renderer = std::shared_ptr<SDL_Renderer>(
|
||||
SDL_CreateRenderer(m_Window, NULL), SDL_DestroyRenderer);
|
||||
if (m_Renderer == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Renderer could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
// Set renderer to the Sprite class
|
||||
Sprite::SetRenderer(m_Renderer);
|
||||
|
||||
// TODO this needs to be tied to map size
|
||||
SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
~Window() {
|
||||
// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
void DrawSprite(const Vec2D<float> &position, Sprite &s) {
|
||||
Vec2D<float> size = s.GetSize();
|
||||
Vec2D<float> img_center = s.GetCenter();
|
||||
SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
|
||||
size.x, size.y};
|
||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||
}
|
||||
|
||||
void DrawRect(const Vec2D<float> &position, const Vec2D<float> size,
|
||||
uint8_t R, uint8_t G, uint8_t B, uint8_t A) {
|
||||
SDL_FRect rect = {position.x, position.y,
|
||||
size.x, size.y};
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
||||
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
||||
}
|
||||
|
||||
void ClearWindow() {
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
||||
SDL_RenderClear(m_Renderer.get());
|
||||
}
|
||||
|
||||
void Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||
|
||||
void DrawCircle(const Vec2D<float> &position, float radius) {
|
||||
int cx = static_cast<int>(position.x);
|
||||
int cy = static_cast<int>(position.y);
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
for (int i = 0; i < 360; ++i) {
|
||||
double a = i * M_PI / 180.0;
|
||||
SDL_RenderPoint(m_Renderer.get(),
|
||||
cx + static_cast<int>(std::round(radius * std::cos(a))),
|
||||
cy + static_cast<int>(std::round(radius * std::sin(a))));
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||
SDL_Window *m_Window;
|
||||
SDL_GLContext m_Context;
|
||||
|
||||
private:
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
};
|
||||
|
||||
class UserAction {
|
||||
public:
|
||||
enum class Type { NONE, EXIT, MOVE, CROUCH, STAND, FIRE, MOVE_TARGET};
|
||||
|
||||
UserAction() = default;
|
||||
|
||||
UserAction(Type t) : type(t) {}
|
||||
|
||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||
|
||||
UserAction(Type t, Vec2D<float> v) : type(t), Argument{.position = v} {}
|
||||
|
||||
~UserAction() = default;
|
||||
|
||||
Type type;
|
||||
|
||||
union {
|
||||
Vec2D<float> position;
|
||||
char key;
|
||||
} Argument;
|
||||
};
|
||||
|
||||
class UserInput {
|
||||
public:
|
||||
UserInput()
|
||||
: // pre-alloc some space
|
||||
m_Actions(10) {
|
||||
LOG_DEBUG(".");
|
||||
};
|
||||
|
||||
UserInput(const UserInput &x) = delete;
|
||||
UserInput(UserInput &&x) = delete;
|
||||
~UserInput() { LOG_DEBUG("."); };
|
||||
|
||||
std::expected<void, std::string> Init() { return {}; }
|
||||
|
||||
const std::vector<UserAction> &GetActions() {
|
||||
m_Actions.clear();
|
||||
static Vec2D<float> move_direction = {0.0f, 0.0f};
|
||||
static bool send_move_action = false;
|
||||
SDL_Event event;
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
continue;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
// further processing of inputs is not needed
|
||||
return m_Actions;
|
||||
case 'w':
|
||||
case 's':
|
||||
case 'a':
|
||||
case 'd':
|
||||
case SDLK_UP:
|
||||
case SDLK_DOWN:
|
||||
case SDLK_LEFT:
|
||||
case SDLK_RIGHT: {
|
||||
static std::map<char, Vec2D<float>> move_base{
|
||||
{'w', {0.0, 1.0}},
|
||||
{'s', {0.0, -1.0}},
|
||||
{'a', {1.0, 0.0}},
|
||||
{'d', {-1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_UP), {0.0, 1.0}},
|
||||
{static_cast<char>(SDLK_DOWN), {0.0, -1.0}},
|
||||
{static_cast<char>(SDLK_LEFT), {1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_RIGHT), {-1.0, 0.0}},
|
||||
};
|
||||
|
||||
float direction = key_down ? -1.0f : 1.0f;
|
||||
send_move_action = true;
|
||||
move_direction += move_base[kbd_event.key] * direction;
|
||||
break;
|
||||
}
|
||||
case SDLK_SPACE:
|
||||
if (key_down)
|
||||
m_Actions.emplace_back(UserAction::Type::FIRE);
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
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);
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE_TARGET,
|
||||
Vec2D<float>{mouse_event.x, mouse_event.y});
|
||||
} else {
|
||||
// TODO uncomment, for now too much noise
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
if (send_move_action) {
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE,
|
||||
move_direction.normalized());
|
||||
send_move_action = false;
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
};
|
||||
|
||||
//
|
||||
// Game classes
|
||||
//
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
enum class Type : std::uint8_t {
|
||||
NONE,
|
||||
PLAYER,
|
||||
WALL,
|
||||
TILE,
|
||||
COUNT // must be last
|
||||
};
|
||||
|
||||
Entity(Vec2D<float> position = {0.0f, 0.0f}) : m_Position(position) {
|
||||
LOG_DEBUG("spawning entity at position ", position);
|
||||
}
|
||||
|
||||
friend std::ostream &operator<<(std::ostream &os, const Entity &obj) {
|
||||
static constexpr std::array<std::string_view,
|
||||
static_cast<size_t>(Entity::Type::COUNT)>
|
||||
type_name{"NONE", "PLAYER", "WALL", "TILE"};
|
||||
size_t idx = static_cast<size_t>(obj.GetType());
|
||||
assert(idx < type_name.size());
|
||||
os << type_name[idx];
|
||||
return os;
|
||||
}
|
||||
|
||||
virtual Sprite &GetSprite() = 0;
|
||||
virtual constexpr float GetCollisionRadius() const = 0;
|
||||
virtual constexpr float GetCollisionRadiusSquared() {
|
||||
return GetCollisionRadius() * GetCollisionRadius();
|
||||
}
|
||||
|
||||
virtual constexpr Type GetType() const = 0;
|
||||
void SetFlagExpired() { m_FlagExpired = true; }
|
||||
bool IsFlaggedExpired() { return m_FlagExpired; }
|
||||
|
||||
const Vec2D<float> &GetPosition() const { return m_Position; }
|
||||
void SetPosition(Vec2D<float> new_pos) { m_Position = new_pos; }
|
||||
|
||||
const Vec2D<float> &GetActualVelocity() const { return m_ActualVelocity; }
|
||||
const Vec2D<float> &GetRequestedVelocity() const {
|
||||
return m_RequestedVelocity;
|
||||
}
|
||||
void SetActualVelocity(const Vec2D<float> &new_velocity) {
|
||||
m_ActualVelocity = new_velocity;
|
||||
}
|
||||
void SetRequestedVelocity(const Vec2D<float> &new_velocity) {
|
||||
m_RequestedVelocity = new_velocity;
|
||||
}
|
||||
|
||||
void ZeroActualVelocityInDirection(Vec2D<float> direction) {
|
||||
// Vectors e1, e2 form the basis for a local coord system,
|
||||
// where e1 is formed by the direction where we want to zero-out
|
||||
// the velocity, and e2 is the orthogonal vector.
|
||||
// Scalars q1, q2 are coordinates for e1, e2 basis.
|
||||
Vec2D<float> e1 = direction.normalized();
|
||||
Vec2D<float> e2 = e1.orthogonal();
|
||||
|
||||
// q1 * e1 + q2 * e2 = v, from this follows:
|
||||
auto &v = GetActualVelocity();
|
||||
float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
|
||||
float q1 = (v.x - q2 * e2.x) / e1.x;
|
||||
|
||||
// We then zero-out the q1, but only if it's positive - meaning
|
||||
// it is aiming in the direction of "direction", not out.
|
||||
// (otherwise we're not able to move out from collision with
|
||||
// another object)
|
||||
if (q1 > 0.0f) {
|
||||
SetActualVelocity(q2 * e2);
|
||||
}
|
||||
}
|
||||
|
||||
virtual void Update(float time_delta) {
|
||||
m_Position += m_ActualVelocity * time_delta;
|
||||
}
|
||||
|
||||
virtual bool IsMovable() const = 0;
|
||||
virtual bool IsCollidable() const = 0;
|
||||
|
||||
protected:
|
||||
Vec2D<float> m_Position;
|
||||
Vec2D<float> m_ActualVelocity;
|
||||
Vec2D<float> m_RequestedVelocity;
|
||||
|
||||
private:
|
||||
bool m_FlagExpired = false;
|
||||
static constexpr float m_CollisionRadiusSq = 1000.0f;
|
||||
};
|
||||
|
||||
class Wall final : public Entity {
|
||||
public:
|
||||
Wall(Vec2D<float> pos = {0.0f, 0.0f}) : Entity(pos) {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Wall(const Wall &x) = delete;
|
||||
Wall(Wall &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
return *m_Sprite;
|
||||
}
|
||||
constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
|
||||
constexpr float GetCollisionRadius() const override { return 50.0f; }
|
||||
bool IsMovable() const override { return false; }
|
||||
bool IsCollidable() const override { return true; }
|
||||
|
||||
private:
|
||||
void LoadResources() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/wall.png",
|
||||
Vec2D<float>{50.0f, 50.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
std::unique_ptr<Sprite> Wall::m_Sprite;
|
||||
|
||||
class Player final : public Entity {
|
||||
public:
|
||||
Player() {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Player(const Player &x) = delete;
|
||||
Player(Player &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
return *m_Sprite;
|
||||
}
|
||||
|
||||
constexpr Entity::Type GetType() const override {
|
||||
return Entity::Type::PLAYER;
|
||||
}
|
||||
constexpr float GetCollisionRadius() const override { return 50.0f; }
|
||||
bool IsMovable() const override { return true; }
|
||||
bool IsCollidable() const override { return true; }
|
||||
|
||||
private:
|
||||
void LoadResources() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/player.png",
|
||||
Vec2D<float>{38.0f, 46.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
|
||||
std::unique_ptr<Sprite> Player::m_Sprite;
|
||||
|
||||
using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
|
||||
|
||||
struct Tile {
|
||||
float cost;
|
||||
uint8_t R, G, B, A;
|
||||
};
|
||||
|
||||
static const std::map<std::string_view, Tile> tile_types = {
|
||||
{"Grass", {1.0, 0, 200, 0, 255}},
|
||||
{"Mud", {2.0, 100, 100, 100, 255}},
|
||||
{"Road", {0.5, 200, 200, 200, 255}},
|
||||
{"Water", {10.0, 0, 50, 200, 255}},
|
||||
};
|
||||
|
||||
using TilePos = Vec2D<int>;
|
||||
using WorldPos = Vec2D<float>;
|
||||
|
||||
class Map {
|
||||
|
||||
// TODO using = ... for tile vector
|
||||
|
||||
public:
|
||||
static constexpr float TILE_SIZE = 100.0f; // tile size in world
|
||||
|
||||
Map(int width, int height) : m_Width(width), m_Height(height) {
|
||||
bool sw = true;
|
||||
LOG_DEBUG("width = ", width, " height = ", height);
|
||||
m_Tiles = std::vector<std::vector<const Tile *>>{};
|
||||
for (int i = 0; i < m_Width; i++) {
|
||||
m_Tiles.push_back(std::vector<const Tile *>{});
|
||||
for (int j = 0; j < m_Height; j++) {
|
||||
if (sw)
|
||||
m_Tiles[i].push_back(&tile_types.at("Grass"));
|
||||
else
|
||||
m_Tiles[i].push_back(&tile_types.at("Water"));
|
||||
sw = !sw;
|
||||
}
|
||||
sw = !sw;
|
||||
}
|
||||
}
|
||||
Map() : Map(0, 0) {}
|
||||
|
||||
const std::vector<std::vector<const Tile *>> &GetMapTiles() const {
|
||||
return m_Tiles;
|
||||
}
|
||||
|
||||
WorldPos TileToWorld(TilePos p) const {
|
||||
return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
|
||||
}
|
||||
|
||||
TilePos WorldToTile(WorldPos p) const {
|
||||
return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
|
||||
}
|
||||
|
||||
Vec2D<float> GetTileSize() const {
|
||||
return Vec2D<float>{TILE_SIZE, TILE_SIZE};
|
||||
}
|
||||
|
||||
private:
|
||||
// std::vector<std::vector<const Tile*>> m_Tiles;
|
||||
std::vector<std::vector<const Tile *>> m_Tiles;
|
||||
int m_Width = 0;
|
||||
int m_Height = 0;
|
||||
};
|
||||
|
||||
class PathFindingDemo {
|
||||
public:
|
||||
PathFindingDemo(int width, int height)
|
||||
: m_Width(width), m_Height(height), // TODO delete width, height
|
||||
m_Map(width, height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void CreateMap() {
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
|
||||
Vec2D<float> GetRandomPosition() const { return Vec2D<float>{0.0, 0.0}; }
|
||||
|
||||
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
|
||||
|
||||
void UpdateEntities() {
|
||||
float time_delta = 1.0f;
|
||||
|
||||
// Remove entities marked as expired and handle expiry logic (e.g. bomb
|
||||
// exploding); for all other entities, reset the actual velocity to the
|
||||
// requested; actual velocity will be updated later with collisions
|
||||
for (auto &entity : m_Entities) {
|
||||
if (entity->IsFlaggedExpired()) {
|
||||
ExpiryGameLogic(*entity);
|
||||
auto it = std::find(m_Entities.begin(), m_Entities.end(), entity);
|
||||
if (it != m_Entities.end()) {
|
||||
std::swap(*it, m_Entities.back());
|
||||
m_Entities.pop_back();
|
||||
}
|
||||
} else {
|
||||
// Actual velocity might be changed later by collisions
|
||||
entity->SetActualVelocity(entity->GetRequestedVelocity());
|
||||
}
|
||||
}
|
||||
|
||||
// Handle collisions:
|
||||
// - update actual velocity for colliding objects
|
||||
// - handle collision logic
|
||||
auto &collisions = GetEntityCollisions();
|
||||
// LOG_DEBUG("number of collisions: ", collisions.size());
|
||||
for (auto &collision : collisions) {
|
||||
Entity &A = *std::get<0>(collision);
|
||||
Entity &B = *std::get<1>(collision);
|
||||
if (!A.IsMovable())
|
||||
continue;
|
||||
// modify actual speed
|
||||
// LOG_DEBUG("Collision: A is ", A, ", B is ", B);
|
||||
Vec2D<float> AB = B.GetPosition() - A.GetPosition();
|
||||
A.ZeroActualVelocityInDirection(AB);
|
||||
// handle logic
|
||||
CollisionGameLogic(A, B);
|
||||
}
|
||||
|
||||
// Update entities: this advances animations,
|
||||
// internal timers, and updates positions (with velocity
|
||||
// modified by the collision handling)
|
||||
for (auto &entity : m_Entities) {
|
||||
entity->Update(time_delta);
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionGameLogic(Entity &A, Entity &B) {
|
||||
// not used for path finding demo
|
||||
}
|
||||
|
||||
void ExpiryGameLogic(Entity &entity) {
|
||||
// not used for path finding demo
|
||||
}
|
||||
|
||||
const std::vector<Collision> &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;
|
||||
// check distance of player to given entity
|
||||
auto position_A = entity_A->GetPosition();
|
||||
auto position_B = entity_B->GetPosition();
|
||||
auto distance_sq = position_A.distance_squared(position_B);
|
||||
auto collision_distance_sq =
|
||||
entity_A->GetCollisionRadiusSquared() +
|
||||
entity_B->GetCollisionRadiusSquared() +
|
||||
2 * entity_A->GetCollisionRadius() * entity_B->GetCollisionRadius();
|
||||
// TODO use vector instructions
|
||||
if (distance_sq < collision_distance_sq) {
|
||||
m_Collisions.emplace_back(Collision(entity_A, entity_B));
|
||||
}
|
||||
}
|
||||
}
|
||||
return m_Collisions;
|
||||
}
|
||||
|
||||
void HandleActions(const std::vector<UserAction> &actions) {
|
||||
for (const auto &action : actions) {
|
||||
if (action.type == UserAction::Type::EXIT) {
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
} else if (action.type == UserAction::Type::FIRE) {
|
||||
LOG_INFO("Fire");
|
||||
// AddEntity(m_Player->CreateBomb());
|
||||
} else if (action.type == UserAction::Type::MOVE) {
|
||||
LOG_INFO("Move direction ", action.Argument.position);
|
||||
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
|
||||
} else if (action.type == UserAction::Type::MOVE_TARGET) {
|
||||
TilePos p = m_Map.WorldToTile(action.Argument.position);
|
||||
LOG_INFO("Move target: ", action.Argument.position, ", tile pos: ", p);
|
||||
// TODO move
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
const Map &GetMap() const { return m_Map; }
|
||||
|
||||
bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; }
|
||||
bool IsExitRequested() const { return m_ExitRequested; }
|
||||
|
||||
private:
|
||||
int m_Width;
|
||||
int m_Height;
|
||||
bool m_ExitRequested = false;
|
||||
bool m_DrawCollisionBox = true;
|
||||
std::vector<std::shared_ptr<Entity>> m_Entities;
|
||||
std::shared_ptr<Player> m_Player;
|
||||
Map m_Map;
|
||||
};
|
||||
|
||||
// GameLoop class handles user input and audio/video output,
|
||||
// client side only. No game logic should be handled here.
|
||||
|
||||
class GameLoop {
|
||||
public:
|
||||
GameLoop() = default;
|
||||
|
||||
void Run() {
|
||||
LOG_INFO("Running the game");
|
||||
while (!m_Game->IsExitRequested()) {
|
||||
m_Game->HandleActions(m_UserInput->GetActions());
|
||||
m_Game->UpdateEntities();
|
||||
|
||||
m_Window->ClearWindow();
|
||||
|
||||
// draw the map (terrain tiles)
|
||||
const Map &map = m_Game->GetMap();
|
||||
const auto &tiles = map.GetMapTiles();
|
||||
for (int row = 0; row < tiles.size(); row++) {
|
||||
for (int col = 0; col < tiles[row].size(); col++) {
|
||||
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
|
||||
m_Window->DrawRect(
|
||||
map.TileToWorld(TilePos{row, col}),
|
||||
map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
|
||||
tiles[row][col]->B, tiles[row][col]->A);
|
||||
}
|
||||
}
|
||||
|
||||
// draw all the entities (player etc)
|
||||
for (auto &entity : m_Game->GetEntities()) {
|
||||
m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
|
||||
if (m_Game->IsCollisionBoxVisible()) {
|
||||
m_Window->DrawCircle(entity->GetPosition(),
|
||||
entity->GetCollisionRadius());
|
||||
}
|
||||
}
|
||||
|
||||
m_Window->Flush();
|
||||
// TODO measure fps
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(30));
|
||||
}
|
||||
}
|
||||
|
||||
inline void SetGame(std::unique_ptr<PathFindingDemo> x) {
|
||||
m_Game = std::move(x);
|
||||
}
|
||||
inline void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
|
||||
inline void SetUserInput(std::unique_ptr<UserInput> x) {
|
||||
m_UserInput = std::move(x);
|
||||
}
|
||||
inline void SetAudioOutput(std::unique_ptr<AudioOutput> x) {
|
||||
m_AudioOutput = std::move(x);
|
||||
}
|
||||
|
||||
private:
|
||||
std::unique_ptr<PathFindingDemo> m_Game;
|
||||
std::unique_ptr<Window> m_Window;
|
||||
std::unique_ptr<UserInput> m_UserInput;
|
||||
std::unique_ptr<AudioOutput> m_AudioOutput;
|
||||
};
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
constexpr int error = -1;
|
||||
|
||||
/*
|
||||
* Initialize the input/output system
|
||||
*/
|
||||
|
||||
auto window = std::make_unique<Window>(640, 480);
|
||||
auto window = std::make_unique<Window>(640, 480); // the holy resolution
|
||||
// auto window_init = window->Init();
|
||||
if (auto initialized = window->Init(); !initialized) {
|
||||
LOG_ERROR(initialized.error());
|
||||
return error;
|
||||
@ -24,17 +791,23 @@ int main() {
|
||||
return error;
|
||||
}
|
||||
|
||||
auto audio_output = std::make_unique<AudioOutput>();
|
||||
if (auto initialized = audio_output->Init(); !initialized) {
|
||||
LOG_ERROR(initialized.error());
|
||||
return error;
|
||||
}
|
||||
|
||||
/*
|
||||
* Initialize the map and run the pathfinding demo
|
||||
*/
|
||||
|
||||
auto demo = std::make_unique<PathFindingDemo>(100, 100);
|
||||
auto demo = std::make_unique<PathFindingDemo>(10, 10);
|
||||
demo->CreateMap();
|
||||
|
||||
auto game_loop = GameLoop{};
|
||||
game_loop.SetWindow(std::move(window));
|
||||
game_loop.SetUserInput(std::move(user_input));
|
||||
game_loop.SetAudioOutput(std::move(audio_output));
|
||||
game_loop.SetGame(std::move(demo));
|
||||
game_loop.Run();
|
||||
return 0;
|
||||
}
|
||||
|
133
cpp/src/map.cpp
133
cpp/src/map.cpp
@ -1,133 +0,0 @@
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
Map::Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
|
||||
LOG_DEBUG("cols = ", cols, " rows = ", rows);
|
||||
m_Tiles = std::vector<std::vector<const Tile *>>{};
|
||||
for (size_t row = 0; row < m_Rows; row++) {
|
||||
m_Tiles.push_back(std::vector<const Tile *>{});
|
||||
for (size_t col = 0; col < m_Cols; col++) {
|
||||
m_Tiles[row].push_back(&tile_types.at(TileType::GRASS));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WorldPos Map::TileToWorld(TilePos p) const {
|
||||
return WorldPos{(p.x() + 0.5f) * TILE_SIZE, (p.y() + 0.5f) * TILE_SIZE};
|
||||
}
|
||||
|
||||
WorldPos Map::TileEdgeToWorld(TilePos p) const {
|
||||
return WorldPos{p.x() * TILE_SIZE, p.y() * TILE_SIZE};
|
||||
}
|
||||
|
||||
TilePos Map::WorldToTile(WorldPos p) const {
|
||||
return TilePos{static_cast<int32_t>(p.x() / TILE_SIZE), static_cast<int32_t>(p.y() / TILE_SIZE)};
|
||||
}
|
||||
|
||||
WorldSize Map::GetTileSize() const { return WorldSize{TILE_SIZE, TILE_SIZE}; }
|
||||
|
||||
const Tile *Map::GetTileAt(TilePos p) const {
|
||||
assert(IsTilePosValid(p));
|
||||
size_t row = p.x();
|
||||
size_t col = p.y();
|
||||
|
||||
return m_Tiles[row][col];
|
||||
}
|
||||
|
||||
const Tile *Map::GetTileAt(WorldPos p) const {
|
||||
return GetTileAt(WorldToTile(p));
|
||||
}
|
||||
|
||||
bool Map::IsTilePosValid(TilePos p) const {
|
||||
if (p.x() < 0 || p.y() < 0)
|
||||
return false;
|
||||
size_t row = static_cast<size_t>(p.x());
|
||||
size_t col = static_cast<size_t>(p.y());
|
||||
|
||||
return row < m_Tiles.size() && col < m_Tiles[0].size();
|
||||
}
|
||||
|
||||
|
||||
std::vector<TilePos> Map::GetNeighbors(TilePos center) const
|
||||
{
|
||||
std::vector<TilePos> neighbours;
|
||||
neighbours.reserve(4);
|
||||
|
||||
std::array<TilePos, 4> candidates = {
|
||||
center + TilePos{ 1, 0},
|
||||
center + TilePos{-1, 0},
|
||||
center + TilePos{ 0, 1},
|
||||
center + TilePos{ 0, -1},
|
||||
};
|
||||
|
||||
for (const auto& c : candidates) {
|
||||
if (IsTilePosValid(c))
|
||||
neighbours.push_back(c);
|
||||
}
|
||||
return neighbours;
|
||||
}
|
||||
|
||||
|
||||
void Map::PaintCircle(TilePos center, unsigned radius, TileType tile_type)
|
||||
{
|
||||
// get rectangle that wraps the circle
|
||||
TilePos corner1 = TilePos{center.x() - static_cast<int32_t>(radius), center.y() - static_cast<int32_t>(radius)};
|
||||
TilePos corner2 = TilePos{center.x() + static_cast<int32_t>(radius), center.y() + static_cast<int32_t>(radius)};
|
||||
// iterate through all valid points, setting the type
|
||||
const unsigned radius_squared = radius * radius;
|
||||
for (int x = corner1.x(); x < corner2.x(); x++) {
|
||||
for (int y = corner1.y(); y < corner2.y(); y++) {
|
||||
TilePos current_tile = {x, y};
|
||||
unsigned distance_squared = static_cast<unsigned>(center.DistanceTo(current_tile) * center.DistanceTo(current_tile));
|
||||
if (IsTilePosValid(current_tile) && distance_squared < radius_squared)
|
||||
{
|
||||
// y is row, x is col
|
||||
m_Tiles[y][x] = &tile_types.at(tile_type);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Map::PaintLine(TilePos start_tile, TilePos stop_tile, double width, TileType tile_type)
|
||||
{
|
||||
const vec<double, 2> start{static_cast<double>(start_tile.x()), static_cast<double>(start_tile.y())};
|
||||
const vec<double, 2> stop{static_cast<double>(stop_tile.x()), static_cast<double>(stop_tile.y())};
|
||||
const double line_length = start.DistanceTo(stop);
|
||||
const vec<double, 2> step = (stop - start) / line_length;
|
||||
const vec<double, 2> ortho = step.GetOrthogonal();
|
||||
LOG_DEBUG("step = ", step, " ortho = ", ortho);
|
||||
|
||||
for (double t = 0; t < line_length; t += 1.0) {
|
||||
for (double ortho_t = 0; ortho_t < width; ortho_t += 0.1) {
|
||||
auto tile_pos = start + step * t + ortho * ortho_t;
|
||||
TilePos tile_pos_int{static_cast<int32_t>(tile_pos.x()), static_cast<int32_t>(tile_pos.y())};
|
||||
if (IsTilePosValid(tile_pos_int)) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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> yvals = {first_corner.y(), second_corner.y()};
|
||||
for (int x = std::min(xvals); x < std::max(xvals); x++) {
|
||||
for (int y = std::min(yvals); y < std::max(yvals); y++) {
|
||||
TilePos tile_pos{x,y};
|
||||
LOG_DEBUG("tile_pos = ", tile_pos);
|
||||
if (IsTilePosValid(tile_pos)) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,51 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
using TileGrid = std::vector<std::vector<const Tile *>>;
|
||||
|
||||
class Map {
|
||||
public:
|
||||
static constexpr float TILE_SIZE = 10.0f; // tile size in world
|
||||
|
||||
Map(int rows, int cols);
|
||||
Map() : Map(0, 0) {}
|
||||
|
||||
Map(const Map&) = delete;
|
||||
Map(Map&&) = delete;
|
||||
Map& operator=(const Map&) = delete;
|
||||
Map& operator=(Map&&) = delete;
|
||||
|
||||
const TileGrid &GetMapTiles() const { return m_Tiles; }
|
||||
|
||||
// coordinate conversion functions
|
||||
WorldPos TileToWorld(TilePos p) const;
|
||||
WorldPos TileEdgeToWorld(TilePos p) const;
|
||||
TilePos WorldToTile(WorldPos p) const;
|
||||
|
||||
WorldSize GetTileSize() const;
|
||||
const Tile *GetTileAt(TilePos p) const;
|
||||
const Tile *GetTileAt(WorldPos p) const;
|
||||
|
||||
bool IsTilePosValid(TilePos p) const;
|
||||
|
||||
// methods for drawing on the map
|
||||
void PaintCircle(TilePos center, unsigned radius, TileType tile_type);
|
||||
void PaintLine(TilePos start, TilePos stop, double width, TileType tile_type);
|
||||
void PaintRectangle(TilePos first_corner, TilePos second_corner, TileType tile_type);
|
||||
|
||||
std::vector<TilePos> GetNeighbors(TilePos center) const;
|
||||
float GetCost(TilePos pos) const { return GetTileAt(pos)->cost; }
|
||||
|
||||
template <typename T> double GetTileVelocityCoeff(T p) const {
|
||||
return 1.0 / GetTileAt(p)->cost;
|
||||
}
|
||||
|
||||
private:
|
||||
TileGrid m_Tiles;
|
||||
size_t m_Cols = 0;
|
||||
size_t m_Rows = 0;
|
||||
};
|
444
cpp/src/math.hpp
444
cpp/src/math.hpp
@ -1,397 +1,93 @@
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <concepts>
|
||||
#include <initializer_list>
|
||||
#include <iostream>
|
||||
#include <numeric>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
#include <functional>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <numbers>
|
||||
#define M_PI std::numbers::pi
|
||||
// TODO use std::numbers::pi instead of M_PI
|
||||
#endif
|
||||
|
||||
template <typename T>
|
||||
template <typename T> struct Vec2D {
|
||||
public:
|
||||
Vec2D() = default;
|
||||
~Vec2D() = default;
|
||||
|
||||
Vec2D &operator+=(const Vec2D &other) {
|
||||
x += other.x;
|
||||
y += other.y;
|
||||
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};
|
||||
}
|
||||
|
||||
friend Vec2D operator*(float k, const Vec2D &v) {
|
||||
return Vec2D{k * v.x, k * v.y};
|
||||
}
|
||||
|
||||
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>
|
||||
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};
|
||||
{
|
||||
return sqrt(distance_squared(other));
|
||||
}
|
||||
|
||||
void normalize()
|
||||
requires std::floating_point<T>
|
||||
{
|
||||
auto length = sqrt(x * x + y * y);
|
||||
if (length < 1e-6) {
|
||||
x = y = 0;
|
||||
} else {
|
||||
return T{1e-12}; // double, long double
|
||||
x /= length;
|
||||
y /= length;
|
||||
}
|
||||
}();
|
||||
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:
|
||||
vec() : m_Array{} {}
|
||||
|
||||
template <typename... ArgsT>
|
||||
requires(std::same_as<ArgsT, T> && ...) && (sizeof...(ArgsT) == N)
|
||||
vec(ArgsT... args) : m_Array{args...} {}
|
||||
|
||||
//
|
||||
// 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];
|
||||
}
|
||||
|
||||
T &operator[](size_t index) {
|
||||
// we leave run-time checks to the underlying std::array
|
||||
return m_Array[index];
|
||||
Vec2D normalized()
|
||||
requires std::floating_point<T>
|
||||
{
|
||||
Vec2D v(*this);
|
||||
v.normalize();
|
||||
return v;
|
||||
}
|
||||
|
||||
friend std::ostream &operator<<(std::ostream &os, const vec &obj) {
|
||||
os << "( ";
|
||||
for (const auto &element : obj.m_Array) {
|
||||
os << element << " ";
|
||||
Vec2D orthogonal()
|
||||
{
|
||||
Vec2D v(*this);
|
||||
|
||||
std::swap(v.x, v.y);
|
||||
v.x = -v.x;
|
||||
return v;
|
||||
}
|
||||
os << ")";
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
//
|
||||
// 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 {
|
||||
std::size_t operator()(const TilePos &p) const noexcept {
|
||||
std::size_t h1 = std::hash<int>{}(p.x());
|
||||
std::size_t h2 = std::hash<int>{}(p.y());
|
||||
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;
|
||||
};
|
@ -1,22 +0,0 @@
|
||||
#include <memory>
|
||||
#include <cassert>
|
||||
#include <queue>
|
||||
|
||||
#include "pathfinder/base.hpp"
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
PathFinderBase::PathFinderBase(const Map* map) : m_Map(map) {}
|
||||
|
||||
// LinearPathFinder also lives here, since it is too small to get it's
|
||||
// own implementation file
|
||||
Path LinearPathFinder::CalculatePath(WorldPos, WorldPos end) // first argument (start pos) not used
|
||||
{
|
||||
auto path = Path{end};
|
||||
return path;
|
||||
}
|
||||
|
||||
} // pathfinder namespace
|
@ -1,52 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "map.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
using Path = std::vector<WorldPos>;
|
||||
|
||||
enum class PathFinderType {
|
||||
LINEAR = 1,
|
||||
BFS,
|
||||
DIJKSTRA,
|
||||
GBFS,
|
||||
COUNT,
|
||||
};
|
||||
|
||||
class PathFinderBase {
|
||||
public:
|
||||
PathFinderBase(const Map* m);
|
||||
~PathFinderBase() = default;
|
||||
|
||||
PathFinderBase(const PathFinderBase&) = delete;
|
||||
PathFinderBase(PathFinderBase&&) = delete;
|
||||
PathFinderBase& operator=(const PathFinderBase&) = delete;
|
||||
PathFinderBase& operator=(PathFinderBase&&) = delete;
|
||||
|
||||
virtual const std::string_view& GetName() const = 0;
|
||||
virtual Path CalculatePath(WorldPos start, WorldPos end) = 0;
|
||||
|
||||
protected:
|
||||
const Map* m_Map;
|
||||
};
|
||||
|
||||
|
||||
class LinearPathFinder : public PathFinderBase {
|
||||
|
||||
public:
|
||||
LinearPathFinder(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
const std::string_view m_Name = "Linear Path";
|
||||
};
|
||||
|
||||
} // pathfinder namespace
|
||||
|
@ -1,66 +0,0 @@
|
||||
#include <queue>
|
||||
|
||||
#include "bfs.hpp"
|
||||
|
||||
#include "base.hpp"
|
||||
#include "map.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
Path BFS::CalculatePath(WorldPos start_world, WorldPos end_world) {
|
||||
if (m_Map == nullptr) return {};
|
||||
|
||||
const TilePos start = m_Map->WorldToTile(start_world);
|
||||
const TilePos end = m_Map->WorldToTile(end_world);
|
||||
|
||||
if (!m_Map->IsTilePosValid(start) || !m_Map->IsTilePosValid(end))
|
||||
return {};
|
||||
if (start == end) {
|
||||
return {};
|
||||
}
|
||||
// clear previous run
|
||||
m_CameFrom.clear();
|
||||
m_Distance.clear();
|
||||
|
||||
std::queue<TilePos> frontier;
|
||||
frontier.push(start);
|
||||
m_CameFrom[start] = start;
|
||||
m_Distance[start] = 0.0f;
|
||||
|
||||
// ---------------- build flow-field ----------------
|
||||
bool early_exit = false;
|
||||
while (!frontier.empty() && !early_exit) {
|
||||
TilePos current = frontier.front();
|
||||
frontier.pop();
|
||||
|
||||
for (TilePos next : m_Map->GetNeighbors(current)) {
|
||||
if (m_CameFrom.find(next) == m_CameFrom.end()) { // not visited
|
||||
frontier.push(next);
|
||||
m_Distance[next] = m_Distance[current] + 1.0f;
|
||||
m_CameFrom[next] = current;
|
||||
|
||||
if (next == end) { // early exit
|
||||
early_exit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --------------- reconstruct path -----------------
|
||||
if (m_CameFrom.find(end) == m_CameFrom.end())
|
||||
return {}; // end not reached
|
||||
|
||||
Path path;
|
||||
TilePos cur = end;
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
while (cur != start) {
|
||||
cur = m_CameFrom[cur];
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
}
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
} // pathfinder namespace
|
@ -1,25 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "base.hpp"
|
||||
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
class BFS: public PathFinderBase {
|
||||
|
||||
public:
|
||||
BFS(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
const std::string_view m_Name = "Breadth First Search";
|
||||
std::unordered_map<TilePos, double, TilePosHash> m_Distance;
|
||||
std::unordered_map<TilePos, TilePos, TilePosHash> m_CameFrom;
|
||||
};
|
||||
|
||||
}
|
@ -1,73 +0,0 @@
|
||||
#include <queue>
|
||||
|
||||
#include "dijkstra.hpp"
|
||||
|
||||
#include "base.hpp"
|
||||
#include "utils.hpp"
|
||||
#include "math.hpp"
|
||||
#include "map.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
Path Dijkstra::CalculatePath(WorldPos start_world, WorldPos end_world)
|
||||
{
|
||||
using QueueEntry = utils::QueueEntry;
|
||||
|
||||
if (!m_Map) return {};
|
||||
|
||||
const TilePos start = m_Map->WorldToTile(start_world);
|
||||
const TilePos end = m_Map->WorldToTile(end_world);
|
||||
|
||||
if (!m_Map->IsTilePosValid(start) || !m_Map->IsTilePosValid(end))
|
||||
return {};
|
||||
if (start == end) return {};
|
||||
|
||||
// clear previous run
|
||||
m_CameFrom.clear();
|
||||
m_Cost.clear();
|
||||
|
||||
std::priority_queue<QueueEntry, std::vector<QueueEntry>, std::greater<>> frontier;
|
||||
frontier.push({0.0f, start});
|
||||
m_CameFrom[start] = start; // sentinel
|
||||
m_Cost[start] = 0.0f;
|
||||
|
||||
while (!frontier.empty())
|
||||
{
|
||||
const QueueEntry current = frontier.top();
|
||||
frontier.pop();
|
||||
|
||||
if (current.tile == end) // early exit
|
||||
break;
|
||||
|
||||
for (TilePos next : m_Map->GetNeighbors(current.tile))
|
||||
{
|
||||
// cost of moving to neighbour (uniform 1.0 matches original BFS)
|
||||
const float newCost = m_Cost[current.tile] + m_Map->GetCost(next);
|
||||
|
||||
if (!m_Cost.count(next) || newCost < m_Cost[next])
|
||||
{
|
||||
m_Cost[next] = newCost;
|
||||
m_CameFrom[next] = current.tile;
|
||||
frontier.push({newCost, next});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// reconstruct path
|
||||
if (!m_CameFrom.count(end))
|
||||
return {}; // goal never reached
|
||||
|
||||
Path path;
|
||||
TilePos cur = end;
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
|
||||
while (cur != start)
|
||||
{
|
||||
cur = m_CameFrom[cur];
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
}
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
} // pathfinder namespace
|
@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "base.hpp"
|
||||
|
||||
#include "map.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
class Dijkstra: public PathFinderBase {
|
||||
|
||||
public:
|
||||
Dijkstra(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
const std::string_view m_Name = "Dijkstra's Algorithm";
|
||||
std::unordered_map<TilePos, double, TilePosHash> m_Cost;
|
||||
std::unordered_map<TilePos, TilePos, TilePosHash> m_CameFrom;
|
||||
};
|
||||
|
||||
} // pathfinder namespace
|
@ -1,71 +0,0 @@
|
||||
#include <queue>
|
||||
|
||||
#include "gbfs.hpp"
|
||||
|
||||
#include "base.hpp"
|
||||
#include "math.hpp"
|
||||
#include "map.hpp"
|
||||
#include "pathfinder/utils.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
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()));
|
||||
}
|
||||
|
||||
Path GBFS::CalculatePath(WorldPos start_world, WorldPos end_world)
|
||||
{
|
||||
using QueueEntry = pathfinder::utils::QueueEntry;
|
||||
|
||||
if (!m_Map) return {};
|
||||
|
||||
const TilePos start = m_Map->WorldToTile(start_world);
|
||||
const TilePos end = m_Map->WorldToTile(end_world);
|
||||
|
||||
if (!m_Map->IsTilePosValid(start) || !m_Map->IsTilePosValid(end))
|
||||
return {};
|
||||
if (start == end) return {};
|
||||
|
||||
m_CameFrom.clear();
|
||||
|
||||
std::priority_queue<QueueEntry, std::vector<QueueEntry>, std::greater<>> frontier;
|
||||
frontier.push({Heuristic(start, end), start});
|
||||
m_CameFrom[start] = start; // sentinel
|
||||
|
||||
while (!frontier.empty())
|
||||
{
|
||||
const QueueEntry current = frontier.top();
|
||||
frontier.pop();
|
||||
|
||||
if (current.tile == end) // early exit
|
||||
break;
|
||||
|
||||
for (TilePos next : m_Map->GetNeighbors(current.tile))
|
||||
{
|
||||
if (!m_CameFrom.count(next)) // not visited
|
||||
{
|
||||
m_CameFrom[next] = current.tile;
|
||||
frontier.push({Heuristic(end, next), next});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// reconstruct path
|
||||
if (!m_CameFrom.count(end))
|
||||
return {}; // goal never reached
|
||||
|
||||
Path path;
|
||||
TilePos cur = end;
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
|
||||
while (cur != start)
|
||||
{
|
||||
cur = m_CameFrom[cur];
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
}
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
} // pathfinder namespace
|
@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "base.hpp"
|
||||
|
||||
#include "map.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
class GBFS: public PathFinderBase {
|
||||
|
||||
public:
|
||||
GBFS(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
static float Heuristic(const TilePos& a, const TilePos& b);
|
||||
const std::string_view m_Name = "Greedy Best First Search";
|
||||
std::unordered_map<TilePos, TilePos, TilePosHash> m_CameFrom;
|
||||
};
|
||||
|
||||
} // pathfinder namespace
|
@ -1,35 +0,0 @@
|
||||
#include <memory>
|
||||
|
||||
#include "utils.hpp"
|
||||
|
||||
#include "base.hpp"
|
||||
#include "map.hpp"
|
||||
#include "math.hpp"
|
||||
#include "log.hpp"
|
||||
#include "pathfinder/bfs.hpp"
|
||||
#include "pathfinder/dijkstra.hpp"
|
||||
#include "pathfinder/gbfs.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
namespace utils {
|
||||
|
||||
std::unique_ptr<PathFinderBase> create(PathFinderType type, const Map* map) {
|
||||
using namespace pathfinder;
|
||||
switch (type) {
|
||||
case PathFinderType::LINEAR:
|
||||
return std::move(std::make_unique<LinearPathFinder>(map));
|
||||
case PathFinderType::BFS:
|
||||
return std::move(std::make_unique<BFS>(map));
|
||||
case PathFinderType::DIJKSTRA:
|
||||
return std::move(std::make_unique<Dijkstra>(map));
|
||||
case PathFinderType::GBFS:
|
||||
return std::move(std::make_unique<GBFS>(map));
|
||||
case PathFinderType::COUNT:
|
||||
LOG_WARNING("Incorrect pathfinder type");
|
||||
return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
} // utils namespace
|
||||
} // pathfinding namespace
|
@ -1,25 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "pathfinder/base.hpp"
|
||||
|
||||
#include "map.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
namespace utils {
|
||||
|
||||
struct QueueEntry
|
||||
{
|
||||
float cost;
|
||||
TilePos tile;
|
||||
|
||||
// min-heap -> smallest cost on top
|
||||
bool operator>(const QueueEntry& o) const noexcept { return cost > o.cost; }
|
||||
};
|
||||
|
||||
std::unique_ptr<pathfinder::PathFinderBase> create(pathfinder::PathFinderType type, const Map* map);
|
||||
|
||||
} // utils namespace
|
||||
} // pathfinding namespace
|
@ -1,144 +0,0 @@
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
|
||||
#include "pathfindingdemo.hpp"
|
||||
|
||||
#include "entities.hpp"
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "pathfinder/base.hpp"
|
||||
#include "pathfinder/utils.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
PathFindingDemo::PathFindingDemo(int width, int height) :
|
||||
m_Map(width, height)
|
||||
{
|
||||
LOG_DEBUG(".");
|
||||
// set default pathfinder method
|
||||
m_PathFinder = pathfinder::utils::create(pathfinder::PathFinderType::DIJKSTRA, (const Map*)&m_Map);
|
||||
}
|
||||
|
||||
PathFindingDemo::~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
void PathFindingDemo::AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void PathFindingDemo::CreateMap() {
|
||||
// lake
|
||||
m_Map.PaintCircle(TilePos{50, 50}, 10, TileType::WATER);
|
||||
m_Map.PaintCircle(TilePos{75, 100}, 50, TileType::WATER);
|
||||
// river
|
||||
m_Map.PaintLine(TilePos{0,0}, TilePos{100,100}, 3.0, TileType::WATER);
|
||||
// road
|
||||
m_Map.PaintLine(TilePos{17,6}, TilePos{100,6}, 5.0, TileType::ROAD);
|
||||
m_Map.PaintLine(TilePos{10,17}, TilePos{10,100}, 5.0, TileType::ROAD);
|
||||
m_Map.PaintLine(TilePos{20,10}, TilePos{10,20}, 5.0, TileType::ROAD);
|
||||
// bridges
|
||||
m_Map.PaintLine(TilePos{50,75}, TilePos{70,75}, 5.0, TileType::WOOD);
|
||||
m_Map.PaintLine(TilePos{95,26}, TilePos{95,60}, 5.0, TileType::WOOD);
|
||||
// island
|
||||
m_Map.PaintRectangle(TilePos{70, 60}, TilePos{100,100}, TileType::GRASS);
|
||||
// walls
|
||||
m_Map.PaintLine(TilePos{71,60}, TilePos{90,60}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{77,67}, TilePos{100,67}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{71,60}, TilePos{71,75}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{72,73}, TilePos{95,73}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{95,73}, TilePos{95,90}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{71,81}, TilePos{71,100}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{72,81}, TilePos{90,81}, 1.0, TileType::WALL);
|
||||
m_Map.PaintLine(TilePos{89,87}, TilePos{89,100}, 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);
|
||||
|
||||
// add player
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(m_Map.TileToWorld(TilePos{25, 20}));
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
WorldPos PathFindingDemo::GetRandomPosition() const {
|
||||
return WorldPos{0.0f, 0.0f}; // totally random!
|
||||
}
|
||||
|
||||
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
||||
WorldPos current_player_pos = GetPlayer()->GetPosition();
|
||||
|
||||
if (m_Path.empty()) {
|
||||
return {};
|
||||
}
|
||||
|
||||
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();
|
||||
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();
|
||||
auto current_pos = player->GetPosition();
|
||||
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
||||
auto next_pos = GetMoveTarget();
|
||||
WorldPos velocity = WorldPos{};
|
||||
if (next_pos)
|
||||
{
|
||||
velocity = next_pos.value() - current_pos;
|
||||
velocity.Normalize();
|
||||
//LOG_DEBUG("I want to move to: ", next_pos.value(),
|
||||
// ", velocity: ", velocity);
|
||||
}
|
||||
player->SetActualVelocity(velocity * tile_velocity_coeff);
|
||||
float time_delta = 1.0f;
|
||||
player->Update(time_delta);
|
||||
}
|
||||
|
||||
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
|
||||
{
|
||||
for (const auto &action : actions)
|
||||
{
|
||||
if (action.type == UserAction::Type::EXIT)
|
||||
{
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
}
|
||||
else if (action.type == UserAction::Type::SET_MOVE_TARGET)
|
||||
{
|
||||
WorldPos wp = m_Camera.WindowToWorld(action.Argument.position);
|
||||
LOG_INFO("Calculating path to target: ", wp);
|
||||
m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
|
||||
LOG_INFO("Done, path node count: ", m_Path.size());
|
||||
}
|
||||
else if (action.type == UserAction::Type::SELECT_PATHFINDER)
|
||||
{
|
||||
using namespace pathfinder;
|
||||
PathFinderType type = static_cast<PathFinderType>(action.Argument.number);
|
||||
m_PathFinder = pathfinder::utils::create(type, (const Map*)&m_Map);
|
||||
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);
|
||||
}
|
||||
};
|
||||
}
|
@ -1,47 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
|
||||
#include "entities.hpp"
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "pathfinder/base.hpp"
|
||||
#include "camera.hpp"
|
||||
|
||||
class PathFindingDemo {
|
||||
public:
|
||||
PathFindingDemo(int width, int height);
|
||||
~PathFindingDemo();
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
PathFindingDemo &operator=(const PathFindingDemo &) = delete;
|
||||
PathFindingDemo &operator=(PathFindingDemo &&) = delete;
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
std::vector<std::shared_ptr<Entity>>& GetEntities() { return m_Entities; }
|
||||
const Map& GetMap() const { return m_Map; }
|
||||
const Camera& GetCamera() const { return m_Camera; }
|
||||
const pathfinder::Path& GetPath() const { return m_Path; }
|
||||
bool IsExitRequested() const { return m_ExitRequested; }
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e);
|
||||
void CreateMap();
|
||||
std::optional<WorldPos> GetMoveTarget();
|
||||
void UpdatePlayerVelocity();
|
||||
void HandleActions(const std::vector<UserAction> &actions);
|
||||
WorldPos GetRandomPosition() const;
|
||||
|
||||
private:
|
||||
bool m_ExitRequested = false;
|
||||
Map m_Map;
|
||||
Camera m_Camera;
|
||||
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;
|
||||
};
|
@ -1,52 +0,0 @@
|
||||
#include "sprite.hpp"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
Sprite::Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
||||
|
||||
Sprite::Sprite(std::string path, WorldPos center) : Sprite() {
|
||||
LoadImage(path, center);
|
||||
}
|
||||
|
||||
Sprite::~Sprite() { LOG_DEBUG("."); }
|
||||
|
||||
void Sprite::LoadImage(std::string path, WorldPos image_center) {
|
||||
LOG_INFO("Loading image ", path);
|
||||
assert(m_Renderer != nullptr);
|
||||
|
||||
auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
|
||||
IMG_Load(path.c_str()), SDL_DestroySurface);
|
||||
|
||||
if (surface == nullptr) {
|
||||
LOG_ERROR("IMG_Load failed to load ", path);
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
|
||||
m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
|
||||
SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
|
||||
SDL_DestroyTexture);
|
||||
if (m_Texture == nullptr) {
|
||||
LOG_ERROR("SDL_CreateTextureFromSurface failed");
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
float w, h;
|
||||
SDL_GetTextureSize(m_Texture.get(), &w, &h);
|
||||
m_Size = {w, h};
|
||||
m_ImageCenter = image_center;
|
||||
}
|
||||
|
||||
// Renderer is shared for all class instances - we need it in order
|
||||
// to create textures from images
|
||||
void Sprite::SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
|
||||
m_Renderer = renderer;
|
||||
}
|
||||
|
||||
std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
|
@ -1,40 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
class Sprite {
|
||||
public:
|
||||
Sprite();
|
||||
~Sprite();
|
||||
explicit Sprite(std::string path, WorldPos center = WorldPos{});
|
||||
|
||||
Sprite(const Sprite &) = delete;
|
||||
Sprite &operator=(const Sprite &) = delete;
|
||||
Sprite(Sprite &&) = delete;
|
||||
Sprite &operator=(Sprite &&) = delete;
|
||||
|
||||
static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer);
|
||||
|
||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||
WorldSize GetSize() const { return m_Size; }
|
||||
WorldPos GetCenter() const { return m_ImageCenter; }
|
||||
|
||||
void LoadImage(std::string path, WorldPos image_center = WorldPos{});
|
||||
|
||||
private:
|
||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||
WorldSize m_Size;
|
||||
WorldPos m_ImageCenter;
|
||||
float m_TextureWidth = 0;
|
||||
float m_TextureHeight = 0;
|
||||
};
|
158
cpp/src/test.cpp
Normal file
158
cpp/src/test.cpp
Normal file
@ -0,0 +1,158 @@
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <concepts>
|
||||
#include <gtest/gtest.h>
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "array.hpp"
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
// Vec2D Tests
|
||||
TEST(Vec2D, DefaultConstruction) {
|
||||
Vec2D<int> v;
|
||||
// Default values are uninitialized, but we can test basic functionality
|
||||
v.x = 0;
|
||||
v.y = 0;
|
||||
ASSERT_EQ(v.x, 0);
|
||||
ASSERT_EQ(v.y, 0);
|
||||
}
|
||||
|
||||
TEST(Vec2D, InitializerListConstruction) {
|
||||
Vec2D<int> v{3, 4};
|
||||
ASSERT_EQ(v.x, 3);
|
||||
ASSERT_EQ(v.y, 4);
|
||||
|
||||
Vec2D<float> vf{1.5f, 2.5f};
|
||||
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;
|
||||
ASSERT_EQ(c.x, 4);
|
||||
ASSERT_EQ(c.y, 6);
|
||||
|
||||
// Test that original vectors are unchanged
|
||||
ASSERT_EQ(a.x, 1);
|
||||
ASSERT_EQ(a.y, 2);
|
||||
ASSERT_EQ(b.x, 3);
|
||||
ASSERT_EQ(b.y, 4);
|
||||
}
|
||||
|
||||
TEST(Vec2D, AdditionAssignment) {
|
||||
Vec2D<int> a{1, 2};
|
||||
Vec2D<int> b{3, 4};
|
||||
|
||||
a += b;
|
||||
ASSERT_EQ(a.x, 4);
|
||||
ASSERT_EQ(a.y, 6);
|
||||
|
||||
// Test that b is unchanged
|
||||
ASSERT_EQ(b.x, 3);
|
||||
ASSERT_EQ(b.y, 4);
|
||||
}
|
||||
|
||||
TEST(Vec2D, ScalarMultiplication) {
|
||||
Vec2D<int> v{2, 3};
|
||||
|
||||
Vec2D<int> result = v * 2.0f;
|
||||
ASSERT_EQ(result.x, 4);
|
||||
ASSERT_EQ(result.y, 6);
|
||||
|
||||
// Test with float vector
|
||||
Vec2D<float> vf{1.5f, 2.5f};
|
||||
Vec2D<float> resultf = vf * 2.0f;
|
||||
ASSERT_FLOAT_EQ(resultf.x, 3.0f);
|
||||
ASSERT_FLOAT_EQ(resultf.y, 5.0f);
|
||||
}
|
||||
|
||||
TEST(Vec2D, Normalization) {
|
||||
Vec2D<float> v{3.0f, 4.0f}; // Length = 5
|
||||
|
||||
v.normalize();
|
||||
ASSERT_FLOAT_EQ(v.x, 0.6f);
|
||||
ASSERT_FLOAT_EQ(v.y, 0.8f);
|
||||
|
||||
// Check that length is approximately 1
|
||||
float length = sqrt(v.x * v.x + v.y * v.y);
|
||||
ASSERT_NEAR(length, 1.0f, 1e-6f);
|
||||
}
|
||||
|
||||
TEST(Vec2D, NormalizedCopy) {
|
||||
Vec2D<float> v{3.0f, 4.0f};
|
||||
Vec2D<float> normalized = v.normalized();
|
||||
|
||||
// Original should be unchanged
|
||||
ASSERT_FLOAT_EQ(v.x, 3.0f);
|
||||
ASSERT_FLOAT_EQ(v.y, 4.0f);
|
||||
|
||||
// Normalized copy should be unit length
|
||||
ASSERT_FLOAT_EQ(normalized.x, 0.6f);
|
||||
ASSERT_FLOAT_EQ(normalized.y, 0.8f);
|
||||
|
||||
float length =
|
||||
sqrt(normalized.x * normalized.x + normalized.y * normalized.y);
|
||||
ASSERT_NEAR(length, 1.0f, 1e-6f);
|
||||
}
|
||||
|
||||
TEST(Vec2D, ZeroVectorNormalization) {
|
||||
Vec2D<float> v{0.0f, 0.0f};
|
||||
|
||||
v.normalize();
|
||||
ASSERT_FLOAT_EQ(v.x, 0.0f);
|
||||
ASSERT_FLOAT_EQ(v.y, 0.0f);
|
||||
|
||||
// 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) {
|
||||
Vec2D<float> v{1e-7f, 1e-7f}; // Very small vector
|
||||
|
||||
v.normalize();
|
||||
// Should be treated as zero vector
|
||||
ASSERT_FLOAT_EQ(v.x, 0.0f);
|
||||
ASSERT_FLOAT_EQ(v.y, 0.0f);
|
||||
}
|
||||
|
||||
TEST(Vec2D, OutputOperator) {
|
||||
Vec2D<int> v{42, 24};
|
||||
|
||||
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
|
||||
Vec2D<float> result = (a + b) * 2.0f;
|
||||
ASSERT_FLOAT_EQ(result.x, 8.0f);
|
||||
ASSERT_FLOAT_EQ(result.y, 12.0f);
|
||||
|
||||
// Test chaining with assignment
|
||||
a += b;
|
||||
a = a * 0.5f;
|
||||
ASSERT_FLOAT_EQ(a.x, 2.0f);
|
||||
ASSERT_FLOAT_EQ(a.y, 3.0f);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
::testing::InitGoogleTest(&argc, argv);
|
||||
return RUN_ALL_TESTS();
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "tile.hpp"
|
||||
|
||||
// we could use array here, but this is more explicit,
|
||||
// and we don't access tile_types that often, so it should be ok
|
||||
const std::unordered_map<TileType, Tile> tile_types = {
|
||||
{ TileType::GRASS, Tile{1.0, 0, 200, 0, 255}},
|
||||
{ TileType::WOOD, Tile{1.0, 132, 68, 0, 255}},
|
||||
{ TileType::ROAD, Tile{0.5, 20, 20, 20, 255}},
|
||||
{ TileType::WATER, Tile{10.0, 0, 50, 200, 255}},
|
||||
{ TileType::WALL, Tile{1000.0, 144, 33, 0, 255}},
|
||||
};
|
@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <string_view>
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
|
||||
struct Tile {
|
||||
float cost;
|
||||
uint8_t R, G, B, A;
|
||||
};
|
||||
|
||||
enum class TileType {
|
||||
GRASS,
|
||||
WOOD,
|
||||
ROAD,
|
||||
WATER,
|
||||
WALL,
|
||||
};
|
||||
|
||||
extern const std::unordered_map<TileType, Tile> tile_types;
|
@ -1,133 +0,0 @@
|
||||
#include <SDL3/SDL.h>
|
||||
#include <expected>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "user_input.hpp"
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
UserInput::UserInput()
|
||||
: // pre-alloc some space
|
||||
m_Actions(10) {
|
||||
LOG_DEBUG(".");
|
||||
};
|
||||
|
||||
UserInput::~UserInput() { LOG_DEBUG("."); };
|
||||
|
||||
std::expected<void, std::string> UserInput::Init() { return {}; }
|
||||
|
||||
void UserInput::GetActions_mouse(const SDL_Event& event)
|
||||
{
|
||||
static bool mouse_pan = false;
|
||||
|
||||
SDL_MouseButtonEvent mouse_event = event.button;
|
||||
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;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
return;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
return;
|
||||
case '1':
|
||||
case '2':
|
||||
case '3':
|
||||
case '4':
|
||||
if (key_down) {
|
||||
int selection = kbd_event.key - '0';
|
||||
m_Actions.emplace_back(UserAction::Type::SELECT_PATHFINDER, selection);
|
||||
LOG_INFO("Pathfinder selected: ", selection);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const std::vector<UserAction>& UserInput::GetActions() {
|
||||
|
||||
static std::unordered_set<uint32_t> mouse_events = {
|
||||
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
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
@ -1,57 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <expected>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
// Seems like SDL doesn't have named constants for mouse button
|
||||
enum class MouseButton { LEFT = 1, MIDDLE, RIGHT };
|
||||
|
||||
class UserAction {
|
||||
public:
|
||||
enum class Type { NONE, EXIT, SET_MOVE_TARGET, SELECT_PATHFINDER, CAMERA_PAN, CAMERA_ZOOM };
|
||||
|
||||
UserAction() : type(Type::NONE), Argument{.number = 0} {}
|
||||
UserAction(Type t) : type(t), Argument{.number = 0} {}
|
||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||
UserAction(Type t, WindowPos v) : type(t), Argument{.position = v} {}
|
||||
UserAction(Type t, int32_t arg) : type(t), Argument{.number = arg} {}
|
||||
UserAction(Type t, float arg) : type(t), Argument{.float_number = arg} {}
|
||||
~UserAction() = default;
|
||||
|
||||
Type type;
|
||||
|
||||
union {
|
||||
WindowPos position;
|
||||
char key;
|
||||
int32_t number;
|
||||
float float_number;
|
||||
} Argument;
|
||||
|
||||
// TODO use std::variant
|
||||
//std::variant<WindowPos, char, int> Argument;
|
||||
};
|
||||
|
||||
class UserInput {
|
||||
public:
|
||||
UserInput();
|
||||
~UserInput();
|
||||
|
||||
UserInput(const UserInput &x) = delete;
|
||||
UserInput(UserInput &&x) = delete;
|
||||
UserInput &operator=(const UserInput &) = delete;
|
||||
UserInput &operator=(UserInput &&) = delete;
|
||||
|
||||
std::expected<void, std::string> Init();
|
||||
|
||||
const std::vector<UserAction> &GetActions();
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
|
||||
void GetActions_keyboard(const SDL_Event&);
|
||||
void GetActions_mouse(const SDL_Event&);
|
||||
};
|
@ -1,118 +0,0 @@
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <expected>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "window.hpp"
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
#include "sprite.hpp"
|
||||
|
||||
Window::Window(int width, int height) : m_Width(width), m_Height(height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
std::expected<void, std::string> Window::Init() {
|
||||
LOG_DEBUG(".");
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == false) {
|
||||
return std::unexpected(std::string("SDL could not initialize! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (m_Window == nullptr) {
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(std::string("Window could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
m_Context = SDL_GL_CreateContext(m_Window);
|
||||
if (m_Context == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("GL context could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected("GLEW init failed!");
|
||||
}
|
||||
|
||||
// Resize();
|
||||
|
||||
m_Renderer = std::shared_ptr<SDL_Renderer>(SDL_CreateRenderer(m_Window, NULL),
|
||||
SDL_DestroyRenderer);
|
||||
if (m_Renderer == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Renderer could not be created! Error: ") + SDL_GetError());
|
||||
}
|
||||
|
||||
// Set renderer to the Sprite class
|
||||
Sprite::SetRenderer(m_Renderer);
|
||||
|
||||
// TODO this needs to be tied to map size
|
||||
SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
void Window::DrawSprite(const WindowPos &position, Sprite &s, float scale) {
|
||||
WorldSize size = s.GetSize() * scale;
|
||||
WorldPos img_center = s.GetCenter() * scale;
|
||||
SDL_FRect rect = {position.x() - img_center.x(), position.y() - img_center.y(),
|
||||
size.x(), size.y()};
|
||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||
}
|
||||
|
||||
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
||||
uint8_t G, uint8_t B, uint8_t A) {
|
||||
SDL_FRect rect = {position.x(), position.y(), size.x(), size.y()};
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
||||
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
||||
}
|
||||
|
||||
void Window::ClearWindow() {
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
||||
SDL_RenderClear(m_Renderer.get());
|
||||
}
|
||||
|
||||
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||
|
||||
void Window::DrawCircle(const WindowPos &position, float radius) {
|
||||
int cx = static_cast<int>(position.x());
|
||||
int cy = static_cast<int>(position.y());
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
for (int i = 0; i < 360; ++i) {
|
||||
double a = i * M_PI / 180.0;
|
||||
SDL_RenderPoint(m_Renderer.get(),
|
||||
cx + static_cast<int>(std::round(radius * std::cos(a))),
|
||||
cy + static_cast<int>(std::round(radius * std::sin(a))));
|
||||
}
|
||||
}
|
||||
|
||||
void Window::DrawLine(const WindowPos &A, const WindowPos &B)
|
||||
{
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
SDL_RenderLine(m_Renderer.get(), A.x(), A.y(), B.x(), B.y());
|
||||
}
|
||||
|
@ -1,40 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <cmath>
|
||||
#include <expected>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "sprite.hpp"
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(int width, int height);
|
||||
~Window();
|
||||
|
||||
Window(const Window &x) = delete;
|
||||
Window(Window &&x) = delete;
|
||||
Window &operator=(const Window &) = delete;
|
||||
Window &operator=(Window &&) = delete;
|
||||
|
||||
std::expected<void, std::string> Init();
|
||||
void DrawSprite(const WindowPos &position, Sprite &s, float scale = 1.0f);
|
||||
void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
|
||||
uint8_t G, uint8_t B, uint8_t A);
|
||||
void ClearWindow();
|
||||
void Flush();
|
||||
void DrawCircle(const WindowPos &position, float radius);
|
||||
void DrawLine(const WindowPos &A, const WindowPos &B);
|
||||
|
||||
private:
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||
SDL_Window *m_Window;
|
||||
SDL_GLContext m_Context;
|
||||
|
||||
};
|
@ -1,690 +0,0 @@
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <concepts>
|
||||
#include <gtest/gtest.h>
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
|
||||
TEST(vec, DefaultConstruction) {
|
||||
// Test that default-constucted vector
|
||||
// has all elements equal to zero
|
||||
vec3 v1;
|
||||
ASSERT_EQ(v1[0], 0.0);
|
||||
ASSERT_EQ(v1[1], 0.0);
|
||||
ASSERT_EQ(v1[2], 0.0);
|
||||
}
|
||||
|
||||
TEST(vec, GetElements) {
|
||||
// Test operator[]
|
||||
ivec3 v1{12, 34, 56};
|
||||
ASSERT_EQ(v1[0], 12);
|
||||
ASSERT_EQ(v1[1], 34);
|
||||
ASSERT_EQ(v1[2], 56);
|
||||
}
|
||||
|
||||
|
||||
TEST(vec, equalEpsilon) {
|
||||
// Test equalEpsilon
|
||||
// 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
|
||||
ASSERT_FLOAT_EQ(v1[0], 1.0f);
|
||||
ASSERT_FLOAT_EQ(v1[1], 2.0f);
|
||||
ASSERT_FLOAT_EQ(v1[2], 3.0f);
|
||||
}
|
||||
|
||||
TEST(vec, Sub)
|
||||
{
|
||||
// Test operator- with float vectors
|
||||
vec3 v1{5.0f, 7.0f, 9.0f};
|
||||
vec3 v2{1.0f, 2.0f, 3.0f};
|
||||
vec3 result = v1 - v2;
|
||||
|
||||
ASSERT_FLOAT_EQ(result[0], 4.0f);
|
||||
ASSERT_FLOAT_EQ(result[1], 5.0f);
|
||||
ASSERT_FLOAT_EQ(result[2], 6.0f);
|
||||
|
||||
// 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(vec, ScalarMultiplication)
|
||||
{
|
||||
// Test scalar * vector with float vectors
|
||||
vec3 v1{2.0f, 3.0f, 4.0f};
|
||||
vec3 result = v1 * 2.5f;
|
||||
|
||||
ASSERT_FLOAT_EQ(result[0], 5.0f);
|
||||
ASSERT_FLOAT_EQ(result[1], 7.5f);
|
||||
ASSERT_FLOAT_EQ(result[2], 10.0f);
|
||||
|
||||
// Test scalar * vector with integer vectors
|
||||
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(vec, ScalarDivision)
|
||||
{
|
||||
// Test vector / scalar with float vectors
|
||||
vec3 v1{10.0f, 15.0f, 20.0f};
|
||||
vec3 result = v1 / 2.5f;
|
||||
|
||||
ASSERT_FLOAT_EQ(result[0], 4.0f);
|
||||
ASSERT_FLOAT_EQ(result[1], 6.0f);
|
||||
ASSERT_FLOAT_EQ(result[2], 8.0f);
|
||||
|
||||
// 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(vec, AdditionAssignment)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
|
||||
TEST(vec, SubtractionAssignment)
|
||||
{
|
||||
// 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
|
||||
ASSERT_FLOAT_EQ(normalized[0], 0.6f); // 3/5
|
||||
ASSERT_FLOAT_EQ(normalized[1], 0.8f); // 4/5
|
||||
ASSERT_FLOAT_EQ(normalized[2], 0.0f);
|
||||
ASSERT_NEAR(normalized.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(vec, GetOrthogonal)
|
||||
{
|
||||
const vec2 v1{5.0f, 1.0f};
|
||||
auto v2 = v1.GetOrthogonal();
|
||||
ASSERT_FLOAT_EQ(v2[0], -1.0f);
|
||||
ASSERT_FLOAT_EQ(v2[1], 5.0f);
|
||||
}
|
||||
|
||||
TEST(vec, DistanceTo)
|
||||
{
|
||||
// Test DistanceTo with 3D vectors
|
||||
vec3 v1{0.0f, 0.0f, 0.0f};
|
||||
vec3 v2{3.0f, 4.0f, 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(vec, ChainedOperations) {
|
||||
vec2 a{1.0f, 2.0f};
|
||||
vec2 b{3.0f, 4.0f};
|
||||
|
||||
// Test chaining: (a + b) * 2.0f
|
||||
auto result = (a + b) * 2.0f;
|
||||
ASSERT_FLOAT_EQ(result[0], 8.0f);
|
||||
ASSERT_FLOAT_EQ(result[1], 12.0f);
|
||||
|
||||
// Test chaining with assignment
|
||||
a += b;
|
||||
a = a * 0.5f;
|
||||
ASSERT_FLOAT_EQ(a[0], 2.0f);
|
||||
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) {
|
||||
::testing::InitGoogleTest(&argc, argv);
|
||||
return RUN_ALL_TESTS();
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 6.9 KiB |
@ -19,44 +19,12 @@
|
||||
</ProjectConfiguration>
|
||||
</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\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>
|
||||
<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\map.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>
|
||||
<ProjectReference Include="..\glew\build\vc15\glew_static.vcxproj">
|
||||
@ -128,7 +96,7 @@
|
||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@ -146,7 +114,7 @@
|
||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@ -164,7 +132,7 @@
|
||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
@ -182,7 +150,7 @@
|
||||
<PreprocessorDefinitions>GLEW_STATIC</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;..\..\cpp\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<AdditionalIncludeDirectories>..\glew\include;..\SDL\include;..\SDL_image\include;..\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
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|
@ -18,54 +18,6 @@
|
||||
<ClCompile Include="..\..\cpp\src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\cpp\src\window.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
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|
||||
<ClCompile Include="..\..\cpp\src\user_input.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
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|
||||
<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>
|
||||
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|
||||
<ClCompile Include="..\..\cpp\src\camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
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|
||||
<ClCompile Include="..\..\cpp\src\pathfinder\utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\cpp\src\pathfinder\linear.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
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|
||||
<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>
|
||||
<ClInclude Include="..\..\cpp\src\array.hpp">
|
||||
@ -77,53 +29,5 @@
|
||||
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|
||||
<Filter>Header Files</Filter>
|
||||
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|
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|
||||
<Filter>Header Files</Filter>
|
||||
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|
||||
<ClInclude Include="..\..\cpp\src\entities.hpp">
|
||||
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|
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|
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<ClInclude Include="..\..\cpp\src\gameloop.hpp">
|
||||
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|
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|
||||
<ClInclude Include="..\..\cpp\src\map.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
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|
||||
<ClInclude Include="..\..\cpp\src\pathfindingdemo.hpp">
|
||||
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|
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|
||||
<ClInclude Include="..\..\cpp\src\sprite.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
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|
||||
<ClInclude Include="..\..\cpp\src\tile.hpp">
|
||||
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|
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|
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|
||||
<Filter>Header Files</Filter>
|
||||
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|
||||
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|
||||
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|
||||
</ClInclude>
|
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|
||||
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|
||||
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|
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|
||||
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|
||||
</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">
|
||||
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|
||||
</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>
|
||||
</Project>
|
Loading…
x
Reference in New Issue
Block a user