+ Foundations for more system implementations + More compiler friendly on Linux + Tidied up public repopull/113/head
@ -1,313 +1,313 @@ |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.4 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y) |
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'| |
||||
|C0R1 C1R1 C2R1| * | y | = | y'| |
||||
|C0R2 C1R2 C2R2| |1.0| | - | |
||||
*/ |
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D |
||||
#define OLC_PGEX_GFX2D |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
inline Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
inline void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
inline void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
inline void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
inline void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
inline void Shear(float sx, float sy); |
||||
|
||||
inline void Perspective(float ox, float oy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
inline void Invert(); |
||||
|
||||
private: |
||||
inline void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
#ifdef OLC_PGE_GRAPHICS2D |
||||
#undef OLC_PGE_GRAPHICS2D |
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] + |
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] + |
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Perspective(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; |
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; |
||||
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; |
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; |
||||
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) - |
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) + |
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
||||
|
||||
#endif |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.4 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y) |
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'| |
||||
|C0R1 C1R1 C2R1| * | y | = | y'| |
||||
|C0R2 C1R2 C2R2| |1.0| | - | |
||||
*/ |
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D |
||||
#define OLC_PGEX_GFX2D |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
inline Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
inline void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
inline void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
inline void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
inline void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
inline void Shear(float sx, float sy); |
||||
|
||||
inline void Perspective(float ox, float oy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
inline void Invert(); |
||||
|
||||
private: |
||||
inline void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
#ifdef OLC_PGE_GRAPHICS2D |
||||
#undef OLC_PGE_GRAPHICS2D |
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] + |
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] + |
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Perspective(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; |
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; |
||||
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; |
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; |
||||
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) - |
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) + |
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
||||
|
||||
#endif |
||||
#endif |
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 41 KiB |
Before Width: | Height: | Size: 181 KiB After Width: | Height: | Size: 181 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 494 KiB After Width: | Height: | Size: 494 KiB |
@ -1,50 +1,50 @@ |
||||
|
||||
|
||||
-- Size of pixel |
||||
PixelWidth = 2 |
||||
PixelHeight = 2 |
||||
|
||||
-- Size of display window in pixels |
||||
ScreenWidth = 768 |
||||
ScreenHeight = 480 |
||||
--ScreenWidth = 384 |
||||
--ScreenHeight = 240 |
||||
|
||||
FullScreen = false |
||||
|
||||
-- Default city parameters |
||||
DefaultMapWidth = 64 |
||||
DefaultMapHeight = 32 |
||||
--DefaultCityFile = "assets/cities/example1.city" |
||||
|
||||
|
||||
-- Textures used by various game systems |
||||
Textures = {} |
||||
Textures[1] = {"Grass", "assets/system/grass1.png"} |
||||
Textures[2] = {"AllRoads", "assets/system/roads4.png"} |
||||
Textures[3] = {"Water", "assets/system/water1.png"} |
||||
Textures[4] = {"Clouds", "assets/system/clouds2.png"} |
||||
Textures[5] = {"WaterSide", "assets/system/waterside1.png"} |
||||
Textures[6] = {"Smoke", "assets/system/skidsmoke1.png"} |
||||
|
||||
-- Buildings |
||||
Buildings = {} |
||||
Buildings[1] = {"javidx9", "UnitBuilding_1", "assets/buildings/unit_building.obj", "", |
||||
0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0} |
||||
Buildings[2] = {"UDXS", "Apartments_1", "assets/buildings/udxs_building1.obj", "assets/buildings/udxs_building1.png", |
||||
0.0, 0.0, 0.0, 1.0, 1.0, 0.5, 1.0, 1.0, 0.0} |
||||
|
||||
Vehicles = {} |
||||
Vehicles[1] = {"JustinRM", "Sedan", "assets/vehicles/CarCrime_Sedan.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 1.5708, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[2] = {"JustinRM", "SUV", "assets/vehicles/CarCrime_SUV.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[3] = {"JustinRM", "TruckCab", "assets/vehicles/CarCrime_Truck_Cab.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[4] = {"JustinRM", "TruckTrailer", "assets/vehicles/CarCrime_Truck_Trailer.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[5] = {"JustinRM", "UTE", "assets/vehicles/CarCrime_Ute.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[6] = {"JustinRM", "Wagon", "assets/vehicles/CarCrime_Wahon.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
|
||||
|
||||
|
||||
-- Size of pixel |
||||
PixelWidth = 2 |
||||
PixelHeight = 2 |
||||
|
||||
-- Size of display window in pixels |
||||
ScreenWidth = 768 |
||||
ScreenHeight = 480 |
||||
--ScreenWidth = 384 |
||||
--ScreenHeight = 240 |
||||
|
||||
FullScreen = false |
||||
|
||||
-- Default city parameters |
||||
DefaultMapWidth = 64 |
||||
DefaultMapHeight = 32 |
||||
--DefaultCityFile = "assets/cities/example1.city" |
||||
|
||||
|
||||
-- Textures used by various game systems |
||||
Textures = {} |
||||
Textures[1] = {"Grass", "assets/system/grass1.png"} |
||||
Textures[2] = {"AllRoads", "assets/system/roads4.png"} |
||||
Textures[3] = {"Water", "assets/system/water1.png"} |
||||
Textures[4] = {"Clouds", "assets/system/clouds2.png"} |
||||
Textures[5] = {"WaterSide", "assets/system/waterside1.png"} |
||||
Textures[6] = {"Smoke", "assets/system/skidsmoke1.png"} |
||||
|
||||
-- Buildings |
||||
Buildings = {} |
||||
Buildings[1] = {"javidx9", "UnitBuilding_1", "assets/buildings/unit_building.obj", "", |
||||
0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0} |
||||
Buildings[2] = {"UDXS", "Apartments_1", "assets/buildings/udxs_building1.obj", "assets/buildings/udxs_building1.png", |
||||
0.0, 0.0, 0.0, 1.0, 1.0, 0.5, 1.0, 1.0, 0.0} |
||||
|
||||
Vehicles = {} |
||||
Vehicles[1] = {"JustinRM", "Sedan", "assets/vehicles/CarCrime_Sedan.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 1.5708, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[2] = {"JustinRM", "SUV", "assets/vehicles/CarCrime_SUV.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[3] = {"JustinRM", "TruckCab", "assets/vehicles/CarCrime_Truck_Cab.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[4] = {"JustinRM", "TruckTrailer", "assets/vehicles/CarCrime_Truck_Trailer.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[5] = {"JustinRM", "UTE", "assets/vehicles/CarCrime_Ute.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
Vehicles[6] = {"JustinRM", "Wagon", "assets/vehicles/CarCrime_Wahon.obj", "assets/vehicles/CarTex_256.png", |
||||
0.0, 0.0, 0.0, 0.05, 0.05, 0.05, 0.0, 0.0, 0.0} |
||||
|
Before Width: | Height: | Size: 181 KiB After Width: | Height: | Size: 181 KiB |
Before Width: | Height: | Size: 284 KiB After Width: | Height: | Size: 284 KiB |
Before Width: | Height: | Size: 181 KiB After Width: | Height: | Size: 181 KiB |
Before Width: | Height: | Size: 482 KiB After Width: | Height: | Size: 482 KiB |
Before Width: | Height: | Size: 383 KiB After Width: | Height: | Size: 383 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 54 KiB |
Before Width: | Height: | Size: 691 KiB After Width: | Height: | Size: 691 KiB |
Before Width: | Height: | Size: 732 KiB After Width: | Height: | Size: 732 KiB |
Before Width: | Height: | Size: 616 KiB After Width: | Height: | Size: 616 KiB |
Before Width: | Height: | Size: 99 KiB After Width: | Height: | Size: 99 KiB |
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 51 KiB |
@ -1,206 +1,206 @@ |
||||
#include "cAutomata.h" |
||||
|
||||
|
||||
cAuto_Node::cAuto_Node() |
||||
{ |
||||
pos = { 0,0 }; |
||||
} |
||||
|
||||
cAuto_Node::cAuto_Node(const olc::vf2d &worldpos) |
||||
{ |
||||
pos = worldpos; |
||||
} |
||||
|
||||
olc::vf2d cAuto_Track::GetPostion(float t, cAuto_Node *pStart) |
||||
{ |
||||
// pStart indicates the node the automata first encounted this track
|
||||
if (node[0] == pStart) |
||||
{ |
||||
return node[0]->pos + (node[1]->pos - node[0]->pos) * (t / fTrackLength); |
||||
} |
||||
else |
||||
{ |
||||
return node[1]->pos + (node[0]->pos - node[1]->pos) * (t / fTrackLength); |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
cAuto_Body::cAuto_Body() |
||||
{ |
||||
} |
||||
|
||||
|
||||
cAuto_Body::~cAuto_Body() |
||||
{ |
||||
} |
||||
|
||||
|
||||
void cAuto_Body::UpdateAuto(float fElapsedTime) |
||||
{ |
||||
// Work out which node is the target destination
|
||||
cAuto_Node *pExitNode = pCurrentTrack->node[0]; |
||||
if (pExitNode == pTrackOriginNode) |
||||
pExitNode = pCurrentTrack->node[1]; |
||||
|
||||
bool bAutomataCanMove = true; |
||||
|
||||
float fDistanceToAutoInFront = 1.0f; |
||||
|
||||
// First check if the vehicle overlaps with the one in front of it
|
||||
|
||||
// Get an iterator for this automata
|
||||
auto itThisAutomata = std::find(pCurrentTrack->listAutos.begin(), pCurrentTrack->listAutos.end(), this); |
||||
|
||||
// If this automata is at the front of this track segment
|
||||
if (*itThisAutomata == pCurrentTrack->listAutos.front()) |
||||
{ |
||||
// Then check all the following track segments. Take the position of
|
||||
// each vehicle at the back of the track segments auto list
|
||||
for (auto &track : pExitNode->listTracks) |
||||
{ |
||||
if (track != pCurrentTrack && !track->listAutos.empty()) |
||||
{ |
||||
// Get Auto at back
|
||||
float fDistanceFromTrackStartToAutoRear = track->listAutos.back()->fAutoPos - track->listAutos.back()->fAutoLength; |
||||
|
||||
if ((*itThisAutomata)->fAutoPos < (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - fAutoLength)) |
||||
{ |
||||
// Move Automata along track, as there is space
|
||||
//bAutomataCanMove = true;
|
||||
fDistanceToAutoInFront = (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - 0.1f) - (*itThisAutomata)->fAutoPos; |
||||
} |
||||
else |
||||
{ |
||||
// No space, so do not move automata
|
||||
bAutomataCanMove = false; |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// Track in front was empty, node is clear to pass through so
|
||||
//bAutomataCanMove = true;
|
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
} |
||||
else |
||||
{ |
||||
// Get the automata in front
|
||||
auto itAutomataInFront = itThisAutomata; |
||||
itAutomataInFront--; |
||||
|
||||
// If the distance between the front of the automata in front and the fornt of this automata
|
||||
// is greater than the length of the automata in front, then there is space for this automata
|
||||
// to enter
|
||||
if (fabs((*itAutomataInFront)->fAutoPos - (*itThisAutomata)->fAutoPos) > ((*itAutomataInFront)->fAutoLength + 0.1f)) |
||||
{ |
||||
// Move Automata along track
|
||||
//bAutomataCanMove = true;
|
||||
fDistanceToAutoInFront = ((*itAutomataInFront)->fAutoPos - (*itAutomataInFront)->fAutoLength - 0.1f) - (*itThisAutomata)->fAutoPos; |
||||
} |
||||
else |
||||
{ |
||||
// No space, so do not move automata
|
||||
bAutomataCanMove = false; |
||||
} |
||||
} |
||||
|
||||
if (bAutomataCanMove) |
||||
{ |
||||
if (fDistanceToAutoInFront > pCurrentTrack->fTrackLength) fDistanceToAutoInFront = pCurrentTrack->fTrackLength; |
||||
fAutoPos += fElapsedTime * std::max(fDistanceToAutoInFront, 1.0f) * (fAutoLength < 0.1f ? 0.3f : 0.5f); |
||||
} |
||||
|
||||
|
||||
if (fAutoPos >= pCurrentTrack->fTrackLength) |
||||
{ |
||||
// Automata has reached end of current track
|
||||
|
||||
// Check if it can transition beyond node
|
||||
if (!pExitNode->bBlock) |
||||
{ |
||||
// It can, so reset position along track back to start
|
||||
fAutoPos -= pCurrentTrack->fTrackLength; |
||||
|
||||
// Choose a track from the node not equal to this one, that has an unblocked exit node
|
||||
|
||||
// For now choose at random
|
||||
cAuto_Track *pNewTrack = nullptr; |
||||
|
||||
if (pExitNode->listTracks.size() == 2) |
||||
{ |
||||
// Automata is travelling along straight joined sections, one of the
|
||||
// tracks is the track its just come in on, the other is the exit, so
|
||||
// choose the exit.
|
||||
auto it = pExitNode->listTracks.begin(); |
||||
pNewTrack = (*it); |
||||
if (pCurrentTrack == pNewTrack) |
||||
{ |
||||
++it; |
||||
pNewTrack = (*it); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// Automata has reached a junction with several exits
|
||||
while (pNewTrack == nullptr) |
||||
{ |
||||
int i = rand() % pExitNode->listTracks.size(); |
||||
int j = 0; |
||||
for (auto it = pExitNode->listTracks.begin(); it != pExitNode->listTracks.end(); ++it) |
||||
{ |
||||
cAuto_Track* track = (*it); |
||||
|
||||
// Work out which node is the target destination
|
||||
cAuto_Node *pNewExitNode = track->node[0]; |
||||
if (pNewExitNode == pExitNode) |
||||
pNewExitNode = track->node[1]; |
||||
|
||||
if (j == i && track != pCurrentTrack && !pNewExitNode->bBlock /*((*it)->cell != pCurrentTrack->cell)*/) |
||||
{ |
||||
pNewTrack = track; |
||||
break; |
||||
} |
||||
|
||||
j++; |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
// Change to new track, the origin node of the next
|
||||
// track is the same as the exit node to the current track
|
||||
pTrackOriginNode = pExitNode; |
||||
|
||||
// Remove the automata from the front of the queue
|
||||
// on the current track
|
||||
pCurrentTrack->listAutos.pop_front(); |
||||
|
||||
// Switch the automatas track link to the new track
|
||||
pCurrentTrack = pNewTrack; |
||||
|
||||
// Push the automata onto the back of the new track queue
|
||||
pCurrentTrack->listAutos.push_back(this); |
||||
|
||||
} |
||||
else |
||||
{ |
||||
// It cant pass the node, so clamp automata at this location
|
||||
fAutoPos = pCurrentTrack->fTrackLength; |
||||
} |
||||
|
||||
} |
||||
else |
||||
{ |
||||
// Automata is travelling
|
||||
vAutoPos = pCurrentTrack->GetPostion(fAutoPos, pTrackOriginNode); |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#include "cAutomata.h" |
||||
|
||||
|
||||
cAuto_Node::cAuto_Node() |
||||
{ |
||||
pos = { 0,0 }; |
||||
} |
||||
|
||||
cAuto_Node::cAuto_Node(const olc::vf2d &worldpos) |
||||
{ |
||||
pos = worldpos; |
||||
} |
||||
|
||||
olc::vf2d cAuto_Track::GetPostion(float t, cAuto_Node *pStart) |
||||
{ |
||||
// pStart indicates the node the automata first encounted this track
|
||||
if (node[0] == pStart) |
||||
{ |
||||
return node[0]->pos + (node[1]->pos - node[0]->pos) * (t / fTrackLength); |
||||
} |
||||
else |
||||
{ |
||||
return node[1]->pos + (node[0]->pos - node[1]->pos) * (t / fTrackLength); |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
cAuto_Body::cAuto_Body() |
||||
{ |
||||
} |
||||
|
||||
|
||||
cAuto_Body::~cAuto_Body() |
||||
{ |
||||
} |
||||
|
||||
|
||||
void cAuto_Body::UpdateAuto(float fElapsedTime) |
||||
{ |
||||
// Work out which node is the target destination
|
||||
cAuto_Node *pExitNode = pCurrentTrack->node[0]; |
||||
if (pExitNode == pTrackOriginNode) |
||||
pExitNode = pCurrentTrack->node[1]; |
||||
|
||||
bool bAutomataCanMove = true; |
||||
|
||||
float fDistanceToAutoInFront = 1.0f; |
||||
|
||||
// First check if the vehicle overlaps with the one in front of it
|
||||
|
||||
// Get an iterator for this automata
|
||||
auto itThisAutomata = std::find(pCurrentTrack->listAutos.begin(), pCurrentTrack->listAutos.end(), this); |
||||
|
||||
// If this automata is at the front of this track segment
|
||||
if (*itThisAutomata == pCurrentTrack->listAutos.front()) |
||||
{ |
||||
// Then check all the following track segments. Take the position of
|
||||
// each vehicle at the back of the track segments auto list
|
||||
for (auto &track : pExitNode->listTracks) |
||||
{ |
||||
if (track != pCurrentTrack && !track->listAutos.empty()) |
||||
{ |
||||
// Get Auto at back
|
||||
float fDistanceFromTrackStartToAutoRear = track->listAutos.back()->fAutoPos - track->listAutos.back()->fAutoLength; |
||||
|
||||
if ((*itThisAutomata)->fAutoPos < (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - fAutoLength)) |
||||
{ |
||||
// Move Automata along track, as there is space
|
||||
//bAutomataCanMove = true;
|
||||
fDistanceToAutoInFront = (pCurrentTrack->fTrackLength + fDistanceFromTrackStartToAutoRear - 0.1f) - (*itThisAutomata)->fAutoPos; |
||||
} |
||||
else |
||||
{ |
||||
// No space, so do not move automata
|
||||
bAutomataCanMove = false; |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// Track in front was empty, node is clear to pass through so
|
||||
//bAutomataCanMove = true;
|
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
} |
||||
else |
||||
{ |
||||
// Get the automata in front
|
||||
auto itAutomataInFront = itThisAutomata; |
||||
itAutomataInFront--; |
||||
|
||||
// If the distance between the front of the automata in front and the fornt of this automata
|
||||
// is greater than the length of the automata in front, then there is space for this automata
|
||||
// to enter
|
||||
if (fabs((*itAutomataInFront)->fAutoPos - (*itThisAutomata)->fAutoPos) > ((*itAutomataInFront)->fAutoLength + 0.1f)) |
||||
{ |
||||
// Move Automata along track
|
||||
//bAutomataCanMove = true;
|
||||
fDistanceToAutoInFront = ((*itAutomataInFront)->fAutoPos - (*itAutomataInFront)->fAutoLength - 0.1f) - (*itThisAutomata)->fAutoPos; |
||||
} |
||||
else |
||||
{ |
||||
// No space, so do not move automata
|
||||
bAutomataCanMove = false; |
||||
} |
||||
} |
||||
|
||||
if (bAutomataCanMove) |
||||
{ |
||||
if (fDistanceToAutoInFront > pCurrentTrack->fTrackLength) fDistanceToAutoInFront = pCurrentTrack->fTrackLength; |
||||
fAutoPos += fElapsedTime * std::max(fDistanceToAutoInFront, 1.0f) * (fAutoLength < 0.1f ? 0.3f : 0.5f); |
||||
} |
||||
|
||||
|
||||
if (fAutoPos >= pCurrentTrack->fTrackLength) |
||||
{ |
||||
// Automata has reached end of current track
|
||||
|
||||
// Check if it can transition beyond node
|
||||
if (!pExitNode->bBlock) |
||||
{ |
||||
// It can, so reset position along track back to start
|
||||
fAutoPos -= pCurrentTrack->fTrackLength; |
||||
|
||||
// Choose a track from the node not equal to this one, that has an unblocked exit node
|
||||
|
||||
// For now choose at random
|
||||
cAuto_Track *pNewTrack = nullptr; |
||||
|
||||
if (pExitNode->listTracks.size() == 2) |
||||
{ |
||||
// Automata is travelling along straight joined sections, one of the
|
||||
// tracks is the track its just come in on, the other is the exit, so
|
||||
// choose the exit.
|
||||
auto it = pExitNode->listTracks.begin(); |
||||
pNewTrack = (*it); |
||||
if (pCurrentTrack == pNewTrack) |
||||
{ |
||||
++it; |
||||
pNewTrack = (*it); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// Automata has reached a junction with several exits
|
||||
while (pNewTrack == nullptr) |
||||
{ |
||||
int i = rand() % pExitNode->listTracks.size(); |
||||
int j = 0; |
||||
for (auto it = pExitNode->listTracks.begin(); it != pExitNode->listTracks.end(); ++it) |
||||
{ |
||||
cAuto_Track* track = (*it); |
||||
|
||||
// Work out which node is the target destination
|
||||
cAuto_Node *pNewExitNode = track->node[0]; |
||||
if (pNewExitNode == pExitNode) |
||||
pNewExitNode = track->node[1]; |
||||
|
||||
if (j == i && track != pCurrentTrack && !pNewExitNode->bBlock /*((*it)->cell != pCurrentTrack->cell)*/) |
||||
{ |
||||
pNewTrack = track; |
||||
break; |
||||
} |
||||
|
||||
j++; |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
// Change to new track, the origin node of the next
|
||||
// track is the same as the exit node to the current track
|
||||
pTrackOriginNode = pExitNode; |
||||
|
||||
// Remove the automata from the front of the queue
|
||||
// on the current track
|
||||
pCurrentTrack->listAutos.pop_front(); |
||||
|
||||
// Switch the automatas track link to the new track
|
||||
pCurrentTrack = pNewTrack; |
||||
|
||||
// Push the automata onto the back of the new track queue
|
||||
pCurrentTrack->listAutos.push_back(this); |
||||
|
||||
} |
||||
else |
||||
{ |
||||
// It cant pass the node, so clamp automata at this location
|
||||
fAutoPos = pCurrentTrack->fTrackLength; |
||||
} |
||||
|
||||
} |
||||
else |
||||
{ |
||||
// Automata is travelling
|
||||
vAutoPos = pCurrentTrack->GetPostion(fAutoPos, pTrackOriginNode); |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1,107 +1,107 @@ |
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
class cAuto_Track; |
||||
class cAuto_Node; |
||||
class cAuto_Body; |
||||
class cCell; |
||||
|
||||
class cAuto_Node |
||||
{ |
||||
public: |
||||
cAuto_Node(); |
||||
cAuto_Node(const olc::vf2d &worldpos); |
||||
olc::vf2d pos; |
||||
bool bBlock = false; |
||||
std::list<cAuto_Track*> listTracks; |
||||
}; |
||||
|
||||
class cAuto_Track |
||||
{ |
||||
public: |
||||
cAuto_Node* node[2]; // Two end nodes
|
||||
cCell* cell; // Pointer to host cell
|
||||
olc::vf2d GetPostion(float t, cAuto_Node *pstart); |
||||
std::list<cAuto_Body*> listAutos; |
||||
float fTrackLength = 1.0f; |
||||
}; |
||||
|
||||
class cAuto_Body |
||||
{ |
||||
public: |
||||
cAuto_Body(); |
||||
~cAuto_Body(); |
||||
|
||||
public: |
||||
void UpdateAuto(float fElapsedTime); |
||||
|
||||
public: |
||||
olc::vf2d vAutoPos = { 0.0f, 0.0f }; |
||||
float fAutoPos = 0.0f; // Location of automata along track
|
||||
float fAutoLength = 0.0f; // Physical length of automata
|
||||
cAuto_Track *pCurrentTrack = nullptr; |
||||
cAuto_Node *pTrackOriginNode = nullptr; |
||||
|
||||
}; |
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
class cAuto_Track; |
||||
class cAuto_Node; |
||||
class cAuto_Body; |
||||
class cCell; |
||||
|
||||
class cAuto_Node |
||||
{ |
||||
public: |
||||
cAuto_Node(); |
||||
cAuto_Node(const olc::vf2d &worldpos); |
||||
olc::vf2d pos; |
||||
bool bBlock = false; |
||||
std::list<cAuto_Track*> listTracks; |
||||
}; |
||||
|
||||
class cAuto_Track |
||||
{ |
||||
public: |
||||
cAuto_Node* node[2]; // Two end nodes
|
||||
cCell* cell; // Pointer to host cell
|
||||
olc::vf2d GetPostion(float t, cAuto_Node *pstart); |
||||
std::list<cAuto_Body*> listAutos; |
||||
float fTrackLength = 1.0f; |
||||
}; |
||||
|
||||
class cAuto_Body |
||||
{ |
||||
public: |
||||
cAuto_Body(); |
||||
~cAuto_Body(); |
||||
|
||||
public: |
||||
void UpdateAuto(float fElapsedTime); |
||||
|
||||
public: |
||||
olc::vf2d vAutoPos = { 0.0f, 0.0f }; |
||||
float fAutoPos = 0.0f; // Location of automata along track
|
||||
float fAutoLength = 0.0f; // Physical length of automata
|
||||
cAuto_Track *pCurrentTrack = nullptr; |
||||
cAuto_Node *pTrackOriginNode = nullptr; |
||||
|
||||
}; |
@ -1,289 +1,289 @@ |
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
#include "cGameSettings.h" |
||||
#include "cCityMap.h" |
||||
|
||||
#include <vector> |
||||
#include <unordered_set> |
||||
|
||||
struct sSmokeDecal |
||||
{ |
||||
float fLifetime = 0.1f; |
||||
olc::GFX3D::vec3d pos; |
||||
}; |
||||
|
||||
class cCarCrimeCity : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
cCarCrimeCity(); |
||||
~cCarCrimeCity(); |
||||
|
||||
private: |
||||
bool OnUserCreate() override; |
||||
bool OnUserUpdate(float fElapsedTime) override; |
||||
bool OnUserDestroy() override; |
||||
|
||||
private: |
||||
|
||||
class cGameObjectQuad |
||||
{ |
||||
public: |
||||
cGameObjectQuad(float w, float h) |
||||
{ |
||||
fWidth = w; |
||||
fHeight = h; |
||||
fAngle = 0.0f; |
||||
|
||||
// Construct Model Quad Geometry
|
||||
vecPointsModel = { {-fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{-fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{+fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{+fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f} }; |
||||
|
||||
vecPointsWorld.resize(vecPointsModel.size()); |
||||
TransformModelToWorld(); |
||||
} |
||||
|
||||
void TransformModelToWorld() |
||||
{ |
||||
for (size_t i = 0; i < vecPointsModel.size(); ++i) |
||||
{ |
||||
vecPointsWorld[i] = { |
||||
(vecPointsModel[i].x * cosf(fAngle)) - (vecPointsModel[i].y * sinf(fAngle)) + pos.x, |
||||
(vecPointsModel[i].x * sinf(fAngle)) + (vecPointsModel[i].y * cosf(fAngle)) + pos.y, |
||||
vecPointsModel[i].z, |
||||
vecPointsModel[i].w |
||||
}; |
||||
} |
||||
} |
||||
|
||||
std::vector<olc::GFX3D::triangle> GetTriangles() |
||||
{ |
||||
// Return triangles based upon this quad
|
||||
return |
||||
{ |
||||
{vecPointsWorld[0], vecPointsWorld[1], vecPointsWorld[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED}, |
||||
{vecPointsWorld[0], vecPointsWorld[2], vecPointsWorld[3], 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED}, |
||||
}; |
||||
} |
||||
|
||||
// Use rectangle edge intersections.
|
||||
bool StaticCollisionWith(cGameObjectQuad &r2, bool bResolveStatic = false) |
||||
{ |
||||
struct vec2d { float x; float y; }; |
||||
|
||||
bool bCollision = false; |
||||
|
||||
// Check diagonals of R1 against edges of R2
|
||||
for (size_t p = 0; p < vecPointsWorld.size(); p++) |
||||
{ |
||||
vec2d line_r1s = { pos.x, pos.y }; |
||||
vec2d line_r1e = { vecPointsWorld[p].x, vecPointsWorld[p].y }; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
for (size_t q = 0; q < r2.vecPointsWorld.size(); q++) |
||||
{ |
||||
vec2d line_r2s = { r2.vecPointsWorld[q].x, r2.vecPointsWorld[q].y }; |
||||
vec2d line_r2e = { r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].x, r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].y }; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) |
||||
{ |
||||
if (bResolveStatic) |
||||
{ |
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); |
||||
bCollision = true; |
||||
} |
||||
else |
||||
return true; |
||||
} |
||||
} |
||||
|
||||
pos.x -= displacement.x; |
||||
pos.y -= displacement.y; |
||||
} |
||||
|
||||
// Check diagonals of R2 against edges of R1
|
||||
for (size_t p = 0; p < r2.vecPointsWorld.size(); p++) |
||||
{ |
||||
vec2d line_r1s = { r2.pos.x, r2.pos.y }; |
||||
vec2d line_r1e = { r2.vecPointsWorld[p].x, r2.vecPointsWorld[p].y }; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
for (size_t q = 0; q < vecPointsWorld.size(); q++) |
||||
{ |
||||
vec2d line_r2s = { vecPointsWorld[q].x, vecPointsWorld[q].y }; |
||||
vec2d line_r2e = { vecPointsWorld[(q + 1) % vecPointsWorld.size()].x, vecPointsWorld[(q + 1) % vecPointsWorld.size()].y }; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) |
||||
{ |
||||
if (bResolveStatic) |
||||
{ |
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); |
||||
bCollision = true; |
||||
} |
||||
else |
||||
return true; |
||||
} |
||||
} |
||||
|
||||
|
||||
pos.x += displacement.x; |
||||
pos.y += displacement.y; |
||||
} |
||||
|
||||
return bCollision; |
||||
} |
||||
|
||||
std::vector<olc::GFX3D::triangle> meshTris; |
||||
std::vector<olc::GFX3D::vec3d> vecPointsModel; |
||||
std::vector<olc::GFX3D::vec3d> vecPointsWorld; |
||||
olc::GFX3D::vec3d pos; |
||||
|
||||
float fWidth; |
||||
float fHeight; |
||||
float fOriginX; |
||||
float fOriginY; |
||||
float fAngle; |
||||
}; |
||||
|
||||
bool LoadAssets(); |
||||
|
||||
std::map<std::string, olc::Sprite*> mapAssetTextures; |
||||
std::map<std::string, olc::GFX3D::mesh*> mapAssetMeshes; |
||||
std::map<std::string, olc::GFX3D::mat4x4> mapAssetTransform; |
||||
|
||||
// Camera variables
|
||||
olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -3.0f }; |
||||
olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f }; |
||||
olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -3.0f }; |
||||
olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f }; |
||||
|
||||
// Ray Casting Parameters
|
||||
olc::vf2d viewWorldTopLeft; |
||||
olc::vf2d viewWorldBottomRight; |
||||
|
||||
// Cloud movement variables
|
||||
float fCloudOffsetX = 0.0f; |
||||
float fCloudOffsetY = 0.0f; |
||||
|
||||
// Mouse Control
|
||||
olc::vf2d vOffset = { 0.0f, 0.0f }; |
||||
olc::vf2d vStartPan = { 0.0f, 0.0f }; |
||||
olc::vf2d vMouseOnGround = { 0.0f, 0.0f }; |
||||
float fScale = 1.0f; |
||||
|
||||
olc::vf2d GetMouseOnGround(const olc::vf2d &vMouseScreen); |
||||
|
||||
//cVehicle car;
|
||||
olc::vf2d carvel; |
||||
olc::vf2d carpos; |
||||
float fSpeed = 0.0f; |
||||
float fAngle = 0.0f; |
||||
|
||||
std::list<cAuto_Body*> listAutomata; // Holds all automata, note its a pointer because we use polymorphism
|
||||
|
||||
void SpawnPedestrian(int x, int y); |
||||
void SpawnVehicle(int x, int y); |
||||
|
||||
//cGameObjectQuad *goCar = nullptr;
|
||||
//cGameObjectQuad *goObstacle = nullptr;
|
||||
|
||||
//std::vector<cGameObjectQuad> vecObstacles;
|
||||
|
||||
cCityMap *pCity = nullptr; |
||||
|
||||
float fGlobalTime = 0.0f; |
||||
|
||||
// Editing Utilities
|
||||
bool bEditMode = true; |
||||
int nMouseX = 0; |
||||
int nMouseY = 0; |
||||
|
||||
struct sCellLoc { int x, y; }; |
||||
std::unordered_set<int> setSelectedCells; |
||||
|
||||
//std::list<sSmokeDecal> listDecalSmoke;
|
||||
|
||||
//int nTrafficState = 0;
|
||||
|
||||
void DoEditMode(float fElapsedTime); |
||||
}; |
||||
|
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#pragma once |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
#include "cGameSettings.h" |
||||
#include "cCityMap.h" |
||||
|
||||
#include <vector> |
||||
#include <unordered_set> |
||||
|
||||
struct sSmokeDecal |
||||
{ |
||||
float fLifetime = 0.1f; |
||||
olc::GFX3D::vec3d pos; |
||||
}; |
||||
|
||||
class cCarCrimeCity : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
cCarCrimeCity(); |
||||
~cCarCrimeCity(); |
||||
|
||||
private: |
||||
bool OnUserCreate() override; |
||||
bool OnUserUpdate(float fElapsedTime) override; |
||||
bool OnUserDestroy() override; |
||||
|
||||
private: |
||||
|
||||
class cGameObjectQuad |
||||
{ |
||||
public: |
||||
cGameObjectQuad(float w, float h) |
||||
{ |
||||
fWidth = w; |
||||
fHeight = h; |
||||
fAngle = 0.0f; |
||||
|
||||
// Construct Model Quad Geometry
|
||||
vecPointsModel = { {-fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{-fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{+fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, |
||||
{+fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f} }; |
||||
|
||||
vecPointsWorld.resize(vecPointsModel.size()); |
||||
TransformModelToWorld(); |
||||
} |
||||
|
||||
void TransformModelToWorld() |
||||
{ |
||||
for (size_t i = 0; i < vecPointsModel.size(); ++i) |
||||
{ |
||||
vecPointsWorld[i] = { |
||||
(vecPointsModel[i].x * cosf(fAngle)) - (vecPointsModel[i].y * sinf(fAngle)) + pos.x, |
||||
(vecPointsModel[i].x * sinf(fAngle)) + (vecPointsModel[i].y * cosf(fAngle)) + pos.y, |
||||
vecPointsModel[i].z, |
||||
vecPointsModel[i].w |
||||
}; |
||||
} |
||||
} |
||||
|
||||
std::vector<olc::GFX3D::triangle> GetTriangles() |
||||
{ |
||||
// Return triangles based upon this quad
|
||||
return |
||||
{ |
||||
{vecPointsWorld[0], vecPointsWorld[1], vecPointsWorld[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED}, |
||||
{vecPointsWorld[0], vecPointsWorld[2], vecPointsWorld[3], 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED}, |
||||
}; |
||||
} |
||||
|
||||
// Use rectangle edge intersections.
|
||||
bool StaticCollisionWith(cGameObjectQuad &r2, bool bResolveStatic = false) |
||||
{ |
||||
struct vec2d { float x; float y; }; |
||||
|
||||
bool bCollision = false; |
||||
|
||||
// Check diagonals of R1 against edges of R2
|
||||
for (size_t p = 0; p < vecPointsWorld.size(); p++) |
||||
{ |
||||
vec2d line_r1s = { pos.x, pos.y }; |
||||
vec2d line_r1e = { vecPointsWorld[p].x, vecPointsWorld[p].y }; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
for (size_t q = 0; q < r2.vecPointsWorld.size(); q++) |
||||
{ |
||||
vec2d line_r2s = { r2.vecPointsWorld[q].x, r2.vecPointsWorld[q].y }; |
||||
vec2d line_r2e = { r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].x, r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].y }; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) |
||||
{ |
||||
if (bResolveStatic) |
||||
{ |
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); |
||||
bCollision = true; |
||||
} |
||||
else |
||||
return true; |
||||
} |
||||
} |
||||
|
||||
pos.x -= displacement.x; |
||||
pos.y -= displacement.y; |
||||
} |
||||
|
||||
// Check diagonals of R2 against edges of R1
|
||||
for (size_t p = 0; p < r2.vecPointsWorld.size(); p++) |
||||
{ |
||||
vec2d line_r1s = { r2.pos.x, r2.pos.y }; |
||||
vec2d line_r1e = { r2.vecPointsWorld[p].x, r2.vecPointsWorld[p].y }; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
for (size_t q = 0; q < vecPointsWorld.size(); q++) |
||||
{ |
||||
vec2d line_r2s = { vecPointsWorld[q].x, vecPointsWorld[q].y }; |
||||
vec2d line_r2e = { vecPointsWorld[(q + 1) % vecPointsWorld.size()].x, vecPointsWorld[(q + 1) % vecPointsWorld.size()].y }; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) |
||||
{ |
||||
if (bResolveStatic) |
||||
{ |
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); |
||||
bCollision = true; |
||||
} |
||||
else |
||||
return true; |
||||
} |
||||
} |
||||
|
||||
|
||||
pos.x += displacement.x; |
||||
pos.y += displacement.y; |
||||
} |
||||
|
||||
return bCollision; |
||||
} |
||||
|
||||
std::vector<olc::GFX3D::triangle> meshTris; |
||||
std::vector<olc::GFX3D::vec3d> vecPointsModel; |
||||
std::vector<olc::GFX3D::vec3d> vecPointsWorld; |
||||
olc::GFX3D::vec3d pos; |
||||
|
||||
float fWidth; |
||||
float fHeight; |
||||
float fOriginX; |
||||
float fOriginY; |
||||
float fAngle; |
||||
}; |
||||
|
||||
bool LoadAssets(); |
||||
|
||||
std::map<std::string, olc::Sprite*> mapAssetTextures; |
||||
std::map<std::string, olc::GFX3D::mesh*> mapAssetMeshes; |
||||
std::map<std::string, olc::GFX3D::mat4x4> mapAssetTransform; |
||||
|
||||
// Camera variables
|
||||
olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -3.0f }; |
||||
olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f }; |
||||
olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -3.0f }; |
||||
olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f }; |
||||
|
||||
// Ray Casting Parameters
|
||||
olc::vf2d viewWorldTopLeft; |
||||
olc::vf2d viewWorldBottomRight; |
||||
|
||||
// Cloud movement variables
|
||||
float fCloudOffsetX = 0.0f; |
||||
float fCloudOffsetY = 0.0f; |
||||
|
||||
// Mouse Control
|
||||
olc::vf2d vOffset = { 0.0f, 0.0f }; |
||||
olc::vf2d vStartPan = { 0.0f, 0.0f }; |
||||
olc::vf2d vMouseOnGround = { 0.0f, 0.0f }; |
||||
float fScale = 1.0f; |
||||
|
||||
olc::vf2d GetMouseOnGround(const olc::vf2d &vMouseScreen); |
||||
|
||||
//cVehicle car;
|
||||
olc::vf2d carvel; |
||||
olc::vf2d carpos; |
||||
float fSpeed = 0.0f; |
||||
float fAngle = 0.0f; |
||||
|
||||
std::list<cAuto_Body*> listAutomata; // Holds all automata, note its a pointer because we use polymorphism
|
||||
|
||||
void SpawnPedestrian(int x, int y); |
||||
void SpawnVehicle(int x, int y); |
||||
|
||||
//cGameObjectQuad *goCar = nullptr;
|
||||
//cGameObjectQuad *goObstacle = nullptr;
|
||||
|
||||
//std::vector<cGameObjectQuad> vecObstacles;
|
||||
|
||||
cCityMap *pCity = nullptr; |
||||
|
||||
float fGlobalTime = 0.0f; |
||||
|
||||
// Editing Utilities
|
||||
bool bEditMode = true; |
||||
int nMouseX = 0; |
||||
int nMouseY = 0; |
||||
|
||||
struct sCellLoc { int x, y; }; |
||||
std::unordered_set<int> setSelectedCells; |
||||
|
||||
//std::list<sSmokeDecal> listDecalSmoke;
|
||||
|
||||
//int nTrafficState = 0;
|
||||
|
||||
void DoEditMode(float fElapsedTime); |
||||
}; |
||||
|
@ -1,121 +1,121 @@ |
||||
#include "cCell.h" |
||||
|
||||
#include "cCityMap.h" |
||||
#include "olcPixelGameEngine.h" |
||||
#include <map> |
||||
|
||||
cCell::cCell() |
||||
{ |
||||
} |
||||
|
||||
|
||||
cCell::~cCell() |
||||
{ |
||||
// Cells own a list of automata navigation tracks
|
||||
// but this will be destroyed when the cell is deleted
|
||||
} |
||||
|
||||
cCell::cCell(cCityMap* map, int x, int y) |
||||
{ |
||||
pMap = map; |
||||
nWorldX = x; |
||||
nWorldY = y; |
||||
nCellType = CELL_BLANK; |
||||
|
||||
// Connect internal nodes
|
||||
for (int i = 0; i < 49; i++) |
||||
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y) + i; |
||||
|
||||
// Link cell into maps node pool
|
||||
if (y > 0) |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y - 1) + 42 + i; |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i] = nullptr; |
||||
} |
||||
|
||||
if (x > 0) |
||||
{ |
||||
// Link West side
|
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i * 7] = pMap->GetAutoNodeBase(x - 1, y) + 6 + i * 7; |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i * 7] = nullptr; |
||||
} |
||||
|
||||
// South Side
|
||||
if (y < pMap->GetHeight() - 1) |
||||
{ |
||||
|
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[42 + i] = nullptr; |
||||
} |
||||
|
||||
// East Side
|
||||
if (x < pMap->GetWidth() - 1) |
||||
{ |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[6 + i * 7] = nullptr; |
||||
} |
||||
|
||||
// Unused Nodes
|
||||
pNaviNodes[9] = nullptr; |
||||
pNaviNodes[11] = nullptr; |
||||
pNaviNodes[15] = nullptr; |
||||
pNaviNodes[19] = nullptr; |
||||
pNaviNodes[29] = nullptr; |
||||
pNaviNodes[33] = nullptr; |
||||
pNaviNodes[37] = nullptr; |
||||
pNaviNodes[39] = nullptr; |
||||
pNaviNodes[0] = nullptr; |
||||
pNaviNodes[6] = nullptr; |
||||
pNaviNodes[42] = nullptr; |
||||
pNaviNodes[48] = nullptr; |
||||
|
||||
} |
||||
|
||||
|
||||
bool cCell::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
|
||||
|
||||
return false; |
||||
} |
||||
|
||||
void cCell::CalculateAdjacency() |
||||
{ |
||||
|
||||
} |
||||
#include "cCell.h" |
||||
|
||||
#include "cCityMap.h" |
||||
#include "olcPixelGameEngine.h" |
||||
#include <map> |
||||
|
||||
cCell::cCell() |
||||
{ |
||||
} |
||||
|
||||
|
||||
cCell::~cCell() |
||||
{ |
||||
// Cells own a list of automata navigation tracks
|
||||
// but this will be destroyed when the cell is deleted
|
||||
} |
||||
|
||||
cCell::cCell(cCityMap* map, int x, int y) |
||||
{ |
||||
pMap = map; |
||||
nWorldX = x; |
||||
nWorldY = y; |
||||
nCellType = CELL_BLANK; |
||||
|
||||
// Connect internal nodes
|
||||
for (int i = 0; i < 49; i++) |
||||
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y) + i; |
||||
|
||||
// Link cell into maps node pool
|
||||
if (y > 0) |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i] = pMap->GetAutoNodeBase(x, y - 1) + 42 + i; |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i] = nullptr; |
||||
} |
||||
|
||||
if (x > 0) |
||||
{ |
||||
// Link West side
|
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i * 7] = pMap->GetAutoNodeBase(x - 1, y) + 6 + i * 7; |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[i * 7] = nullptr; |
||||
} |
||||
|
||||
// South Side
|
||||
if (y < pMap->GetHeight() - 1) |
||||
{ |
||||
|
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[42 + i] = nullptr; |
||||
} |
||||
|
||||
// East Side
|
||||
if (x < pMap->GetWidth() - 1) |
||||
{ |
||||
} |
||||
else |
||||
{ |
||||
for (int i = 0; i < 7; i++) |
||||
pNaviNodes[6 + i * 7] = nullptr; |
||||
} |
||||
|
||||
// Unused Nodes
|
||||
pNaviNodes[9] = nullptr; |
||||
pNaviNodes[11] = nullptr; |
||||
pNaviNodes[15] = nullptr; |
||||
pNaviNodes[19] = nullptr; |
||||
pNaviNodes[29] = nullptr; |
||||
pNaviNodes[33] = nullptr; |
||||
pNaviNodes[37] = nullptr; |
||||
pNaviNodes[39] = nullptr; |
||||
pNaviNodes[0] = nullptr; |
||||
pNaviNodes[6] = nullptr; |
||||
pNaviNodes[42] = nullptr; |
||||
pNaviNodes[48] = nullptr; |
||||
|
||||
} |
||||
|
||||
|
||||
bool cCell::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell::DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
|
||||
|
||||
return false; |
||||
} |
||||
|
||||
void cCell::CalculateAdjacency() |
||||
{ |
||||
|
||||
} |
@ -1,60 +1,60 @@ |
||||
#pragma once |
||||
|
||||
#include <map> |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
#include "cAutomata.h" |
||||
|
||||
|
||||
class cCityMap; |
||||
|
||||
enum CellType |
||||
{ |
||||
CELL_BLANK, |
||||
CELL_GRASS, |
||||
CELL_CONCRETE, |
||||
CELL_WATER, |
||||
CELL_BUILDING, |
||||
CELL_ROAD, |
||||
CELL_PAVEMENT, |
||||
}; |
||||
|
||||
class cCell |
||||
{ |
||||
public: |
||||
cCell(); |
||||
cCell(cCityMap* map, int x, int y); |
||||
~cCell(); |
||||
|
||||
protected: |
||||
cCityMap* pMap = nullptr; |
||||
|
||||
public: |
||||
int nWorldX = 0; |
||||
int nWorldY = 0; |
||||
bool bSolid = false; |
||||
CellType nCellType = CELL_BLANK; |
||||
|
||||
// This cell may actuall be occupied by a multi-cell body
|
||||
// so this pointer points to the host cell that contains
|
||||
// that body
|
||||
cCell* pHostCell = nullptr; |
||||
|
||||
// Each cell links to 20 automata transport nodes, 5 on each side
|
||||
cAuto_Node* pNaviNodes[49]; |
||||
|
||||
// Each cell can have a number of automata transport tracks, it owns them
|
||||
// These connect nodes together as determined by the cell
|
||||
std::list<cAuto_Track> listTracks; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
||||
#pragma once |
||||
|
||||
#include <map> |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
#include "cAutomata.h" |
||||
|
||||
|
||||
class cCityMap; |
||||
|
||||
enum CellType |
||||
{ |
||||
CELL_BLANK, |
||||
CELL_GRASS, |
||||
CELL_CONCRETE, |
||||
CELL_WATER, |
||||
CELL_BUILDING, |
||||
CELL_ROAD, |
||||
CELL_PAVEMENT, |
||||
}; |
||||
|
||||
class cCell |
||||
{ |
||||
public: |
||||
cCell(); |
||||
cCell(cCityMap* map, int x, int y); |
||||
~cCell(); |
||||
|
||||
protected: |
||||
cCityMap* pMap = nullptr; |
||||
|
||||
public: |
||||
int nWorldX = 0; |
||||
int nWorldY = 0; |
||||
bool bSolid = false; |
||||
CellType nCellType = CELL_BLANK; |
||||
|
||||
// This cell may actuall be occupied by a multi-cell body
|
||||
// so this pointer points to the host cell that contains
|
||||
// that body
|
||||
cCell* pHostCell = nullptr; |
||||
|
||||
// Each cell links to 20 automata transport nodes, 5 on each side
|
||||
cAuto_Node* pNaviNodes[49]; |
||||
|
||||
// Each cell can have a number of automata transport tracks, it owns them
|
||||
// These connect nodes together as determined by the cell
|
||||
std::list<cAuto_Track> listTracks; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
@ -1,53 +1,53 @@ |
||||
#include "cCell_Building.h" |
||||
|
||||
|
||||
|
||||
cCell_Building::cCell_Building(const std::string &name, cCityMap* map, int x, int y) : cCell(map, x, y) |
||||
{ |
||||
sName = name; |
||||
} |
||||
|
||||
|
||||
cCell_Building::~cCell_Building() |
||||
{ |
||||
} |
||||
|
||||
void cCell_Building::CalculateAdjacency() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Building::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
texture = mapTextures[sName]; |
||||
mesh = mapMesh[sName]; |
||||
transform = mapTransforms[sName]; |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(transform, matTranslate); |
||||
pipe.SetTransform(matWorld); |
||||
if (texture != nullptr) |
||||
{ |
||||
pipe.SetTexture(texture); |
||||
pipe.Render(mesh->tris,olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS); |
||||
} |
||||
else |
||||
{ |
||||
pipe.Render(mesh->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_FLAT | olc::GFX3D::RENDER_LIGHTS); |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
|
||||
return false; |
||||
} |
||||
#include "cCell_Building.h" |
||||
|
||||
|
||||
|
||||
cCell_Building::cCell_Building(const std::string &name, cCityMap* map, int x, int y) : cCell(map, x, y) |
||||
{ |
||||
sName = name; |
||||
} |
||||
|
||||
|
||||
cCell_Building::~cCell_Building() |
||||
{ |
||||
} |
||||
|
||||
void cCell_Building::CalculateAdjacency() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Building::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
texture = mapTextures[sName]; |
||||
mesh = mapMesh[sName]; |
||||
transform = mapTransforms[sName]; |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(transform, matTranslate); |
||||
pipe.SetTransform(matWorld); |
||||
if (texture != nullptr) |
||||
{ |
||||
pipe.SetTexture(texture); |
||||
pipe.Render(mesh->tris,olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS); |
||||
} |
||||
else |
||||
{ |
||||
pipe.Render(mesh->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_FLAT | olc::GFX3D::RENDER_LIGHTS); |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Building::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
|
||||
return false; |
||||
} |
@ -1,25 +1,25 @@ |
||||
#pragma once |
||||
#include "cCell.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
|
||||
class cCell_Building : public cCell |
||||
{ |
||||
public: |
||||
cCell_Building(const std::string &name, cCityMap* map, int x, int y); |
||||
~cCell_Building(); |
||||
|
||||
private: |
||||
std::string sName; |
||||
olc::Sprite* texture = nullptr; |
||||
olc::GFX3D::mesh* mesh = nullptr; |
||||
olc::GFX3D::mat4x4 transform; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
||||
#pragma once |
||||
#include "cCell.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
|
||||
|
||||
class cCell_Building : public cCell |
||||
{ |
||||
public: |
||||
cCell_Building(const std::string &name, cCityMap* map, int x, int y); |
||||
~cCell_Building(); |
||||
|
||||
private: |
||||
std::string sName; |
||||
olc::Sprite* texture = nullptr; |
||||
olc::GFX3D::mesh* mesh = nullptr; |
||||
olc::GFX3D::mat4x4 transform; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
@ -1,49 +1,49 @@ |
||||
#include "cCell_Plane.h" |
||||
|
||||
|
||||
|
||||
cCell_Plane::cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type) : cCell(map, x, y) |
||||
{ |
||||
bSolid = false; |
||||
nType = type; |
||||
if (nType == PLANE_GRASS) nCellType = CELL_GRASS; |
||||
if (nType == PLANE_ASPHALT) nCellType = CELL_PAVEMENT; |
||||
} |
||||
|
||||
|
||||
cCell_Plane::~cCell_Plane() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Plane::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
sprGrass = mapTextures["Grass"]; |
||||
sprPavement = mapTextures["Pavement"]; |
||||
meshUnitQuad = mapMesh["UnitQuad"]; |
||||
return true; |
||||
} |
||||
|
||||
bool cCell_Plane::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Plane::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matWorld; |
||||
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
pipe.SetTransform(matWorld); |
||||
|
||||
if(nType == PLANE_GRASS) |
||||
pipe.SetTexture(sprGrass); |
||||
else |
||||
pipe.SetTexture(sprPavement); |
||||
|
||||
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED); |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Plane::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
||||
#include "cCell_Plane.h" |
||||
|
||||
|
||||
|
||||
cCell_Plane::cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type) : cCell(map, x, y) |
||||
{ |
||||
bSolid = false; |
||||
nType = type; |
||||
if (nType == PLANE_GRASS) nCellType = CELL_GRASS; |
||||
if (nType == PLANE_ASPHALT) nCellType = CELL_PAVEMENT; |
||||
} |
||||
|
||||
|
||||
cCell_Plane::~cCell_Plane() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Plane::LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
sprGrass = mapTextures["Grass"]; |
||||
sprPavement = mapTextures["Pavement"]; |
||||
meshUnitQuad = mapMesh["UnitQuad"]; |
||||
return true; |
||||
} |
||||
|
||||
bool cCell_Plane::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Plane::DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matWorld; |
||||
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
pipe.SetTransform(matWorld); |
||||
|
||||
if(nType == PLANE_GRASS) |
||||
pipe.SetTexture(sprGrass); |
||||
else |
||||
pipe.SetTexture(sprPavement); |
||||
|
||||
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED); |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Plane::DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe) |
||||
{ |
||||
return false; |
||||
} |
@ -1,34 +1,34 @@ |
||||
#pragma once |
||||
#include "cCell.h" |
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
#include <map> |
||||
|
||||
|
||||
enum CELL_PLANE |
||||
{ |
||||
PLANE_GRASS, |
||||
PLANE_ASPHALT |
||||
}; |
||||
|
||||
class cCell_Plane : public cCell |
||||
{ |
||||
public: |
||||
cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type); |
||||
~cCell_Plane(); |
||||
|
||||
protected: |
||||
CELL_PLANE nType = PLANE_GRASS; |
||||
|
||||
private: |
||||
olc::GFX3D::mesh* meshUnitQuad = nullptr; |
||||
olc::Sprite* sprGrass = nullptr; |
||||
olc::Sprite* sprPavement = nullptr; |
||||
|
||||
public: |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
||||
#pragma once |
||||
#include "cCell.h" |
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
#include <map> |
||||
|
||||
|
||||
enum CELL_PLANE |
||||
{ |
||||
PLANE_GRASS, |
||||
PLANE_ASPHALT |
||||
}; |
||||
|
||||
class cCell_Plane : public cCell |
||||
{ |
||||
public: |
||||
cCell_Plane(cCityMap* map, int x, int y, CELL_PLANE type); |
||||
~cCell_Plane(); |
||||
|
||||
protected: |
||||
CELL_PLANE nType = PLANE_GRASS; |
||||
|
||||
private: |
||||
olc::GFX3D::mesh* meshUnitQuad = nullptr; |
||||
olc::Sprite* sprGrass = nullptr; |
||||
olc::Sprite* sprPavement = nullptr; |
||||
|
||||
public: |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
@ -1,54 +1,54 @@ |
||||
#pragma once |
||||
#include "cCell.h" |
||||
|
||||
enum RoadType |
||||
{ |
||||
ROAD_H, |
||||
ROAD_V, |
||||
ROAD_C1, |
||||
ROAD_C2, |
||||
ROAD_C3, |
||||
ROAD_C4, |
||||
ROAD_T1, |
||||
ROAD_T2, |
||||
ROAD_T3, |
||||
ROAD_T4, |
||||
ROAD_X, |
||||
}; |
||||
|
||||
|
||||
class cCell_Road : public cCell |
||||
{ |
||||
public: |
||||
cCell_Road(cCityMap* map, int x, int y); |
||||
~cCell_Road(); |
||||
|
||||
private: |
||||
struct StopPattern |
||||
{ |
||||
bool bStop[49]; |
||||
}; |
||||
|
||||
private: |
||||
bool bNeighboursAreRoads[4]; |
||||
|
||||
olc::GFX3D::mesh *meshUnitQuad = nullptr; |
||||
olc::Sprite* sprRoadTex[11]; |
||||
|
||||
std::vector<StopPattern> vStopPattern; |
||||
int nCurrentStopPattern = 0; |
||||
float fStopPatternTimer = 0.0f; |
||||
public: |
||||
RoadType nRoadType = ROAD_X; |
||||
cAuto_Track* pSafeCarTrack = nullptr; |
||||
cAuto_Track* pSafePedestrianTrack = nullptr; |
||||
cAuto_Track* pSafeChaseTrack = nullptr; |
||||
|
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
||||
#pragma once |
||||
#include "cCell.h" |
||||
|
||||
enum RoadType |
||||
{ |
||||
ROAD_H, |
||||
ROAD_V, |
||||
ROAD_C1, |
||||
ROAD_C2, |
||||
ROAD_C3, |
||||
ROAD_C4, |
||||
ROAD_T1, |
||||
ROAD_T2, |
||||
ROAD_T3, |
||||
ROAD_T4, |
||||
ROAD_X, |
||||
}; |
||||
|
||||
|
||||
class cCell_Road : public cCell |
||||
{ |
||||
public: |
||||
cCell_Road(cCityMap* map, int x, int y); |
||||
~cCell_Road(); |
||||
|
||||
private: |
||||
struct StopPattern |
||||
{ |
||||
bool bStop[49]; |
||||
}; |
||||
|
||||
private: |
||||
bool bNeighboursAreRoads[4]; |
||||
|
||||
olc::GFX3D::mesh *meshUnitQuad = nullptr; |
||||
olc::Sprite* sprRoadTex[11]; |
||||
|
||||
std::vector<StopPattern> vStopPattern; |
||||
int nCurrentStopPattern = 0; |
||||
float fStopPatternTimer = 0.0f; |
||||
public: |
||||
RoadType nRoadType = ROAD_X; |
||||
cAuto_Track* pSafeCarTrack = nullptr; |
||||
cAuto_Track* pSafePedestrianTrack = nullptr; |
||||
cAuto_Track* pSafeChaseTrack = nullptr; |
||||
|
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawDebug(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
@ -1,91 +1,91 @@ |
||||
#include "cCell_Water.h" |
||||
#include "cCityMap.h" |
||||
|
||||
|
||||
cCell_Water::cCell_Water(cCityMap* map, int x, int y) : cCell(map, x, y) |
||||
{ |
||||
nCellType = CELL_WATER; |
||||
bNeighboursAreWater[0] = false; |
||||
bNeighboursAreWater[1] = false; |
||||
bNeighboursAreWater[2] = false; |
||||
bNeighboursAreWater[3] = false; |
||||
} |
||||
|
||||
|
||||
cCell_Water::~cCell_Water() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Water::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
meshUnitQuad = mapMesh["UnitQuad"]; |
||||
meshWalls = mapMesh["WallsOut"]; |
||||
sprWater = mapTextures["Water"]; |
||||
sprSides = mapTextures["WaterSide"]; |
||||
sprClouds = mapTextures["Clouds"];
|
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matWorld; |
||||
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
pipe.SetTransform(matWorld); |
||||
pipe.SetTexture(sprSides); |
||||
if (!bNeighboursAreWater[1]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 0, 2); |
||||
if (!bNeighboursAreWater[3]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 2, 2); |
||||
if (!bNeighboursAreWater[2]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 4, 2); |
||||
if (!bNeighboursAreWater[0]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 6, 2); |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
auto renderWater = [&](const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest) |
||||
{ |
||||
float a = (float)(pSource.a / 255.0f) * 0.6f; |
||||
float c = 1.0f - a; |
||||
float r = a * (float)pSource.r + c * (float)pDest.r; |
||||
float g = a * (float)pSource.g + c * (float)pDest.g; |
||||
float b = a * (float)pSource.b + c * (float)pDest.b; |
||||
|
||||
a = 0.4f; |
||||
c = 1.0f - a; |
||||
olc::Pixel sky = sprClouds->GetPixel(x, y); |
||||
float sr = a * (float)sky.r + c * r; |
||||
float sg = a * (float)sky.g + c * g; |
||||
float sb = a * (float)sky.b + c * b; |
||||
|
||||
return olc::Pixel((uint8_t)sr, (uint8_t)sg, (uint8_t)sb); |
||||
}; |
||||
|
||||
pge->SetPixelMode(renderWater); |
||||
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.07f); |
||||
pipe.SetTransform(matWorld); |
||||
pipe.SetTexture(sprWater); |
||||
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED); |
||||
pge->SetPixelMode(olc::Pixel::NORMAL); |
||||
return false; |
||||
} |
||||
|
||||
|
||||
void cCell_Water::CalculateAdjacency() |
||||
{ |
||||
auto r = [&](int i, int j) |
||||
{ |
||||
if (pMap->Cell(nWorldX + i, nWorldY + j) != nullptr) |
||||
return pMap->Cell(nWorldX + i, nWorldY + j)->nCellType == CELL_WATER; |
||||
else |
||||
return false; |
||||
}; |
||||
|
||||
bNeighboursAreWater[0] = r(0, -1); |
||||
bNeighboursAreWater[1] = r(+1, 0); |
||||
bNeighboursAreWater[2] = r(0, +1); |
||||
bNeighboursAreWater[3] = r(-1, 0);
|
||||
#include "cCell_Water.h" |
||||
#include "cCityMap.h" |
||||
|
||||
|
||||
cCell_Water::cCell_Water(cCityMap* map, int x, int y) : cCell(map, x, y) |
||||
{ |
||||
nCellType = CELL_WATER; |
||||
bNeighboursAreWater[0] = false; |
||||
bNeighboursAreWater[1] = false; |
||||
bNeighboursAreWater[2] = false; |
||||
bNeighboursAreWater[3] = false; |
||||
} |
||||
|
||||
|
||||
cCell_Water::~cCell_Water() |
||||
{ |
||||
} |
||||
|
||||
bool cCell_Water::LinkAssets(std::map<std::string, olc::Sprite*>& mapTextures, std::map<std::string, olc::GFX3D::mesh*>& mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
meshUnitQuad = mapMesh["UnitQuad"]; |
||||
meshWalls = mapMesh["WallsOut"]; |
||||
sprWater = mapTextures["Water"]; |
||||
sprSides = mapTextures["WaterSide"]; |
||||
sprClouds = mapTextures["Clouds"];
|
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::Update(float fElapsedTime) |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::DrawBase(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
olc::GFX3D::mat4x4 matWorld; |
||||
matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.0f); |
||||
pipe.SetTransform(matWorld); |
||||
pipe.SetTexture(sprSides); |
||||
if (!bNeighboursAreWater[1]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 0, 2); |
||||
if (!bNeighboursAreWater[3]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 2, 2); |
||||
if (!bNeighboursAreWater[2]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 4, 2); |
||||
if (!bNeighboursAreWater[0]) pipe.Render(meshWalls->tris, olc::GFX3D::RENDER_LIGHTS | olc::GFX3D::RENDER_CULL_CCW | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_DEPTH, 6, 2); |
||||
return false; |
||||
} |
||||
|
||||
bool cCell_Water::DrawAlpha(olc::PixelGameEngine * pge, olc::GFX3D::PipeLine & pipe) |
||||
{ |
||||
auto renderWater = [&](const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest) |
||||
{ |
||||
float a = (float)(pSource.a / 255.0f) * 0.6f; |
||||
float c = 1.0f - a; |
||||
float r = a * (float)pSource.r + c * (float)pDest.r; |
||||
float g = a * (float)pSource.g + c * (float)pDest.g; |
||||
float b = a * (float)pSource.b + c * (float)pDest.b; |
||||
|
||||
a = 0.4f; |
||||
c = 1.0f - a; |
||||
olc::Pixel sky = sprClouds->GetPixel(x, y); |
||||
float sr = a * (float)sky.r + c * r; |
||||
float sg = a * (float)sky.g + c * g; |
||||
float sb = a * (float)sky.b + c * b; |
||||
|
||||
return olc::Pixel((uint8_t)sr, (uint8_t)sg, (uint8_t)sb); |
||||
}; |
||||
|
||||
pge->SetPixelMode(renderWater); |
||||
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)nWorldX, (float)nWorldY, 0.07f); |
||||
pipe.SetTransform(matWorld); |
||||
pipe.SetTexture(sprWater); |
||||
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED); |
||||
pge->SetPixelMode(olc::Pixel::NORMAL); |
||||
return false; |
||||
} |
||||
|
||||
|
||||
void cCell_Water::CalculateAdjacency() |
||||
{ |
||||
auto r = [&](int i, int j) |
||||
{ |
||||
if (pMap->Cell(nWorldX + i, nWorldY + j) != nullptr) |
||||
return pMap->Cell(nWorldX + i, nWorldY + j)->nCellType == CELL_WATER; |
||||
else |
||||
return false; |
||||
}; |
||||
|
||||
bNeighboursAreWater[0] = r(0, -1); |
||||
bNeighboursAreWater[1] = r(+1, 0); |
||||
bNeighboursAreWater[2] = r(0, +1); |
||||
bNeighboursAreWater[3] = r(-1, 0);
|
||||
} |
@ -1,25 +1,25 @@ |
||||
#pragma once |
||||
#include "cCell.h" |
||||
class cCell_Water : public cCell |
||||
{ |
||||
public: |
||||
cCell_Water(cCityMap* map, int x, int y); |
||||
~cCell_Water(); |
||||
|
||||
private: |
||||
olc::GFX3D::mesh* meshUnitQuad = nullptr; |
||||
olc::GFX3D::mesh* meshWalls = nullptr; |
||||
olc::Sprite* sprWater = nullptr; |
||||
olc::Sprite* sprSides = nullptr; |
||||
olc::Sprite* sprClouds = nullptr; |
||||
|
||||
bool bNeighboursAreWater[4]; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
||||
#pragma once |
||||
#include "cCell.h" |
||||
class cCell_Water : public cCell |
||||
{ |
||||
public: |
||||
cCell_Water(cCityMap* map, int x, int y); |
||||
~cCell_Water(); |
||||
|
||||
private: |
||||
olc::GFX3D::mesh* meshUnitQuad = nullptr; |
||||
olc::GFX3D::mesh* meshWalls = nullptr; |
||||
olc::Sprite* sprWater = nullptr; |
||||
olc::Sprite* sprSides = nullptr; |
||||
olc::Sprite* sprClouds = nullptr; |
||||
|
||||
bool bNeighboursAreWater[4]; |
||||
|
||||
public: |
||||
virtual void CalculateAdjacency(); |
||||
virtual bool LinkAssets(std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
virtual bool Update(float fElapsedTime); |
||||
virtual bool DrawBase(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
virtual bool DrawAlpha(olc::PixelGameEngine *pge, olc::GFX3D::PipeLine &pipe); |
||||
}; |
||||
|
@ -1,202 +1,202 @@ |
||||
#include "cCityMap.h" |
||||
|
||||
#include <fstream> |
||||
|
||||
|
||||
|
||||
cCityMap::cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
CreateCity(w, h, mapTextures, mapMesh, mapTransforms); |
||||
} |
||||
|
||||
cCityMap::~cCityMap() |
||||
{ |
||||
ReleaseCity(); |
||||
} |
||||
|
||||
int cCityMap::GetWidth() |
||||
{ |
||||
return nWidth; |
||||
} |
||||
|
||||
int cCityMap::GetHeight() |
||||
{ |
||||
return nHeight; |
||||
} |
||||
|
||||
cCell* cCityMap::Cell(int x, int y) |
||||
{ |
||||
if (x >= 0 && x < nWidth && y >= 0 && y < nHeight) |
||||
return pCells[y*nWidth + x]; |
||||
else |
||||
return nullptr; |
||||
} |
||||
|
||||
cCell* cCityMap::Replace(int x, int y, cCell* cell) |
||||
{ |
||||
if (cell == nullptr) |
||||
return nullptr; |
||||
|
||||
if (pCells[y * nWidth + x] != nullptr) |
||||
delete pCells[y * nWidth + x]; |
||||
|
||||
pCells[y * nWidth + x] = cell; |
||||
return cell; |
||||
} |
||||
|
||||
void cCityMap::CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
ReleaseCity(); |
||||
nWidth = w; |
||||
nHeight = h; |
||||
pCells = new cCell*[nHeight * nWidth]; |
||||
|
||||
// Create Navigation Node Pool, assumes 5 nodes on east and south
|
||||
// side of each cell. The City owns these nodes, and cells in the
|
||||
// city borrow them and link to them as required
|
||||
pNodes = new cAuto_Node[nHeight * nWidth * 49]; |
||||
|
||||
// The cell has 49 nodes, though some are simply unused. This is less memory
|
||||
// efficient certainly, but makes code more intuitive and easier to write
|
||||
|
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Nodes sit between cells, therefore each create nodes along
|
||||
// the east and southern sides of the cell. This assumes that
|
||||
// navigation along the top and left boundaries of the map
|
||||
// will not occur. And it shouldnt, as its water
|
||||
|
||||
int idx = (y * nWidth + x) * 49; |
||||
|
||||
for (int dx = 0; dx < 7; dx++) |
||||
{ |
||||
float off_x = 0.0f; |
||||
switch (dx) |
||||
{ |
||||
case 0: off_x = 0.000f; break;
|
||||
case 1: off_x = 0.083f; break; |
||||
case 2: off_x = 0.333f; break; |
||||
case 3: off_x = 0.500f; break; |
||||
case 4: off_x = 0.667f; break; |
||||
case 5: off_x = 0.917f; break; |
||||
case 6: off_x = 1.000f; break; |
||||
} |
||||
|
||||
|
||||
for (int dy = 0; dy < 7; dy++) |
||||
{ |
||||
float off_y = 0.0f; |
||||
switch (dy) |
||||
{ |
||||
case 0: off_y = 0.000f; break; |
||||
case 1: off_y = 0.083f; break; |
||||
case 2: off_y = 0.333f; break; |
||||
case 3: off_y = 0.500f; break; |
||||
case 4: off_y = 0.667f; break; |
||||
case 5: off_y = 0.917f; break; |
||||
case 6: off_y = 1.000f; break; |
||||
} |
||||
|
||||
pNodes[idx + dy * 7 + dx].pos = { (float)x + off_x, (float)y + off_y }; |
||||
pNodes[idx + dy * 7 + dx].bBlock = false; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
// Now create default Cell
|
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Default city, everything is grass
|
||||
pCells[y * nWidth + x] = new cCell_Plane(this, x, y, PLANE_GRASS); |
||||
|
||||
// Give the cell the opportunity to locally reference the resources it needs
|
||||
pCells[y * nWidth + x]->LinkAssets(mapTextures, mapMesh, mapTransforms); |
||||
} |
||||
} |
||||
|
||||
} |
||||
|
||||
cAuto_Node* cCityMap::GetAutoNodeBase(int x, int y) |
||||
{ |
||||
return pNodes + (y * nWidth + x) * 49; |
||||
} |
||||
|
||||
void cCityMap::RemoveAllTracks() |
||||
{ |
||||
for (int i = 0; i < nWidth * nHeight * 49; i++) |
||||
{ |
||||
pNodes[i].listTracks.clear(); |
||||
} |
||||
} |
||||
|
||||
void cCityMap::ReleaseCity() |
||||
{ |
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Erase any tracks attached to nodes
|
||||
for(int i=0; i<49; i++) |
||||
Cell(x, y)->pNaviNodes[i]->listTracks.clear(); |
||||
|
||||
// Release individual cell objects
|
||||
delete pCells[y * nWidth + x]; |
||||
} |
||||
} |
||||
|
||||
// Release array of cell pointers
|
||||
if (pCells != nullptr) delete pCells; |
||||
|
||||
// Release array of automata navigation nodes
|
||||
if (pNodes != nullptr) delete pNodes; |
||||
|
||||
nWidth = 0; |
||||
nHeight = 0; |
||||
} |
||||
|
||||
|
||||
bool cCityMap::SaveCity(std::string sFilename) |
||||
{ |
||||
/*std::ofstream file(sFilename, std::ios::out | std::ios::binary);
|
||||
if (!file.is_open()) return false; |
||||
|
||||
file.write((char*)&m_nWidth, sizeof(int)); |
||||
file.write((char*)&m_nHeight, sizeof(int)); |
||||
|
||||
for (int x = 0; x < m_nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < m_nHeight; y++) |
||||
{ |
||||
file.write((char*)Cell(x, y), sizeof(cCityCell)); |
||||
} |
||||
}*/ |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool cCityMap::LoadCity(std::string sFilename) |
||||
{ |
||||
/*std::ifstream file(sFilename, std::ios::in | std::ios::binary);
|
||||
if (!file.is_open()) return false; |
||||
|
||||
int w, h; |
||||
file.read((char*)&w, sizeof(int)); |
||||
file.read((char*)&h, sizeof(int)); |
||||
CreateCity(w, h); |
||||
|
||||
for (int x = 0; x < m_nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < m_nHeight; y++) |
||||
{ |
||||
file.read((char*)Cell(x, y), sizeof(cCityCell)); |
||||
} |
||||
}*/ |
||||
|
||||
return true; |
||||
#include "cCityMap.h" |
||||
|
||||
#include <fstream> |
||||
|
||||
|
||||
|
||||
cCityMap::cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
CreateCity(w, h, mapTextures, mapMesh, mapTransforms); |
||||
} |
||||
|
||||
cCityMap::~cCityMap() |
||||
{ |
||||
ReleaseCity(); |
||||
} |
||||
|
||||
int cCityMap::GetWidth() |
||||
{ |
||||
return nWidth; |
||||
} |
||||
|
||||
int cCityMap::GetHeight() |
||||
{ |
||||
return nHeight; |
||||
} |
||||
|
||||
cCell* cCityMap::Cell(int x, int y) |
||||
{ |
||||
if (x >= 0 && x < nWidth && y >= 0 && y < nHeight) |
||||
return pCells[y*nWidth + x]; |
||||
else |
||||
return nullptr; |
||||
} |
||||
|
||||
cCell* cCityMap::Replace(int x, int y, cCell* cell) |
||||
{ |
||||
if (cell == nullptr) |
||||
return nullptr; |
||||
|
||||
if (pCells[y * nWidth + x] != nullptr) |
||||
delete pCells[y * nWidth + x]; |
||||
|
||||
pCells[y * nWidth + x] = cell; |
||||
return cell; |
||||
} |
||||
|
||||
void cCityMap::CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms) |
||||
{ |
||||
ReleaseCity(); |
||||
nWidth = w; |
||||
nHeight = h; |
||||
pCells = new cCell*[nHeight * nWidth]; |
||||
|
||||
// Create Navigation Node Pool, assumes 5 nodes on east and south
|
||||
// side of each cell. The City owns these nodes, and cells in the
|
||||
// city borrow them and link to them as required
|
||||
pNodes = new cAuto_Node[nHeight * nWidth * 49]; |
||||
|
||||
// The cell has 49 nodes, though some are simply unused. This is less memory
|
||||
// efficient certainly, but makes code more intuitive and easier to write
|
||||
|
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Nodes sit between cells, therefore each create nodes along
|
||||
// the east and southern sides of the cell. This assumes that
|
||||
// navigation along the top and left boundaries of the map
|
||||
// will not occur. And it shouldnt, as its water
|
||||
|
||||
int idx = (y * nWidth + x) * 49; |
||||
|
||||
for (int dx = 0; dx < 7; dx++) |
||||
{ |
||||
float off_x = 0.0f; |
||||
switch (dx) |
||||
{ |
||||
case 0: off_x = 0.000f; break;
|
||||
case 1: off_x = 0.083f; break; |
||||
case 2: off_x = 0.333f; break; |
||||
case 3: off_x = 0.500f; break; |
||||
case 4: off_x = 0.667f; break; |
||||
case 5: off_x = 0.917f; break; |
||||
case 6: off_x = 1.000f; break; |
||||
} |
||||
|
||||
|
||||
for (int dy = 0; dy < 7; dy++) |
||||
{ |
||||
float off_y = 0.0f; |
||||
switch (dy) |
||||
{ |
||||
case 0: off_y = 0.000f; break; |
||||
case 1: off_y = 0.083f; break; |
||||
case 2: off_y = 0.333f; break; |
||||
case 3: off_y = 0.500f; break; |
||||
case 4: off_y = 0.667f; break; |
||||
case 5: off_y = 0.917f; break; |
||||
case 6: off_y = 1.000f; break; |
||||
} |
||||
|
||||
pNodes[idx + dy * 7 + dx].pos = { (float)x + off_x, (float)y + off_y }; |
||||
pNodes[idx + dy * 7 + dx].bBlock = false; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
// Now create default Cell
|
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Default city, everything is grass
|
||||
pCells[y * nWidth + x] = new cCell_Plane(this, x, y, PLANE_GRASS); |
||||
|
||||
// Give the cell the opportunity to locally reference the resources it needs
|
||||
pCells[y * nWidth + x]->LinkAssets(mapTextures, mapMesh, mapTransforms); |
||||
} |
||||
} |
||||
|
||||
} |
||||
|
||||
cAuto_Node* cCityMap::GetAutoNodeBase(int x, int y) |
||||
{ |
||||
return pNodes + (y * nWidth + x) * 49; |
||||
} |
||||
|
||||
void cCityMap::RemoveAllTracks() |
||||
{ |
||||
for (int i = 0; i < nWidth * nHeight * 49; i++) |
||||
{ |
||||
pNodes[i].listTracks.clear(); |
||||
} |
||||
} |
||||
|
||||
void cCityMap::ReleaseCity() |
||||
{ |
||||
for (int x = 0; x < nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nHeight; y++) |
||||
{ |
||||
// Erase any tracks attached to nodes
|
||||
for(int i=0; i<49; i++) |
||||
Cell(x, y)->pNaviNodes[i]->listTracks.clear(); |
||||
|
||||
// Release individual cell objects
|
||||
delete pCells[y * nWidth + x]; |
||||
} |
||||
} |
||||
|
||||
// Release array of cell pointers
|
||||
if (pCells != nullptr) delete pCells; |
||||
|
||||
// Release array of automata navigation nodes
|
||||
if (pNodes != nullptr) delete pNodes; |
||||
|
||||
nWidth = 0; |
||||
nHeight = 0; |
||||
} |
||||
|
||||
|
||||
bool cCityMap::SaveCity(std::string sFilename) |
||||
{ |
||||
/*std::ofstream file(sFilename, std::ios::out | std::ios::binary);
|
||||
if (!file.is_open()) return false; |
||||
|
||||
file.write((char*)&m_nWidth, sizeof(int)); |
||||
file.write((char*)&m_nHeight, sizeof(int)); |
||||
|
||||
for (int x = 0; x < m_nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < m_nHeight; y++) |
||||
{ |
||||
file.write((char*)Cell(x, y), sizeof(cCityCell)); |
||||
} |
||||
}*/ |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool cCityMap::LoadCity(std::string sFilename) |
||||
{ |
||||
/*std::ifstream file(sFilename, std::ios::in | std::ios::binary);
|
||||
if (!file.is_open()) return false; |
||||
|
||||
int w, h; |
||||
file.read((char*)&w, sizeof(int)); |
||||
file.read((char*)&h, sizeof(int)); |
||||
CreateCity(w, h); |
||||
|
||||
for (int x = 0; x < m_nWidth; x++) |
||||
{ |
||||
for (int y = 0; y < m_nHeight; y++) |
||||
{ |
||||
file.read((char*)Cell(x, y), sizeof(cCityCell)); |
||||
} |
||||
}*/ |
||||
|
||||
return true; |
||||
} |
@ -1,63 +1,63 @@ |
||||
#pragma once |
||||
|
||||
#include <string> |
||||
#include <map> |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
#include "cCell.h" |
||||
#include "cCell_Plane.h" |
||||
#include "cCell_Water.h" |
||||
#include "cCell_Road.h" |
||||
#include "cCell_Building.h" |
||||
|
||||
/*
|
||||
This class holds the definition of a map. The map data is actually |
||||
stored within this clap, as well as accessors to access the individual |
||||
map cells |
||||
*/ |
||||
class cCityMap |
||||
{ |
||||
public: |
||||
// Construct a "blank" city w units wide by h units high
|
||||
cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
|
||||
// Cleans up city, like Batman
|
||||
~cCityMap(); |
||||
|
||||
public: |
||||
// Save the current city to a file, this will overwrite an existing
|
||||
// city file without warning. Returns true if successful
|
||||
bool SaveCity(std::string sFilename); |
||||
|
||||
// Load a city from file and replace current city with it, retuns
|
||||
// true if successful
|
||||
bool LoadCity(std::string sFilename); |
||||
|
||||
public: |
||||
// Return width of city in cells
|
||||
int GetWidth(); |
||||
// Return height of city in cells
|
||||
int GetHeight(); |
||||
// Return a specific cell reference if inside city limits, or nullptr
|
||||
cCell* Cell(int x, int y); |
||||
// Replace a specific cell
|
||||
cCell* Replace(int x, int y, cCell* cell); |
||||
|
||||
cAuto_Node* GetAutoNodeBase(int x, int y); |
||||
|
||||
void RemoveAllTracks(); |
||||
|
||||
private: |
||||
int nWidth = 0; |
||||
int nHeight = 0; |
||||
cCell **pCells = nullptr; |
||||
cAuto_Node *pNodes = nullptr; |
||||
|
||||
private: |
||||
// Creates a "default" city of specified size
|
||||
void CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
// Destroy city
|
||||
void ReleaseCity(); |
||||
}; |
||||
|
||||
#pragma once |
||||
|
||||
#include <string> |
||||
#include <map> |
||||
|
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_Graphics3D.h" |
||||
#include "cCell.h" |
||||
#include "cCell_Plane.h" |
||||
#include "cCell_Water.h" |
||||
#include "cCell_Road.h" |
||||
#include "cCell_Building.h" |
||||
|
||||
/*
|
||||
This class holds the definition of a map. The map data is actually |
||||
stored within this clap, as well as accessors to access the individual |
||||
map cells |
||||
*/ |
||||
class cCityMap |
||||
{ |
||||
public: |
||||
// Construct a "blank" city w units wide by h units high
|
||||
cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
|
||||
// Cleans up city, like Batman
|
||||
~cCityMap(); |
||||
|
||||
public: |
||||
// Save the current city to a file, this will overwrite an existing
|
||||
// city file without warning. Returns true if successful
|
||||
bool SaveCity(std::string sFilename); |
||||
|
||||
// Load a city from file and replace current city with it, retuns
|
||||
// true if successful
|
||||
bool LoadCity(std::string sFilename); |
||||
|
||||
public: |
||||
// Return width of city in cells
|
||||
int GetWidth(); |
||||
// Return height of city in cells
|
||||
int GetHeight(); |
||||
// Return a specific cell reference if inside city limits, or nullptr
|
||||
cCell* Cell(int x, int y); |
||||
// Replace a specific cell
|
||||
cCell* Replace(int x, int y, cCell* cell); |
||||
|
||||
cAuto_Node* GetAutoNodeBase(int x, int y); |
||||
|
||||
void RemoveAllTracks(); |
||||
|
||||
private: |
||||
int nWidth = 0; |
||||
int nHeight = 0; |
||||
cCell **pCells = nullptr; |
||||
cAuto_Node *pNodes = nullptr; |
||||
|
||||
private: |
||||
// Creates a "default" city of specified size
|
||||
void CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms); |
||||
// Destroy city
|
||||
void ReleaseCity(); |
||||
}; |
||||
|
@ -1,156 +1,156 @@ |
||||
#include "cGameSettings.h" |
||||
|
||||
|
||||
|
||||
cGameSettings::cGameSettings() |
||||
{ |
||||
} |
||||
|
||||
cGameSettings::~cGameSettings() |
||||
{ |
||||
} |
||||
|
||||
bool cGameSettings::LoadConfigFile(std::string sFile) |
||||
{ |
||||
lua_State *L = luaL_newstate(); |
||||
luaL_openlibs(L); |
||||
|
||||
// Load game settings file
|
||||
int r = luaL_loadfile(L, sFile.c_str()); |
||||
if (r != LUA_OK) |
||||
{ |
||||
std::string errormsg = lua_tostring(L, -1); |
||||
std::cout << errormsg << std::endl; |
||||
return false; |
||||
} |
||||
|
||||
// Execute it
|
||||
int i = lua_pcall(L, 0, LUA_MULTRET, 0); |
||||
if (i != LUA_OK) |
||||
{ |
||||
std::string errormsg = lua_tostring(L, -1); |
||||
std::cout << errormsg << std::endl; |
||||
return false; |
||||
}
|
||||
|
||||
lua_getglobal(L, "PixelWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nPixelWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "PixelHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nPixelHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "ScreenWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nScreenWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "ScreenHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nScreenHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultMapWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultMapHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultCityFile"); |
||||
if (lua_isstring(L, -1)) cGameSettings::sDefaultCityFile = lua_tostring(L, -1); |
||||
|
||||
lua_getglobal(L, "FullScreen"); |
||||
if (lua_isboolean(L, -1)) cGameSettings::bFullScreen = lua_toboolean(L, -1); |
||||
|
||||
|
||||
//// Load System Texture files
|
||||
|
||||
// Load Texture Assets
|
||||
lua_getglobal(L, "Textures"); // -1 Table "Teams"
|
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_pushnil(L); // -2 Key Nil : -1 Table "Teams"
|
||||
|
||||
while (lua_next(L, -2) != 0) // -1 Table : -2 Key "TeamName" : -3 Table "Teams"
|
||||
{ |
||||
sAssetTexture texture; |
||||
int stage = 0; |
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_gettable(L, -1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
|
||||
lua_pushnil(L); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
|
||||
while (lua_next(L, -2) != 0) // -1 Value "BotFile" : -2 Key Nil : -3 Table : -4 Table Value : -5 Key "TeamName" : -6 Table "Teams"
|
||||
{ |
||||
if (stage == 0) texture.sName = lua_tostring(L, -1); |
||||
if (stage == 1) texture.sFile = lua_tostring(L, -1);
|
||||
lua_pop(L, 1); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
|
||||
stage++; |
||||
} |
||||
} |
||||
lua_pop(L, 1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
|
||||
vecAssetTextures.push_back(texture); |
||||
} |
||||
} |
||||
|
||||
auto GroupLoadAssets = [L](const std::string &group, std::vector<sAssetModel> &vec) |
||||
{ |
||||
lua_getglobal(L, group.c_str());
|
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_pushnil(L);
|
||||
while (lua_next(L, -2) != 0)
|
||||
{ |
||||
sAssetModel model; |
||||
int stage = 0; |
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_gettable(L, -1);
|
||||
lua_pushnil(L);
|
||||
while (lua_next(L, -2) != 0) |
||||
{ |
||||
if (stage == 0) model.sCreator = lua_tostring(L, -1); |
||||
if (stage == 1) model.sDescription = lua_tostring(L, -1); |
||||
if (stage == 2) model.sModelOBJ = lua_tostring(L, -1); |
||||
if (stage == 3) model.sModelPNG = lua_tostring(L, -1); |
||||
|
||||
if (stage == 4) model.fRotate[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 5) model.fRotate[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 6) model.fRotate[2] = (float)lua_tonumber(L, -1); |
||||
|
||||
if (stage == 7) model.fScale[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 8) model.fScale[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 9) model.fScale[2] = (float)lua_tonumber(L, -1); |
||||
|
||||
if (stage == 10) model.fTranslate[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 11) model.fTranslate[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 12) model.fTranslate[2] = (float)lua_tonumber(L, -1); |
||||
lua_pop(L, 1);
|
||||
stage++; |
||||
} |
||||
} |
||||
lua_pop(L, 1); |
||||
vec.push_back(model); |
||||
} |
||||
} |
||||
}; |
||||
|
||||
// Load Building Assets
|
||||
GroupLoadAssets("Buildings", vecAssetBuildings); |
||||
|
||||
// Load Vehicle Assets
|
||||
GroupLoadAssets("Vehicles", vecAssetVehicles); |
||||
|
||||
|
||||
lua_close(L); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
int cGameSettings::nScreenWidth = 768; |
||||
int cGameSettings::nScreenHeight = 480; |
||||
int cGameSettings::nPixelWidth = 2; |
||||
int cGameSettings::nPixelHeight = 2; |
||||
bool cGameSettings::bFullScreen = false; |
||||
|
||||
int cGameSettings::nDefaultMapWidth = 64; |
||||
int cGameSettings::nDefaultMapHeight = 32; |
||||
std::string cGameSettings::sDefaultCityFile = "";
|
||||
|
||||
std::vector<sAssetTexture> cGameSettings::vecAssetTextures; |
||||
std::vector<sAssetModel> cGameSettings::vecAssetBuildings; |
||||
#include "cGameSettings.h" |
||||
|
||||
|
||||
|
||||
cGameSettings::cGameSettings() |
||||
{ |
||||
} |
||||
|
||||
cGameSettings::~cGameSettings() |
||||
{ |
||||
} |
||||
|
||||
bool cGameSettings::LoadConfigFile(std::string sFile) |
||||
{ |
||||
lua_State *L = luaL_newstate(); |
||||
luaL_openlibs(L); |
||||
|
||||
// Load game settings file
|
||||
int r = luaL_loadfile(L, sFile.c_str()); |
||||
if (r != LUA_OK) |
||||
{ |
||||
std::string errormsg = lua_tostring(L, -1); |
||||
std::cout << errormsg << std::endl; |
||||
return false; |
||||
} |
||||
|
||||
// Execute it
|
||||
int i = lua_pcall(L, 0, LUA_MULTRET, 0); |
||||
if (i != LUA_OK) |
||||
{ |
||||
std::string errormsg = lua_tostring(L, -1); |
||||
std::cout << errormsg << std::endl; |
||||
return false; |
||||
}
|
||||
|
||||
lua_getglobal(L, "PixelWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nPixelWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "PixelHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nPixelHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "ScreenWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nScreenWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "ScreenHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nScreenHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultMapWidth"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapWidth = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultMapHeight"); |
||||
if (lua_isinteger(L, -1)) cGameSettings::nDefaultMapHeight = (int)lua_tointeger(L, -1); |
||||
|
||||
lua_getglobal(L, "DefaultCityFile"); |
||||
if (lua_isstring(L, -1)) cGameSettings::sDefaultCityFile = lua_tostring(L, -1); |
||||
|
||||
lua_getglobal(L, "FullScreen"); |
||||
if (lua_isboolean(L, -1)) cGameSettings::bFullScreen = lua_toboolean(L, -1); |
||||
|
||||
|
||||
//// Load System Texture files
|
||||
|
||||
// Load Texture Assets
|
||||
lua_getglobal(L, "Textures"); // -1 Table "Teams"
|
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_pushnil(L); // -2 Key Nil : -1 Table "Teams"
|
||||
|
||||
while (lua_next(L, -2) != 0) // -1 Table : -2 Key "TeamName" : -3 Table "Teams"
|
||||
{ |
||||
sAssetTexture texture; |
||||
int stage = 0; |
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_gettable(L, -1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
|
||||
lua_pushnil(L); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
|
||||
while (lua_next(L, -2) != 0) // -1 Value "BotFile" : -2 Key Nil : -3 Table : -4 Table Value : -5 Key "TeamName" : -6 Table "Teams"
|
||||
{ |
||||
if (stage == 0) texture.sName = lua_tostring(L, -1); |
||||
if (stage == 1) texture.sFile = lua_tostring(L, -1);
|
||||
lua_pop(L, 1); // -1 Key Nil : -2 Table : -3 Table Value : -4 Key "TeamName" : -5 Table "Teams"
|
||||
stage++; |
||||
} |
||||
} |
||||
lua_pop(L, 1); // -1 Table : -2 Table Value : -3 Key "TeamName" : -4 Table "Teams"
|
||||
vecAssetTextures.push_back(texture); |
||||
} |
||||
} |
||||
|
||||
auto GroupLoadAssets = [L](const std::string &group, std::vector<sAssetModel> &vec) |
||||
{ |
||||
lua_getglobal(L, group.c_str());
|
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_pushnil(L);
|
||||
while (lua_next(L, -2) != 0)
|
||||
{ |
||||
sAssetModel model; |
||||
int stage = 0; |
||||
if (lua_istable(L, -1)) |
||||
{ |
||||
lua_gettable(L, -1);
|
||||
lua_pushnil(L);
|
||||
while (lua_next(L, -2) != 0) |
||||
{ |
||||
if (stage == 0) model.sCreator = lua_tostring(L, -1); |
||||
if (stage == 1) model.sDescription = lua_tostring(L, -1); |
||||
if (stage == 2) model.sModelOBJ = lua_tostring(L, -1); |
||||
if (stage == 3) model.sModelPNG = lua_tostring(L, -1); |
||||
|
||||
if (stage == 4) model.fRotate[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 5) model.fRotate[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 6) model.fRotate[2] = (float)lua_tonumber(L, -1); |
||||
|
||||
if (stage == 7) model.fScale[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 8) model.fScale[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 9) model.fScale[2] = (float)lua_tonumber(L, -1); |
||||
|
||||
if (stage == 10) model.fTranslate[0] = (float)lua_tonumber(L, -1); |
||||
if (stage == 11) model.fTranslate[1] = (float)lua_tonumber(L, -1); |
||||
if (stage == 12) model.fTranslate[2] = (float)lua_tonumber(L, -1); |
||||
lua_pop(L, 1);
|
||||
stage++; |
||||
} |
||||
} |
||||
lua_pop(L, 1); |
||||
vec.push_back(model); |
||||
} |
||||
} |
||||
}; |
||||
|
||||
// Load Building Assets
|
||||
GroupLoadAssets("Buildings", vecAssetBuildings); |
||||
|
||||
// Load Vehicle Assets
|
||||
GroupLoadAssets("Vehicles", vecAssetVehicles); |
||||
|
||||
|
||||
lua_close(L); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
int cGameSettings::nScreenWidth = 768; |
||||
int cGameSettings::nScreenHeight = 480; |
||||
int cGameSettings::nPixelWidth = 2; |
||||
int cGameSettings::nPixelHeight = 2; |
||||
bool cGameSettings::bFullScreen = false; |
||||
|
||||
int cGameSettings::nDefaultMapWidth = 64; |
||||
int cGameSettings::nDefaultMapHeight = 32; |
||||
std::string cGameSettings::sDefaultCityFile = "";
|
||||
|
||||
std::vector<sAssetTexture> cGameSettings::vecAssetTextures; |
||||
std::vector<sAssetModel> cGameSettings::vecAssetBuildings; |
||||
std::vector<sAssetModel> cGameSettings::vecAssetVehicles; |
@ -1,65 +1,65 @@ |
||||
#pragma once |
||||
|
||||
#include <iostream> |
||||
#include <string> |
||||
#include <vector> |
||||
|
||||
extern "C" |
||||
{ |
||||
#include "lua533/include/lua.h" |
||||
#include "lua533/include/lauxlib.h" |
||||
#include "lua533/include/lualib.h" |
||||
} |
||||
|
||||
#ifdef _WIN32 |
||||
#pragma comment(lib, "lua533/liblua53.a") |
||||
#endif |
||||
|
||||
/*
|
||||
This is a singleton that stores all the games configuration settings. |
||||
These settings are loaded on game start up and are to be considered |
||||
read-only. |
||||
*/ |
||||
|
||||
struct sAssetModel |
||||
{ |
||||
std::string sCreator; |
||||
std::string sDescription; |
||||
std::string sModelOBJ; |
||||
std::string sModelPNG; |
||||
float fRotate[3]; |
||||
float fScale[3]; |
||||
float fTranslate[3]; |
||||
}; |
||||
|
||||
struct sAssetTexture |
||||
{ |
||||
std::string sName; |
||||
std::string sFile;
|
||||
}; |
||||
|
||||
class cGameSettings |
||||
{ |
||||
public: |
||||
cGameSettings(); |
||||
~cGameSettings(); |
||||
|
||||
public: |
||||
bool LoadConfigFile(std::string sFile); |
||||
|
||||
public: |
||||
static int nScreenWidth; |
||||
static int nScreenHeight; |
||||
static int nPixelWidth; |
||||
static int nPixelHeight; |
||||
static bool bFullScreen; |
||||
|
||||
static int nDefaultMapWidth; |
||||
static int nDefaultMapHeight; |
||||
static std::string sDefaultCityFile; |
||||
|
||||
static std::vector<sAssetTexture> vecAssetTextures; |
||||
static std::vector<sAssetModel> vecAssetBuildings; |
||||
static std::vector<sAssetModel> vecAssetVehicles; |
||||
}; |
||||
|
||||
#pragma once |
||||
|
||||
#include <iostream> |
||||
#include <string> |
||||
#include <vector> |
||||
|
||||
extern "C" |
||||
{ |
||||
#include "lua533/include/lua.h" |
||||
#include "lua533/include/lauxlib.h" |
||||
#include "lua533/include/lualib.h" |
||||
} |
||||
|
||||
#ifdef _WIN32 |
||||
#pragma comment(lib, "lua533/liblua53.a") |
||||
#endif |
||||
|
||||
/*
|
||||
This is a singleton that stores all the games configuration settings. |
||||
These settings are loaded on game start up and are to be considered |
||||
read-only. |
||||
*/ |
||||
|
||||
struct sAssetModel |
||||
{ |
||||
std::string sCreator; |
||||
std::string sDescription; |
||||
std::string sModelOBJ; |
||||
std::string sModelPNG; |
||||
float fRotate[3]; |
||||
float fScale[3]; |
||||
float fTranslate[3]; |
||||
}; |
||||
|
||||
struct sAssetTexture |
||||
{ |
||||
std::string sName; |
||||
std::string sFile;
|
||||
}; |
||||
|
||||
class cGameSettings |
||||
{ |
||||
public: |
||||
cGameSettings(); |
||||
~cGameSettings(); |
||||
|
||||
public: |
||||
bool LoadConfigFile(std::string sFile); |
||||
|
||||
public: |
||||
static int nScreenWidth; |
||||
static int nScreenHeight; |
||||
static int nPixelWidth; |
||||
static int nPixelHeight; |
||||
static bool bFullScreen; |
||||
|
||||
static int nDefaultMapWidth; |
||||
static int nDefaultMapHeight; |
||||
static std::string sDefaultCityFile; |
||||
|
||||
static std::vector<sAssetTexture> vecAssetTextures; |
||||
static std::vector<sAssetModel> vecAssetBuildings; |
||||
static std::vector<sAssetModel> vecAssetVehicles; |
||||
}; |
||||
|
@ -1,367 +1,367 @@ |
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#include "cGameSettings.h" |
||||
#include "cCarCrimeCity.h" |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
// Load the settings singleton
|
||||
cGameSettings config; |
||||
if (!config.LoadConfigFile("assets/config.lua")) |
||||
{ |
||||
std::cout << "Failed to load '/assets/config.lua'" << std::endl; |
||||
std::cout << " -> Using default configuration" << std::endl; |
||||
} |
||||
|
||||
// Start the PixelGameEngine
|
||||
cCarCrimeCity game; |
||||
if (game.Construct(config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight, config.bFullScreen)) |
||||
game.Start(); |
||||
|
||||
// Exit!
|
||||
return 0; |
||||
} |
||||
|
||||
//#define OLC_PGE_APPLICATION
|
||||
//#include "olcPixelGameEngine.h"
|
||||
//
|
||||
//#define OLC_PGEX_GRAPHICS3D
|
||||
//#include "olcPGEX_Graphics3D.h"
|
||||
//
|
||||
//
|
||||
//
|
||||
//enum CELLTYPE
|
||||
//{
|
||||
// CELL_BLANK = 0,
|
||||
// CELL_GRASS = 1,
|
||||
// CELL_CONCRETE = 2,
|
||||
// CELL_WATER = 3,
|
||||
// CELL_BUILDING = 4,
|
||||
// CELL_ROAD_H = 5,
|
||||
// CELL_ROAD_V = 6,
|
||||
// CELL_ROAD_C1 = 7,
|
||||
// CELL_ROAD_C2 = 8,
|
||||
// CELL_ROAD_C3 = 9,
|
||||
// CELL_ROAD_C4 = 10,
|
||||
// CELL_ROAD_T1 = 11,
|
||||
// CELL_ROAD_T2 = 12,
|
||||
// CELL_ROAD_T3 = 13,
|
||||
// CELL_ROAD_T4 = 14,
|
||||
// CELL_ROAD_X = 15,
|
||||
//};
|
||||
//
|
||||
//struct cCityCell
|
||||
//{
|
||||
// int nType = 5;// CELL_GRASS;
|
||||
//};
|
||||
//
|
||||
//class cCityMap
|
||||
//{
|
||||
//public:
|
||||
// // Construct a "blank" city w units wide by h units high
|
||||
// cCityMap(int w, int h);
|
||||
//
|
||||
// // Cleans up city, like Batman
|
||||
// ~cCityMap();
|
||||
//
|
||||
//
|
||||
//public:
|
||||
// // Return width of city in cells
|
||||
// int GetWidth();
|
||||
// // Return height of city in cells
|
||||
// int GetHeight();
|
||||
// // Return a specific cell reference if inside city limits, or nullptr
|
||||
// cCityCell* Cell(int x, int y);
|
||||
//
|
||||
//private:
|
||||
// int m_nWidth = 0;
|
||||
// int m_nHeight = 0;
|
||||
// cCityCell *m_pCells = nullptr;
|
||||
//
|
||||
//private:
|
||||
// // Creates a "default" city of specified size
|
||||
// void CreateCity(int w, int h);
|
||||
// // Destroy city
|
||||
// void ReleaseCity();
|
||||
//};
|
||||
//
|
||||
//cCityMap::cCityMap(int w, int h)
|
||||
//{
|
||||
// CreateCity(w, h);
|
||||
//}
|
||||
//
|
||||
//cCityMap::~cCityMap()
|
||||
//{
|
||||
// //ReleaseCity();
|
||||
//}
|
||||
//
|
||||
//int cCityMap::GetWidth()
|
||||
//{
|
||||
// return m_nWidth;
|
||||
//}
|
||||
//
|
||||
//int cCityMap::GetHeight()
|
||||
//{
|
||||
// return m_nHeight;
|
||||
//}
|
||||
//
|
||||
//cCityCell* cCityMap::Cell(int x, int y)
|
||||
//{
|
||||
// if (x >= 0 && x < m_nWidth && y >= 0 && y < m_nHeight)
|
||||
// return &m_pCells[y*m_nWidth + x];
|
||||
// else
|
||||
// return nullptr;
|
||||
//}
|
||||
//
|
||||
//void cCityMap::CreateCity(int w, int h)
|
||||
//{
|
||||
// //ReleaseCity();
|
||||
// m_nWidth = w;
|
||||
// m_nHeight = h;
|
||||
// m_pCells = new cCityCell[m_nHeight * m_nWidth];
|
||||
//
|
||||
// for (int x = 0; x < m_nWidth; x++)
|
||||
// {
|
||||
// for (int y = 0; y < m_nHeight; y++)
|
||||
// {
|
||||
// //m_pCells[y*m_nWidth + x] = new cCityCell();
|
||||
// //Cell(x, y)->bRoad = false;
|
||||
// //Cell(x, y)->nHeight = 0;
|
||||
// //Cell(x, y)->nWorldX = x;
|
||||
// //Cell(x, y)->nWorldY = y;
|
||||
// Cell(x, y)->nType = CELL_GRASS;
|
||||
// //Cell(x, y)->bBuilding = false;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
//
|
||||
//void cCityMap::ReleaseCity()
|
||||
//{
|
||||
// if (m_pCells != nullptr) delete m_pCells;
|
||||
// m_nWidth = 0;
|
||||
// m_nHeight = 0;
|
||||
//}
|
||||
//
|
||||
//
|
||||
//class cCarCrimeCity : public olc::PixelGameEngine
|
||||
//{
|
||||
//public:
|
||||
// cCarCrimeCity()
|
||||
// {
|
||||
// sAppName = "Car Crime City";
|
||||
// }
|
||||
//
|
||||
// ~cCarCrimeCity()
|
||||
// {
|
||||
// }
|
||||
//
|
||||
// bool OnUserCreate()
|
||||
// {
|
||||
// // Initialise PGEX 3D
|
||||
// olc::GFX3D::ConfigureDisplay();
|
||||
//
|
||||
// // Create Default city
|
||||
// pCity = new cCityMap(64, 32);// cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight);
|
||||
//
|
||||
//
|
||||
// // A simple flat unit quad
|
||||
// meshQuad.tris =
|
||||
// {
|
||||
// { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED },
|
||||
// { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
|
||||
// };
|
||||
//
|
||||
//
|
||||
// sprOld = new olc::Sprite("assets/system/grass1.png");
|
||||
//
|
||||
//
|
||||
//
|
||||
// SetDrawTarget(nullptr);
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// bool OnUserUpdate(float fElapsedTime)
|
||||
// {
|
||||
// // User Input
|
||||
// if (GetKey(olc::Key::W).bHeld) vCamera.y -= 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::S).bHeld) vCamera.y += 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::A).bHeld) vCamera.x -= 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::D).bHeld) vCamera.x += 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::Z).bHeld) vCamera.z += 10.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::X).bHeld) vCamera.z -= 10.0f * fElapsedTime;
|
||||
//
|
||||
//
|
||||
// vEye = vCamera;
|
||||
//
|
||||
// // Perform Ray casting to calculate visible world extents and mouse position
|
||||
// olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
|
||||
// olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f);
|
||||
// olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
|
||||
//
|
||||
//
|
||||
//
|
||||
// // Render Scene
|
||||
// Clear(olc::BLUE);
|
||||
// olc::GFX3D::ClearDepth();
|
||||
//
|
||||
// // Create rendering pipeline
|
||||
// olc::GFX3D::PipeLine pipe;
|
||||
// pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
|
||||
// pipe.SetCamera(vEye, vLookTarget, vUp);
|
||||
//
|
||||
//
|
||||
//
|
||||
// int nStartX = 0;
|
||||
// int nEndX = pCity->GetWidth();
|
||||
// int nStartY = 0;
|
||||
// int nEndY = pCity->GetHeight();
|
||||
//
|
||||
// // Render Ground, Roads, Walls & Buildings
|
||||
// for (int x = nStartX; x < nEndX; x++)
|
||||
// {
|
||||
// if (x == 15)
|
||||
// int k = 7;
|
||||
//
|
||||
// for (int y = nStartY; y < nEndY; y++)
|
||||
// {
|
||||
//
|
||||
//
|
||||
// switch (pCity->Cell(x, y)->nType)
|
||||
// {
|
||||
// case CELL_GRASS:
|
||||
// {
|
||||
// olc::GFX3D::mat4x4 matWorld;
|
||||
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
||||
// pipe.SetTransform(matWorld);
|
||||
// pipe.SetTexture(sprOld);
|
||||
// //pipe.SetTexture(vecSpriteSystem[0]);
|
||||
// //pipe.Render(vecMeshSystem[0].tris);
|
||||
// pipe.Render(meshQuad.tris);
|
||||
// //pipe.Render(vecMeshSystem[0].tris, olc::GFX3D::RENDER_FLAT);
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// default:
|
||||
// {
|
||||
// olc::GFX3D::mat4x4 matWorld;
|
||||
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
||||
// pipe.SetTransform(matWorld);
|
||||
// pipe.Render(meshQuad.tris, olc::GFX3D::RENDER_WIRE);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
// bool OnUserDestroy()
|
||||
// {
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
//
|
||||
//private:
|
||||
// olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -10.0f };
|
||||
// olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
|
||||
// olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -10.0f };
|
||||
// olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
|
||||
//
|
||||
//
|
||||
//
|
||||
// olc::Sprite *sprOld = nullptr;
|
||||
// olc::GFX3D::mesh meshQuad;
|
||||
//
|
||||
// cCityMap *pCity = nullptr;
|
||||
//
|
||||
//
|
||||
//
|
||||
//};
|
||||
//
|
||||
//int main()
|
||||
//{
|
||||
// // Load the settings singleton
|
||||
// /*cGameSettings config;
|
||||
// if (!config.LoadConfigFile("assets/config.lua"))
|
||||
// {
|
||||
// std::cout << "Failed to load '/assets/config.lua'" << std::endl;
|
||||
// std::cout << " -> Using default configuration" << std::endl;
|
||||
// }*/
|
||||
//
|
||||
// // Start the PixelGameEngine
|
||||
// cCarCrimeCity game;
|
||||
// if (game.Construct(256, 240, 4, 4))// config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight))
|
||||
// game.Start();
|
||||
//
|
||||
// // Exit!
|
||||
// return 0;
|
||||
/*
|
||||
Top Down City Based Car Crime Game - Part #2 |
||||
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road |
||||
P to place pavement, Q to place building, Arrow keys to drive car |
||||
|
||||
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#include "cGameSettings.h" |
||||
#include "cCarCrimeCity.h" |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
// Load the settings singleton
|
||||
cGameSettings config; |
||||
if (!config.LoadConfigFile("assets/config.lua")) |
||||
{ |
||||
std::cout << "Failed to load '/assets/config.lua'" << std::endl; |
||||
std::cout << " -> Using default configuration" << std::endl; |
||||
} |
||||
|
||||
// Start the PixelGameEngine
|
||||
cCarCrimeCity game; |
||||
if (game.Construct(config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight, config.bFullScreen)) |
||||
game.Start(); |
||||
|
||||
// Exit!
|
||||
return 0; |
||||
} |
||||
|
||||
//#define OLC_PGE_APPLICATION
|
||||
//#include "olcPixelGameEngine.h"
|
||||
//
|
||||
//#define OLC_PGEX_GRAPHICS3D
|
||||
//#include "olcPGEX_Graphics3D.h"
|
||||
//
|
||||
//
|
||||
//
|
||||
//enum CELLTYPE
|
||||
//{
|
||||
// CELL_BLANK = 0,
|
||||
// CELL_GRASS = 1,
|
||||
// CELL_CONCRETE = 2,
|
||||
// CELL_WATER = 3,
|
||||
// CELL_BUILDING = 4,
|
||||
// CELL_ROAD_H = 5,
|
||||
// CELL_ROAD_V = 6,
|
||||
// CELL_ROAD_C1 = 7,
|
||||
// CELL_ROAD_C2 = 8,
|
||||
// CELL_ROAD_C3 = 9,
|
||||
// CELL_ROAD_C4 = 10,
|
||||
// CELL_ROAD_T1 = 11,
|
||||
// CELL_ROAD_T2 = 12,
|
||||
// CELL_ROAD_T3 = 13,
|
||||
// CELL_ROAD_T4 = 14,
|
||||
// CELL_ROAD_X = 15,
|
||||
//};
|
||||
//
|
||||
//struct cCityCell
|
||||
//{
|
||||
// int nType = 5;// CELL_GRASS;
|
||||
//};
|
||||
//
|
||||
//class cCityMap
|
||||
//{
|
||||
//public:
|
||||
// // Construct a "blank" city w units wide by h units high
|
||||
// cCityMap(int w, int h);
|
||||
//
|
||||
// // Cleans up city, like Batman
|
||||
// ~cCityMap();
|
||||
//
|
||||
//
|
||||
//public:
|
||||
// // Return width of city in cells
|
||||
// int GetWidth();
|
||||
// // Return height of city in cells
|
||||
// int GetHeight();
|
||||
// // Return a specific cell reference if inside city limits, or nullptr
|
||||
// cCityCell* Cell(int x, int y);
|
||||
//
|
||||
//private:
|
||||
// int m_nWidth = 0;
|
||||
// int m_nHeight = 0;
|
||||
// cCityCell *m_pCells = nullptr;
|
||||
//
|
||||
//private:
|
||||
// // Creates a "default" city of specified size
|
||||
// void CreateCity(int w, int h);
|
||||
// // Destroy city
|
||||
// void ReleaseCity();
|
||||
//};
|
||||
//
|
||||
//cCityMap::cCityMap(int w, int h)
|
||||
//{
|
||||
// CreateCity(w, h);
|
||||
//}
|
||||
//
|
||||
//cCityMap::~cCityMap()
|
||||
//{
|
||||
// //ReleaseCity();
|
||||
//}
|
||||
//
|
||||
//int cCityMap::GetWidth()
|
||||
//{
|
||||
// return m_nWidth;
|
||||
//}
|
||||
//
|
||||
//int cCityMap::GetHeight()
|
||||
//{
|
||||
// return m_nHeight;
|
||||
//}
|
||||
//
|
||||
//cCityCell* cCityMap::Cell(int x, int y)
|
||||
//{
|
||||
// if (x >= 0 && x < m_nWidth && y >= 0 && y < m_nHeight)
|
||||
// return &m_pCells[y*m_nWidth + x];
|
||||
// else
|
||||
// return nullptr;
|
||||
//}
|
||||
//
|
||||
//void cCityMap::CreateCity(int w, int h)
|
||||
//{
|
||||
// //ReleaseCity();
|
||||
// m_nWidth = w;
|
||||
// m_nHeight = h;
|
||||
// m_pCells = new cCityCell[m_nHeight * m_nWidth];
|
||||
//
|
||||
// for (int x = 0; x < m_nWidth; x++)
|
||||
// {
|
||||
// for (int y = 0; y < m_nHeight; y++)
|
||||
// {
|
||||
// //m_pCells[y*m_nWidth + x] = new cCityCell();
|
||||
// //Cell(x, y)->bRoad = false;
|
||||
// //Cell(x, y)->nHeight = 0;
|
||||
// //Cell(x, y)->nWorldX = x;
|
||||
// //Cell(x, y)->nWorldY = y;
|
||||
// Cell(x, y)->nType = CELL_GRASS;
|
||||
// //Cell(x, y)->bBuilding = false;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
//
|
||||
//void cCityMap::ReleaseCity()
|
||||
//{
|
||||
// if (m_pCells != nullptr) delete m_pCells;
|
||||
// m_nWidth = 0;
|
||||
// m_nHeight = 0;
|
||||
//}
|
||||
//
|
||||
//
|
||||
//class cCarCrimeCity : public olc::PixelGameEngine
|
||||
//{
|
||||
//public:
|
||||
// cCarCrimeCity()
|
||||
// {
|
||||
// sAppName = "Car Crime City";
|
||||
// }
|
||||
//
|
||||
// ~cCarCrimeCity()
|
||||
// {
|
||||
// }
|
||||
//
|
||||
// bool OnUserCreate()
|
||||
// {
|
||||
// // Initialise PGEX 3D
|
||||
// olc::GFX3D::ConfigureDisplay();
|
||||
//
|
||||
// // Create Default city
|
||||
// pCity = new cCityMap(64, 32);// cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight);
|
||||
//
|
||||
//
|
||||
// // A simple flat unit quad
|
||||
// meshQuad.tris =
|
||||
// {
|
||||
// { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED },
|
||||
// { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
|
||||
// };
|
||||
//
|
||||
//
|
||||
// sprOld = new olc::Sprite("assets/system/grass1.png");
|
||||
//
|
||||
//
|
||||
//
|
||||
// SetDrawTarget(nullptr);
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// bool OnUserUpdate(float fElapsedTime)
|
||||
// {
|
||||
// // User Input
|
||||
// if (GetKey(olc::Key::W).bHeld) vCamera.y -= 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::S).bHeld) vCamera.y += 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::A).bHeld) vCamera.x -= 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::D).bHeld) vCamera.x += 2.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::Z).bHeld) vCamera.z += 10.0f * fElapsedTime;
|
||||
// if (GetKey(olc::Key::X).bHeld) vCamera.z -= 10.0f * fElapsedTime;
|
||||
//
|
||||
//
|
||||
// vEye = vCamera;
|
||||
//
|
||||
// // Perform Ray casting to calculate visible world extents and mouse position
|
||||
// olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
|
||||
// olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f);
|
||||
// olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
|
||||
//
|
||||
//
|
||||
//
|
||||
// // Render Scene
|
||||
// Clear(olc::BLUE);
|
||||
// olc::GFX3D::ClearDepth();
|
||||
//
|
||||
// // Create rendering pipeline
|
||||
// olc::GFX3D::PipeLine pipe;
|
||||
// pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
|
||||
// pipe.SetCamera(vEye, vLookTarget, vUp);
|
||||
//
|
||||
//
|
||||
//
|
||||
// int nStartX = 0;
|
||||
// int nEndX = pCity->GetWidth();
|
||||
// int nStartY = 0;
|
||||
// int nEndY = pCity->GetHeight();
|
||||
//
|
||||
// // Render Ground, Roads, Walls & Buildings
|
||||
// for (int x = nStartX; x < nEndX; x++)
|
||||
// {
|
||||
// if (x == 15)
|
||||
// int k = 7;
|
||||
//
|
||||
// for (int y = nStartY; y < nEndY; y++)
|
||||
// {
|
||||
//
|
||||
//
|
||||
// switch (pCity->Cell(x, y)->nType)
|
||||
// {
|
||||
// case CELL_GRASS:
|
||||
// {
|
||||
// olc::GFX3D::mat4x4 matWorld;
|
||||
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
||||
// pipe.SetTransform(matWorld);
|
||||
// pipe.SetTexture(sprOld);
|
||||
// //pipe.SetTexture(vecSpriteSystem[0]);
|
||||
// //pipe.Render(vecMeshSystem[0].tris);
|
||||
// pipe.Render(meshQuad.tris);
|
||||
// //pipe.Render(vecMeshSystem[0].tris, olc::GFX3D::RENDER_FLAT);
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// default:
|
||||
// {
|
||||
// olc::GFX3D::mat4x4 matWorld;
|
||||
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
||||
// pipe.SetTransform(matWorld);
|
||||
// pipe.Render(meshQuad.tris, olc::GFX3D::RENDER_WIRE);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
// bool OnUserDestroy()
|
||||
// {
|
||||
// return true;
|
||||
// }
|
||||
//
|
||||
//
|
||||
//private:
|
||||
// olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -10.0f };
|
||||
// olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
|
||||
// olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -10.0f };
|
||||
// olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
|
||||
//
|
||||
//
|
||||
//
|
||||
// olc::Sprite *sprOld = nullptr;
|
||||
// olc::GFX3D::mesh meshQuad;
|
||||
//
|
||||
// cCityMap *pCity = nullptr;
|
||||
//
|
||||
//
|
||||
//
|
||||
//};
|
||||
//
|
||||
//int main()
|
||||
//{
|
||||
// // Load the settings singleton
|
||||
// /*cGameSettings config;
|
||||
// if (!config.LoadConfigFile("assets/config.lua"))
|
||||
// {
|
||||
// std::cout << "Failed to load '/assets/config.lua'" << std::endl;
|
||||
// std::cout << " -> Using default configuration" << std::endl;
|
||||
// }*/
|
||||
//
|
||||
// // Start the PixelGameEngine
|
||||
// cCarCrimeCity game;
|
||||
// if (game.Construct(256, 240, 4, 4))// config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight))
|
||||
// game.Start();
|
||||
//
|
||||
// // Exit!
|
||||
// return 0;
|
||||
//}
|
@ -1,5 +1,5 @@ |
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#define OLC_PGEX_GRAPHICS3D |
||||
#include "olcPGEX_Graphics3D.h" |
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#define OLC_PGEX_GRAPHICS3D |
||||
#include "olcPGEX_Graphics3D.h" |
@ -1,189 +1,189 @@ |
||||
/*
|
||||
OneLoneCoder_PGE_ExtensionTestGFX2D.cpp |
||||
|
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
// Include the olcPixelGameEngine
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
// To use an extension, just include it
|
||||
#define OLC_PGE_GRAPHICS2D |
||||
#include "olcPGEX_Graphics2D.h" |
||||
|
||||
class TestExtension : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
TestExtension() |
||||
{ |
||||
sAppName = "Testing Graphics2D"; |
||||
} |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
for (int i = 0; i < 16; i++) |
||||
listEvents.push_back(""); |
||||
|
||||
spr = new olc::Sprite("new_piskel.png"); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
std::list<std::string> listEvents; |
||||
float fTotalTime = 0.0f; |
||||
olc::Sprite *spr; |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
// Clear Screen
|
||||
SetPixelMode(olc::Pixel::NORMAL); |
||||
Clear(olc::BLUE);
|
||||
|
||||
// Draw Primitives
|
||||
DrawCircle(32, 32, 30); // Circle
|
||||
DrawCircle(96, 32, 30); // Circle
|
||||
|
||||
|
||||
float mx = (float)GetMouseX(); |
||||
float my = (float)GetMouseY(); |
||||
|
||||
float px1 = mx - 32, px2 = mx - 96; |
||||
float py1 = my - 32, py2 = my - 32; |
||||
float pr1 = 1.0f / sqrtf(px1*px1 + py1*py1); |
||||
float pr2 = 1.0f / sqrtf(px2*px2 + py2*py2); |
||||
px1 = 22.0f * (px1 * pr1) + 32.0f; |
||||
py1 = 22.0f * (py1 * pr1) + 32.0f; |
||||
px2 = 22.0f * (px2 * pr2) + 96.0f; |
||||
py2 = 22.0f * (py2 * pr2) + 32.0f; |
||||
FillCircle((int32_t)px1, (int32_t)py1, 8, olc::CYAN); |
||||
FillCircle((int32_t)px2, (int32_t)py2, 8, olc::CYAN); |
||||
|
||||
DrawLine(10, 70, 54, 70); // Lines
|
||||
DrawLine(54, 70, 70, 54); |
||||
|
||||
DrawRect(10, 80, 54, 30); |
||||
FillRect(10, 80, 54, 30); |
||||
|
||||
// Multiline Text
|
||||
std::string mpos = "Your Mouse Position is:\nX=" + std::to_string(mx) + "\nY=" + std::to_string(my); |
||||
DrawString(10, 130, mpos); |
||||
|
||||
auto AddEvent = [&](std::string s) |
||||
{ |
||||
listEvents.push_back(s); |
||||
listEvents.pop_front(); |
||||
}; |
||||
|
||||
if (GetMouse(0).bPressed) AddEvent("Mouse Button 0 Down"); |
||||
if (GetMouse(0).bReleased) AddEvent("Mouse Button 0 Up"); |
||||
if (GetMouse(1).bPressed) AddEvent("Mouse Button 1 Down"); |
||||
if (GetMouse(1).bReleased) AddEvent("Mouse Button 1 Up"); |
||||
if (GetMouse(2).bPressed) AddEvent("Mouse Button 2 Down"); |
||||
if (GetMouse(2).bReleased) AddEvent("Mouse Button 2 Up"); |
||||
|
||||
|
||||
// Draw Event Log
|
||||
int nLog = 0; |
||||
for (auto &s : listEvents) |
||||
{ |
||||
DrawString(200, nLog * 8 + 20, s, olc::Pixel(nLog * 16, nLog * 16, nLog * 16)); |
||||
nLog++; |
||||
} |
||||
|
||||
std::string notes = "CDEFGAB"; |
||||
|
||||
|
||||
// Test Text scaling and colours
|
||||
DrawString(0, 360, "Text Scale = 1", olc::WHITE, 1); |
||||
DrawString(0, 368, "Text Scale = 2", olc::BLUE, 2); |
||||
DrawString(0, 384, "Text Scale = 3", olc::RED, 3); |
||||
DrawString(0, 408, "Text Scale = 4", olc::YELLOW, 4); |
||||
DrawString(0, 440, "Text Scale = 5", olc::GREEN, 5); |
||||
|
||||
fTotalTime += fElapsedTime; |
||||
|
||||
float fAngle = fTotalTime; |
||||
|
||||
// Draw Sprite using extension, first create a transformation stack
|
||||
olc::GFX2D::Transform2D t1; |
||||
|
||||
// Traslate sprite so center of image is at 0,0
|
||||
t1.Translate(-250, -35); |
||||
// Scale the sprite
|
||||
t1.Scale(1 * sinf(fAngle) + 1, 1 * sinf(fAngle) + 1); |
||||
// Rotate it
|
||||
t1.Rotate(fAngle*2.0f); |
||||
// Translate to 0,100
|
||||
t1.Translate(0, 100); |
||||
// Rotate different speed
|
||||
t1.Rotate(fAngle / 3); |
||||
// Translate to centre of screen
|
||||
t1.Translate(320, 240); |
||||
|
||||
SetPixelMode(olc::Pixel::ALPHA); |
||||
|
||||
// Use extension to draw sprite with transform applied
|
||||
olc::GFX2D::DrawSprite(spr, t1); |
||||
|
||||
DrawSprite((int32_t)mx, (int32_t)my, spr, 4); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
TestExtension demo; |
||||
if (demo.Construct(640, 480, 2, 2)) |
||||
demo.Start(); |
||||
|
||||
return 0; |
||||
/*
|
||||
OneLoneCoder_PGE_ExtensionTestGFX2D.cpp |
||||
|
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
// Include the olcPixelGameEngine
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
// To use an extension, just include it
|
||||
#define OLC_PGE_GRAPHICS2D |
||||
#include "olcPGEX_Graphics2D.h" |
||||
|
||||
class TestExtension : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
TestExtension() |
||||
{ |
||||
sAppName = "Testing Graphics2D"; |
||||
} |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
for (int i = 0; i < 16; i++) |
||||
listEvents.push_back(""); |
||||
|
||||
spr = new olc::Sprite("new_piskel.png"); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
std::list<std::string> listEvents; |
||||
float fTotalTime = 0.0f; |
||||
olc::Sprite *spr; |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
// Clear Screen
|
||||
SetPixelMode(olc::Pixel::NORMAL); |
||||
Clear(olc::BLUE);
|
||||
|
||||
// Draw Primitives
|
||||
DrawCircle(32, 32, 30); // Circle
|
||||
DrawCircle(96, 32, 30); // Circle
|
||||
|
||||
|
||||
float mx = (float)GetMouseX(); |
||||
float my = (float)GetMouseY(); |
||||
|
||||
float px1 = mx - 32, px2 = mx - 96; |
||||
float py1 = my - 32, py2 = my - 32; |
||||
float pr1 = 1.0f / sqrtf(px1*px1 + py1*py1); |
||||
float pr2 = 1.0f / sqrtf(px2*px2 + py2*py2); |
||||
px1 = 22.0f * (px1 * pr1) + 32.0f; |
||||
py1 = 22.0f * (py1 * pr1) + 32.0f; |
||||
px2 = 22.0f * (px2 * pr2) + 96.0f; |
||||
py2 = 22.0f * (py2 * pr2) + 32.0f; |
||||
FillCircle((int32_t)px1, (int32_t)py1, 8, olc::CYAN); |
||||
FillCircle((int32_t)px2, (int32_t)py2, 8, olc::CYAN); |
||||
|
||||
DrawLine(10, 70, 54, 70); // Lines
|
||||
DrawLine(54, 70, 70, 54); |
||||
|
||||
DrawRect(10, 80, 54, 30); |
||||
FillRect(10, 80, 54, 30); |
||||
|
||||
// Multiline Text
|
||||
std::string mpos = "Your Mouse Position is:\nX=" + std::to_string(mx) + "\nY=" + std::to_string(my); |
||||
DrawString(10, 130, mpos); |
||||
|
||||
auto AddEvent = [&](std::string s) |
||||
{ |
||||
listEvents.push_back(s); |
||||
listEvents.pop_front(); |
||||
}; |
||||
|
||||
if (GetMouse(0).bPressed) AddEvent("Mouse Button 0 Down"); |
||||
if (GetMouse(0).bReleased) AddEvent("Mouse Button 0 Up"); |
||||
if (GetMouse(1).bPressed) AddEvent("Mouse Button 1 Down"); |
||||
if (GetMouse(1).bReleased) AddEvent("Mouse Button 1 Up"); |
||||
if (GetMouse(2).bPressed) AddEvent("Mouse Button 2 Down"); |
||||
if (GetMouse(2).bReleased) AddEvent("Mouse Button 2 Up"); |
||||
|
||||
|
||||
// Draw Event Log
|
||||
int nLog = 0; |
||||
for (auto &s : listEvents) |
||||
{ |
||||
DrawString(200, nLog * 8 + 20, s, olc::Pixel(nLog * 16, nLog * 16, nLog * 16)); |
||||
nLog++; |
||||
} |
||||
|
||||
std::string notes = "CDEFGAB"; |
||||
|
||||
|
||||
// Test Text scaling and colours
|
||||
DrawString(0, 360, "Text Scale = 1", olc::WHITE, 1); |
||||
DrawString(0, 368, "Text Scale = 2", olc::BLUE, 2); |
||||
DrawString(0, 384, "Text Scale = 3", olc::RED, 3); |
||||
DrawString(0, 408, "Text Scale = 4", olc::YELLOW, 4); |
||||
DrawString(0, 440, "Text Scale = 5", olc::GREEN, 5); |
||||
|
||||
fTotalTime += fElapsedTime; |
||||
|
||||
float fAngle = fTotalTime; |
||||
|
||||
// Draw Sprite using extension, first create a transformation stack
|
||||
olc::GFX2D::Transform2D t1; |
||||
|
||||
// Traslate sprite so center of image is at 0,0
|
||||
t1.Translate(-250, -35); |
||||
// Scale the sprite
|
||||
t1.Scale(1 * sinf(fAngle) + 1, 1 * sinf(fAngle) + 1); |
||||
// Rotate it
|
||||
t1.Rotate(fAngle*2.0f); |
||||
// Translate to 0,100
|
||||
t1.Translate(0, 100); |
||||
// Rotate different speed
|
||||
t1.Rotate(fAngle / 3); |
||||
// Translate to centre of screen
|
||||
t1.Translate(320, 240); |
||||
|
||||
SetPixelMode(olc::Pixel::ALPHA); |
||||
|
||||
// Use extension to draw sprite with transform applied
|
||||
olc::GFX2D::DrawSprite(spr, t1); |
||||
|
||||
DrawSprite((int32_t)mx, (int32_t)my, spr, 4); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
TestExtension demo; |
||||
if (demo.Construct(640, 480, 2, 2)) |
||||
demo.Start(); |
||||
|
||||
return 0; |
||||
} |
@ -1,426 +1,426 @@ |
||||
/*
|
||||
OneLoneCoder.com - Path Finding #2 - Wave Propagation & Potential Fields |
||||
"...never get lost again, so long as you know where you are" - @Javidx9 |
||||
|
||||
|
||||
Background |
||||
~~~~~~~~~~ |
||||
A nice follow up alternative to the A* Algorithm. Wave propagation is less |
||||
applicable to multiple objects with multiple destinations, but fantatsic |
||||
for multiple objects all reaching the same destination. |
||||
|
||||
WARNING! This code is NOT OPTIMAL!! It is however very robust. There |
||||
are many ways to optimise this further. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Relevant Videos |
||||
~~~~~~~~~~~~~~~ |
||||
Part #1 https://youtu.be/icZj67PTFhc
|
||||
Part #2 https://youtu.be/0ihciMKlcP8
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <vector> |
||||
#include <list> |
||||
#include <algorithm> |
||||
#include <utility> |
||||
|
||||
|
||||
// Override base class with your custom functionality
|
||||
class PathFinding_FlowFields : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
PathFinding_FlowFields() |
||||
{ |
||||
sAppName = "PathFinding - Flow Fields"; |
||||
} |
||||
|
||||
private: |
||||
int nMapWidth; |
||||
int nMapHeight; |
||||
int nCellSize; |
||||
int nBorderWidth; |
||||
|
||||
bool *bObstacleMap; |
||||
|
||||
int *nFlowFieldZ; |
||||
float *fFlowFieldY; |
||||
float *fFlowFieldX; |
||||
|
||||
int nStartX; |
||||
int nStartY; |
||||
int nEndX; |
||||
int nEndY; |
||||
|
||||
int nWave = 1; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
nBorderWidth = 4; |
||||
nCellSize = 32; |
||||
nMapWidth = ScreenWidth() / nCellSize; |
||||
nMapHeight = ScreenHeight() / nCellSize; |
||||
bObstacleMap = new bool[nMapWidth * nMapHeight]{ false }; |
||||
nFlowFieldZ = new int[nMapWidth * nMapHeight]{ 0 }; |
||||
fFlowFieldX = new float[nMapWidth * nMapHeight]{ 0 }; |
||||
fFlowFieldY = new float[nMapWidth * nMapHeight]{ 0 }; |
||||
|
||||
nStartX = 3; |
||||
nStartY = 7; |
||||
nEndX = 12; |
||||
nEndY = 7; |
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
// Little convenience lambda 2D -> 1D
|
||||
auto p = [&](int x, int y) { return y * nMapWidth + x; }; |
||||
|
||||
// User Input
|
||||
int nSelectedCellX = GetMouseX() / nCellSize; |
||||
int nSelectedCellY = GetMouseY() / nCellSize; |
||||
|
||||
if (GetMouse(0).bReleased) |
||||
{ |
||||
// Toggle Obstacle if mouse left clicked
|
||||
bObstacleMap[p(nSelectedCellX, nSelectedCellY)] = |
||||
!bObstacleMap[p(nSelectedCellX, nSelectedCellY)]; |
||||
}
|
||||
|
||||
if (GetMouse(1).bReleased) |
||||
{ |
||||
nStartX = nSelectedCellX; |
||||
nStartY = nSelectedCellY; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::Q).bReleased) |
||||
{ |
||||
nWave++; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::A).bReleased) |
||||
{ |
||||
nWave--; |
||||
if (nWave == 0) |
||||
nWave = 1; |
||||
} |
||||
|
||||
|
||||
|
||||
// 1) Prepare flow field, add a boundary, and add obstacles
|
||||
// by setting the flow Field Height (Z) to -1
|
||||
for (int x = 0; x < nMapWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nMapHeight; y++) |
||||
{ |
||||
// Set border or obstacles
|
||||
if (x == 0 || y == 0 || x == (nMapWidth - 1) || y == (nMapHeight - 1) || bObstacleMap[p(x, y)]) |
||||
{ |
||||
nFlowFieldZ[p(x, y)] = -1; |
||||
} |
||||
else |
||||
{ |
||||
nFlowFieldZ[p(x, y)] = 0; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// 2) Propagate a wave (i.e. flood-fill) from target location. Here I use
|
||||
// a tuple, of {x, y, distance} - though you could use a struct or
|
||||
// similar.
|
||||
std::list<std::tuple<int, int, int>> nodes; |
||||
|
||||
// Add the first discovered node - the target location, with a distance of 1
|
||||
nodes.push_back({ nEndX, nEndY, 1 }); |
||||
|
||||
while (!nodes.empty()) |
||||
{ |
||||
// Each iteration through the discovered nodes may create newly discovered
|
||||
// nodes, so I maintain a second list. It's important not to contaminate
|
||||
// the list being iterated through.
|
||||
std::list<std::tuple<int, int, int>> new_nodes; |
||||
|
||||
// Now iterate through each discovered node. If it has neighbouring nodes
|
||||
// that are empty space and undiscovered, add those locations to the
|
||||
// new nodes list
|
||||
for (auto &n : nodes) |
||||
{ |
||||
int x = std::get<0>(n); // Map X-Coordinate
|
||||
int y = std::get<1>(n); // Map Y-Coordinate
|
||||
int d = std::get<2>(n); // Distance From Target Location
|
||||
|
||||
// Set distance count for this node. NOte that when we add nodes we add 1
|
||||
// to this distance. This emulates propagating a wave across the map, where
|
||||
// the front of that wave increments each iteration. In this way, we can
|
||||
// propagate distance information 'away from target location'
|
||||
nFlowFieldZ[p(x, y)] = d; |
||||
|
||||
// Add neigbour nodes if unmarked, i.e their "height" is 0. Any discovered
|
||||
// node or obstacle will be non-zero
|
||||
|
||||
// Check East
|
||||
if ((x + 1) < nMapWidth && nFlowFieldZ[p(x + 1, y)] == 0) |
||||
new_nodes.push_back({ x + 1, y, d + 1 }); |
||||
|
||||
// Check West
|
||||
if ((x - 1) >= 0 && nFlowFieldZ[p(x - 1, y)] == 0) |
||||
new_nodes.push_back({ x - 1, y, d + 1 }); |
||||
|
||||
// Check South
|
||||
if ((y + 1) < nMapHeight && nFlowFieldZ[p(x, y + 1)] == 0) |
||||
new_nodes.push_back({ x, y + 1, d + 1 }); |
||||
|
||||
// Check North
|
||||
if ((y - 1) >= 0 && nFlowFieldZ[p(x, y - 1)] == 0) |
||||
new_nodes.push_back({ x, y - 1, d + 1 }); |
||||
} |
||||
|
||||
// We will now have potentially multiple nodes for a single location. This means our
|
||||
// algorithm will never complete! So we must remove duplicates form our new node list.
|
||||
// Im doing this with some clever code - but it is not performant(!) - it is merely
|
||||
// convenient. I'd suggest doing away with overhead structures like linked lists and sorts
|
||||
// if you are aiming for fastest path finding.
|
||||
|
||||
// Sort the nodes - This will stack up nodes that are similar: A, B, B, B, B, C, D, D, E, F, F
|
||||
new_nodes.sort([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
// In this instance I dont care how the values are sorted, so long as nodes that
|
||||
// represent the same location are adjacent in the list. I can use the p() lambda
|
||||
// to generate a unique 1D value for a 2D coordinate, so I'll sort by that.
|
||||
return p(std::get<0>(n1), std::get<1>(n1)) < p(std::get<0>(n2), std::get<1>(n2)); |
||||
}); |
||||
|
||||
// Use "unique" function to remove adjacent duplicates : A, B, -, -, -, C, D, -, E, F -
|
||||
// and also erase them : A, B, C, D, E, F
|
||||
new_nodes.unique([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
return p(std::get<0>(n1), std::get<1>(n1)) == p(std::get<0>(n2), std::get<1>(n2)); |
||||
}); |
||||
|
||||
// We've now processed all the discoverd nodes, so clear the list, and add the newly
|
||||
// discovered nodes for processing on the next iteration
|
||||
nodes.clear(); |
||||
nodes.insert(nodes.begin(), new_nodes.begin(), new_nodes.end()); |
||||
|
||||
// When there are no more newly discovered nodes, we have "flood filled" the entire
|
||||
// map. The propagation phase of the algorithm is complete
|
||||
} |
||||
|
||||
|
||||
// 3) Create Path. Starting a start location, create a path of nodes until you reach target
|
||||
// location. At each node find the neighbour with the lowest "distance" score.
|
||||
std::list<std::pair<int, int>> path; |
||||
path.push_back({ nStartX, nStartY }); |
||||
int nLocX = nStartX; |
||||
int nLocY = nStartY; |
||||
bool bNoPath = false; |
||||
|
||||
while (!(nLocX == nEndX && nLocY == nEndY) && !bNoPath) |
||||
{ |
||||
std::list<std::tuple<int, int, int>> listNeighbours; |
||||
|
||||
// 4-Way Connectivity
|
||||
if ((nLocY - 1) >= 0 && nFlowFieldZ[p(nLocX, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX, nLocY - 1, nFlowFieldZ[p(nLocX, nLocY - 1)] }); |
||||
|
||||
if ((nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY, nFlowFieldZ[p(nLocX + 1, nLocY)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && nFlowFieldZ[p(nLocX, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX, nLocY + 1, nFlowFieldZ[p(nLocX, nLocY + 1)] }); |
||||
|
||||
if ((nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY, nFlowFieldZ[p(nLocX - 1, nLocY)] }); |
||||
|
||||
// 8-Way Connectivity
|
||||
if ((nLocY - 1) >= 0 && (nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY - 1, nFlowFieldZ[p(nLocX - 1, nLocY - 1)] }); |
||||
|
||||
if ((nLocY - 1) >= 0 && (nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY - 1, nFlowFieldZ[p(nLocX + 1, nLocY - 1)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && (nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY + 1, nFlowFieldZ[p(nLocX - 1, nLocY + 1)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && (nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY + 1, nFlowFieldZ[p(nLocX + 1, nLocY + 1)] }); |
||||
|
||||
// Sprt neigbours based on height, so lowest neighbour is at front
|
||||
// of list
|
||||
listNeighbours.sort([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
return std::get<2>(n1) < std::get<2>(n2); // Compare distances
|
||||
}); |
||||
|
||||
if (listNeighbours.empty()) // Neighbour is invalid or no possible path
|
||||
bNoPath = true; |
||||
else |
||||
{ |
||||
nLocX = std::get<0>(listNeighbours.front()); |
||||
nLocY = std::get<1>(listNeighbours.front()); |
||||
path.push_back({ nLocX, nLocY }); |
||||
} |
||||
} |
||||
|
||||
|
||||
// 4) Create Flow "Field"
|
||||
for (int x = 1; x < nMapWidth - 1; x++) |
||||
{ |
||||
for (int y = 1; y < nMapHeight - 1; y++) |
||||
{ |
||||
float vx = 0.0f; |
||||
float vy = 0.0f; |
||||
|
||||
vy -= (float)((nFlowFieldZ[p(x, y + 1)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x, y + 1)]) - nFlowFieldZ[p(x, y)]); |
||||
vx -= (float)((nFlowFieldZ[p(x + 1, y)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x + 1, y)]) - nFlowFieldZ[p(x, y)]); |
||||
vy += (float)((nFlowFieldZ[p(x, y - 1)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x, y - 1)]) - nFlowFieldZ[p(x, y)]); |
||||
vx += (float)((nFlowFieldZ[p(x - 1, y)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x - 1, y)]) - nFlowFieldZ[p(x, y)]); |
||||
|
||||
float r = 1.0f / sqrtf(vx*vx + vy * vy); |
||||
fFlowFieldX[p(x, y)] = vx * r; |
||||
fFlowFieldY[p(x, y)] = vy * r; |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
// Draw Map
|
||||
Clear(olc::BLACK); |
||||
|
||||
for (int x = 0; x < nMapWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nMapHeight; y++) |
||||
{ |
||||
olc::Pixel colour = olc::BLUE; |
||||
|
||||
if (bObstacleMap[p(x, y)]) |
||||
colour = olc::GREY; |
||||
|
||||
if (nWave == nFlowFieldZ[p(x, y)]) |
||||
colour = olc::DARK_CYAN; |
||||
|
||||
if (x == nStartX && y == nStartY) |
||||
colour = olc::GREEN; |
||||
|
||||
if (x == nEndX && y == nEndY) |
||||
colour = olc::RED; |
||||
|
||||
// Draw Base
|
||||
FillRect(x * nCellSize, y * nCellSize, nCellSize - nBorderWidth, nCellSize - nBorderWidth, colour); |
||||
|
||||
// Draw "potential" or "distance" or "height" :D
|
||||
//DrawString(x * nCellSize, y * nCellSize, std::to_string(nFlowFieldZ[p(x, y)]), olc::WHITE);
|
||||
|
||||
if (nFlowFieldZ[p(x, y)] > 0) |
||||
{ |
||||
float ax[4], ay[4]; |
||||
float fAngle = atan2f(fFlowFieldY[p(x, y)], fFlowFieldX[p(x, y)]); |
||||
float fRadius = (float)(nCellSize - nBorderWidth) / 2.0f; |
||||
int fOffsetX = x * nCellSize + ((nCellSize - nBorderWidth) / 2); |
||||
int fOffsetY = y * nCellSize + ((nCellSize - nBorderWidth) / 2); |
||||
ax[0] = cosf(fAngle) * fRadius + fOffsetX; |
||||
ay[0] = sinf(fAngle) * fRadius + fOffsetY; |
||||
ax[1] = cosf(fAngle) * -fRadius + fOffsetX; |
||||
ay[1] = sinf(fAngle) * -fRadius + fOffsetY; |
||||
ax[2] = cosf(fAngle + 0.1f) * fRadius * 0.7f + fOffsetX; |
||||
ay[2] = sinf(fAngle + 0.1f) * fRadius * 0.7f + fOffsetY; |
||||
ax[3] = cosf(fAngle - 0.1f) * fRadius * 0.7f + fOffsetX; |
||||
ay[3] = sinf(fAngle - 0.1f) * fRadius * 0.7f + fOffsetY; |
||||
|
||||
DrawLine(ax[0], ay[0], ax[1], ay[1], olc::CYAN); |
||||
DrawLine(ax[0], ay[0], ax[2], ay[2], olc::CYAN); |
||||
DrawLine(ax[0], ay[0], ax[3], ay[3], olc::CYAN); |
||||
|
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
bool bFirstPoint = true; |
||||
int ox, oy; |
||||
for (auto &a : path) |
||||
{ |
||||
if (bFirstPoint) |
||||
{ |
||||
ox = a.first; |
||||
oy = a.second; |
||||
bFirstPoint = false; |
||||
} |
||||
else |
||||
{ |
||||
DrawLine( |
||||
ox * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
oy * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
a.first * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
a.second * nCellSize + ((nCellSize - nBorderWidth) / 2), olc::YELLOW); |
||||
|
||||
ox = a.first; |
||||
oy = a.second; |
||||
|
||||
FillCircle(ox * nCellSize + ((nCellSize - nBorderWidth) / 2), oy * nCellSize + ((nCellSize - nBorderWidth) / 2), 10, olc::YELLOW); |
||||
} |
||||
} |
||||
|
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
PathFinding_FlowFields demo; |
||||
if (demo.Construct(512, 480, 2, 2)) |
||||
demo.Start(); |
||||
return 0; |
||||
/*
|
||||
OneLoneCoder.com - Path Finding #2 - Wave Propagation & Potential Fields |
||||
"...never get lost again, so long as you know where you are" - @Javidx9 |
||||
|
||||
|
||||
Background |
||||
~~~~~~~~~~ |
||||
A nice follow up alternative to the A* Algorithm. Wave propagation is less |
||||
applicable to multiple objects with multiple destinations, but fantatsic |
||||
for multiple objects all reaching the same destination. |
||||
|
||||
WARNING! This code is NOT OPTIMAL!! It is however very robust. There |
||||
are many ways to optimise this further. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Relevant Videos |
||||
~~~~~~~~~~~~~~~ |
||||
Part #1 https://youtu.be/icZj67PTFhc
|
||||
Part #2 https://youtu.be/0ihciMKlcP8
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <vector> |
||||
#include <list> |
||||
#include <algorithm> |
||||
#include <utility> |
||||
|
||||
|
||||
// Override base class with your custom functionality
|
||||
class PathFinding_FlowFields : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
PathFinding_FlowFields() |
||||
{ |
||||
sAppName = "PathFinding - Flow Fields"; |
||||
} |
||||
|
||||
private: |
||||
int nMapWidth; |
||||
int nMapHeight; |
||||
int nCellSize; |
||||
int nBorderWidth; |
||||
|
||||
bool *bObstacleMap; |
||||
|
||||
int *nFlowFieldZ; |
||||
float *fFlowFieldY; |
||||
float *fFlowFieldX; |
||||
|
||||
int nStartX; |
||||
int nStartY; |
||||
int nEndX; |
||||
int nEndY; |
||||
|
||||
int nWave = 1; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
nBorderWidth = 4; |
||||
nCellSize = 32; |
||||
nMapWidth = ScreenWidth() / nCellSize; |
||||
nMapHeight = ScreenHeight() / nCellSize; |
||||
bObstacleMap = new bool[nMapWidth * nMapHeight]{ false }; |
||||
nFlowFieldZ = new int[nMapWidth * nMapHeight]{ 0 }; |
||||
fFlowFieldX = new float[nMapWidth * nMapHeight]{ 0 }; |
||||
fFlowFieldY = new float[nMapWidth * nMapHeight]{ 0 }; |
||||
|
||||
nStartX = 3; |
||||
nStartY = 7; |
||||
nEndX = 12; |
||||
nEndY = 7; |
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
// Little convenience lambda 2D -> 1D
|
||||
auto p = [&](int x, int y) { return y * nMapWidth + x; }; |
||||
|
||||
// User Input
|
||||
int nSelectedCellX = GetMouseX() / nCellSize; |
||||
int nSelectedCellY = GetMouseY() / nCellSize; |
||||
|
||||
if (GetMouse(0).bReleased) |
||||
{ |
||||
// Toggle Obstacle if mouse left clicked
|
||||
bObstacleMap[p(nSelectedCellX, nSelectedCellY)] = |
||||
!bObstacleMap[p(nSelectedCellX, nSelectedCellY)]; |
||||
}
|
||||
|
||||
if (GetMouse(1).bReleased) |
||||
{ |
||||
nStartX = nSelectedCellX; |
||||
nStartY = nSelectedCellY; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::Q).bReleased) |
||||
{ |
||||
nWave++; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::A).bReleased) |
||||
{ |
||||
nWave--; |
||||
if (nWave == 0) |
||||
nWave = 1; |
||||
} |
||||
|
||||
|
||||
|
||||
// 1) Prepare flow field, add a boundary, and add obstacles
|
||||
// by setting the flow Field Height (Z) to -1
|
||||
for (int x = 0; x < nMapWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nMapHeight; y++) |
||||
{ |
||||
// Set border or obstacles
|
||||
if (x == 0 || y == 0 || x == (nMapWidth - 1) || y == (nMapHeight - 1) || bObstacleMap[p(x, y)]) |
||||
{ |
||||
nFlowFieldZ[p(x, y)] = -1; |
||||
} |
||||
else |
||||
{ |
||||
nFlowFieldZ[p(x, y)] = 0; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// 2) Propagate a wave (i.e. flood-fill) from target location. Here I use
|
||||
// a tuple, of {x, y, distance} - though you could use a struct or
|
||||
// similar.
|
||||
std::list<std::tuple<int, int, int>> nodes; |
||||
|
||||
// Add the first discovered node - the target location, with a distance of 1
|
||||
nodes.push_back({ nEndX, nEndY, 1 }); |
||||
|
||||
while (!nodes.empty()) |
||||
{ |
||||
// Each iteration through the discovered nodes may create newly discovered
|
||||
// nodes, so I maintain a second list. It's important not to contaminate
|
||||
// the list being iterated through.
|
||||
std::list<std::tuple<int, int, int>> new_nodes; |
||||
|
||||
// Now iterate through each discovered node. If it has neighbouring nodes
|
||||
// that are empty space and undiscovered, add those locations to the
|
||||
// new nodes list
|
||||
for (auto &n : nodes) |
||||
{ |
||||
int x = std::get<0>(n); // Map X-Coordinate
|
||||
int y = std::get<1>(n); // Map Y-Coordinate
|
||||
int d = std::get<2>(n); // Distance From Target Location
|
||||
|
||||
// Set distance count for this node. NOte that when we add nodes we add 1
|
||||
// to this distance. This emulates propagating a wave across the map, where
|
||||
// the front of that wave increments each iteration. In this way, we can
|
||||
// propagate distance information 'away from target location'
|
||||
nFlowFieldZ[p(x, y)] = d; |
||||
|
||||
// Add neigbour nodes if unmarked, i.e their "height" is 0. Any discovered
|
||||
// node or obstacle will be non-zero
|
||||
|
||||
// Check East
|
||||
if ((x + 1) < nMapWidth && nFlowFieldZ[p(x + 1, y)] == 0) |
||||
new_nodes.push_back({ x + 1, y, d + 1 }); |
||||
|
||||
// Check West
|
||||
if ((x - 1) >= 0 && nFlowFieldZ[p(x - 1, y)] == 0) |
||||
new_nodes.push_back({ x - 1, y, d + 1 }); |
||||
|
||||
// Check South
|
||||
if ((y + 1) < nMapHeight && nFlowFieldZ[p(x, y + 1)] == 0) |
||||
new_nodes.push_back({ x, y + 1, d + 1 }); |
||||
|
||||
// Check North
|
||||
if ((y - 1) >= 0 && nFlowFieldZ[p(x, y - 1)] == 0) |
||||
new_nodes.push_back({ x, y - 1, d + 1 }); |
||||
} |
||||
|
||||
// We will now have potentially multiple nodes for a single location. This means our
|
||||
// algorithm will never complete! So we must remove duplicates form our new node list.
|
||||
// Im doing this with some clever code - but it is not performant(!) - it is merely
|
||||
// convenient. I'd suggest doing away with overhead structures like linked lists and sorts
|
||||
// if you are aiming for fastest path finding.
|
||||
|
||||
// Sort the nodes - This will stack up nodes that are similar: A, B, B, B, B, C, D, D, E, F, F
|
||||
new_nodes.sort([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
// In this instance I dont care how the values are sorted, so long as nodes that
|
||||
// represent the same location are adjacent in the list. I can use the p() lambda
|
||||
// to generate a unique 1D value for a 2D coordinate, so I'll sort by that.
|
||||
return p(std::get<0>(n1), std::get<1>(n1)) < p(std::get<0>(n2), std::get<1>(n2)); |
||||
}); |
||||
|
||||
// Use "unique" function to remove adjacent duplicates : A, B, -, -, -, C, D, -, E, F -
|
||||
// and also erase them : A, B, C, D, E, F
|
||||
new_nodes.unique([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
return p(std::get<0>(n1), std::get<1>(n1)) == p(std::get<0>(n2), std::get<1>(n2)); |
||||
}); |
||||
|
||||
// We've now processed all the discoverd nodes, so clear the list, and add the newly
|
||||
// discovered nodes for processing on the next iteration
|
||||
nodes.clear(); |
||||
nodes.insert(nodes.begin(), new_nodes.begin(), new_nodes.end()); |
||||
|
||||
// When there are no more newly discovered nodes, we have "flood filled" the entire
|
||||
// map. The propagation phase of the algorithm is complete
|
||||
} |
||||
|
||||
|
||||
// 3) Create Path. Starting a start location, create a path of nodes until you reach target
|
||||
// location. At each node find the neighbour with the lowest "distance" score.
|
||||
std::list<std::pair<int, int>> path; |
||||
path.push_back({ nStartX, nStartY }); |
||||
int nLocX = nStartX; |
||||
int nLocY = nStartY; |
||||
bool bNoPath = false; |
||||
|
||||
while (!(nLocX == nEndX && nLocY == nEndY) && !bNoPath) |
||||
{ |
||||
std::list<std::tuple<int, int, int>> listNeighbours; |
||||
|
||||
// 4-Way Connectivity
|
||||
if ((nLocY - 1) >= 0 && nFlowFieldZ[p(nLocX, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX, nLocY - 1, nFlowFieldZ[p(nLocX, nLocY - 1)] }); |
||||
|
||||
if ((nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY, nFlowFieldZ[p(nLocX + 1, nLocY)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && nFlowFieldZ[p(nLocX, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX, nLocY + 1, nFlowFieldZ[p(nLocX, nLocY + 1)] }); |
||||
|
||||
if ((nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY, nFlowFieldZ[p(nLocX - 1, nLocY)] }); |
||||
|
||||
// 8-Way Connectivity
|
||||
if ((nLocY - 1) >= 0 && (nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY - 1, nFlowFieldZ[p(nLocX - 1, nLocY - 1)] }); |
||||
|
||||
if ((nLocY - 1) >= 0 && (nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY - 1)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY - 1, nFlowFieldZ[p(nLocX + 1, nLocY - 1)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && (nLocX - 1) >= 0 && nFlowFieldZ[p(nLocX - 1, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX - 1, nLocY + 1, nFlowFieldZ[p(nLocX - 1, nLocY + 1)] }); |
||||
|
||||
if ((nLocY + 1) < nMapHeight && (nLocX + 1) < nMapWidth && nFlowFieldZ[p(nLocX + 1, nLocY + 1)] > 0) |
||||
listNeighbours.push_back({ nLocX + 1, nLocY + 1, nFlowFieldZ[p(nLocX + 1, nLocY + 1)] }); |
||||
|
||||
// Sprt neigbours based on height, so lowest neighbour is at front
|
||||
// of list
|
||||
listNeighbours.sort([&](const std::tuple<int, int, int> &n1, const std::tuple<int, int, int> &n2) |
||||
{ |
||||
return std::get<2>(n1) < std::get<2>(n2); // Compare distances
|
||||
}); |
||||
|
||||
if (listNeighbours.empty()) // Neighbour is invalid or no possible path
|
||||
bNoPath = true; |
||||
else |
||||
{ |
||||
nLocX = std::get<0>(listNeighbours.front()); |
||||
nLocY = std::get<1>(listNeighbours.front()); |
||||
path.push_back({ nLocX, nLocY }); |
||||
} |
||||
} |
||||
|
||||
|
||||
// 4) Create Flow "Field"
|
||||
for (int x = 1; x < nMapWidth - 1; x++) |
||||
{ |
||||
for (int y = 1; y < nMapHeight - 1; y++) |
||||
{ |
||||
float vx = 0.0f; |
||||
float vy = 0.0f; |
||||
|
||||
vy -= (float)((nFlowFieldZ[p(x, y + 1)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x, y + 1)]) - nFlowFieldZ[p(x, y)]); |
||||
vx -= (float)((nFlowFieldZ[p(x + 1, y)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x + 1, y)]) - nFlowFieldZ[p(x, y)]); |
||||
vy += (float)((nFlowFieldZ[p(x, y - 1)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x, y - 1)]) - nFlowFieldZ[p(x, y)]); |
||||
vx += (float)((nFlowFieldZ[p(x - 1, y)] <= 0 ? nFlowFieldZ[p(x, y)] : nFlowFieldZ[p(x - 1, y)]) - nFlowFieldZ[p(x, y)]); |
||||
|
||||
float r = 1.0f / sqrtf(vx*vx + vy * vy); |
||||
fFlowFieldX[p(x, y)] = vx * r; |
||||
fFlowFieldY[p(x, y)] = vy * r; |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
// Draw Map
|
||||
Clear(olc::BLACK); |
||||
|
||||
for (int x = 0; x < nMapWidth; x++) |
||||
{ |
||||
for (int y = 0; y < nMapHeight; y++) |
||||
{ |
||||
olc::Pixel colour = olc::BLUE; |
||||
|
||||
if (bObstacleMap[p(x, y)]) |
||||
colour = olc::GREY; |
||||
|
||||
if (nWave == nFlowFieldZ[p(x, y)]) |
||||
colour = olc::DARK_CYAN; |
||||
|
||||
if (x == nStartX && y == nStartY) |
||||
colour = olc::GREEN; |
||||
|
||||
if (x == nEndX && y == nEndY) |
||||
colour = olc::RED; |
||||
|
||||
// Draw Base
|
||||
FillRect(x * nCellSize, y * nCellSize, nCellSize - nBorderWidth, nCellSize - nBorderWidth, colour); |
||||
|
||||
// Draw "potential" or "distance" or "height" :D
|
||||
//DrawString(x * nCellSize, y * nCellSize, std::to_string(nFlowFieldZ[p(x, y)]), olc::WHITE);
|
||||
|
||||
if (nFlowFieldZ[p(x, y)] > 0) |
||||
{ |
||||
float ax[4], ay[4]; |
||||
float fAngle = atan2f(fFlowFieldY[p(x, y)], fFlowFieldX[p(x, y)]); |
||||
float fRadius = (float)(nCellSize - nBorderWidth) / 2.0f; |
||||
int fOffsetX = x * nCellSize + ((nCellSize - nBorderWidth) / 2); |
||||
int fOffsetY = y * nCellSize + ((nCellSize - nBorderWidth) / 2); |
||||
ax[0] = cosf(fAngle) * fRadius + fOffsetX; |
||||
ay[0] = sinf(fAngle) * fRadius + fOffsetY; |
||||
ax[1] = cosf(fAngle) * -fRadius + fOffsetX; |
||||
ay[1] = sinf(fAngle) * -fRadius + fOffsetY; |
||||
ax[2] = cosf(fAngle + 0.1f) * fRadius * 0.7f + fOffsetX; |
||||
ay[2] = sinf(fAngle + 0.1f) * fRadius * 0.7f + fOffsetY; |
||||
ax[3] = cosf(fAngle - 0.1f) * fRadius * 0.7f + fOffsetX; |
||||
ay[3] = sinf(fAngle - 0.1f) * fRadius * 0.7f + fOffsetY; |
||||
|
||||
DrawLine(ax[0], ay[0], ax[1], ay[1], olc::CYAN); |
||||
DrawLine(ax[0], ay[0], ax[2], ay[2], olc::CYAN); |
||||
DrawLine(ax[0], ay[0], ax[3], ay[3], olc::CYAN); |
||||
|
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
bool bFirstPoint = true; |
||||
int ox, oy; |
||||
for (auto &a : path) |
||||
{ |
||||
if (bFirstPoint) |
||||
{ |
||||
ox = a.first; |
||||
oy = a.second; |
||||
bFirstPoint = false; |
||||
} |
||||
else |
||||
{ |
||||
DrawLine( |
||||
ox * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
oy * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
a.first * nCellSize + ((nCellSize - nBorderWidth) / 2), |
||||
a.second * nCellSize + ((nCellSize - nBorderWidth) / 2), olc::YELLOW); |
||||
|
||||
ox = a.first; |
||||
oy = a.second; |
||||
|
||||
FillCircle(ox * nCellSize + ((nCellSize - nBorderWidth) / 2), oy * nCellSize + ((nCellSize - nBorderWidth) / 2), 10, olc::YELLOW); |
||||
} |
||||
} |
||||
|
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
PathFinding_FlowFields demo; |
||||
if (demo.Construct(512, 480, 2, 2)) |
||||
demo.Start(); |
||||
return 0; |
||||
} |
@ -1,434 +1,434 @@ |
||||
/*
|
||||
Convex Polygon Collision Detection |
||||
"Don't you dare try concave ones..." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Use arrow keys to control pentagon |
||||
Use WASD to control triangle |
||||
F1..F4 selects algorithm |
||||
|
||||
Relevant Video: https://youtu.be/7Ik2vowGcU0
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <vector> |
||||
#include <algorithm> |
||||
|
||||
// Override base class with your custom functionality
|
||||
class PolygonCollisions : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
PolygonCollisions() |
||||
{ |
||||
sAppName = "Polygon Collisions"; |
||||
} |
||||
|
||||
struct vec2d |
||||
{ |
||||
float x; |
||||
float y; |
||||
}; |
||||
|
||||
struct polygon |
||||
{ |
||||
std::vector<vec2d> p; // Transformed Points
|
||||
vec2d pos; // Position of shape
|
||||
float angle; // Direction of shape
|
||||
std::vector<vec2d> o; // "Model" of shape
|
||||
bool overlap = false; // Flag to indicate if overlap has occurred
|
||||
}; |
||||
|
||||
std::vector<polygon> vecShapes; |
||||
|
||||
int nMode = 0; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{
|
||||
// Create Pentagon
|
||||
polygon s1; |
||||
float fTheta = 3.14159f * 2.0f / 5.0f; |
||||
s1.pos = { 100, 100 }; |
||||
s1.angle = 0.0f; |
||||
for (int i = 0; i < 5; i++) |
||||
{ |
||||
s1.o.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); |
||||
s1.p.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); |
||||
} |
||||
|
||||
// Create Triangle
|
||||
polygon s2; |
||||
fTheta = 3.14159f * 2.0f / 3.0f; |
||||
s2.pos = { 200, 150 }; |
||||
s2.angle = 0.0f; |
||||
for (int i = 0; i < 3; i++) |
||||
{ |
||||
s2.o.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); |
||||
s2.p.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); |
||||
} |
||||
|
||||
// Create Quad
|
||||
polygon s3; |
||||
s3.pos = { 50, 200 }; |
||||
s3.angle = 0.0f; |
||||
s3.o.push_back({ -30, -30 }); |
||||
s3.o.push_back({ -30, +30 }); |
||||
s3.o.push_back({ +30, +30 }); |
||||
s3.o.push_back({ +30, -30 }); |
||||
s3.p.resize(4); |
||||
|
||||
|
||||
vecShapes.push_back(s1); |
||||
vecShapes.push_back(s2); |
||||
vecShapes.push_back(s3); |
||||
return true; |
||||
} |
||||
|
||||
|
||||
|
||||
bool ShapeOverlap_SAT(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
for (int a = 0; a < poly1->p.size(); a++) |
||||
{ |
||||
int b = (a + 1) % poly1->p.size(); |
||||
vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; |
||||
float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y); |
||||
axisProj = { axisProj.x / d, axisProj.y / d }; |
||||
|
||||
// Work out min and max 1D points for r1
|
||||
float min_r1 = INFINITY, max_r1 = -INFINITY; |
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); |
||||
min_r1 = std::min(min_r1, q); |
||||
max_r1 = std::max(max_r1, q); |
||||
} |
||||
|
||||
// Work out min and max 1D points for r2
|
||||
float min_r2 = INFINITY, max_r2 = -INFINITY; |
||||
for (int p = 0; p < poly2->p.size(); p++) |
||||
{ |
||||
float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); |
||||
min_r2 = std::min(min_r2, q); |
||||
max_r2 = std::max(max_r2, q); |
||||
} |
||||
|
||||
if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) |
||||
return false; |
||||
} |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool ShapeOverlap_SAT_STATIC(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
float overlap = INFINITY; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
for (int a = 0; a < poly1->p.size(); a++) |
||||
{ |
||||
int b = (a + 1) % poly1->p.size(); |
||||
vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; |
||||
|
||||
// Optional normalisation of projection axis enhances stability slightly
|
||||
//float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y);
|
||||
//axisProj = { axisProj.x / d, axisProj.y / d };
|
||||
|
||||
// Work out min and max 1D points for r1
|
||||
float min_r1 = INFINITY, max_r1 = -INFINITY; |
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); |
||||
min_r1 = std::min(min_r1, q); |
||||
max_r1 = std::max(max_r1, q); |
||||
} |
||||
|
||||
// Work out min and max 1D points for r2
|
||||
float min_r2 = INFINITY, max_r2 = -INFINITY; |
||||
for (int p = 0; p < poly2->p.size(); p++) |
||||
{ |
||||
float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); |
||||
min_r2 = std::min(min_r2, q); |
||||
max_r2 = std::max(max_r2, q); |
||||
} |
||||
|
||||
// Calculate actual overlap along projected axis, and store the minimum
|
||||
overlap = std::min(std::min(max_r1, max_r2) - std::max(min_r1, min_r2), overlap); |
||||
|
||||
if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) |
||||
return false; |
||||
} |
||||
} |
||||
|
||||
// If we got here, the objects have collided, we will displace r1
|
||||
// by overlap along the vector between the two object centers
|
||||
vec2d d = { r2.pos.x - r1.pos.x, r2.pos.y - r1.pos.y }; |
||||
float s = sqrtf(d.x*d.x + d.y*d.y); |
||||
r1.pos.x -= overlap * d.x / s; |
||||
r1.pos.y -= overlap * d.y / s; |
||||
return false; |
||||
} |
||||
|
||||
// Use edge/diagonal intersections.
|
||||
bool ShapeOverlap_DIAGS(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
// Check diagonals of polygon...
|
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
vec2d line_r1s = poly1->pos; |
||||
vec2d line_r1e = poly1->p[p]; |
||||
|
||||
// ...against edges of the other
|
||||
for (int q = 0; q < poly2->p.size(); q++) |
||||
{ |
||||
vec2d line_r2s = poly2->p[q]; |
||||
vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) |
||||
{ |
||||
return true; |
||||
} |
||||
} |
||||
}
|
||||
} |
||||
return false; |
||||
} |
||||
|
||||
// Use edge/diagonal intersections.
|
||||
bool ShapeOverlap_DIAGS_STATIC(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
// Check diagonals of this polygon...
|
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
vec2d line_r1s = poly1->pos; |
||||
vec2d line_r1e = poly1->p[p]; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
// ...against edges of this polygon
|
||||
for (int q = 0; q < poly2->p.size(); q++) |
||||
{ |
||||
vec2d line_r2s = poly2->p[q]; |
||||
vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) |
||||
{
|
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
|
||||
} |
||||
} |
||||
|
||||
r1.pos.x += displacement.x * (shape == 0 ? -1 : +1); |
||||
r1.pos.y += displacement.y * (shape == 0 ? -1 : +1); |
||||
} |
||||
} |
||||
|
||||
// Cant overlap if static collision is resolved
|
||||
return false; |
||||
} |
||||
|
||||
|
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
if (GetKey(olc::Key::F1).bReleased) nMode = 0; |
||||
if (GetKey(olc::Key::F2).bReleased) nMode = 1; |
||||
if (GetKey(olc::Key::F3).bReleased) nMode = 2; |
||||
if (GetKey(olc::Key::F4).bReleased) nMode = 3; |
||||
|
||||
// Shape 1
|
||||
if (GetKey(olc::Key::LEFT).bHeld) vecShapes[0].angle -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::RIGHT).bHeld) vecShapes[0].angle += 2.0f * fElapsedTime; |
||||
|
||||
if (GetKey(olc::Key::UP).bHeld) |
||||
{ |
||||
vecShapes[0].pos.x += cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[0].pos.y += sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::DOWN).bHeld) |
||||
{ |
||||
vecShapes[0].pos.x -= cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[0].pos.y -= sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
// Shape 2
|
||||
if (GetKey(olc::Key::A).bHeld) vecShapes[1].angle -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::D).bHeld) vecShapes[1].angle += 2.0f * fElapsedTime; |
||||
|
||||
if (GetKey(olc::Key::W).bHeld) |
||||
{ |
||||
vecShapes[1].pos.x += cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[1].pos.y += sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::S).bHeld) |
||||
{ |
||||
vecShapes[1].pos.x -= cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[1].pos.y -= sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
// Update Shapes and reset flags
|
||||
for (auto &r : vecShapes) |
||||
{ |
||||
for (int i = 0; i < r.o.size(); i++) |
||||
r.p[i] = |
||||
{ // 2D Rotation Transform + 2D Translation
|
||||
(r.o[i].x * cosf(r.angle)) - (r.o[i].y * sinf(r.angle)) + r.pos.x, |
||||
(r.o[i].x * sinf(r.angle)) + (r.o[i].y * cosf(r.angle)) + r.pos.y, |
||||
}; |
||||
|
||||
r.overlap = false; |
||||
} |
||||
|
||||
// Check for overlap
|
||||
for (int m = 0; m < vecShapes.size(); m++) |
||||
for (int n = m + 1; n < vecShapes.size(); n++) |
||||
{ |
||||
switch (nMode) |
||||
{ |
||||
case 0: vecShapes[m].overlap |= ShapeOverlap_SAT(vecShapes[m], vecShapes[n]); break; |
||||
case 1: vecShapes[m].overlap |= ShapeOverlap_SAT_STATIC(vecShapes[m], vecShapes[n]); break; |
||||
case 2: vecShapes[m].overlap |= ShapeOverlap_DIAGS(vecShapes[m], vecShapes[n]); break; |
||||
case 3: vecShapes[m].overlap |= ShapeOverlap_DIAGS_STATIC(vecShapes[m], vecShapes[n]); break; |
||||
}
|
||||
} |
||||
|
||||
// === Render Display ===
|
||||
Clear(olc::BLUE); |
||||
|
||||
// Draw Shapes
|
||||
for (auto &r : vecShapes) |
||||
{ |
||||
// Draw Boundary
|
||||
for (int i = 0; i < r.p.size(); i++) |
||||
DrawLine(r.p[i].x, r.p[i].y, r.p[(i + 1) % r.p.size()].x, r.p[(i + 1) % r.p.size()].y, (r.overlap ? olc::RED : olc::WHITE)); |
||||
|
||||
// Draw Direction
|
||||
DrawLine(r.p[0].x, r.p[0].y, r.pos.x, r.pos.y, (r.overlap ? olc::RED : olc::WHITE)); |
||||
} |
||||
|
||||
// Draw HUD
|
||||
DrawString(8, 10, "F1: SAT", (nMode == 0 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 20, "F2: SAT/STATIC", (nMode == 1 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 30, "F3: DIAG", (nMode == 2 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 40, "F4: DIAG/STATIC", (nMode == 3 ? olc::RED : olc::YELLOW)); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
|
||||
int main() |
||||
{ |
||||
PolygonCollisions demo; |
||||
if (demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
return 0; |
||||
/*
|
||||
Convex Polygon Collision Detection |
||||
"Don't you dare try concave ones..." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Use arrow keys to control pentagon |
||||
Use WASD to control triangle |
||||
F1..F4 selects algorithm |
||||
|
||||
Relevant Video: https://youtu.be/7Ik2vowGcU0
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <vector> |
||||
#include <algorithm> |
||||
|
||||
// Override base class with your custom functionality
|
||||
class PolygonCollisions : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
PolygonCollisions() |
||||
{ |
||||
sAppName = "Polygon Collisions"; |
||||
} |
||||
|
||||
struct vec2d |
||||
{ |
||||
float x; |
||||
float y; |
||||
}; |
||||
|
||||
struct polygon |
||||
{ |
||||
std::vector<vec2d> p; // Transformed Points
|
||||
vec2d pos; // Position of shape
|
||||
float angle; // Direction of shape
|
||||
std::vector<vec2d> o; // "Model" of shape
|
||||
bool overlap = false; // Flag to indicate if overlap has occurred
|
||||
}; |
||||
|
||||
std::vector<polygon> vecShapes; |
||||
|
||||
int nMode = 0; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{
|
||||
// Create Pentagon
|
||||
polygon s1; |
||||
float fTheta = 3.14159f * 2.0f / 5.0f; |
||||
s1.pos = { 100, 100 }; |
||||
s1.angle = 0.0f; |
||||
for (int i = 0; i < 5; i++) |
||||
{ |
||||
s1.o.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); |
||||
s1.p.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); |
||||
} |
||||
|
||||
// Create Triangle
|
||||
polygon s2; |
||||
fTheta = 3.14159f * 2.0f / 3.0f; |
||||
s2.pos = { 200, 150 }; |
||||
s2.angle = 0.0f; |
||||
for (int i = 0; i < 3; i++) |
||||
{ |
||||
s2.o.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); |
||||
s2.p.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); |
||||
} |
||||
|
||||
// Create Quad
|
||||
polygon s3; |
||||
s3.pos = { 50, 200 }; |
||||
s3.angle = 0.0f; |
||||
s3.o.push_back({ -30, -30 }); |
||||
s3.o.push_back({ -30, +30 }); |
||||
s3.o.push_back({ +30, +30 }); |
||||
s3.o.push_back({ +30, -30 }); |
||||
s3.p.resize(4); |
||||
|
||||
|
||||
vecShapes.push_back(s1); |
||||
vecShapes.push_back(s2); |
||||
vecShapes.push_back(s3); |
||||
return true; |
||||
} |
||||
|
||||
|
||||
|
||||
bool ShapeOverlap_SAT(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
for (int a = 0; a < poly1->p.size(); a++) |
||||
{ |
||||
int b = (a + 1) % poly1->p.size(); |
||||
vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; |
||||
float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y); |
||||
axisProj = { axisProj.x / d, axisProj.y / d }; |
||||
|
||||
// Work out min and max 1D points for r1
|
||||
float min_r1 = INFINITY, max_r1 = -INFINITY; |
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); |
||||
min_r1 = std::min(min_r1, q); |
||||
max_r1 = std::max(max_r1, q); |
||||
} |
||||
|
||||
// Work out min and max 1D points for r2
|
||||
float min_r2 = INFINITY, max_r2 = -INFINITY; |
||||
for (int p = 0; p < poly2->p.size(); p++) |
||||
{ |
||||
float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); |
||||
min_r2 = std::min(min_r2, q); |
||||
max_r2 = std::max(max_r2, q); |
||||
} |
||||
|
||||
if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) |
||||
return false; |
||||
} |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool ShapeOverlap_SAT_STATIC(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
float overlap = INFINITY; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
for (int a = 0; a < poly1->p.size(); a++) |
||||
{ |
||||
int b = (a + 1) % poly1->p.size(); |
||||
vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; |
||||
|
||||
// Optional normalisation of projection axis enhances stability slightly
|
||||
//float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y);
|
||||
//axisProj = { axisProj.x / d, axisProj.y / d };
|
||||
|
||||
// Work out min and max 1D points for r1
|
||||
float min_r1 = INFINITY, max_r1 = -INFINITY; |
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); |
||||
min_r1 = std::min(min_r1, q); |
||||
max_r1 = std::max(max_r1, q); |
||||
} |
||||
|
||||
// Work out min and max 1D points for r2
|
||||
float min_r2 = INFINITY, max_r2 = -INFINITY; |
||||
for (int p = 0; p < poly2->p.size(); p++) |
||||
{ |
||||
float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); |
||||
min_r2 = std::min(min_r2, q); |
||||
max_r2 = std::max(max_r2, q); |
||||
} |
||||
|
||||
// Calculate actual overlap along projected axis, and store the minimum
|
||||
overlap = std::min(std::min(max_r1, max_r2) - std::max(min_r1, min_r2), overlap); |
||||
|
||||
if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) |
||||
return false; |
||||
} |
||||
} |
||||
|
||||
// If we got here, the objects have collided, we will displace r1
|
||||
// by overlap along the vector between the two object centers
|
||||
vec2d d = { r2.pos.x - r1.pos.x, r2.pos.y - r1.pos.y }; |
||||
float s = sqrtf(d.x*d.x + d.y*d.y); |
||||
r1.pos.x -= overlap * d.x / s; |
||||
r1.pos.y -= overlap * d.y / s; |
||||
return false; |
||||
} |
||||
|
||||
// Use edge/diagonal intersections.
|
||||
bool ShapeOverlap_DIAGS(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
// Check diagonals of polygon...
|
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
vec2d line_r1s = poly1->pos; |
||||
vec2d line_r1e = poly1->p[p]; |
||||
|
||||
// ...against edges of the other
|
||||
for (int q = 0; q < poly2->p.size(); q++) |
||||
{ |
||||
vec2d line_r2s = poly2->p[q]; |
||||
vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) |
||||
{ |
||||
return true; |
||||
} |
||||
} |
||||
}
|
||||
} |
||||
return false; |
||||
} |
||||
|
||||
// Use edge/diagonal intersections.
|
||||
bool ShapeOverlap_DIAGS_STATIC(polygon &r1, polygon &r2) |
||||
{ |
||||
polygon *poly1 = &r1; |
||||
polygon *poly2 = &r2; |
||||
|
||||
for (int shape = 0; shape < 2; shape++) |
||||
{ |
||||
if (shape == 1) |
||||
{ |
||||
poly1 = &r2; |
||||
poly2 = &r1; |
||||
} |
||||
|
||||
// Check diagonals of this polygon...
|
||||
for (int p = 0; p < poly1->p.size(); p++) |
||||
{ |
||||
vec2d line_r1s = poly1->pos; |
||||
vec2d line_r1e = poly1->p[p]; |
||||
|
||||
vec2d displacement = { 0,0 }; |
||||
|
||||
// ...against edges of this polygon
|
||||
for (int q = 0; q < poly2->p.size(); q++) |
||||
{ |
||||
vec2d line_r2s = poly2->p[q]; |
||||
vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; |
||||
|
||||
// Standard "off the shelf" line segment intersection
|
||||
float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); |
||||
float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; |
||||
|
||||
if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) |
||||
{
|
||||
displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); |
||||
displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
|
||||
} |
||||
} |
||||
|
||||
r1.pos.x += displacement.x * (shape == 0 ? -1 : +1); |
||||
r1.pos.y += displacement.y * (shape == 0 ? -1 : +1); |
||||
} |
||||
} |
||||
|
||||
// Cant overlap if static collision is resolved
|
||||
return false; |
||||
} |
||||
|
||||
|
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
if (GetKey(olc::Key::F1).bReleased) nMode = 0; |
||||
if (GetKey(olc::Key::F2).bReleased) nMode = 1; |
||||
if (GetKey(olc::Key::F3).bReleased) nMode = 2; |
||||
if (GetKey(olc::Key::F4).bReleased) nMode = 3; |
||||
|
||||
// Shape 1
|
||||
if (GetKey(olc::Key::LEFT).bHeld) vecShapes[0].angle -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::RIGHT).bHeld) vecShapes[0].angle += 2.0f * fElapsedTime; |
||||
|
||||
if (GetKey(olc::Key::UP).bHeld) |
||||
{ |
||||
vecShapes[0].pos.x += cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[0].pos.y += sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::DOWN).bHeld) |
||||
{ |
||||
vecShapes[0].pos.x -= cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[0].pos.y -= sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
// Shape 2
|
||||
if (GetKey(olc::Key::A).bHeld) vecShapes[1].angle -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::D).bHeld) vecShapes[1].angle += 2.0f * fElapsedTime; |
||||
|
||||
if (GetKey(olc::Key::W).bHeld) |
||||
{ |
||||
vecShapes[1].pos.x += cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[1].pos.y += sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
if (GetKey(olc::Key::S).bHeld) |
||||
{ |
||||
vecShapes[1].pos.x -= cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
vecShapes[1].pos.y -= sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; |
||||
} |
||||
|
||||
// Update Shapes and reset flags
|
||||
for (auto &r : vecShapes) |
||||
{ |
||||
for (int i = 0; i < r.o.size(); i++) |
||||
r.p[i] = |
||||
{ // 2D Rotation Transform + 2D Translation
|
||||
(r.o[i].x * cosf(r.angle)) - (r.o[i].y * sinf(r.angle)) + r.pos.x, |
||||
(r.o[i].x * sinf(r.angle)) + (r.o[i].y * cosf(r.angle)) + r.pos.y, |
||||
}; |
||||
|
||||
r.overlap = false; |
||||
} |
||||
|
||||
// Check for overlap
|
||||
for (int m = 0; m < vecShapes.size(); m++) |
||||
for (int n = m + 1; n < vecShapes.size(); n++) |
||||
{ |
||||
switch (nMode) |
||||
{ |
||||
case 0: vecShapes[m].overlap |= ShapeOverlap_SAT(vecShapes[m], vecShapes[n]); break; |
||||
case 1: vecShapes[m].overlap |= ShapeOverlap_SAT_STATIC(vecShapes[m], vecShapes[n]); break; |
||||
case 2: vecShapes[m].overlap |= ShapeOverlap_DIAGS(vecShapes[m], vecShapes[n]); break; |
||||
case 3: vecShapes[m].overlap |= ShapeOverlap_DIAGS_STATIC(vecShapes[m], vecShapes[n]); break; |
||||
}
|
||||
} |
||||
|
||||
// === Render Display ===
|
||||
Clear(olc::BLUE); |
||||
|
||||
// Draw Shapes
|
||||
for (auto &r : vecShapes) |
||||
{ |
||||
// Draw Boundary
|
||||
for (int i = 0; i < r.p.size(); i++) |
||||
DrawLine(r.p[i].x, r.p[i].y, r.p[(i + 1) % r.p.size()].x, r.p[(i + 1) % r.p.size()].y, (r.overlap ? olc::RED : olc::WHITE)); |
||||
|
||||
// Draw Direction
|
||||
DrawLine(r.p[0].x, r.p[0].y, r.pos.x, r.pos.y, (r.overlap ? olc::RED : olc::WHITE)); |
||||
} |
||||
|
||||
// Draw HUD
|
||||
DrawString(8, 10, "F1: SAT", (nMode == 0 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 20, "F2: SAT/STATIC", (nMode == 1 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 30, "F3: DIAG", (nMode == 2 ? olc::RED : olc::YELLOW)); |
||||
DrawString(8, 40, "F4: DIAG/STATIC", (nMode == 3 ? olc::RED : olc::YELLOW)); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
|
||||
int main() |
||||
{ |
||||
PolygonCollisions demo; |
||||
if (demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
return 0; |
||||
} |
@ -1,272 +1,272 @@ |
||||
/*
|
||||
Programming a robotic arm |
||||
"I told you, put down the screwdriver..." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Without a robot arm and an mbed there is not much you can do! |
||||
Also requires a 3rd Party PGEX UI by ZleapingBear: |
||||
https://youtu.be/bfiSjC__MCI
|
||||
|
||||
|
||||
Relevant Video: https://youtu.be/ekdQ-aAB36Y
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_UI.h" |
||||
|
||||
class RobotArm1 : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
RobotArm1() |
||||
{ |
||||
sAppName = "Robot Arm 1"; |
||||
} |
||||
|
||||
olc::UI_CONTAINER gui; |
||||
float fJointAngle[6]; |
||||
float fAccumulatedTime = 0.0f; |
||||
HANDLE hCom = nullptr; |
||||
|
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
gui.addSlider(10, 20, 180); |
||||
gui.addSlider(10, 60, 180); |
||||
gui.addSlider(10, 100, 180); |
||||
gui.addSlider(10, 140, 180); |
||||
gui.addSlider(10, 180, 180); |
||||
gui.addSlider(10, 220, 180); |
||||
gui.setValue(0, 50); |
||||
gui.setValue(1, 50); |
||||
gui.setValue(2, 50); |
||||
gui.setValue(3, 50); |
||||
gui.setValue(4, 50); |
||||
gui.setValue(5, 50); |
||||
|
||||
// Open COM Port
|
||||
hCom = CreateFile("COM3", GENERIC_READ | GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr); |
||||
if (hCom == nullptr) return false; |
||||
|
||||
// Configure Protocol: 9600bps, 8N1
|
||||
DCB dcb = { 0 }; |
||||
GetCommState(hCom, &dcb); |
||||
dcb.BaudRate = CBR_9600; |
||||
dcb.ByteSize = 8; |
||||
dcb.StopBits = ONESTOPBIT; |
||||
dcb.Parity = NOPARITY; |
||||
SetCommState(hCom, &dcb);
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserDestroy() override |
||||
{ |
||||
if (hCom != nullptr) CloseHandle(hCom); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
gui.Update(fElapsedTime); |
||||
Clear(olc::GREEN); |
||||
gui.drawUIObjects(); |
||||
|
||||
for (int i = 0; i < 6; i++) |
||||
fJointAngle[i] = (gui.getSliderFloat(i) / 100.0f) * 180.0f - 90.0f; |
||||
|
||||
unsigned char command[12]; |
||||
for (int i = 0; i < 6; i++) |
||||
{ |
||||
command[i * 2 + 0] = i; |
||||
command[i * 2 + 1] = (int)(128 + fJointAngle[i]); |
||||
} |
||||
|
||||
fAccumulatedTime += fElapsedTime; |
||||
if (fAccumulatedTime > 0.05f) |
||||
{ |
||||
fAccumulatedTime -= 0.05f; |
||||
DWORD bw = 0; |
||||
WriteFile(hCom, command, 12, &bw, 0); |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
int main() |
||||
{ |
||||
RobotArm1 demo; |
||||
if (demo.Construct(400, 400, 2, 2)) |
||||
demo.Start(); |
||||
return 0; |
||||
} |
||||
|
||||
// Below here is the source code compiled on MBED LPC1768, using the BufferedSerial Library
|
||||
|
||||
/*
|
||||
|
||||
#include "mbed.h" |
||||
#include "BufferedSerial.h" |
||||
|
||||
PwmOut pin26(p26); |
||||
PwmOut pin25(p25); |
||||
PwmOut pin24(p24); |
||||
PwmOut pin23(p23); |
||||
PwmOut pin22(p22); |
||||
PwmOut pin21(p21); |
||||
|
||||
BufferedSerial uart(p9, p10); |
||||
|
||||
|
||||
class Joint |
||||
{ |
||||
private: |
||||
static const float fDutyMin = 0.03f; // -90
|
||||
static const float fDutyMax = 0.11f; // +90
|
||||
static const float fDutyRange = fDutyMax - fDutyMin; |
||||
|
||||
float fTarget; |
||||
float fPosition; |
||||
float fJointMax; |
||||
float fJointMin; |
||||
|
||||
public:
|
||||
Joint(float fMin = -90.0f, float fMax = 90.0f, float fDefaultPos = 0.0f) |
||||
{ |
||||
fJointMin = fMin; |
||||
fJointMax = fMax; |
||||
fPosition = 0.0f; |
||||
SetTarget(fDefaultPos); |
||||
} |
||||
|
||||
void SetTarget(float fAngle) |
||||
{ |
||||
fTarget = fAngle; |
||||
if(fTarget < fJointMin) fTarget = fJointMin; |
||||
if(fTarget > fJointMax) fTarget = fJointMax; |
||||
} |
||||
|
||||
void UpdatePosition() |
||||
{ |
||||
fPosition = fTarget; |
||||
} |
||||
|
||||
float GetTarget() |
||||
{ |
||||
return fTarget; |
||||
} |
||||
|
||||
float GetDutyCycle() |
||||
{ |
||||
float fDutyCycle = fPosition / (fJointMax - fJointMin); |
||||
fDutyCycle = (fDutyCycle * fDutyRange) + fDutyMin + (fDutyRange * 0.5f); |
||||
return fDutyCycle; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main()
|
||||
{ |
||||
// Servos (MG996R) operate on 20ms period, so set
|
||||
// PWM period for each pin
|
||||
pin26.period(0.02f); |
||||
pin25.period(0.02f); |
||||
pin24.period(0.02f); |
||||
pin23.period(0.02f); |
||||
pin22.period(0.02f); |
||||
pin21.period(0.02f); |
||||
|
||||
Joint joint[6]; |
||||
|
||||
joint[0].SetTarget(0.0f); |
||||
joint[1].SetTarget(0.0f); |
||||
joint[2].SetTarget(0.0f); |
||||
joint[3].SetTarget(-25.0f); |
||||
joint[4].SetTarget(-20.0f); |
||||
joint[5].SetTarget(-15.0f); |
||||
|
||||
int nTargetJoint = 0; |
||||
|
||||
while(1) |
||||
{ |
||||
// Read from UART
|
||||
if(uart.readable()) |
||||
{ |
||||
unsigned char c = (unsigned char)uart.getc(); |
||||
|
||||
if(c < 10) |
||||
nTargetJoint = c; |
||||
else |
||||
joint[nTargetJoint].SetTarget((float)c - 128);
|
||||
|
||||
} |
||||
|
||||
|
||||
// Write Duty Cycles
|
||||
// Update each joints position
|
||||
for(int i=0; i<6; i++) |
||||
joint[i].UpdatePosition(); |
||||
|
||||
// Set PWM values for each joint
|
||||
pin26.write(joint[0].GetDutyCycle());
|
||||
pin25.write(joint[1].GetDutyCycle());
|
||||
pin24.write(joint[2].GetDutyCycle());
|
||||
pin23.write(joint[3].GetDutyCycle());
|
||||
pin22.write(joint[4].GetDutyCycle());
|
||||
pin21.write(joint[5].GetDutyCycle());
|
||||
|
||||
}
|
||||
} |
||||
|
||||
/*
|
||||
Programming a robotic arm |
||||
"I told you, put down the screwdriver..." - javidx9 |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018-2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Instructions: |
||||
~~~~~~~~~~~~~ |
||||
Without a robot arm and an mbed there is not much you can do! |
||||
Also requires a 3rd Party PGEX UI by ZleapingBear: |
||||
https://youtu.be/bfiSjC__MCI
|
||||
|
||||
|
||||
Relevant Video: https://youtu.be/ekdQ-aAB36Y
|
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
https://www.youtube.com/javidx9extra
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
#include "olcPGEX_UI.h" |
||||
|
||||
class RobotArm1 : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
RobotArm1() |
||||
{ |
||||
sAppName = "Robot Arm 1"; |
||||
} |
||||
|
||||
olc::UI_CONTAINER gui; |
||||
float fJointAngle[6]; |
||||
float fAccumulatedTime = 0.0f; |
||||
HANDLE hCom = nullptr; |
||||
|
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
gui.addSlider(10, 20, 180); |
||||
gui.addSlider(10, 60, 180); |
||||
gui.addSlider(10, 100, 180); |
||||
gui.addSlider(10, 140, 180); |
||||
gui.addSlider(10, 180, 180); |
||||
gui.addSlider(10, 220, 180); |
||||
gui.setValue(0, 50); |
||||
gui.setValue(1, 50); |
||||
gui.setValue(2, 50); |
||||
gui.setValue(3, 50); |
||||
gui.setValue(4, 50); |
||||
gui.setValue(5, 50); |
||||
|
||||
// Open COM Port
|
||||
hCom = CreateFile("COM3", GENERIC_READ | GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr); |
||||
if (hCom == nullptr) return false; |
||||
|
||||
// Configure Protocol: 9600bps, 8N1
|
||||
DCB dcb = { 0 }; |
||||
GetCommState(hCom, &dcb); |
||||
dcb.BaudRate = CBR_9600; |
||||
dcb.ByteSize = 8; |
||||
dcb.StopBits = ONESTOPBIT; |
||||
dcb.Parity = NOPARITY; |
||||
SetCommState(hCom, &dcb);
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserDestroy() override |
||||
{ |
||||
if (hCom != nullptr) CloseHandle(hCom); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
gui.Update(fElapsedTime); |
||||
Clear(olc::GREEN); |
||||
gui.drawUIObjects(); |
||||
|
||||
for (int i = 0; i < 6; i++) |
||||
fJointAngle[i] = (gui.getSliderFloat(i) / 100.0f) * 180.0f - 90.0f; |
||||
|
||||
unsigned char command[12]; |
||||
for (int i = 0; i < 6; i++) |
||||
{ |
||||
command[i * 2 + 0] = i; |
||||
command[i * 2 + 1] = (int)(128 + fJointAngle[i]); |
||||
} |
||||
|
||||
fAccumulatedTime += fElapsedTime; |
||||
if (fAccumulatedTime > 0.05f) |
||||
{ |
||||
fAccumulatedTime -= 0.05f; |
||||
DWORD bw = 0; |
||||
WriteFile(hCom, command, 12, &bw, 0); |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
int main() |
||||
{ |
||||
RobotArm1 demo; |
||||
if (demo.Construct(400, 400, 2, 2)) |
||||
demo.Start(); |
||||
return 0; |
||||
} |
||||
|
||||
// Below here is the source code compiled on MBED LPC1768, using the BufferedSerial Library
|
||||
|
||||
/*
|
||||
|
||||
#include "mbed.h" |
||||
#include "BufferedSerial.h" |
||||
|
||||
PwmOut pin26(p26); |
||||
PwmOut pin25(p25); |
||||
PwmOut pin24(p24); |
||||
PwmOut pin23(p23); |
||||
PwmOut pin22(p22); |
||||
PwmOut pin21(p21); |
||||
|
||||
BufferedSerial uart(p9, p10); |
||||
|
||||
|
||||
class Joint |
||||
{ |
||||
private: |
||||
static const float fDutyMin = 0.03f; // -90
|
||||
static const float fDutyMax = 0.11f; // +90
|
||||
static const float fDutyRange = fDutyMax - fDutyMin; |
||||
|
||||
float fTarget; |
||||
float fPosition; |
||||
float fJointMax; |
||||
float fJointMin; |
||||
|
||||
public:
|
||||
Joint(float fMin = -90.0f, float fMax = 90.0f, float fDefaultPos = 0.0f) |
||||
{ |
||||
fJointMin = fMin; |
||||
fJointMax = fMax; |
||||
fPosition = 0.0f; |
||||
SetTarget(fDefaultPos); |
||||
} |
||||
|
||||
void SetTarget(float fAngle) |
||||
{ |
||||
fTarget = fAngle; |
||||
if(fTarget < fJointMin) fTarget = fJointMin; |
||||
if(fTarget > fJointMax) fTarget = fJointMax; |
||||
} |
||||
|
||||
void UpdatePosition() |
||||
{ |
||||
fPosition = fTarget; |
||||
} |
||||
|
||||
float GetTarget() |
||||
{ |
||||
return fTarget; |
||||
} |
||||
|
||||
float GetDutyCycle() |
||||
{ |
||||
float fDutyCycle = fPosition / (fJointMax - fJointMin); |
||||
fDutyCycle = (fDutyCycle * fDutyRange) + fDutyMin + (fDutyRange * 0.5f); |
||||
return fDutyCycle; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main()
|
||||
{ |
||||
// Servos (MG996R) operate on 20ms period, so set
|
||||
// PWM period for each pin
|
||||
pin26.period(0.02f); |
||||
pin25.period(0.02f); |
||||
pin24.period(0.02f); |
||||
pin23.period(0.02f); |
||||
pin22.period(0.02f); |
||||
pin21.period(0.02f); |
||||
|
||||
Joint joint[6]; |
||||
|
||||
joint[0].SetTarget(0.0f); |
||||
joint[1].SetTarget(0.0f); |
||||
joint[2].SetTarget(0.0f); |
||||
joint[3].SetTarget(-25.0f); |
||||
joint[4].SetTarget(-20.0f); |
||||
joint[5].SetTarget(-15.0f); |
||||
|
||||
int nTargetJoint = 0; |
||||
|
||||
while(1) |
||||
{ |
||||
// Read from UART
|
||||
if(uart.readable()) |
||||
{ |
||||
unsigned char c = (unsigned char)uart.getc(); |
||||
|
||||
if(c < 10) |
||||
nTargetJoint = c; |
||||
else |
||||
joint[nTargetJoint].SetTarget((float)c - 128);
|
||||
|
||||
} |
||||
|
||||
|
||||
// Write Duty Cycles
|
||||
// Update each joints position
|
||||
for(int i=0; i<6; i++) |
||||
joint[i].UpdatePosition(); |
||||
|
||||
// Set PWM values for each joint
|
||||
pin26.write(joint[0].GetDutyCycle());
|
||||
pin25.write(joint[1].GetDutyCycle());
|
||||
pin24.write(joint[2].GetDutyCycle());
|
||||
pin23.write(joint[3].GetDutyCycle());
|
||||
pin22.write(joint[4].GetDutyCycle());
|
||||
pin21.write(joint[5].GetDutyCycle());
|
||||
|
||||
}
|
||||
} |
||||
|
||||
*/ |
@ -1,272 +1,272 @@ |
||||
/*
|
||||
Simple example code for olcPGEX_Sound.h - Mind your speakers! |
||||
|
||||
You will need SampleA.wav, SampleB.wav and SampleC.wav for this demo. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#define OLC_PGEX_SOUND |
||||
#include "olcPGEX_Sound.h" |
||||
|
||||
#include <list> |
||||
|
||||
class SoundTest : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
SoundTest() |
||||
{ |
||||
sAppName = "Sound Test"; |
||||
} |
||||
|
||||
private: |
||||
int sndSampleA; |
||||
int sndSampleB; |
||||
int sndSampleC; |
||||
bool bToggle = false; |
||||
static bool bSynthPlaying; |
||||
static float fSynthFrequency; |
||||
static float fFilterVolume; |
||||
|
||||
const olc::Key keys[12] = { olc::Key::Z, olc::Key::S, olc::Key::X, olc::Key::D, olc::Key::C, |
||||
olc::Key::V, olc::Key::G, olc::Key::B, olc::Key::H, olc::Key::N, olc::Key::J, olc::Key::M}; |
||||
|
||||
static float fPreviousSamples[128]; |
||||
static int nSamplePos; |
||||
|
||||
|
||||
private: |
||||
|
||||
// This is an optional function that allows the user to generate or synthesize sounds
|
||||
// in a custom way, it is fed into the output mixer bu the extension
|
||||
static float MyCustomSynthFunction(int nChannel, float fGlobalTime, float fTimeStep) |
||||
{ |
||||
// Just generate a sine wave of the appropriate frequency
|
||||
if (bSynthPlaying) |
||||
return sin(fSynthFrequency * 2.0f * 3.14159f * fGlobalTime); |
||||
else |
||||
return 0.0f; |
||||
} |
||||
|
||||
// This is an optional function that allows the user to filter the output from
|
||||
// the internal mixer of the extension. Here you could add effects or just
|
||||
// control volume. I also like to use it to extract information about
|
||||
// the currently playing output waveform
|
||||
static float MyCustomFilterFunction(int nChannel, float fGlobalTime, float fSample) |
||||
{ |
||||
// Fundamentally just control volume
|
||||
float fOutput = fSample * fFilterVolume; |
||||
|
||||
// But also add sample to list of previous samples for visualisation
|
||||
fPreviousSamples[nSamplePos] = fOutput; |
||||
nSamplePos++; |
||||
nSamplePos %= 128; |
||||
|
||||
return fOutput; |
||||
} |
||||
|
||||
|
||||
bool OnUserCreate() |
||||
{ |
||||
olc::SOUND::InitialiseAudio(44100, 1, 8, 512); |
||||
|
||||
sndSampleA = olc::SOUND::LoadAudioSample("SampleA.wav"); |
||||
sndSampleB = olc::SOUND::LoadAudioSample("SampleB.wav"); |
||||
sndSampleC = olc::SOUND::LoadAudioSample("SampleC.wav"); |
||||
|
||||
// Give the sound engine a hook to a custom generation function
|
||||
olc::SOUND::SetUserSynthFunction(MyCustomSynthFunction); |
||||
|
||||
// Give the sound engine a hook to a custom filtering function
|
||||
olc::SOUND::SetUserFilterFunction(MyCustomFilterFunction); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) |
||||
{ |
||||
//olc::SOUND::PlaySample(sndTest);
|
||||
|
||||
auto PointInRect = [&](int x, int y, int rx, int ry, int rw, int rh) |
||||
{ |
||||
return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh); |
||||
}; |
||||
|
||||
int nMouseX = GetMouseX(); |
||||
int nMouseY = GetMouseY(); |
||||
|
||||
if(GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 16, 128, 24)) |
||||
olc::SOUND::PlaySample(sndSampleA); // Plays the sample once
|
||||
|
||||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 48, 128, 24)) |
||||
olc::SOUND::PlaySample(sndSampleB); |
||||
|
||||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 80, 128, 24)) |
||||
{ |
||||
bToggle = !bToggle; |
||||
if (bToggle) |
||||
{ |
||||
olc::SOUND::PlaySample(sndSampleC, true); // Plays the sample in looping mode
|
||||
} |
||||
else |
||||
{ |
||||
olc::SOUND::StopSample(sndSampleC); |
||||
} |
||||
} |
||||
|
||||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 16, 90, 24)) |
||||
fFilterVolume += 2.0f * fElapsedTime; |
||||
|
||||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 48, 90, 24)) |
||||
fFilterVolume -= 2.0f * fElapsedTime; |
||||
|
||||
if (fFilterVolume < 0.0f) fFilterVolume = 0.0f; |
||||
if (fFilterVolume > 1.0f) fFilterVolume = 1.0f; |
||||
|
||||
// Detect keyboard - very simple synthesizer
|
||||
if (IsFocused()) |
||||
{ |
||||
bool bKeyIsPressed = false; |
||||
float fFrequency = 0.0f; |
||||
for (int i = 0; i < 12; i++) |
||||
{ |
||||
if (GetKey(keys[i]).bHeld) |
||||
{ |
||||
bKeyIsPressed = true; |
||||
float fOctaveBaseFrequency = 220.0f;
|
||||
float f12thRootOf2 = pow(2.0f, 1.0f / 12.0f); |
||||
fFrequency = fOctaveBaseFrequency * powf(f12thRootOf2, (float)i); |
||||
} |
||||
} |
||||
|
||||
fSynthFrequency = fFrequency; |
||||
bSynthPlaying = bKeyIsPressed; |
||||
} |
||||
|
||||
|
||||
// Draw Buttons
|
||||
Clear(olc::BLUE); |
||||
|
||||
DrawRect(16, 16, 128, 24); |
||||
DrawString(20, 20, "Play Sample A"); |
||||
|
||||
DrawRect(16, 48, 128, 24); |
||||
DrawString(20, 52, "Play Sample B"); |
||||
|
||||
DrawRect(16, 80, 128, 24); |
||||
DrawString(20, 84, (bToggle ? "Stop Sample C" : "Loop Sample C")); |
||||
|
||||
|
||||
DrawRect(160, 16, 90, 24); |
||||
DrawString(164, 20, "Volume +"); |
||||
|
||||
DrawRect(160, 48, 90, 24); |
||||
DrawString(164, 52, "Volume -"); |
||||
|
||||
|
||||
DrawString(164, 80, "Volume: " + std::to_string((int)(fFilterVolume * 10.0f))); |
||||
|
||||
// Draw Keyboard
|
||||
|
||||
// White Keys
|
||||
for (int i = 0; i < 7; i++) |
||||
{ |
||||
FillRect(i * 16 + 8, 160, 16, 64); |
||||
DrawRect(i * 16 + 8, 160, 16, 64, olc::BLACK); |
||||
DrawString(i * 16 + 12, 212, std::string(1, "ZXCVBNM"[i]), olc::BLACK); |
||||
} |
||||
|
||||
// Black Keys
|
||||
for (int i = 0; i < 6; i++) |
||||
{ |
||||
if (i != 2) |
||||
{ |
||||
FillRect(i * 16 + 18, 160, 12, 32, olc::BLACK); |
||||
DrawString(i * 16 + 20, 180, std::string(1, "SDFGHJ"[i]), olc::WHITE); |
||||
} |
||||
} |
||||
|
||||
// Draw visualisation
|
||||
int nStartPos = (nSamplePos + 127) % 128; |
||||
|
||||
for (int i = 127; i >= 0; i--) |
||||
{ |
||||
float fSample = fPreviousSamples[(nSamplePos + i) % 128]; |
||||
DrawLine(124 + i, 210, 124 + i, 210 + (int)(fSample * 20.0f), olc::RED); |
||||
} |
||||
|
||||
|
||||
return true; |
||||
} |
||||
|
||||
|
||||
// Note we must shut down the sound system too!!
|
||||
bool OnUserDestroy() |
||||
{ |
||||
olc::SOUND::DestroyAudio(); |
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
bool SoundTest::bSynthPlaying = false; |
||||
float SoundTest::fSynthFrequency = 0.0f; |
||||
float SoundTest::fFilterVolume = 1.0f; |
||||
int SoundTest::nSamplePos = 0; |
||||
float SoundTest::fPreviousSamples[128]; |
||||
|
||||
int main() |
||||
{ |
||||
SoundTest demo; |
||||
if(demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
|
||||
return 0; |
||||
/*
|
||||
Simple example code for olcPGEX_Sound.h - Mind your speakers! |
||||
|
||||
You will need SampleA.wav, SampleB.wav and SampleC.wav for this demo. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#define OLC_PGEX_SOUND |
||||
#include "olcPGEX_Sound.h" |
||||
|
||||
#include <list> |
||||
|
||||
class SoundTest : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
SoundTest() |
||||
{ |
||||
sAppName = "Sound Test"; |
||||
} |
||||
|
||||
private: |
||||
int sndSampleA; |
||||
int sndSampleB; |
||||
int sndSampleC; |
||||
bool bToggle = false; |
||||
static bool bSynthPlaying; |
||||
static float fSynthFrequency; |
||||
static float fFilterVolume; |
||||
|
||||
const olc::Key keys[12] = { olc::Key::Z, olc::Key::S, olc::Key::X, olc::Key::D, olc::Key::C, |
||||
olc::Key::V, olc::Key::G, olc::Key::B, olc::Key::H, olc::Key::N, olc::Key::J, olc::Key::M}; |
||||
|
||||
static float fPreviousSamples[128]; |
||||
static int nSamplePos; |
||||
|
||||
|
||||
private: |
||||
|
||||
// This is an optional function that allows the user to generate or synthesize sounds
|
||||
// in a custom way, it is fed into the output mixer bu the extension
|
||||
static float MyCustomSynthFunction(int nChannel, float fGlobalTime, float fTimeStep) |
||||
{ |
||||
// Just generate a sine wave of the appropriate frequency
|
||||
if (bSynthPlaying) |
||||
return sin(fSynthFrequency * 2.0f * 3.14159f * fGlobalTime); |
||||
else |
||||
return 0.0f; |
||||
} |
||||
|
||||
// This is an optional function that allows the user to filter the output from
|
||||
// the internal mixer of the extension. Here you could add effects or just
|
||||
// control volume. I also like to use it to extract information about
|
||||
// the currently playing output waveform
|
||||
static float MyCustomFilterFunction(int nChannel, float fGlobalTime, float fSample) |
||||
{ |
||||
// Fundamentally just control volume
|
||||
float fOutput = fSample * fFilterVolume; |
||||
|
||||
// But also add sample to list of previous samples for visualisation
|
||||
fPreviousSamples[nSamplePos] = fOutput; |
||||
nSamplePos++; |
||||
nSamplePos %= 128; |
||||
|
||||
return fOutput; |
||||
} |
||||
|
||||
|
||||
bool OnUserCreate() |
||||
{ |
||||
olc::SOUND::InitialiseAudio(44100, 1, 8, 512); |
||||
|
||||
sndSampleA = olc::SOUND::LoadAudioSample("SampleA.wav"); |
||||
sndSampleB = olc::SOUND::LoadAudioSample("SampleB.wav"); |
||||
sndSampleC = olc::SOUND::LoadAudioSample("SampleC.wav"); |
||||
|
||||
// Give the sound engine a hook to a custom generation function
|
||||
olc::SOUND::SetUserSynthFunction(MyCustomSynthFunction); |
||||
|
||||
// Give the sound engine a hook to a custom filtering function
|
||||
olc::SOUND::SetUserFilterFunction(MyCustomFilterFunction); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) |
||||
{ |
||||
//olc::SOUND::PlaySample(sndTest);
|
||||
|
||||
auto PointInRect = [&](int x, int y, int rx, int ry, int rw, int rh) |
||||
{ |
||||
return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh); |
||||
}; |
||||
|
||||
int nMouseX = GetMouseX(); |
||||
int nMouseY = GetMouseY(); |
||||
|
||||
if(GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 16, 128, 24)) |
||||
olc::SOUND::PlaySample(sndSampleA); // Plays the sample once
|
||||
|
||||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 48, 128, 24)) |
||||
olc::SOUND::PlaySample(sndSampleB); |
||||
|
||||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 80, 128, 24)) |
||||
{ |
||||
bToggle = !bToggle; |
||||
if (bToggle) |
||||
{ |
||||
olc::SOUND::PlaySample(sndSampleC, true); // Plays the sample in looping mode
|
||||
} |
||||
else |
||||
{ |
||||
olc::SOUND::StopSample(sndSampleC); |
||||
} |
||||
} |
||||
|
||||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 16, 90, 24)) |
||||
fFilterVolume += 2.0f * fElapsedTime; |
||||
|
||||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 48, 90, 24)) |
||||
fFilterVolume -= 2.0f * fElapsedTime; |
||||
|
||||
if (fFilterVolume < 0.0f) fFilterVolume = 0.0f; |
||||
if (fFilterVolume > 1.0f) fFilterVolume = 1.0f; |
||||
|
||||
// Detect keyboard - very simple synthesizer
|
||||
if (IsFocused()) |
||||
{ |
||||
bool bKeyIsPressed = false; |
||||
float fFrequency = 0.0f; |
||||
for (int i = 0; i < 12; i++) |
||||
{ |
||||
if (GetKey(keys[i]).bHeld) |
||||
{ |
||||
bKeyIsPressed = true; |
||||
float fOctaveBaseFrequency = 220.0f;
|
||||
float f12thRootOf2 = pow(2.0f, 1.0f / 12.0f); |
||||
fFrequency = fOctaveBaseFrequency * powf(f12thRootOf2, (float)i); |
||||
} |
||||
} |
||||
|
||||
fSynthFrequency = fFrequency; |
||||
bSynthPlaying = bKeyIsPressed; |
||||
} |
||||
|
||||
|
||||
// Draw Buttons
|
||||
Clear(olc::BLUE); |
||||
|
||||
DrawRect(16, 16, 128, 24); |
||||
DrawString(20, 20, "Play Sample A"); |
||||
|
||||
DrawRect(16, 48, 128, 24); |
||||
DrawString(20, 52, "Play Sample B"); |
||||
|
||||
DrawRect(16, 80, 128, 24); |
||||
DrawString(20, 84, (bToggle ? "Stop Sample C" : "Loop Sample C")); |
||||
|
||||
|
||||
DrawRect(160, 16, 90, 24); |
||||
DrawString(164, 20, "Volume +"); |
||||
|
||||
DrawRect(160, 48, 90, 24); |
||||
DrawString(164, 52, "Volume -"); |
||||
|
||||
|
||||
DrawString(164, 80, "Volume: " + std::to_string((int)(fFilterVolume * 10.0f))); |
||||
|
||||
// Draw Keyboard
|
||||
|
||||
// White Keys
|
||||
for (int i = 0; i < 7; i++) |
||||
{ |
||||
FillRect(i * 16 + 8, 160, 16, 64); |
||||
DrawRect(i * 16 + 8, 160, 16, 64, olc::BLACK); |
||||
DrawString(i * 16 + 12, 212, std::string(1, "ZXCVBNM"[i]), olc::BLACK); |
||||
} |
||||
|
||||
// Black Keys
|
||||
for (int i = 0; i < 6; i++) |
||||
{ |
||||
if (i != 2) |
||||
{ |
||||
FillRect(i * 16 + 18, 160, 12, 32, olc::BLACK); |
||||
DrawString(i * 16 + 20, 180, std::string(1, "SDFGHJ"[i]), olc::WHITE); |
||||
} |
||||
} |
||||
|
||||
// Draw visualisation
|
||||
int nStartPos = (nSamplePos + 127) % 128; |
||||
|
||||
for (int i = 127; i >= 0; i--) |
||||
{ |
||||
float fSample = fPreviousSamples[(nSamplePos + i) % 128]; |
||||
DrawLine(124 + i, 210, 124 + i, 210 + (int)(fSample * 20.0f), olc::RED); |
||||
} |
||||
|
||||
|
||||
return true; |
||||
} |
||||
|
||||
|
||||
// Note we must shut down the sound system too!!
|
||||
bool OnUserDestroy() |
||||
{ |
||||
olc::SOUND::DestroyAudio(); |
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
bool SoundTest::bSynthPlaying = false; |
||||
float SoundTest::fSynthFrequency = 0.0f; |
||||
float SoundTest::fFilterVolume = 1.0f; |
||||
int SoundTest::nSamplePos = 0; |
||||
float SoundTest::fPreviousSamples[128]; |
||||
|
||||
int main() |
||||
{ |
||||
SoundTest demo; |
||||
if(demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
|
||||
return 0; |
||||
} |
@ -1,257 +1,257 @@ |
||||
/*
|
||||
OneLoneCoder.com - 2D Sprite Affine Transformations |
||||
"No more 90 degree movements" - @Javidx9 |
||||
|
||||
|
||||
Background |
||||
~~~~~~~~~~ |
||||
The sophistication of 2D engines is enhanced when the programmer is |
||||
able to rotate and scale sprites in a convenient manner. This program |
||||
shows the basics of how affine transformations accomplish this. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Relevant Videos |
||||
~~~~~~~~~~~~~~~ |
||||
https://youtu.be/zxwLN2blwbQ
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
|
||||
class SpriteTransforms : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
SpriteTransforms() |
||||
{ |
||||
sAppName = "Sprite Transforms"; |
||||
} |
||||
|
||||
private: |
||||
olc::Sprite *sprCar; |
||||
|
||||
struct matrix3x3 |
||||
{ |
||||
float m[3][3]; |
||||
}; |
||||
|
||||
void Identity(matrix3x3 &mat) |
||||
{ |
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = 0.0f; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = 1.0f; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Translate(matrix3x3 &mat, float ox, float oy) |
||||
{ |
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = 0.0f; mat.m[2][0] = ox; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = 1.0f; mat.m[2][1] = oy; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Rotate(matrix3x3 &mat, float fTheta) |
||||
{ |
||||
mat.m[0][0] = cosf(fTheta); mat.m[1][0] = sinf(fTheta); mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = -sinf(fTheta); mat.m[1][1] = cosf(fTheta); mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Scale(matrix3x3 &mat, float sx, float sy) |
||||
{ |
||||
mat.m[0][0] = sx; mat.m[1][0] = 0.0f; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = sy; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Shear(matrix3x3 &mat, float sx, float sy) |
||||
{
|
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = sx; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = sy; mat.m[1][1] = 1.0f; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void MatrixMultiply(matrix3x3 &matResult, matrix3x3 &matA, matrix3x3 &matB) |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matResult.m[c][r] = matA.m[0][r] * matB.m[c][0] + |
||||
matA.m[1][r] * matB.m[c][1] + |
||||
matA.m[2][r] * matB.m[c][2]; |
||||
} |
||||
} |
||||
} |
||||
|
||||
void Forward(matrix3x3 &mat, float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * mat.m[0][0] + in_y * mat.m[1][0] + mat.m[2][0]; |
||||
out_y = in_x * mat.m[0][1] + in_y * mat.m[1][1] + mat.m[2][1]; |
||||
} |
||||
|
||||
void Invert(matrix3x3 &matIn, matrix3x3 &matOut) |
||||
{ |
||||
float det = matIn.m[0][0] * (matIn.m[1][1] * matIn.m[2][2] - matIn.m[1][2] * matIn.m[2][1]) - |
||||
matIn.m[1][0] * (matIn.m[0][1] * matIn.m[2][2] - matIn.m[2][1] * matIn.m[0][2]) + |
||||
matIn.m[2][0] * (matIn.m[0][1] * matIn.m[1][2] - matIn.m[1][1] * matIn.m[0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matOut.m[0][0] = (matIn.m[1][1] * matIn.m[2][2] - matIn.m[1][2] * matIn.m[2][1]) * idet; |
||||
matOut.m[1][0] = (matIn.m[2][0] * matIn.m[1][2] - matIn.m[1][0] * matIn.m[2][2]) * idet; |
||||
matOut.m[2][0] = (matIn.m[1][0] * matIn.m[2][1] - matIn.m[2][0] * matIn.m[1][1]) * idet; |
||||
matOut.m[0][1] = (matIn.m[2][1] * matIn.m[0][2] - matIn.m[0][1] * matIn.m[2][2]) * idet; |
||||
matOut.m[1][1] = (matIn.m[0][0] * matIn.m[2][2] - matIn.m[2][0] * matIn.m[0][2]) * idet; |
||||
matOut.m[2][1] = (matIn.m[0][1] * matIn.m[2][0] - matIn.m[0][0] * matIn.m[2][1]) * idet; |
||||
matOut.m[0][2] = (matIn.m[0][1] * matIn.m[1][2] - matIn.m[0][2] * matIn.m[1][1]) * idet; |
||||
matOut.m[1][2] = (matIn.m[0][2] * matIn.m[1][0] - matIn.m[0][0] * matIn.m[1][2]) * idet; |
||||
matOut.m[2][2] = (matIn.m[0][0] * matIn.m[1][1] - matIn.m[0][1] * matIn.m[1][0]) * idet; |
||||
} |
||||
|
||||
|
||||
float fRotate = 0.0f; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
sprCar = new olc::Sprite("car_top1.png"); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
|
||||
if (GetKey(olc::Key::Z).bHeld) fRotate -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::X).bHeld) fRotate += 2.0f * fElapsedTime; |
||||
|
||||
|
||||
Clear(olc::DARK_CYAN); |
||||
|
||||
SetPixelMode(olc::Pixel::ALPHA); |
||||
//DrawSprite(0, 0, sprCar, 3);
|
||||
|
||||
|
||||
matrix3x3 matFinal, matA, matB, matC, matFinalInv; |
||||
Translate(matA, -100, -50); |
||||
Rotate(matB, fRotate); |
||||
MatrixMultiply(matC, matB, matA); |
||||
|
||||
Translate(matA, (float)ScreenWidth()/2, (float)ScreenHeight()/2); |
||||
MatrixMultiply(matFinal, matA, matC); |
||||
|
||||
Invert(matFinal, matFinalInv); |
||||
|
||||
// Draws the dumb way, but leaves gaps
|
||||
/*for (int x = 0; x < sprCar->width; x++)
|
||||
{ |
||||
for (int y = 0; y < sprCar->height; y++) |
||||
{ |
||||
olc::Pixel p = sprCar->GetPixel(x, y); |
||||
|
||||
float nx, ny; |
||||
Forward(matFinal, (float)x, (float)y, nx, ny); |
||||
Draw(nx, ny, p); |
||||
} |
||||
}*/ |
||||
|
||||
// Work out bounding box of sprite post-transformation
|
||||
// by passing through sprite corner locations into
|
||||
// transformation matrix
|
||||
float ex, ey; |
||||
float sx, sy; |
||||
float px, py; |
||||
|
||||
Forward(matFinal, 0.0f, 0.0f, px, py); |
||||
sx = px; sy = py; |
||||
ex = px; ey = py; |
||||
|
||||
Forward(matFinal, (float)sprCar->width, (float)sprCar->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
Forward(matFinal, 0.0f, (float)sprCar->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
Forward(matFinal, (float)sprCar->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Use transformed corner locations in screen space to establish
|
||||
// region of pixels to fill, using inverse transform to sample
|
||||
// sprite at suitable locations.
|
||||
for (int x = sx; x < ex; x++) |
||||
{ |
||||
for (int y = sy; y < ey; y++) |
||||
{ |
||||
float nx, ny; |
||||
Forward(matFinalInv, (float)x, (float)y, nx, ny); |
||||
olc::Pixel p = sprCar->GetPixel((int32_t)(nx + 0.5f), (int32_t)(ny + 0.5f)); |
||||
Draw(x, y, p); |
||||
} |
||||
} |
||||
|
||||
SetPixelMode(olc::Pixel::NORMAL); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
int main() |
||||
{ |
||||
SpriteTransforms demo; |
||||
if (demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
return 0; |
||||
/*
|
||||
OneLoneCoder.com - 2D Sprite Affine Transformations |
||||
"No more 90 degree movements" - @Javidx9 |
||||
|
||||
|
||||
Background |
||||
~~~~~~~~~~ |
||||
The sophistication of 2D engines is enhanced when the programmer is |
||||
able to rotate and scale sprites in a convenient manner. This program |
||||
shows the basics of how affine transformations accomplish this. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Relevant Videos |
||||
~~~~~~~~~~~~~~~ |
||||
https://youtu.be/zxwLN2blwbQ
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2018 |
||||
*/ |
||||
|
||||
|
||||
#define OLC_PGE_APPLICATION |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
|
||||
class SpriteTransforms : public olc::PixelGameEngine |
||||
{ |
||||
public: |
||||
SpriteTransforms() |
||||
{ |
||||
sAppName = "Sprite Transforms"; |
||||
} |
||||
|
||||
private: |
||||
olc::Sprite *sprCar; |
||||
|
||||
struct matrix3x3 |
||||
{ |
||||
float m[3][3]; |
||||
}; |
||||
|
||||
void Identity(matrix3x3 &mat) |
||||
{ |
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = 0.0f; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = 1.0f; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Translate(matrix3x3 &mat, float ox, float oy) |
||||
{ |
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = 0.0f; mat.m[2][0] = ox; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = 1.0f; mat.m[2][1] = oy; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Rotate(matrix3x3 &mat, float fTheta) |
||||
{ |
||||
mat.m[0][0] = cosf(fTheta); mat.m[1][0] = sinf(fTheta); mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = -sinf(fTheta); mat.m[1][1] = cosf(fTheta); mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Scale(matrix3x3 &mat, float sx, float sy) |
||||
{ |
||||
mat.m[0][0] = sx; mat.m[1][0] = 0.0f; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = 0.0f; mat.m[1][1] = sy; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void Shear(matrix3x3 &mat, float sx, float sy) |
||||
{
|
||||
mat.m[0][0] = 1.0f; mat.m[1][0] = sx; mat.m[2][0] = 0.0f; |
||||
mat.m[0][1] = sy; mat.m[1][1] = 1.0f; mat.m[2][1] = 0.0f; |
||||
mat.m[0][2] = 0.0f; mat.m[1][2] = 0.0f; mat.m[2][2] = 1.0f; |
||||
} |
||||
|
||||
void MatrixMultiply(matrix3x3 &matResult, matrix3x3 &matA, matrix3x3 &matB) |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matResult.m[c][r] = matA.m[0][r] * matB.m[c][0] + |
||||
matA.m[1][r] * matB.m[c][1] + |
||||
matA.m[2][r] * matB.m[c][2]; |
||||
} |
||||
} |
||||
} |
||||
|
||||
void Forward(matrix3x3 &mat, float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * mat.m[0][0] + in_y * mat.m[1][0] + mat.m[2][0]; |
||||
out_y = in_x * mat.m[0][1] + in_y * mat.m[1][1] + mat.m[2][1]; |
||||
} |
||||
|
||||
void Invert(matrix3x3 &matIn, matrix3x3 &matOut) |
||||
{ |
||||
float det = matIn.m[0][0] * (matIn.m[1][1] * matIn.m[2][2] - matIn.m[1][2] * matIn.m[2][1]) - |
||||
matIn.m[1][0] * (matIn.m[0][1] * matIn.m[2][2] - matIn.m[2][1] * matIn.m[0][2]) + |
||||
matIn.m[2][0] * (matIn.m[0][1] * matIn.m[1][2] - matIn.m[1][1] * matIn.m[0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matOut.m[0][0] = (matIn.m[1][1] * matIn.m[2][2] - matIn.m[1][2] * matIn.m[2][1]) * idet; |
||||
matOut.m[1][0] = (matIn.m[2][0] * matIn.m[1][2] - matIn.m[1][0] * matIn.m[2][2]) * idet; |
||||
matOut.m[2][0] = (matIn.m[1][0] * matIn.m[2][1] - matIn.m[2][0] * matIn.m[1][1]) * idet; |
||||
matOut.m[0][1] = (matIn.m[2][1] * matIn.m[0][2] - matIn.m[0][1] * matIn.m[2][2]) * idet; |
||||
matOut.m[1][1] = (matIn.m[0][0] * matIn.m[2][2] - matIn.m[2][0] * matIn.m[0][2]) * idet; |
||||
matOut.m[2][1] = (matIn.m[0][1] * matIn.m[2][0] - matIn.m[0][0] * matIn.m[2][1]) * idet; |
||||
matOut.m[0][2] = (matIn.m[0][1] * matIn.m[1][2] - matIn.m[0][2] * matIn.m[1][1]) * idet; |
||||
matOut.m[1][2] = (matIn.m[0][2] * matIn.m[1][0] - matIn.m[0][0] * matIn.m[1][2]) * idet; |
||||
matOut.m[2][2] = (matIn.m[0][0] * matIn.m[1][1] - matIn.m[0][1] * matIn.m[1][0]) * idet; |
||||
} |
||||
|
||||
|
||||
float fRotate = 0.0f; |
||||
|
||||
public: |
||||
bool OnUserCreate() override |
||||
{ |
||||
sprCar = new olc::Sprite("car_top1.png"); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override |
||||
{ |
||||
|
||||
if (GetKey(olc::Key::Z).bHeld) fRotate -= 2.0f * fElapsedTime; |
||||
if (GetKey(olc::Key::X).bHeld) fRotate += 2.0f * fElapsedTime; |
||||
|
||||
|
||||
Clear(olc::DARK_CYAN); |
||||
|
||||
SetPixelMode(olc::Pixel::ALPHA); |
||||
//DrawSprite(0, 0, sprCar, 3);
|
||||
|
||||
|
||||
matrix3x3 matFinal, matA, matB, matC, matFinalInv; |
||||
Translate(matA, -100, -50); |
||||
Rotate(matB, fRotate); |
||||
MatrixMultiply(matC, matB, matA); |
||||
|
||||
Translate(matA, (float)ScreenWidth()/2, (float)ScreenHeight()/2); |
||||
MatrixMultiply(matFinal, matA, matC); |
||||
|
||||
Invert(matFinal, matFinalInv); |
||||
|
||||
// Draws the dumb way, but leaves gaps
|
||||
/*for (int x = 0; x < sprCar->width; x++)
|
||||
{ |
||||
for (int y = 0; y < sprCar->height; y++) |
||||
{ |
||||
olc::Pixel p = sprCar->GetPixel(x, y); |
||||
|
||||
float nx, ny; |
||||
Forward(matFinal, (float)x, (float)y, nx, ny); |
||||
Draw(nx, ny, p); |
||||
} |
||||
}*/ |
||||
|
||||
// Work out bounding box of sprite post-transformation
|
||||
// by passing through sprite corner locations into
|
||||
// transformation matrix
|
||||
float ex, ey; |
||||
float sx, sy; |
||||
float px, py; |
||||
|
||||
Forward(matFinal, 0.0f, 0.0f, px, py); |
||||
sx = px; sy = py; |
||||
ex = px; ey = py; |
||||
|
||||
Forward(matFinal, (float)sprCar->width, (float)sprCar->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
Forward(matFinal, 0.0f, (float)sprCar->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
Forward(matFinal, (float)sprCar->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Use transformed corner locations in screen space to establish
|
||||
// region of pixels to fill, using inverse transform to sample
|
||||
// sprite at suitable locations.
|
||||
for (int x = sx; x < ex; x++) |
||||
{ |
||||
for (int y = sy; y < ey; y++) |
||||
{ |
||||
float nx, ny; |
||||
Forward(matFinalInv, (float)x, (float)y, nx, ny); |
||||
olc::Pixel p = sprCar->GetPixel((int32_t)(nx + 0.5f), (int32_t)(ny + 0.5f)); |
||||
Draw(x, y, p); |
||||
} |
||||
} |
||||
|
||||
SetPixelMode(olc::Pixel::NORMAL); |
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
int main() |
||||
{ |
||||
SpriteTransforms demo; |
||||
if (demo.Construct(256, 240, 4, 4)) |
||||
demo.Start(); |
||||
return 0; |
||||
} |
@ -1,224 +1,224 @@ |
||||
#pragma once |
||||
|
||||
#ifdef WIN32 |
||||
#include <windows.h> |
||||
#include <xinput.h> |
||||
|
||||
typedef DWORD(WINAPI XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE* pState); |
||||
static XInputGetState_t* XInputStateGet; |
||||
|
||||
typedef DWORD(WINAPI XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration); |
||||
static XInputSetState_t* XInputStateSet; |
||||
#endif |
||||
|
||||
#define C_BUTTON_COUNT 14 |
||||
enum CButton |
||||
{ |
||||
UP, |
||||
DOWN, |
||||
LEFT, |
||||
RIGHT, |
||||
START, |
||||
BACK, |
||||
A, |
||||
B, |
||||
X, |
||||
Y, |
||||
LEFT_SHOULDER, |
||||
RIGHT_SHOULDER, |
||||
LEFT_THUMB, |
||||
RIGHT_THUMB |
||||
}; |
||||
|
||||
struct CBState |
||||
{ |
||||
bool bPressed = false; |
||||
bool bReleased = false; |
||||
bool bHeld = false; |
||||
}; |
||||
|
||||
class ControllerManager |
||||
{ |
||||
private: |
||||
bool buttonState[C_BUTTON_COUNT]; |
||||
bool lastButtonState[C_BUTTON_COUNT]; |
||||
|
||||
// Trigger values are in the range of 0 to 1, where 0 is fully
|
||||
// released and 1 is fully pressed.
|
||||
float triggerLeft = 0; |
||||
float triggerRight = 0; |
||||
|
||||
// Stick values are in the range of -1 to 1. For X values, -1 is
|
||||
// all the way to the left while +1 is all the way to the right.
|
||||
float leftStickX = 0; |
||||
float leftStickY = 0; |
||||
float rightStickX = 0; |
||||
float rightStickY = 0; |
||||
|
||||
// Whether or not the controller is plugged in.
|
||||
bool pluggedIn = true; |
||||
|
||||
bool vibrating = false; |
||||
float vibrateTime = 0; |
||||
float vibrateCounter = 0; |
||||
|
||||
public: |
||||
bool Initialize(); |
||||
void Update(float dt); |
||||
|
||||
void Vibrate(short amt, int timeMs); |
||||
|
||||
CBState GetButton(CButton button); |
||||
|
||||
float GetLeftTrigger() { return triggerLeft; } |
||||
float GetRightTrigger() { return triggerRight; } |
||||
|
||||
float GetLeftStickX() { return leftStickX; } |
||||
float GetLeftStickY() { return leftStickY; } |
||||
|
||||
float GetRightStickX() { return rightStickX; } |
||||
float GetRightStickY() { return rightStickY; } |
||||
|
||||
bool IsVibrating() { return vibrating; } |
||||
bool IsPluggedIn() { return pluggedIn; } |
||||
|
||||
private: |
||||
float NormalizeStickValue(short value); |
||||
}; |
||||
|
||||
bool ControllerManager::Initialize() |
||||
{ |
||||
#ifdef WIN32 |
||||
// TODO: Should we check for version 9.1.0 if we fail to find 1.4?
|
||||
HMODULE lib = LoadLibraryA("xinput1_4.dll"); |
||||
|
||||
if (!lib) return false; |
||||
|
||||
XInputStateGet = (XInputGetState_t*)GetProcAddress(lib, "XInputGetState"); |
||||
XInputStateSet = (XInputSetState_t*)GetProcAddress(lib, "XInputSetState"); |
||||
#endif |
||||
|
||||
return true; |
||||
} |
||||
|
||||
float ControllerManager::NormalizeStickValue(short value) |
||||
{ |
||||
// The value we are given is in the range -32768 to 32767 with some deadzone around zero.
|
||||
// We will assume all values in this dead zone to be a reading of zero (the stick is not moved).
|
||||
if (value > -7000 && value < 7000) return 0; |
||||
|
||||
// Otherwise, we are going to normalize the value.
|
||||
return ((value + 32768.0f) / (32768.0f + 32767.0f) * 2) - 1; |
||||
} |
||||
|
||||
void ControllerManager::Vibrate(short amt, int timeMs) |
||||
{ |
||||
// If we are already vibrating, just ignore this, unless they say zero, in which case we will let them stop it.
|
||||
if (vibrating && amt != 0) return; |
||||
|
||||
// Only start the timer if we are actually vibrating.
|
||||
if (amt != 0) |
||||
{ |
||||
vibrateTime = timeMs / 1000.0f; |
||||
vibrating = true; |
||||
} |
||||
#ifdef WIN32 |
||||
XINPUT_VIBRATION info = |
||||
{ |
||||
amt, |
||||
amt |
||||
}; |
||||
XInputStateSet(0, &info); |
||||
#endif |
||||
} |
||||
|
||||
CBState ControllerManager::GetButton(CButton button) |
||||
{ |
||||
return |
||||
{ |
||||
!lastButtonState[button] && buttonState[button], |
||||
lastButtonState[button] && !buttonState[button], |
||||
lastButtonState[button] && buttonState[button] |
||||
}; |
||||
} |
||||
|
||||
void ControllerManager::Update(float dt) |
||||
{ |
||||
#ifdef WIN32 |
||||
if (vibrating) |
||||
{ |
||||
vibrateCounter += dt; |
||||
if (vibrateCounter >= vibrateTime) |
||||
{ |
||||
XINPUT_VIBRATION info = |
||||
{ |
||||
0, 0 |
||||
}; |
||||
XInputStateSet(0, &info); |
||||
|
||||
vibrating = false; |
||||
vibrateCounter = 0; |
||||
vibrateTime = 0; |
||||
} |
||||
} |
||||
|
||||
for (int i = 0; i < C_BUTTON_COUNT; i++) |
||||
{ |
||||
lastButtonState[i] = buttonState[i]; |
||||
} |
||||
|
||||
XINPUT_STATE state; |
||||
|
||||
// Try and get the first controller. For now we will only support a single one.
|
||||
DWORD res = XInputStateGet(0, &state); |
||||
|
||||
// If the controller is plugged in, handle input.
|
||||
if (res == ERROR_SUCCESS) |
||||
{ |
||||
XINPUT_GAMEPAD* pad = &state.Gamepad; |
||||
|
||||
buttonState[UP] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_UP); |
||||
buttonState[DOWN] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN); |
||||
buttonState[LEFT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT); |
||||
buttonState[RIGHT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT); |
||||
buttonState[START] = (pad->wButtons & XINPUT_GAMEPAD_START); |
||||
buttonState[BACK] = (pad->wButtons & XINPUT_GAMEPAD_BACK); |
||||
buttonState[LEFT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER); |
||||
buttonState[RIGHT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER); |
||||
buttonState[LEFT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_THUMB); |
||||
buttonState[RIGHT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB); |
||||
buttonState[A] = (pad->wButtons & XINPUT_GAMEPAD_A); |
||||
buttonState[B] = (pad->wButtons & XINPUT_GAMEPAD_B); |
||||
buttonState[X] = (pad->wButtons & XINPUT_GAMEPAD_X); |
||||
buttonState[Y] = (pad->wButtons & XINPUT_GAMEPAD_Y); |
||||
|
||||
triggerLeft = pad->bLeftTrigger / 255.0f; |
||||
triggerRight = pad->bRightTrigger / 255.0f; |
||||
leftStickX = NormalizeStickValue(pad->sThumbLX); |
||||
leftStickY = NormalizeStickValue(pad->sThumbLY); |
||||
rightStickX = NormalizeStickValue(pad->sThumbRX); |
||||
rightStickY = NormalizeStickValue(pad->sThumbRY); |
||||
|
||||
if (!pluggedIn) |
||||
{ |
||||
pluggedIn = true; |
||||
// Send callback.
|
||||
// printf("Plugged in.\n");
|
||||
} |
||||
} |
||||
else |
||||
{ |
||||
if (pluggedIn) |
||||
{ |
||||
pluggedIn = false; |
||||
// Send callback.
|
||||
// printf("Unplugged.\n");
|
||||
} |
||||
} |
||||
#else |
||||
for (int i = 0; i < C_BUTTON_COUNT; i++) |
||||
{ |
||||
lastButtonState[i] = buttonState[i] = false; |
||||
} |
||||
#endif |
||||
#pragma once |
||||
|
||||
#ifdef WIN32 |
||||
#include <windows.h> |
||||
#include <xinput.h> |
||||
|
||||
typedef DWORD(WINAPI XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE* pState); |
||||
static XInputGetState_t* XInputStateGet; |
||||
|
||||
typedef DWORD(WINAPI XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration); |
||||
static XInputSetState_t* XInputStateSet; |
||||
#endif |
||||
|
||||
#define C_BUTTON_COUNT 14 |
||||
enum CButton |
||||
{ |
||||
UP, |
||||
DOWN, |
||||
LEFT, |
||||
RIGHT, |
||||
START, |
||||
BACK, |
||||
A, |
||||
B, |
||||
X, |
||||
Y, |
||||
LEFT_SHOULDER, |
||||
RIGHT_SHOULDER, |
||||
LEFT_THUMB, |
||||
RIGHT_THUMB |
||||
}; |
||||
|
||||
struct CBState |
||||
{ |
||||
bool bPressed = false; |
||||
bool bReleased = false; |
||||
bool bHeld = false; |
||||
}; |
||||
|
||||
class ControllerManager |
||||
{ |
||||
private: |
||||
bool buttonState[C_BUTTON_COUNT]; |
||||
bool lastButtonState[C_BUTTON_COUNT]; |
||||
|
||||
// Trigger values are in the range of 0 to 1, where 0 is fully
|
||||
// released and 1 is fully pressed.
|
||||
float triggerLeft = 0; |
||||
float triggerRight = 0; |
||||
|
||||
// Stick values are in the range of -1 to 1. For X values, -1 is
|
||||
// all the way to the left while +1 is all the way to the right.
|
||||
float leftStickX = 0; |
||||
float leftStickY = 0; |
||||
float rightStickX = 0; |
||||
float rightStickY = 0; |
||||
|
||||
// Whether or not the controller is plugged in.
|
||||
bool pluggedIn = true; |
||||
|
||||
bool vibrating = false; |
||||
float vibrateTime = 0; |
||||
float vibrateCounter = 0; |
||||
|
||||
public: |
||||
bool Initialize(); |
||||
void Update(float dt); |
||||
|
||||
void Vibrate(short amt, int timeMs); |
||||
|
||||
CBState GetButton(CButton button); |
||||
|
||||
float GetLeftTrigger() { return triggerLeft; } |
||||
float GetRightTrigger() { return triggerRight; } |
||||
|
||||
float GetLeftStickX() { return leftStickX; } |
||||
float GetLeftStickY() { return leftStickY; } |
||||
|
||||
float GetRightStickX() { return rightStickX; } |
||||
float GetRightStickY() { return rightStickY; } |
||||
|
||||
bool IsVibrating() { return vibrating; } |
||||
bool IsPluggedIn() { return pluggedIn; } |
||||
|
||||
private: |
||||
float NormalizeStickValue(short value); |
||||
}; |
||||
|
||||
bool ControllerManager::Initialize() |
||||
{ |
||||
#ifdef WIN32 |
||||
// TODO: Should we check for version 9.1.0 if we fail to find 1.4?
|
||||
HMODULE lib = LoadLibraryA("xinput1_4.dll"); |
||||
|
||||
if (!lib) return false; |
||||
|
||||
XInputStateGet = (XInputGetState_t*)GetProcAddress(lib, "XInputGetState"); |
||||
XInputStateSet = (XInputSetState_t*)GetProcAddress(lib, "XInputSetState"); |
||||
#endif |
||||
|
||||
return true; |
||||
} |
||||
|
||||
float ControllerManager::NormalizeStickValue(short value) |
||||
{ |
||||
// The value we are given is in the range -32768 to 32767 with some deadzone around zero.
|
||||
// We will assume all values in this dead zone to be a reading of zero (the stick is not moved).
|
||||
if (value > -7000 && value < 7000) return 0; |
||||
|
||||
// Otherwise, we are going to normalize the value.
|
||||
return ((value + 32768.0f) / (32768.0f + 32767.0f) * 2) - 1; |
||||
} |
||||
|
||||
void ControllerManager::Vibrate(short amt, int timeMs) |
||||
{ |
||||
// If we are already vibrating, just ignore this, unless they say zero, in which case we will let them stop it.
|
||||
if (vibrating && amt != 0) return; |
||||
|
||||
// Only start the timer if we are actually vibrating.
|
||||
if (amt != 0) |
||||
{ |
||||
vibrateTime = timeMs / 1000.0f; |
||||
vibrating = true; |
||||
} |
||||
#ifdef WIN32 |
||||
XINPUT_VIBRATION info = |
||||
{ |
||||
amt, |
||||
amt |
||||
}; |
||||
XInputStateSet(0, &info); |
||||
#endif |
||||
} |
||||
|
||||
CBState ControllerManager::GetButton(CButton button) |
||||
{ |
||||
return |
||||
{ |
||||
!lastButtonState[button] && buttonState[button], |
||||
lastButtonState[button] && !buttonState[button], |
||||
lastButtonState[button] && buttonState[button] |
||||
}; |
||||
} |
||||
|
||||
void ControllerManager::Update(float dt) |
||||
{ |
||||
#ifdef WIN32 |
||||
if (vibrating) |
||||
{ |
||||
vibrateCounter += dt; |
||||
if (vibrateCounter >= vibrateTime) |
||||
{ |
||||
XINPUT_VIBRATION info = |
||||
{ |
||||
0, 0 |
||||
}; |
||||
XInputStateSet(0, &info); |
||||
|
||||
vibrating = false; |
||||
vibrateCounter = 0; |
||||
vibrateTime = 0; |
||||
} |
||||
} |
||||
|
||||
for (int i = 0; i < C_BUTTON_COUNT; i++) |
||||
{ |
||||
lastButtonState[i] = buttonState[i]; |
||||
} |
||||
|
||||
XINPUT_STATE state; |
||||
|
||||
// Try and get the first controller. For now we will only support a single one.
|
||||
DWORD res = XInputStateGet(0, &state); |
||||
|
||||
// If the controller is plugged in, handle input.
|
||||
if (res == ERROR_SUCCESS) |
||||
{ |
||||
XINPUT_GAMEPAD* pad = &state.Gamepad; |
||||
|
||||
buttonState[UP] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_UP); |
||||
buttonState[DOWN] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_DOWN); |
||||
buttonState[LEFT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_LEFT); |
||||
buttonState[RIGHT] = (pad->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT); |
||||
buttonState[START] = (pad->wButtons & XINPUT_GAMEPAD_START); |
||||
buttonState[BACK] = (pad->wButtons & XINPUT_GAMEPAD_BACK); |
||||
buttonState[LEFT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER); |
||||
buttonState[RIGHT_SHOULDER] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER); |
||||
buttonState[LEFT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_LEFT_THUMB); |
||||
buttonState[RIGHT_THUMB] = (pad->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB); |
||||
buttonState[A] = (pad->wButtons & XINPUT_GAMEPAD_A); |
||||
buttonState[B] = (pad->wButtons & XINPUT_GAMEPAD_B); |
||||
buttonState[X] = (pad->wButtons & XINPUT_GAMEPAD_X); |
||||
buttonState[Y] = (pad->wButtons & XINPUT_GAMEPAD_Y); |
||||
|
||||
triggerLeft = pad->bLeftTrigger / 255.0f; |
||||
triggerRight = pad->bRightTrigger / 255.0f; |
||||
leftStickX = NormalizeStickValue(pad->sThumbLX); |
||||
leftStickY = NormalizeStickValue(pad->sThumbLY); |
||||
rightStickX = NormalizeStickValue(pad->sThumbRX); |
||||
rightStickY = NormalizeStickValue(pad->sThumbRY); |
||||
|
||||
if (!pluggedIn) |
||||
{ |
||||
pluggedIn = true; |
||||
// Send callback.
|
||||
// printf("Plugged in.\n");
|
||||
} |
||||
} |
||||
else |
||||
{ |
||||
if (pluggedIn) |
||||
{ |
||||
pluggedIn = false; |
||||
// Send callback.
|
||||
// printf("Unplugged.\n");
|
||||
} |
||||
} |
||||
#else |
||||
for (int i = 0; i < C_BUTTON_COUNT; i++) |
||||
{ |
||||
lastButtonState[i] = buttonState[i] = false; |
||||
} |
||||
#endif |
||||
} |
@ -1,42 +1,42 @@ |
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9 |
||||
Discord: https://discord.gg/WhwHUMV |
||||
Twitter: https://www.twitter.com/javidx9 |
||||
Twitch: https://www.twitch.tv/javidx9 |
||||
GitHub: https://www.github.com/onelonecoder |
||||
Homepage: https://www.onelonecoder.com |
||||
Patreon: https://www.patreon.com/javidx9 |
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9 |
||||
Discord: https://discord.gg/WhwHUMV |
||||
Twitter: https://www.twitter.com/javidx9 |
||||
Twitch: https://www.twitch.tv/javidx9 |
||||
GitHub: https://www.github.com/onelonecoder |
||||
Homepage: https://www.onelonecoder.com |
||||
Patreon: https://www.patreon.com/javidx9 |
@ -1,313 +1,313 @@ |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.4 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y) |
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'| |
||||
|C0R1 C1R1 C2R1| * | y | = | y'| |
||||
|C0R2 C1R2 C2R2| |1.0| | - | |
||||
*/ |
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D |
||||
#define OLC_PGEX_GFX2D |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
void Shear(float sx, float sy); |
||||
|
||||
void Perspective(float ox, float oy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
void Invert(); |
||||
|
||||
private: |
||||
void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
#ifdef OLC_PGE_GRAPHICS2D |
||||
#undef OLC_PGE_GRAPHICS2D |
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] + |
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] + |
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Perspective(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; |
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; |
||||
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; |
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; |
||||
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) - |
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) + |
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
||||
|
||||
#endif |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.4 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y) |
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'| |
||||
|C0R1 C1R1 C2R1| * | y | = | y'| |
||||
|C0R2 C1R2 C2R2| |1.0| | - | |
||||
*/ |
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D |
||||
#define OLC_PGEX_GFX2D |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
void Shear(float sx, float sy); |
||||
|
||||
void Perspective(float ox, float oy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
void Invert(); |
||||
|
||||
private: |
||||
void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
#ifdef OLC_PGE_GRAPHICS2D |
||||
#undef OLC_PGE_GRAPHICS2D |
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] + |
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] + |
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Perspective(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; |
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; |
||||
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; |
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; |
||||
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) - |
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) + |
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
||||
|
||||
#endif |
||||
#endif |
@ -1,381 +1,381 @@ |
||||
#pragma once |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
|
||||
class TILE : public olc::PGEX |
||||
{ |
||||
|
||||
public: |
||||
|
||||
|
||||
struct Edge |
||||
{ |
||||
float sx, sy; |
||||
float ex, ey; |
||||
}; |
||||
|
||||
public: |
||||
class Atlas |
||||
{ |
||||
public: |
||||
Atlas(); |
||||
void Create(olc::Sprite *tileSheet); |
||||
olc::rcode LoadFromFile(std::string filename); |
||||
olc::rcode SaveToFile(std::string filename); |
||||
|
||||
public: |
||||
olc::Sprite *sprTileSheet; |
||||
std::vector<std::tuple<int32_t, int32_t, int32_t, int32_t>> location; |
||||
}; |
||||
|
||||
public: |
||||
|
||||
template <class T> |
||||
class Layer |
||||
{ |
||||
public: |
||||
Layer(); |
||||
void Create(int32_t w, int32_t h, int32_t tw, int32_t th); |
||||
olc::rcode LoadFromFile(std::string filename); |
||||
olc::rcode SaveToFile(std::string filename); |
||||
T* GetTile(int32_t x, int32_t y); |
||||
|
||||
public: |
||||
int32_t nLayerWidth; |
||||
int32_t nLayerHeight; |
||||
int32_t nTileWidth; |
||||
int32_t nTileHeight; |
||||
|
||||
private: |
||||
T *pTiles; |
||||
|
||||
}; |
||||
|
||||
class BasicTile |
||||
{ |
||||
public: |
||||
BasicTile(); |
||||
|
||||
public: |
||||
int32_t id; |
||||
bool exist; |
||||
|
||||
int edge_id[4]; |
||||
bool edge_exist[4]; |
||||
}; |
||||
|
||||
public: |
||||
template<typename T> |
||||
static void DrawLayer(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float cam_x, float cam_y, int tiles_x, int tiles_y, int nScale = 1); |
||||
|
||||
template<typename T> |
||||
static olc::Pixel GetLayerPixel(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float x, float y); |
||||
|
||||
template<typename T> |
||||
static std::vector<olc::TILE::Edge> ExtractEdgesFromLayer(olc::TILE::Layer<T> &layer, int sx, int sy, int width, int height); |
||||
|
||||
}; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
namespace olc |
||||
{ |
||||
TILE::BasicTile::BasicTile() |
||||
{ |
||||
exist = false; |
||||
id = 0; |
||||
|
||||
for (int i = 0; i < 4; i++) |
||||
{ |
||||
edge_exist[i] = false; |
||||
edge_id[i] = 0; |
||||
} |
||||
} |
||||
|
||||
template <class T> |
||||
TILE::Layer<T>::Layer() |
||||
{ |
||||
|
||||
} |
||||
|
||||
|
||||
|
||||
template <class T> |
||||
void TILE::Layer<T>::Create(int32_t w, int32_t h, int32_t tw, int32_t th) |
||||
{ |
||||
nLayerWidth = w; |
||||
nLayerHeight = h; |
||||
nTileWidth = tw; |
||||
nTileHeight = th; |
||||
|
||||
pTiles = new T[nLayerWidth * nLayerHeight]; |
||||
for (int i = 0; i < nLayerWidth*nLayerHeight; i++) |
||||
{ |
||||
pTiles[i].id = 0; |
||||
} |
||||
} |
||||
|
||||
template <class T> |
||||
olc::rcode TILE::Layer<T>::LoadFromFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
template <class T> |
||||
olc::rcode TILE::Layer<T>::SaveToFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
template <class T> |
||||
T* TILE::Layer<T>::GetTile(int32_t x, int32_t y) |
||||
{ |
||||
if (x < 0 || x >= nLayerWidth || y < 0 || y >= nLayerHeight) |
||||
return nullptr; |
||||
else |
||||
return &pTiles[y*nLayerWidth + x]; |
||||
} |
||||
|
||||
template<typename T> |
||||
void TILE::DrawLayer(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float cam_x, float cam_y, int32_t tiles_x, int32_t tiles_y, int nScale) |
||||
{ |
||||
float fOffsetX = cam_x - (int)cam_x; |
||||
float fOffsetY = cam_y - (int)cam_y; |
||||
|
||||
for (int32_t x = 0; x < tiles_x; x++) |
||||
{ |
||||
for (int32_t y = 0; y < tiles_y; y++) |
||||
{ |
||||
olc::TILE::BasicTile *t = layer.GetTile(x + (int)cam_x, y + (int)cam_y); |
||||
if (t != nullptr && t->exist) |
||||
{ |
||||
float fx = (int)(((float)x - fOffsetX) * (float)(layer.nTileWidth)); |
||||
float fy = (int)(((float)y - fOffsetY) * (float)(layer.nTileHeight)); |
||||
|
||||
pge->DrawPartialSprite( |
||||
fx + 0.5f - (fx < 0.0f), |
||||
fy + 0.5f - (fy < 0.0f), |
||||
atlas.sprTileSheet, |
||||
std::get<0>(atlas.location[t->id]), |
||||
std::get<1>(atlas.location[t->id]), |
||||
std::get<2>(atlas.location[t->id]), |
||||
std::get<3>(atlas.location[t->id]),
|
||||
nScale);
|
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
template<typename T> |
||||
olc::Pixel TILE::GetLayerPixel(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float x, float y) |
||||
{ |
||||
olc::TILE::BasicTile *t = layer.GetTile((int32_t)x, (int32_t)y); |
||||
if (t != nullptr) |
||||
{ |
||||
float fOffsetX = x - (int)x; |
||||
float fOffsetY = y - (int)y; |
||||
return atlas.sprTileSheet->GetPixel(std::get<0>(atlas.location[t->id]) + fOffsetX * std::get<2>(atlas.location[t->id]), |
||||
std::get<1>(atlas.location[t->id]) + fOffsetX * std::get<3>(atlas.location[t->id])); |
||||
} |
||||
else |
||||
return olc::BLANK; |
||||
} |
||||
|
||||
template<typename T> |
||||
std::vector<olc::TILE::Edge> TILE::ExtractEdgesFromLayer(olc::TILE::Layer<T> &layer, int sx, int sy, int width, int height) |
||||
{ |
||||
enum |
||||
{ |
||||
NORTH = 0, |
||||
EAST = 1, |
||||
SOUTH = 2, |
||||
WEST = 3 |
||||
}; |
||||
|
||||
std::vector<olc::TILE::Edge> vecEdges; |
||||
|
||||
for (int x = -1; x < width + 1; x++) |
||||
for (int y = -1; y < height + 1; y++) |
||||
for (int j = 0; j < 4; j++) |
||||
{ |
||||
if ((x + sx) >= 0 && (y + sy) >= 0 && (x + sx) < (layer.nLayerWidth - 1) && (y + sy) < (layer.nLayerHeight - 1)) |
||||
{ |
||||
layer.GetTile(x + sx, y + sy)->edge_exist[j] = false; |
||||
layer.GetTile(x + sx, y + sy)->edge_id[j] = 0; |
||||
} |
||||
} |
||||
|
||||
// Add boundary edges
|
||||
vecEdges.push_back({ (float)(sx)* layer.nTileWidth, (float)(sy)*layer.nTileHeight, (float)(sx + width)*layer.nTileWidth, (float)(sy)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx + width)* layer.nTileWidth, (float)(sy)*layer.nTileHeight, (float)(sx + width)*layer.nTileWidth, (float)(sy + height)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx + width)* layer.nTileWidth, (float)(sy + height)*layer.nTileHeight, (float)(sx)*layer.nTileWidth, (float)(sy + height)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx)* layer.nTileWidth, (float)(sy + height)*layer.nTileHeight, (float)(sx)*layer.nTileWidth, (float)(sy)*layer.nTileHeight }); |
||||
|
||||
|
||||
// Iterate through region from top left to bottom right
|
||||
for (int x = 0; x < width; x++) |
||||
for (int y = 0; y < height; y++) |
||||
{ |
||||
T* i = layer.GetTile(x + sx, y + sy); //This
|
||||
T* n = layer.GetTile(x + sx, y + sy - 1); |
||||
T* s = layer.GetTile(x + sx, y + sy + 1); |
||||
T* w = layer.GetTile(x + sx - 1, y + sy); |
||||
T* e = layer.GetTile(x + sx + 1, y + sy); |
||||
|
||||
// If this cell exists, check if it needs edges
|
||||
if (i->exist) |
||||
{ |
||||
// If this cell has no western neighbour, it needs a western edge
|
||||
if (w && !w->exist) |
||||
{ |
||||
// It can either extend it from its northern neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (n && n->edge_exist[WEST]) |
||||
{ |
||||
// Northern neighbour has a western edge, so grow it downwards
|
||||
vecEdges[n->edge_id[WEST]].ey += layer.nTileHeight; |
||||
i->edge_id[WEST] = n->edge_id[WEST]; |
||||
i->edge_exist[WEST] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Northern neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx; edge.ey = edge.sy + layer.nTileHeight; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[WEST] = edge_id; |
||||
i->edge_exist[WEST] = true; |
||||
} |
||||
} |
||||
|
||||
|
||||
// If this cell dont have an eastern neignbour, It needs a eastern edge
|
||||
if (e && !e->exist) |
||||
{ |
||||
// It can either extend it from its northern neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (n && n->edge_exist[EAST]) |
||||
{ |
||||
// Northern neighbour has one, so grow it downwards
|
||||
vecEdges[n->edge_id[EAST]].ey += layer.nTileHeight; |
||||
i->edge_id[EAST] = n->edge_id[EAST]; |
||||
i->edge_exist[EAST] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Northern neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x + 1) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx; edge.ey = edge.sy + layer.nTileHeight; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[EAST] = edge_id; |
||||
i->edge_exist[EAST] = true; |
||||
} |
||||
} |
||||
|
||||
// If this cell doesnt have a northern neignbour, It needs a northern edge
|
||||
if (n && !n->exist) |
||||
{ |
||||
// It can either extend it from its western neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (w && w->edge_exist[NORTH]) |
||||
{ |
||||
// Western neighbour has one, so grow it eastwards
|
||||
vecEdges[w->edge_id[NORTH]].ex += layer.nTileWidth; |
||||
i->edge_id[NORTH] = w->edge_id[NORTH]; |
||||
i->edge_exist[NORTH] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Western neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx + layer.nTileWidth; edge.ey = edge.sy; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[NORTH] = edge_id; |
||||
i->edge_exist[NORTH] = true; |
||||
} |
||||
} |
||||
|
||||
// If this cell doesnt have a southern neignbour, It needs a southern edge
|
||||
if (s && !s->exist) |
||||
{ |
||||
// It can either extend it from its western neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (w && w->edge_exist[SOUTH]) |
||||
{ |
||||
// Western neighbour has one, so grow it eastwards
|
||||
vecEdges[w->edge_id[SOUTH]].ex += layer.nTileWidth; |
||||
i->edge_id[SOUTH] = w->edge_id[SOUTH]; |
||||
i->edge_exist[SOUTH] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Western neighbour does not have one, so I need to create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y + 1) * layer.nTileHeight; |
||||
edge.ex = edge.sx + layer.nTileWidth; edge.ey = edge.sy; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[SOUTH] = edge_id; |
||||
i->edge_exist[SOUTH] = true; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
return vecEdges; |
||||
} |
||||
|
||||
|
||||
|
||||
TILE::Atlas::Atlas() |
||||
{ |
||||
} |
||||
|
||||
void TILE::Atlas::Create(olc::Sprite *tileSheet) |
||||
{ |
||||
sprTileSheet = tileSheet; |
||||
location.clear(); |
||||
|
||||
} |
||||
|
||||
olc::rcode TILE::Atlas::LoadFromFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
olc::rcode TILE::Atlas::SaveToFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
} |
||||
#pragma once |
||||
#include "olcPixelGameEngine.h" |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
|
||||
class TILE : public olc::PGEX |
||||
{ |
||||
|
||||
public: |
||||
|
||||
|
||||
struct Edge |
||||
{ |
||||
float sx, sy; |
||||
float ex, ey; |
||||
}; |
||||
|
||||
public: |
||||
class Atlas |
||||
{ |
||||
public: |
||||
Atlas(); |
||||
void Create(olc::Sprite *tileSheet); |
||||
olc::rcode LoadFromFile(std::string filename); |
||||
olc::rcode SaveToFile(std::string filename); |
||||
|
||||
public: |
||||
olc::Sprite *sprTileSheet; |
||||
std::vector<std::tuple<int32_t, int32_t, int32_t, int32_t>> location; |
||||
}; |
||||
|
||||
public: |
||||
|
||||
template <class T> |
||||
class Layer |
||||
{ |
||||
public: |
||||
Layer(); |
||||
void Create(int32_t w, int32_t h, int32_t tw, int32_t th); |
||||
olc::rcode LoadFromFile(std::string filename); |
||||
olc::rcode SaveToFile(std::string filename); |
||||
T* GetTile(int32_t x, int32_t y); |
||||
|
||||
public: |
||||
int32_t nLayerWidth; |
||||
int32_t nLayerHeight; |
||||
int32_t nTileWidth; |
||||
int32_t nTileHeight; |
||||
|
||||
private: |
||||
T *pTiles; |
||||
|
||||
}; |
||||
|
||||
class BasicTile |
||||
{ |
||||
public: |
||||
BasicTile(); |
||||
|
||||
public: |
||||
int32_t id; |
||||
bool exist; |
||||
|
||||
int edge_id[4]; |
||||
bool edge_exist[4]; |
||||
}; |
||||
|
||||
public: |
||||
template<typename T> |
||||
static void DrawLayer(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float cam_x, float cam_y, int tiles_x, int tiles_y, int nScale = 1); |
||||
|
||||
template<typename T> |
||||
static olc::Pixel GetLayerPixel(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float x, float y); |
||||
|
||||
template<typename T> |
||||
static std::vector<olc::TILE::Edge> ExtractEdgesFromLayer(olc::TILE::Layer<T> &layer, int sx, int sy, int width, int height); |
||||
|
||||
}; |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
namespace olc |
||||
{ |
||||
TILE::BasicTile::BasicTile() |
||||
{ |
||||
exist = false; |
||||
id = 0; |
||||
|
||||
for (int i = 0; i < 4; i++) |
||||
{ |
||||
edge_exist[i] = false; |
||||
edge_id[i] = 0; |
||||
} |
||||
} |
||||
|
||||
template <class T> |
||||
TILE::Layer<T>::Layer() |
||||
{ |
||||
|
||||
} |
||||
|
||||
|
||||
|
||||
template <class T> |
||||
void TILE::Layer<T>::Create(int32_t w, int32_t h, int32_t tw, int32_t th) |
||||
{ |
||||
nLayerWidth = w; |
||||
nLayerHeight = h; |
||||
nTileWidth = tw; |
||||
nTileHeight = th; |
||||
|
||||
pTiles = new T[nLayerWidth * nLayerHeight]; |
||||
for (int i = 0; i < nLayerWidth*nLayerHeight; i++) |
||||
{ |
||||
pTiles[i].id = 0; |
||||
} |
||||
} |
||||
|
||||
template <class T> |
||||
olc::rcode TILE::Layer<T>::LoadFromFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
template <class T> |
||||
olc::rcode TILE::Layer<T>::SaveToFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
template <class T> |
||||
T* TILE::Layer<T>::GetTile(int32_t x, int32_t y) |
||||
{ |
||||
if (x < 0 || x >= nLayerWidth || y < 0 || y >= nLayerHeight) |
||||
return nullptr; |
||||
else |
||||
return &pTiles[y*nLayerWidth + x]; |
||||
} |
||||
|
||||
template<typename T> |
||||
void TILE::DrawLayer(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float cam_x, float cam_y, int32_t tiles_x, int32_t tiles_y, int nScale) |
||||
{ |
||||
float fOffsetX = cam_x - (int)cam_x; |
||||
float fOffsetY = cam_y - (int)cam_y; |
||||
|
||||
for (int32_t x = 0; x < tiles_x; x++) |
||||
{ |
||||
for (int32_t y = 0; y < tiles_y; y++) |
||||
{ |
||||
olc::TILE::BasicTile *t = layer.GetTile(x + (int)cam_x, y + (int)cam_y); |
||||
if (t != nullptr && t->exist) |
||||
{ |
||||
float fx = (int)(((float)x - fOffsetX) * (float)(layer.nTileWidth)); |
||||
float fy = (int)(((float)y - fOffsetY) * (float)(layer.nTileHeight)); |
||||
|
||||
pge->DrawPartialSprite( |
||||
fx + 0.5f - (fx < 0.0f), |
||||
fy + 0.5f - (fy < 0.0f), |
||||
atlas.sprTileSheet, |
||||
std::get<0>(atlas.location[t->id]), |
||||
std::get<1>(atlas.location[t->id]), |
||||
std::get<2>(atlas.location[t->id]), |
||||
std::get<3>(atlas.location[t->id]),
|
||||
nScale);
|
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
template<typename T> |
||||
olc::Pixel TILE::GetLayerPixel(olc::TILE::Layer<T> &layer, olc::TILE::Atlas &atlas, float x, float y) |
||||
{ |
||||
olc::TILE::BasicTile *t = layer.GetTile((int32_t)x, (int32_t)y); |
||||
if (t != nullptr) |
||||
{ |
||||
float fOffsetX = x - (int)x; |
||||
float fOffsetY = y - (int)y; |
||||
return atlas.sprTileSheet->GetPixel(std::get<0>(atlas.location[t->id]) + fOffsetX * std::get<2>(atlas.location[t->id]), |
||||
std::get<1>(atlas.location[t->id]) + fOffsetX * std::get<3>(atlas.location[t->id])); |
||||
} |
||||
else |
||||
return olc::BLANK; |
||||
} |
||||
|
||||
template<typename T> |
||||
std::vector<olc::TILE::Edge> TILE::ExtractEdgesFromLayer(olc::TILE::Layer<T> &layer, int sx, int sy, int width, int height) |
||||
{ |
||||
enum |
||||
{ |
||||
NORTH = 0, |
||||
EAST = 1, |
||||
SOUTH = 2, |
||||
WEST = 3 |
||||
}; |
||||
|
||||
std::vector<olc::TILE::Edge> vecEdges; |
||||
|
||||
for (int x = -1; x < width + 1; x++) |
||||
for (int y = -1; y < height + 1; y++) |
||||
for (int j = 0; j < 4; j++) |
||||
{ |
||||
if ((x + sx) >= 0 && (y + sy) >= 0 && (x + sx) < (layer.nLayerWidth - 1) && (y + sy) < (layer.nLayerHeight - 1)) |
||||
{ |
||||
layer.GetTile(x + sx, y + sy)->edge_exist[j] = false; |
||||
layer.GetTile(x + sx, y + sy)->edge_id[j] = 0; |
||||
} |
||||
} |
||||
|
||||
// Add boundary edges
|
||||
vecEdges.push_back({ (float)(sx)* layer.nTileWidth, (float)(sy)*layer.nTileHeight, (float)(sx + width)*layer.nTileWidth, (float)(sy)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx + width)* layer.nTileWidth, (float)(sy)*layer.nTileHeight, (float)(sx + width)*layer.nTileWidth, (float)(sy + height)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx + width)* layer.nTileWidth, (float)(sy + height)*layer.nTileHeight, (float)(sx)*layer.nTileWidth, (float)(sy + height)*layer.nTileHeight }); |
||||
vecEdges.push_back({ (float)(sx)* layer.nTileWidth, (float)(sy + height)*layer.nTileHeight, (float)(sx)*layer.nTileWidth, (float)(sy)*layer.nTileHeight }); |
||||
|
||||
|
||||
// Iterate through region from top left to bottom right
|
||||
for (int x = 0; x < width; x++) |
||||
for (int y = 0; y < height; y++) |
||||
{ |
||||
T* i = layer.GetTile(x + sx, y + sy); //This
|
||||
T* n = layer.GetTile(x + sx, y + sy - 1); |
||||
T* s = layer.GetTile(x + sx, y + sy + 1); |
||||
T* w = layer.GetTile(x + sx - 1, y + sy); |
||||
T* e = layer.GetTile(x + sx + 1, y + sy); |
||||
|
||||
// If this cell exists, check if it needs edges
|
||||
if (i->exist) |
||||
{ |
||||
// If this cell has no western neighbour, it needs a western edge
|
||||
if (w && !w->exist) |
||||
{ |
||||
// It can either extend it from its northern neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (n && n->edge_exist[WEST]) |
||||
{ |
||||
// Northern neighbour has a western edge, so grow it downwards
|
||||
vecEdges[n->edge_id[WEST]].ey += layer.nTileHeight; |
||||
i->edge_id[WEST] = n->edge_id[WEST]; |
||||
i->edge_exist[WEST] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Northern neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx; edge.ey = edge.sy + layer.nTileHeight; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[WEST] = edge_id; |
||||
i->edge_exist[WEST] = true; |
||||
} |
||||
} |
||||
|
||||
|
||||
// If this cell dont have an eastern neignbour, It needs a eastern edge
|
||||
if (e && !e->exist) |
||||
{ |
||||
// It can either extend it from its northern neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (n && n->edge_exist[EAST]) |
||||
{ |
||||
// Northern neighbour has one, so grow it downwards
|
||||
vecEdges[n->edge_id[EAST]].ey += layer.nTileHeight; |
||||
i->edge_id[EAST] = n->edge_id[EAST]; |
||||
i->edge_exist[EAST] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Northern neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x + 1) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx; edge.ey = edge.sy + layer.nTileHeight; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[EAST] = edge_id; |
||||
i->edge_exist[EAST] = true; |
||||
} |
||||
} |
||||
|
||||
// If this cell doesnt have a northern neignbour, It needs a northern edge
|
||||
if (n && !n->exist) |
||||
{ |
||||
// It can either extend it from its western neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (w && w->edge_exist[NORTH]) |
||||
{ |
||||
// Western neighbour has one, so grow it eastwards
|
||||
vecEdges[w->edge_id[NORTH]].ex += layer.nTileWidth; |
||||
i->edge_id[NORTH] = w->edge_id[NORTH]; |
||||
i->edge_exist[NORTH] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Western neighbour does not have one, so create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y) * layer.nTileHeight; |
||||
edge.ex = edge.sx + layer.nTileWidth; edge.ey = edge.sy; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[NORTH] = edge_id; |
||||
i->edge_exist[NORTH] = true; |
||||
} |
||||
} |
||||
|
||||
// If this cell doesnt have a southern neignbour, It needs a southern edge
|
||||
if (s && !s->exist) |
||||
{ |
||||
// It can either extend it from its western neighbour if they have
|
||||
// one, or It can start a new one.
|
||||
if (w && w->edge_exist[SOUTH]) |
||||
{ |
||||
// Western neighbour has one, so grow it eastwards
|
||||
vecEdges[w->edge_id[SOUTH]].ex += layer.nTileWidth; |
||||
i->edge_id[SOUTH] = w->edge_id[SOUTH]; |
||||
i->edge_exist[SOUTH] = true; |
||||
} |
||||
else |
||||
{ |
||||
// Western neighbour does not have one, so I need to create one
|
||||
olc::TILE::Edge edge; |
||||
edge.sx = (sx + x) * layer.nTileWidth; edge.sy = (sy + y + 1) * layer.nTileHeight; |
||||
edge.ex = edge.sx + layer.nTileWidth; edge.ey = edge.sy; |
||||
|
||||
// Add edge to Polygon Pool
|
||||
int edge_id = vecEdges.size(); |
||||
vecEdges.push_back(edge); |
||||
|
||||
// Update tile information with edge information
|
||||
i->edge_id[SOUTH] = edge_id; |
||||
i->edge_exist[SOUTH] = true; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
return vecEdges; |
||||
} |
||||
|
||||
|
||||
|
||||
TILE::Atlas::Atlas() |
||||
{ |
||||
} |
||||
|
||||
void TILE::Atlas::Create(olc::Sprite *tileSheet) |
||||
{ |
||||
sprTileSheet = tileSheet; |
||||
location.clear(); |
||||
|
||||
} |
||||
|
||||
olc::rcode TILE::Atlas::LoadFromFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
olc::rcode TILE::Atlas::SaveToFile(std::string filename) |
||||
{ |
||||
return olc::FAIL; |
||||
} |
||||
|
||||
} |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 130 KiB After Width: | Height: | Size: 130 KiB |
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
@ -0,0 +1,313 @@ |
||||
/*
|
||||
olcPGEX_Graphics2D.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Advanced 2D Rendering - v0.4 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
advanced olc::Sprite manipulation and drawing routines. To use |
||||
it, simply include this header file. |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y) |
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'| |
||||
|C0R1 C1R1 C2R1| * | y | = | y'| |
||||
|C0R2 C1R2 C2R2| |1.0| | - | |
||||
*/ |
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D |
||||
#define OLC_PGEX_GFX2D |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class Transform2D |
||||
{ |
||||
public: |
||||
inline Transform2D(); |
||||
|
||||
public: |
||||
// Set this transformation to unity
|
||||
inline void Reset(); |
||||
// Append a rotation of fTheta radians to this transform
|
||||
inline void Rotate(float fTheta); |
||||
// Append a translation (ox, oy) to this transform
|
||||
inline void Translate(float ox, float oy); |
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
inline void Scale(float sx, float sy); |
||||
// Append a shear operation (sx, sy) to this transform
|
||||
inline void Shear(float sx, float sy); |
||||
|
||||
inline void Perspective(float ox, float oy); |
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Forward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Backward(float in_x, float in_y, float &out_x, float &out_y); |
||||
// Regenerate the Inverse Transformation
|
||||
inline void Invert(); |
||||
|
||||
private: |
||||
inline void Multiply(); |
||||
float matrix[4][3][3]; |
||||
int nTargetMatrix; |
||||
int nSourceMatrix; |
||||
bool bDirty; |
||||
}; |
||||
|
||||
public: |
||||
// Draws a sprite with the transform applied
|
||||
inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); |
||||
}; |
||||
} |
||||
|
||||
|
||||
#ifdef OLC_PGE_GRAPHICS2D |
||||
#undef OLC_PGE_GRAPHICS2D |
||||
|
||||
namespace olc |
||||
{ |
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform) |
||||
{ |
||||
if (sprite == nullptr) |
||||
return; |
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey; |
||||
float sx, sy;
|
||||
float px, py; |
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy); |
||||
px = sx; py = sy; |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py); |
||||
sx = std::min(sx, px); sy = std::min(sy, py); |
||||
ex = std::max(ex, px); ey = std::max(ey, py); |
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert(); |
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx); |
||||
if (ey < sy)
|
||||
std::swap(ey, sy); |
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++) |
||||
{ |
||||
for (float j = sy; j < ey; j++) |
||||
{ |
||||
float ox, oy; |
||||
transform.Backward(i, j, ox, oy); |
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
olc::GFX2D::Transform2D::Transform2D() |
||||
{ |
||||
Reset(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Reset() |
||||
{ |
||||
nTargetMatrix = 0; |
||||
nSourceMatrix = 1; |
||||
bDirty = true; |
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f; |
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f; |
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f; |
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f; |
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f; |
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f; |
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Multiply() |
||||
{ |
||||
for (int c = 0; c < 3; c++) |
||||
{ |
||||
for (int r = 0; r < 3; r++) |
||||
{ |
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] + |
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] + |
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2]; |
||||
} |
||||
} |
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix); |
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta) |
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply();
|
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy) |
||||
{ |
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy) |
||||
{ |
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy; |
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Perspective(float ox, float oy) |
||||
{ |
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; |
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; |
||||
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; |
||||
Multiply(); |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; |
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; |
||||
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) |
||||
{ |
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; |
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; |
||||
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; |
||||
if (out_z != 0) |
||||
{ |
||||
out_x /= out_z; |
||||
out_y /= out_z; |
||||
} |
||||
} |
||||
|
||||
void olc::GFX2D::Transform2D::Invert() |
||||
{ |
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) - |
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) + |
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]); |
||||
|
||||
float idet = 1.0f / det; |
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet; |
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet; |
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet; |
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet; |
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet; |
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet; |
||||
bDirty = false; |
||||
}
|
||||
} |
||||
} |
||||
|
||||
#endif |
||||
#endif |
@ -0,0 +1,892 @@ |
||||
/*
|
||||
olcPGEX_Sound.h |
||||
|
||||
+-------------------------------------------------------------+ |
||||
| OneLoneCoder Pixel Game Engine Extension | |
||||
| Sound - v0.3 | |
||||
+-------------------------------------------------------------+ |
||||
|
||||
What is this? |
||||
~~~~~~~~~~~~~ |
||||
This is an extension to the olcPixelGameEngine, which provides |
||||
sound generation and wave playing routines. |
||||
|
||||
Special Thanks: |
||||
~~~~~~~~~~~~~~~
|
||||
Slavka - For entire non-windows system back end! |
||||
Gorbit99 - Testing, Bug Fixes |
||||
Cyberdroid - Testing, Bug Fixes |
||||
Dragoneye - Testing |
||||
Puol - Testing |
||||
|
||||
License (OLC-3) |
||||
~~~~~~~~~~~~~~~ |
||||
|
||||
Copyright 2018 - 2019 OneLoneCoder.com |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions |
||||
are met: |
||||
|
||||
1. Redistributions or derivations of source code must retain the above |
||||
copyright notice, this list of conditions and the following disclaimer. |
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce |
||||
the above copyright notice. This list of conditions and the following |
||||
disclaimer must be reproduced in the documentation and/or other |
||||
materials provided with the distribution. |
||||
|
||||
3. Neither the name of the copyright holder nor the names of its |
||||
contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||
|
||||
Links |
||||
~~~~~ |
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
|
||||
Author |
||||
~~~~~~ |
||||
David Barr, aka javidx9, ©OneLoneCoder 2019 |
||||
*/ |
||||
|
||||
|
||||
#ifndef OLC_PGEX_SOUND_H |
||||
#define OLC_PGEX_SOUND_H |
||||
|
||||
#include <istream> |
||||
#include <cstring> |
||||
#include <climits> |
||||
|
||||
#include <algorithm> |
||||
#undef min |
||||
#undef max |
||||
|
||||
// Choose a default sound backend
|
||||
#if !defined(USE_ALSA) && !defined(USE_OPENAL) && !defined(USE_WINDOWS) |
||||
#ifdef __linux__ |
||||
#define USE_ALSA |
||||
#endif |
||||
|
||||
#ifdef __EMSCRIPTEN__ |
||||
#define USE_OPENAL |
||||
#endif |
||||
|
||||
#ifdef _WIN32 |
||||
#define USE_WINDOWS |
||||
#endif |
||||
|
||||
#endif |
||||
|
||||
#ifdef USE_ALSA |
||||
#define ALSA_PCM_NEW_HW_PARAMS_API |
||||
#include <alsa/asoundlib.h> |
||||
#endif |
||||
|
||||
#ifdef USE_OPENAL |
||||
#include <AL/al.h> |
||||
#include <AL/alc.h> |
||||
#include <queue> |
||||
#endif |
||||
|
||||
#pragma pack(push, 1) |
||||
typedef struct { |
||||
uint16_t wFormatTag; |
||||
uint16_t nChannels; |
||||
uint32_t nSamplesPerSec; |
||||
uint32_t nAvgBytesPerSec; |
||||
uint16_t nBlockAlign; |
||||
uint16_t wBitsPerSample; |
||||
uint16_t cbSize; |
||||
} OLC_WAVEFORMATEX; |
||||
#pragma pack(pop) |
||||
|
||||
namespace olc |
||||
{ |
||||
// Container class for Advanced 2D Drawing functions
|
||||
class SOUND : public olc::PGEX |
||||
{ |
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public: |
||||
class AudioSample |
||||
{ |
||||
public: |
||||
AudioSample(); |
||||
AudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr); |
||||
olc::rcode LoadFromFile(std::string sWavFile, olc::ResourcePack *pack = nullptr); |
||||
|
||||
public: |
||||
OLC_WAVEFORMATEX wavHeader; |
||||
float *fSample = nullptr; |
||||
long nSamples = 0; |
||||
int nChannels = 0; |
||||
bool bSampleValid = false; |
||||
}; |
||||
|
||||
struct sCurrentlyPlayingSample |
||||
{ |
||||
int nAudioSampleID = 0; |
||||
long nSamplePosition = 0; |
||||
bool bFinished = false; |
||||
bool bLoop = false; |
||||
bool bFlagForStop = false; |
||||
}; |
||||
|
||||
static std::list<sCurrentlyPlayingSample> listActiveSamples; |
||||
|
||||
public: |
||||
static bool InitialiseAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1, unsigned int nBlocks = 8, unsigned int nBlockSamples = 512); |
||||
static bool DestroyAudio(); |
||||
static void SetUserSynthFunction(std::function<float(int, float, float)> func); |
||||
static void SetUserFilterFunction(std::function<float(int, float, float)> func); |
||||
|
||||
public: |
||||
static int LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr); |
||||
static void PlaySample(int id, bool bLoop = false); |
||||
static void StopSample(int id); |
||||
static void StopAll(); |
||||
static float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep); |
||||
|
||||
|
||||
private: |
||||
#ifdef USE_WINDOWS // Windows specific sound management
|
||||
static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2); |
||||
static unsigned int m_nSampleRate; |
||||
static unsigned int m_nChannels; |
||||
static unsigned int m_nBlockCount; |
||||
static unsigned int m_nBlockSamples; |
||||
static unsigned int m_nBlockCurrent; |
||||
static short* m_pBlockMemory; |
||||
static WAVEHDR *m_pWaveHeaders; |
||||
static HWAVEOUT m_hwDevice; |
||||
static std::atomic<unsigned int> m_nBlockFree; |
||||
static std::condition_variable m_cvBlockNotZero; |
||||
static std::mutex m_muxBlockNotZero; |
||||
#endif |
||||
|
||||
#ifdef USE_ALSA |
||||
static snd_pcm_t *m_pPCM; |
||||
static unsigned int m_nSampleRate; |
||||
static unsigned int m_nChannels; |
||||
static unsigned int m_nBlockSamples; |
||||
static short* m_pBlockMemory; |
||||
#endif |
||||
|
||||
#ifdef USE_OPENAL |
||||
static std::queue<ALuint> m_qAvailableBuffers; |
||||
static ALuint *m_pBuffers; |
||||
static ALuint m_nSource; |
||||
static ALCdevice *m_pDevice; |
||||
static ALCcontext *m_pContext; |
||||
static unsigned int m_nSampleRate; |
||||
static unsigned int m_nChannels; |
||||
static unsigned int m_nBlockCount; |
||||
static unsigned int m_nBlockSamples; |
||||
static short* m_pBlockMemory; |
||||
#endif |
||||
|
||||
static void AudioThread(); |
||||
static std::thread m_AudioThread; |
||||
static std::atomic<bool> m_bAudioThreadActive; |
||||
static std::atomic<float> m_fGlobalTime; |
||||
static std::function<float(int, float, float)> funcUserSynth; |
||||
static std::function<float(int, float, float)> funcUserFilter; |
||||
}; |
||||
} |
||||
|
||||
|
||||
// Implementation, platform-independent
|
||||
|
||||
#ifdef OLC_PGEX_SOUND |
||||
#undef OLC_PGEX_SOUND |
||||
|
||||
namespace olc |
||||
{ |
||||
SOUND::AudioSample::AudioSample() |
||||
{ } |
||||
|
||||
SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack) |
||||
{ |
||||
LoadFromFile(sWavFile, pack); |
||||
} |
||||
|
||||
olc::rcode SOUND::AudioSample::LoadFromFile(std::string sWavFile, olc::ResourcePack *pack) |
||||
{ |
||||
auto ReadWave = [&](std::istream &is) |
||||
{ |
||||
char dump[4]; |
||||
is.read(dump, sizeof(char) * 4); // Read "RIFF"
|
||||
if (strncmp(dump, "RIFF", 4) != 0) return olc::FAIL; |
||||
is.read(dump, sizeof(char) * 4); // Not Interested
|
||||
is.read(dump, sizeof(char) * 4); // Read "WAVE"
|
||||
if (strncmp(dump, "WAVE", 4) != 0) return olc::FAIL; |
||||
|
||||
// Read Wave description chunk
|
||||
is.read(dump, sizeof(char) * 4); // Read "fmt "
|
||||
unsigned int nHeaderSize = 0; |
||||
is.read((char*)&nHeaderSize, sizeof(unsigned int)); // Not Interested
|
||||
is.read((char*)&wavHeader, nHeaderSize);// sizeof(WAVEFORMATEX)); // Read Wave Format Structure chunk
|
||||
// Note the -2, because the structure has 2 bytes to indicate its own size
|
||||
// which are not in the wav file
|
||||
|
||||
// Just check if wave format is compatible with olcPGE
|
||||
if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100) |
||||
return olc::FAIL; |
||||
|
||||
// Search for audio data chunk
|
||||
uint32_t nChunksize = 0; |
||||
is.read(dump, sizeof(char) * 4); // Read chunk header
|
||||
is.read((char*)&nChunksize, sizeof(uint32_t)); // Read chunk size
|
||||
while (strncmp(dump, "data", 4) != 0) |
||||
{ |
||||
// Not audio data, so just skip it
|
||||
//std::fseek(f, nChunksize, SEEK_CUR);
|
||||
is.seekg(nChunksize, std::istream::cur); |
||||
is.read(dump, sizeof(char) * 4); |
||||
is.read((char*)&nChunksize, sizeof(uint32_t)); |
||||
} |
||||
|
||||
// Finally got to data, so read it all in and convert to float samples
|
||||
nSamples = nChunksize / (wavHeader.nChannels * (wavHeader.wBitsPerSample >> 3)); |
||||
nChannels = wavHeader.nChannels; |
||||
|
||||
// Create floating point buffer to hold audio sample
|
||||
fSample = new float[nSamples * nChannels]; |
||||
float *pSample = fSample; |
||||
|
||||
// Read in audio data and normalise
|
||||
for (long i = 0; i < nSamples; i++) |
||||
{ |
||||
for (int c = 0; c < nChannels; c++) |
||||
{ |
||||
short s = 0; |
||||
if (!is.eof()) |
||||
{ |
||||
is.read((char*)&s, sizeof(short)); |
||||
|
||||
*pSample = (float)s / (float)(SHRT_MAX); |
||||
pSample++; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// All done, flag sound as valid
|
||||
bSampleValid = true; |
||||
return olc::OK; |
||||
}; |
||||
|
||||
if (pack != nullptr) |
||||
{ |
||||
olc::ResourcePack::sEntry entry = pack->GetStreamBuffer(sWavFile); |
||||
std::istream is(&entry); |
||||
return ReadWave(is); |
||||
} |
||||
else |
||||
{ |
||||
// Read from file
|
||||
std::ifstream ifs(sWavFile, std::ifstream::binary); |
||||
if (ifs.is_open()) |
||||
{ |
||||
return ReadWave(ifs); |
||||
} |
||||
else |
||||
return olc::FAIL; |
||||
} |
||||
} |
||||
|
||||
// This vector holds all loaded sound samples in memory
|
||||
std::vector<olc::SOUND::AudioSample> vecAudioSamples; |
||||
|
||||
// This structure represents a sound that is currently playing. It only
|
||||
// holds the sound ID and where this instance of it is up to for its
|
||||
// current playback
|
||||
|
||||
void SOUND::SetUserSynthFunction(std::function<float(int, float, float)> func) |
||||
{ |
||||
funcUserSynth = func; |
||||
} |
||||
|
||||
void SOUND::SetUserFilterFunction(std::function<float(int, float, float)> func) |
||||
{ |
||||
funcUserFilter = func; |
||||
} |
||||
|
||||
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
|
||||
// number is returned if successful, otherwise -1
|
||||
int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack) |
||||
{ |
||||
|
||||
olc::SOUND::AudioSample a(sWavFile, pack); |
||||
if (a.bSampleValid) |
||||
{ |
||||
vecAudioSamples.push_back(a); |
||||
return (unsigned int)vecAudioSamples.size(); |
||||
} |
||||
else |
||||
return -1; |
||||
} |
||||
|
||||
// Add sample 'id' to the mixers sounds to play list
|
||||
void SOUND::PlaySample(int id, bool bLoop) |
||||
{ |
||||
olc::SOUND::sCurrentlyPlayingSample a; |
||||
a.nAudioSampleID = id; |
||||
a.nSamplePosition = 0; |
||||
a.bFinished = false; |
||||
a.bFlagForStop = false; |
||||
a.bLoop = bLoop; |
||||
SOUND::listActiveSamples.push_back(a); |
||||
} |
||||
|
||||
void SOUND::StopSample(int id) |
||||
{ |
||||
// Find first occurence of sample id
|
||||
auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; }); |
||||
if (s != listActiveSamples.end()) |
||||
s->bFlagForStop = true; |
||||
} |
||||
|
||||
void SOUND::StopAll() |
||||
{ |
||||
for (auto &s : listActiveSamples) |
||||
{ |
||||
s.bFlagForStop = true; |
||||
} |
||||
} |
||||
|
||||
float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep) |
||||
{ |
||||
// Accumulate sample for this channel
|
||||
float fMixerSample = 0.0f; |
||||
|
||||
for (auto &s : listActiveSamples) |
||||
{ |
||||
if (m_bAudioThreadActive) |
||||
{ |
||||
if (s.bFlagForStop) |
||||
{ |
||||
s.bLoop = false; |
||||
s.bFinished = true; |
||||
} |
||||
else |
||||
{ |
||||
// Calculate sample position
|
||||
s.nSamplePosition += roundf((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep); |
||||
|
||||
// If sample position is valid add to the mix
|
||||
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples) |
||||
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel]; |
||||
else |
||||
{ |
||||
if (s.bLoop) |
||||
{ |
||||
s.nSamplePosition = 0; |
||||
} |
||||
else |
||||
s.bFinished = true; // Else sound has completed
|
||||
} |
||||
} |
||||
} |
||||
else |
||||
return 0.0f; |
||||
} |
||||
|
||||
// If sounds have completed then remove them
|
||||
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; }); |
||||
|
||||
// The users application might be generating sound, so grab that if it exists
|
||||
if (funcUserSynth != nullptr) |
||||
fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep); |
||||
|
||||
// Return the sample via an optional user override to filter the sound
|
||||
if (funcUserFilter != nullptr) |
||||
return funcUserFilter(nChannel, fGlobalTime, fMixerSample); |
||||
else |
||||
return fMixerSample; |
||||
} |
||||
|
||||
std::thread SOUND::m_AudioThread; |
||||
std::atomic<bool> SOUND::m_bAudioThreadActive{ false }; |
||||
std::atomic<float> SOUND::m_fGlobalTime{ 0.0f }; |
||||
std::list<SOUND::sCurrentlyPlayingSample> SOUND::listActiveSamples; |
||||
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr; |
||||
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr; |
||||
} |
||||
|
||||
// Implementation, Windows-specific
|
||||
#ifdef USE_WINDOWS |
||||
#pragma comment(lib, "winmm.lib") |
||||
|
||||
namespace olc |
||||
{ |
||||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) |
||||
{ |
||||
// Initialise Sound Engine
|
||||
m_bAudioThreadActive = false; |
||||
m_nSampleRate = nSampleRate; |
||||
m_nChannels = nChannels; |
||||
m_nBlockCount = nBlocks; |
||||
m_nBlockSamples = nBlockSamples; |
||||
m_nBlockFree = m_nBlockCount; |
||||
m_nBlockCurrent = 0; |
||||
m_pBlockMemory = nullptr; |
||||
m_pWaveHeaders = nullptr; |
||||
|
||||
// Device is available
|
||||
WAVEFORMATEX waveFormat; |
||||
waveFormat.wFormatTag = WAVE_FORMAT_PCM; |
||||
waveFormat.nSamplesPerSec = m_nSampleRate; |
||||
waveFormat.wBitsPerSample = sizeof(short) * 8; |
||||
waveFormat.nChannels = m_nChannels; |
||||
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels; |
||||
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign; |
||||
waveFormat.cbSize = 0; |
||||
|
||||
listActiveSamples.clear(); |
||||
|
||||
// Open Device if valid
|
||||
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)SOUND::waveOutProc, (DWORD_PTR)0, CALLBACK_FUNCTION) != S_OK) |
||||
return DestroyAudio(); |
||||
|
||||
// Allocate Wave|Block Memory
|
||||
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples]; |
||||
if (m_pBlockMemory == nullptr) |
||||
return DestroyAudio(); |
||||
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples); |
||||
|
||||
m_pWaveHeaders = new WAVEHDR[m_nBlockCount]; |
||||
if (m_pWaveHeaders == nullptr) |
||||
return DestroyAudio(); |
||||
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount); |
||||
|
||||
// Link headers to block memory
|
||||
for (unsigned int n = 0; n < m_nBlockCount; n++) |
||||
{ |
||||
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short); |
||||
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples)); |
||||
} |
||||
|
||||
m_bAudioThreadActive = true; |
||||
m_AudioThread = std::thread(&SOUND::AudioThread); |
||||
|
||||
// Start the ball rolling with the sound delivery thread
|
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||
m_cvBlockNotZero.notify_one(); |
||||
return true; |
||||
} |
||||
|
||||
// Stop and clean up audio system
|
||||
bool SOUND::DestroyAudio() |
||||
{ |
||||
m_bAudioThreadActive = false; |
||||
m_AudioThread.join(); |
||||
return false; |
||||
} |
||||
|
||||
// Handler for soundcard request for more data
|
||||
void CALLBACK SOUND::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2) |
||||
{ |
||||
if (uMsg != WOM_DONE) return; |
||||
m_nBlockFree++; |
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||
m_cvBlockNotZero.notify_one(); |
||||
} |
||||
|
||||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||
// with audio data. If no requests are available it goes dormant until the sound
|
||||
// card is ready for more data. The block is fille by the "user" in some manner
|
||||
// and then issued to the soundcard.
|
||||
void SOUND::AudioThread() |
||||
{ |
||||
m_fGlobalTime = 0.0f; |
||||
static float fTimeStep = 1.0f / (float)m_nSampleRate; |
||||
|
||||
// Goofy hack to get maximum integer for a type at run-time
|
||||
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; |
||||
float fMaxSample = (float)nMaxSample; |
||||
short nPreviousSample = 0; |
||||
|
||||
while (m_bAudioThreadActive) |
||||
{ |
||||
// Wait for block to become available
|
||||
if (m_nBlockFree == 0) |
||||
{ |
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero); |
||||
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
|
||||
m_cvBlockNotZero.wait(lm); |
||||
} |
||||
|
||||
// Block is here, so use it
|
||||
m_nBlockFree--; |
||||
|
||||
// Prepare block for processing
|
||||
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED) |
||||
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); |
||||
|
||||
short nNewSample = 0; |
||||
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples; |
||||
|
||||
auto clip = [](float fSample, float fMax) |
||||
{ |
||||
if (fSample >= 0.0) |
||||
return fmin(fSample, fMax); |
||||
else |
||||
return fmax(fSample, -fMax); |
||||
}; |
||||
|
||||
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) |
||||
{ |
||||
// User Process
|
||||
for (unsigned int c = 0; c < m_nChannels; c++) |
||||
{ |
||||
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); |
||||
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample; |
||||
nPreviousSample = nNewSample; |
||||
} |
||||
|
||||
m_fGlobalTime = m_fGlobalTime + fTimeStep; |
||||
} |
||||
|
||||
// Send block to sound device
|
||||
waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); |
||||
waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR)); |
||||
m_nBlockCurrent++; |
||||
m_nBlockCurrent %= m_nBlockCount; |
||||
} |
||||
} |
||||
|
||||
unsigned int SOUND::m_nSampleRate = 0; |
||||
unsigned int SOUND::m_nChannels = 0; |
||||
unsigned int SOUND::m_nBlockCount = 0; |
||||
unsigned int SOUND::m_nBlockSamples = 0; |
||||
unsigned int SOUND::m_nBlockCurrent = 0; |
||||
short* SOUND::m_pBlockMemory = nullptr; |
||||
WAVEHDR *SOUND::m_pWaveHeaders = nullptr; |
||||
HWAVEOUT SOUND::m_hwDevice; |
||||
std::atomic<unsigned int> SOUND::m_nBlockFree = 0; |
||||
std::condition_variable SOUND::m_cvBlockNotZero; |
||||
std::mutex SOUND::m_muxBlockNotZero; |
||||
} |
||||
|
||||
#elif defined(USE_ALSA) |
||||
|
||||
namespace olc |
||||
{ |
||||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) |
||||
{ |
||||
// Initialise Sound Engine
|
||||
m_bAudioThreadActive = false; |
||||
m_nSampleRate = nSampleRate; |
||||
m_nChannels = nChannels; |
||||
m_nBlockSamples = nBlockSamples; |
||||
m_pBlockMemory = nullptr; |
||||
|
||||
// Open PCM stream
|
||||
int rc = snd_pcm_open(&m_pPCM, "default", SND_PCM_STREAM_PLAYBACK, 0); |
||||
if (rc < 0) |
||||
return DestroyAudio(); |
||||
|
||||
|
||||
// Prepare the parameter structure and set default parameters
|
||||
snd_pcm_hw_params_t *params; |
||||
snd_pcm_hw_params_alloca(¶ms); |
||||
snd_pcm_hw_params_any(m_pPCM, params); |
||||
|
||||
// Set other parameters
|
||||
snd_pcm_hw_params_set_format(m_pPCM, params, SND_PCM_FORMAT_S16_LE); |
||||
snd_pcm_hw_params_set_rate(m_pPCM, params, m_nSampleRate, 0); |
||||
snd_pcm_hw_params_set_channels(m_pPCM, params, m_nChannels); |
||||
snd_pcm_hw_params_set_period_size(m_pPCM, params, m_nBlockSamples, 0); |
||||
snd_pcm_hw_params_set_periods(m_pPCM, params, nBlocks, 0); |
||||
|
||||
// Save these parameters
|
||||
rc = snd_pcm_hw_params(m_pPCM, params); |
||||
if (rc < 0) |
||||
return DestroyAudio(); |
||||
|
||||
listActiveSamples.clear(); |
||||
|
||||
// Allocate Wave|Block Memory
|
||||
m_pBlockMemory = new short[m_nBlockSamples]; |
||||
if (m_pBlockMemory == nullptr) |
||||
return DestroyAudio(); |
||||
std::fill(m_pBlockMemory, m_pBlockMemory + m_nBlockSamples, 0); |
||||
|
||||
// Unsure if really needed, helped prevent underrun on my setup
|
||||
snd_pcm_start(m_pPCM); |
||||
for (unsigned int i = 0; i < nBlocks; i++) |
||||
rc = snd_pcm_writei(m_pPCM, m_pBlockMemory, 512); |
||||
|
||||
snd_pcm_start(m_pPCM); |
||||
m_bAudioThreadActive = true; |
||||
m_AudioThread = std::thread(&SOUND::AudioThread); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
// Stop and clean up audio system
|
||||
bool SOUND::DestroyAudio() |
||||
{ |
||||
m_bAudioThreadActive = false; |
||||
m_AudioThread.join(); |
||||
snd_pcm_drain(m_pPCM); |
||||
snd_pcm_close(m_pPCM); |
||||
return false; |
||||
} |
||||
|
||||
|
||||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||
// with audio data. If no requests are available it goes dormant until the sound
|
||||
// card is ready for more data. The block is fille by the "user" in some manner
|
||||
// and then issued to the soundcard.
|
||||
void SOUND::AudioThread() |
||||
{ |
||||
m_fGlobalTime = 0.0f; |
||||
static float fTimeStep = 1.0f / (float)m_nSampleRate; |
||||
|
||||
// Goofy hack to get maximum integer for a type at run-time
|
||||
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; |
||||
float fMaxSample = (float)nMaxSample; |
||||
short nPreviousSample = 0; |
||||
|
||||
while (m_bAudioThreadActive) |
||||
{ |
||||
short nNewSample = 0; |
||||
|
||||
auto clip = [](float fSample, float fMax) |
||||
{ |
||||
if (fSample >= 0.0) |
||||
return fmin(fSample, fMax); |
||||
else |
||||
return fmax(fSample, -fMax); |
||||
}; |
||||
|
||||
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) |
||||
{ |
||||
// User Process
|
||||
for (unsigned int c = 0; c < m_nChannels; c++) |
||||
{ |
||||
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); |
||||
m_pBlockMemory[n + c] = nNewSample; |
||||
nPreviousSample = nNewSample; |
||||
} |
||||
|
||||
m_fGlobalTime = m_fGlobalTime + fTimeStep; |
||||
} |
||||
|
||||
// Send block to sound device
|
||||
snd_pcm_uframes_t nLeft = m_nBlockSamples; |
||||
short *pBlockPos = m_pBlockMemory; |
||||
while (nLeft > 0) |
||||
{ |
||||
int rc = snd_pcm_writei(m_pPCM, pBlockPos, nLeft); |
||||
if (rc > 0) |
||||
{ |
||||
pBlockPos += rc * m_nChannels; |
||||
nLeft -= rc; |
||||
} |
||||
if (rc == -EAGAIN) continue; |
||||
if (rc == -EPIPE) // an underrun occured, prepare the device for more data
|
||||
snd_pcm_prepare(m_pPCM); |
||||
} |
||||
} |
||||
} |
||||
|
||||
snd_pcm_t* SOUND::m_pPCM = nullptr; |
||||
unsigned int SOUND::m_nSampleRate = 0; |
||||
unsigned int SOUND::m_nChannels = 0; |
||||
unsigned int SOUND::m_nBlockSamples = 0; |
||||
short* SOUND::m_pBlockMemory = nullptr; |
||||
} |
||||
|
||||
#elif defined(USE_OPENAL) |
||||
|
||||
namespace olc |
||||
{ |
||||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) |
||||
{ |
||||
// Initialise Sound Engine
|
||||
m_bAudioThreadActive = false; |
||||
m_nSampleRate = nSampleRate; |
||||
m_nChannels = nChannels; |
||||
m_nBlockCount = nBlocks; |
||||
m_nBlockSamples = nBlockSamples; |
||||
m_pBlockMemory = nullptr; |
||||
|
||||
// Open the device and create the context
|
||||
m_pDevice = alcOpenDevice(NULL); |
||||
if (m_pDevice) |
||||
{ |
||||
m_pContext = alcCreateContext(m_pDevice, NULL); |
||||
alcMakeContextCurrent(m_pContext); |
||||
} |
||||
else |
||||
return DestroyAudio(); |
||||
|
||||
// Allocate memory for sound data
|
||||
alGetError(); |
||||
m_pBuffers = new ALuint[m_nBlockCount]; |
||||
alGenBuffers(m_nBlockCount, m_pBuffers); |
||||
alGenSources(1, &m_nSource); |
||||
|
||||
for (unsigned int i = 0; i < m_nBlockCount; i++) |
||||
m_qAvailableBuffers.push(m_pBuffers[i]); |
||||
|
||||
listActiveSamples.clear(); |
||||
|
||||
// Allocate Wave|Block Memory
|
||||
m_pBlockMemory = new short[m_nBlockSamples]; |
||||
if (m_pBlockMemory == nullptr) |
||||
return DestroyAudio(); |
||||
std::fill(m_pBlockMemory, m_pBlockMemory + m_nBlockSamples, 0); |
||||
|
||||
m_bAudioThreadActive = true; |
||||
m_AudioThread = std::thread(&SOUND::AudioThread); |
||||
return true; |
||||
} |
||||
|
||||
// Stop and clean up audio system
|
||||
bool SOUND::DestroyAudio() |
||||
{ |
||||
m_bAudioThreadActive = false; |
||||
m_AudioThread.join(); |
||||
|
||||
alDeleteBuffers(m_nBlockCount, m_pBuffers); |
||||
delete[] m_pBuffers; |
||||
alDeleteSources(1, &m_nSource); |
||||
|
||||
alcMakeContextCurrent(NULL); |
||||
alcDestroyContext(m_pContext); |
||||
alcCloseDevice(m_pDevice); |
||||
return false; |
||||
} |
||||
|
||||
|
||||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||
// with audio data. If no requests are available it goes dormant until the sound
|
||||
// card is ready for more data. The block is fille by the "user" in some manner
|
||||
// and then issued to the soundcard.
|
||||
void SOUND::AudioThread() |
||||
{ |
||||
m_fGlobalTime = 0.0f; |
||||
static float fTimeStep = 1.0f / (float)m_nSampleRate; |
||||
|
||||
// Goofy hack to get maximum integer for a type at run-time
|
||||
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; |
||||
float fMaxSample = (float)nMaxSample; |
||||
short nPreviousSample = 0; |
||||
|
||||
std::vector<ALuint> vProcessed; |
||||
|
||||
while (m_bAudioThreadActive) |
||||
{ |
||||
ALint nState, nProcessed; |
||||
alGetSourcei(m_nSource, AL_SOURCE_STATE, &nState); |
||||
alGetSourcei(m_nSource, AL_BUFFERS_PROCESSED, &nProcessed); |
||||
|
||||
// Add processed buffers to our queue
|
||||
vProcessed.resize(nProcessed); |
||||
alSourceUnqueueBuffers(m_nSource, nProcessed, vProcessed.data()); |
||||
for (ALint nBuf : vProcessed) m_qAvailableBuffers.push(nBuf); |
||||
|
||||
// Wait until there is a free buffer (ewww)
|
||||
if (m_qAvailableBuffers.empty()) continue; |
||||
|
||||
short nNewSample = 0; |
||||
|
||||
auto clip = [](float fSample, float fMax) |
||||
{ |
||||
if (fSample >= 0.0) |
||||
return fmin(fSample, fMax); |
||||
else |
||||
return fmax(fSample, -fMax); |
||||
}; |
||||
|
||||
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) |
||||
{ |
||||
// User Process
|
||||
for (unsigned int c = 0; c < m_nChannels; c++) |
||||
{ |
||||
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); |
||||
m_pBlockMemory[n + c] = nNewSample; |
||||
nPreviousSample = nNewSample; |
||||
} |
||||
|
||||
m_fGlobalTime = m_fGlobalTime + fTimeStep; |
||||
} |
||||
|
||||
// Fill OpenAL data buffer
|
||||
alBufferData( |
||||
m_qAvailableBuffers.front(), |
||||
m_nChannels == 1 ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16, |
||||
m_pBlockMemory, |
||||
2 * m_nBlockSamples, |
||||
m_nSampleRate |
||||
); |
||||
// Add it to the OpenAL queue
|
||||
alSourceQueueBuffers(m_nSource, 1, &m_qAvailableBuffers.front()); |
||||
// Remove it from ours
|
||||
m_qAvailableBuffers.pop(); |
||||
|
||||
// If it's not playing for some reason, change that
|
||||
if (nState != AL_PLAYING) |
||||
alSourcePlay(m_nSource); |
||||
} |
||||
} |
||||
|
||||
std::queue<ALuint> SOUND::m_qAvailableBuffers; |
||||
ALuint *SOUND::m_pBuffers = nullptr; |
||||
ALuint SOUND::m_nSource = 0; |
||||
ALCdevice *SOUND::m_pDevice = nullptr; |
||||
ALCcontext *SOUND::m_pContext = nullptr; |
||||
unsigned int SOUND::m_nSampleRate = 0; |
||||
unsigned int SOUND::m_nChannels = 0; |
||||
unsigned int SOUND::m_nBlockCount = 0; |
||||
unsigned int SOUND::m_nBlockSamples = 0; |
||||
short* SOUND::m_pBlockMemory = nullptr; |
||||
} |
||||
|
||||
#else // Some other platform
|
||||
|
||||
namespace olc |
||||
{ |
||||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// Stop and clean up audio system
|
||||
bool SOUND::DestroyAudio() |
||||
{ |
||||
return false; |
||||
} |
||||
|
||||
|
||||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||
// with audio data. If no requests are available it goes dormant until the sound
|
||||
// card is ready for more data. The block is fille by the "user" in some manner
|
||||
// and then issued to the soundcard.
|
||||
void SOUND::AudioThread() |
||||
{ } |
||||
} |
||||
|
||||
#endif |
||||
#endif |
||||
#endif // OLC_PGEX_SOUND
|
Before Width: | Height: | Size: 971 B After Width: | Height: | Size: 971 B |