Repo re-org #2

pull/296/merge
Javidx9 2 years ago
parent 6049dce15e
commit bc602fbf71
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      Videos/CarCrimeCity/Part1/example1.city
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  40. 127
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  43. 206
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  45. 709
      Videos/CarCrimeCity/Part2/cCarCrimeCity.cpp
  46. 289
      Videos/CarCrimeCity/Part2/cCarCrimeCity.h
  47. 121
      Videos/CarCrimeCity/Part2/cCell.cpp
  48. 60
      Videos/CarCrimeCity/Part2/cCell.h
  49. 53
      Videos/CarCrimeCity/Part2/cCell_Building.cpp
  50. 25
      Videos/CarCrimeCity/Part2/cCell_Building.h
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  52. 34
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      Videos/CarCrimeCity/Part2/cCell_Road.h
  55. 91
      Videos/CarCrimeCity/Part2/cCell_Water.cpp
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      Videos/CarCrimeCity/Part2/cCell_Water.h
  57. 202
      Videos/CarCrimeCity/Part2/cCityMap.cpp
  58. 63
      Videos/CarCrimeCity/Part2/cCityMap.h
  59. 156
      Videos/CarCrimeCity/Part2/cGameSettings.cpp
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# User Repositories & Applications
Here are links to the repos of people that use olcPixelGameEngine! If you want your stuff added, send me the link and a very brief description of what it is.
# Games
* CodeJam2020 - Logic Puzzle game
* https://github.com/Jack-Punter/olcCodeJam2020_TheGreatMachine
* CodeJam2020 - A very simple dungeon rogue-like with a twist
* https://github.com/benkyd/OLCCodeJam2020-The-Great-Machine

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/*
BIG PROJECT - Top Down City Based Car Crime Game Part #1
"Probably gonna regret starting this one..." - 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:
~~~~~~~~~~~~~
This is the source that accompanies part 1 of the video series which
can be viewed via the link below. Here you can create and edit a city
from a top down perspective ad navigate it with the car.
Using the mouse left click you can select cells. Using right click clears
all the selected cells.
"E" - Lowers building height
"T" - Raises building height
"R" - Places road
"Z, X" - Zoom
"Up, Left, Right" - Control car
"F5" - Save current city
"F8" - Load existing city
A default city is provided for you - "example1.city", please ensure
you have this file also.
Relevant Video: https://youtu.be/mD6b_hP17WI
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
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include <vector>
#include <list>
#include <algorithm>
#include <utility>
#include <string>
#include <unordered_set>
#include <fstream>
// Override base class with your custom functionality
class CarCrimeCity : public olc::PixelGameEngine
{
public:
CarCrimeCity()
{
sAppName = "Car Crime City";
}
private:
// Define the cell
struct sCell
{
int nHeight = 0;
int nWorldX = 0;
int nWorldY = 0;
bool bRoad = false;
bool bBuilding = true;
};
// Map variables
int nMapWidth;
int nMapHeight;
sCell *pMap;
olc::Sprite *sprAll;
olc::Sprite *sprGround;
olc::Sprite *sprRoof;
olc::Sprite *sprFrontage;
olc::Sprite *sprWindows;
olc::Sprite *sprRoad[12];
olc::Sprite *sprCar;
float fCameraX = 0.0f;
float fCameraY = 0.0f;
float fCameraZ = -10.0f;
olc::GFX3D::mesh meshCube;
olc::GFX3D::mesh meshFlat;
olc::GFX3D::mesh meshWallsOut;
float fCarAngle = 0.0f;
float fCarSpeed = 2.0f;
olc::GFX3D::vec3d vecCarVel = { 0,0,0 };
olc::GFX3D::vec3d vecCarPos = { 0,0,0 };
int nMouseWorldX = 0;
int nMouseWorldY = 0;
int nOldMouseWorldX = 0;
int nOldMouseWorldY = 0;
bool bMouseDown = false;
std::unordered_set<sCell*> setSelectedCells;
olc::GFX3D::PipeLine pipeRender;
olc::GFX3D::mat4x4 matProj;
olc::GFX3D::vec3d vUp = { 0,1,0 };
olc::GFX3D::vec3d vEye = { 0,0,-10 };
olc::GFX3D::vec3d vLookDir = { 0,0,1 };
olc::GFX3D::vec3d viewWorldTopLeft, viewWorldBottomRight;
void SaveCity(std::string sFilename)
{
std::ofstream file(sFilename, std::ios::out | std::ios::binary);
file.write((char*)&nMapWidth, sizeof(int));
file.write((char*)&nMapHeight, sizeof(int));
for (int x = 0; x < nMapWidth; x++)
{
for (int y = 0; y < nMapHeight; y++)
{
file.write((char*)&pMap[y*nMapWidth + x], sizeof(sCell));
}
}
}
void LoadCity(std::string sFilename)
{
std::ifstream file(sFilename, std::ios::in | std::ios::binary);
file.read((char*)&nMapWidth, sizeof(int));
file.read((char*)&nMapHeight, sizeof(int));
delete[] pMap;
pMap = new sCell[nMapWidth * nMapHeight];
for (int x = 0; x < nMapWidth; x++)
{
for (int y = 0; y < nMapHeight; y++)
{
file.read((char*)&pMap[y*nMapWidth + x], sizeof(sCell));
}
}
}
public:
bool OnUserCreate() override
{
// Load Sprite Sheet
sprAll = new olc::Sprite("City_Roads1_mip0.png");
// Here we break up the sprite sheet into individual textures. This is more
// out of convenience than anything else, as it keeps the texture coordinates
// easy to manipulate
// Building Lowest Floor
sprFrontage = new olc::Sprite(32, 96);
SetDrawTarget(sprFrontage);
DrawPartialSprite(0, 0, sprAll, 288, 64, 32, 96);
// Building Windows
sprWindows = new olc::Sprite(32, 96);
SetDrawTarget(sprWindows);
DrawPartialSprite(0, 0, sprAll, 320, 64, 32, 96);
// Plain Grass Field
sprGround = new olc::Sprite(96, 96);
SetDrawTarget(sprGround);
DrawPartialSprite(0, 0, sprAll, 192, 0, 96, 96);
// Building Roof
sprRoof = new olc::Sprite(96, 96);
SetDrawTarget(sprRoof);
DrawPartialSprite(0, 0, sprAll, 352, 64, 96, 96);
// There are 12 Road Textures, aranged in a 3x4 grid
for (int r = 0; r < 12; r++)
{
sprRoad[r] = new olc::Sprite(96, 96);
SetDrawTarget(sprRoad[r]);
DrawPartialSprite(0, 0, sprAll, (r%3)*96, (r/3)*96, 96, 96);
}
// Don't foregt to set the draw target back to being the main screen (been there... wasted 1.5 hours :| )
SetDrawTarget(nullptr);
// The Yellow Car
sprCar = new olc::Sprite("car_top.png");
// Define the city map, a 64x32 array of Cells. Initialise cells
// to be just grass fields
nMapWidth = 64;
nMapHeight = 32;
pMap = new sCell[nMapWidth * nMapHeight];
for (int x = 0; x < nMapWidth; x++)
{
for (int y = 0; y < nMapHeight; y++)
{
pMap[y*nMapWidth + x].bRoad = false;
pMap[y*nMapWidth + x].nHeight = 0;
pMap[y*nMapWidth + x].nWorldX = x;
pMap[y*nMapWidth + x].nWorldY = y;
}
}
// Now we'll hand construct some meshes. These are DELIBERATELY simple and not optimised (see a later video)
// Here the geometry is unit in size (1x1x1)
// A Full cube - Always useful for debugging
meshCube.tris =
{
// SOUTH
{ 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, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 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, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// EAST
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// NORTH
{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 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, 0.0f, },
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// WEST
{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// TOP
{ 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// BOTTOM
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
};
// A Flat quad
meshFlat.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, },
{ 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, },
};
// The four outer walls of a cell
meshWallsOut.tris =
{
// EAST
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, },
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, },
// WEST
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// TOP
{ 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, },
{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
// BOTTOM
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, },
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, },
};
// Initialise the 3D Graphics PGE Extension. This is required
// to setup internal buffers to the same size as the main output
olc::GFX3D::ConfigureDisplay();
// Configure the rendering pipeline with projection and viewport properties
pipeRender.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f, 0.0f, 0.0f, ScreenWidth(), ScreenHeight());
// Also make a projection matrix, we might need this later
matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f);
LoadCity("example1.city");
// Ok, lets go!
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Directly manipulate camera
//if (GetKey(olc::Key::W).bHeld) fCameraY -= 2.0f * fElapsedTime;
//if (GetKey(olc::Key::S).bHeld) fCameraY += 2.0f * fElapsedTime;
//if (GetKey(olc::Key::A).bHeld) fCameraX -= 2.0f * fElapsedTime;
//if (GetKey(olc::Key::D).bHeld) fCameraX += 2.0f * fElapsedTime;
if (GetKey(olc::Key::Z).bHeld) fCameraZ += 5.0f * fElapsedTime;
if (GetKey(olc::Key::X).bHeld) fCameraZ -= 5.0f * fElapsedTime;
if (GetKey(olc::Key::F5).bReleased) SaveCity("example1.city");
if (GetKey(olc::Key::F8).bReleased) LoadCity("example1.city");
// === Handle User Input for Editing ==
// If there are no selected cells, then only edit the cell under the current mouse cursor
// otherwise iterate through the set of sleected cells and apply to all of them
// Check that cell exists in valid 2D map space
if (nMouseWorldX >= 0 && nMouseWorldX < nMapWidth && nMouseWorldY >= 0 && nMouseWorldY < nMapHeight)
{
// Press "R" to toggle Road flag for selected cell(s)
if (GetKey(olc::Key::R).bPressed)
{
if (!setSelectedCells.empty())
{
for (auto &cell : setSelectedCells)
{
cell->bRoad = !cell->bRoad;
}
}
else
pMap[nMouseWorldY*nMapWidth + nMouseWorldX].bRoad = !pMap[nMouseWorldY*nMapWidth + nMouseWorldX].bRoad;
}
// Press "T" to increase height for selected cell(s)
if (GetKey(olc::Key::T).bPressed)
{
if (!setSelectedCells.empty())
{
for (auto &cell : setSelectedCells)
{
cell->nHeight++;
}
}
else
pMap[nMouseWorldY*nMapWidth + nMouseWorldX].nHeight++;
}
// Press "E" to decrease height for selected cell(s)
if (GetKey(olc::Key::E).bPressed)
{
if (!setSelectedCells.empty())
{
for (auto &cell : setSelectedCells)
{
cell->nHeight--;
}
}
else
pMap[nMouseWorldY*nMapWidth + nMouseWorldX].nHeight--;
}
}
// === Car User Input ===
if (GetKey(olc::Key::LEFT).bHeld) fCarAngle -= 4.0f * fElapsedTime;
if (GetKey(olc::Key::RIGHT).bHeld) fCarAngle += 4.0f * fElapsedTime;
olc::GFX3D::vec3d a = { 1, 0, 0 };
olc::GFX3D::mat4x4 m = olc::GFX3D::Math::Mat_MakeRotationZ(fCarAngle);
vecCarVel = olc::GFX3D::Math::Mat_MultiplyVector(m, a);
if (GetKey(olc::Key::UP).bHeld)
{
vecCarPos.x += vecCarVel.x * fCarSpeed * fElapsedTime;
vecCarPos.y += vecCarVel.y * fCarSpeed * fElapsedTime;
}
// === Position Camera ===
// Our camera currently follows the car, and the car stays in the middle of
// the screen. We need to know where the camera is before we can work with
// on screen interactions
fCameraY = vecCarPos.y;
fCameraX = vecCarPos.x;
vEye = { fCameraX,fCameraY,fCameraZ };
olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
// Setup the camera properties for the pipeline - aka "view" transform
pipeRender.SetCamera(vEye, vLookTarget, vUp);
// === Calculate Mouse Position on Ground Plane ===
// Here we take the screen coordinate of the mouse, transform it into normalised space (-1 --> +1)
// for both axes. Instead of inverting and multiplying by the projection matrix, we only need the
// aspect ratio parameters, with which we'll scale the mouse coordinate. This new point is then
// multiplied by the inverse of the look at matrix (camera view matrix) aka a point at matrix, to
// transform the new point into world space.
//
// Now, the thing is, a 2D point is no good on its own, our world has depth. If we treat the 2D
// point as a ray cast from (0, 0)->(mx, my), we can see where this ray intersects with a plane
// at a specific depth.
// Create a point at matrix, if you recall, this is the inverse of the look at matrix
// used by the camera
olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
// Assume the origin of the mouse ray is the middle of the screen...
olc::GFX3D::vec3d vecMouseOrigin = { 0.0f, 0.0f, 0.0f };
// ...and that a ray is cast to the mouse location from the origin. Here we translate
// the mouse coordinates into viewport coordinates
olc::GFX3D::vec3d vecMouseDir = {
2.0f * ((GetMouseX() / (float)ScreenWidth()) - 0.5f) / matProj.m[0][0],
2.0f * ((GetMouseY() / (float)ScreenHeight()) - 0.5f) / matProj.m[1][1],
1.0f,
0.0f };
// Now transform the origin point and ray direction by the inverse of the camera
vecMouseOrigin = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseOrigin);
vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir);
// Extend the mouse ray to a large length
vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f);
// Offset the mouse ray by the mouse origin
vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir);
// All of our intersections for mouse checks occur in the ground plane (z=0), so
// define a plane at that location
olc::GFX3D::vec3d plane_p = { 0.0f, 0.0f, 0.0f };
olc::GFX3D::vec3d plane_n = { 0.0f, 0.0f, 1.0f };
// Calculate Mouse Location in plane, by doing a line/plane intersection test
float t = 0.0f;
olc::GFX3D::vec3d mouse3d = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t);
// === Now we have the mouse in 3D! Handle mouse user input ===
// Left click & left click drag selects cells by adding them to the set of selected cells
// Here I make sure only to do this if the cell under the mouse has changed from the
// previous frame, but the set will also reject duplicate cells being added
if (GetMouse(0).bHeld && ((nMouseWorldX != nOldMouseWorldX) || (nMouseWorldY != nOldMouseWorldY)))
setSelectedCells.emplace(&pMap[nMouseWorldY * nMapWidth + nMouseWorldX]);
// Single clicking cells also adds them
if (GetMouse(0).bPressed)
setSelectedCells.emplace(&pMap[nMouseWorldY * nMapWidth + nMouseWorldX]);
// If the user right clicks, the set of selected cells is emptied
if (GetMouse(1).bReleased)
setSelectedCells.clear();
// Cache the current mouse position to use during comparison in next frame
nOldMouseWorldX = nMouseWorldX;
nOldMouseWorldY = nMouseWorldY;
nMouseWorldX = (int)mouse3d.x;
nMouseWorldY = (int)mouse3d.y;
// === Rendering ===
// Right, now we're gonna render the scene!
// First Clear the screen and the depth buffer
Clear(olc::BLUE);
olc::GFX3D::ClearDepth();
// === Calculate Visible World ===
// Since we now have the transforms to convert screen space into ground plane space, we
// can calculate the visible extents of the world, regardless of zoom level! The method is
// exactly the same for the mouse, but we use fixed screen coordinates that represent the
// top left, and bottom right of the screen
// Work out Top Left Ground Cell
vecMouseDir = { -1.0f / matProj.m[0][0],-1.0f / matProj.m[1][1], 1.0f, 0.0f };
vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir);
vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f);
vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir);
viewWorldTopLeft = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t);
// Work out Bottom Right Ground Cell
vecMouseDir = { 1.0f / matProj.m[0][0], 1.0f / matProj.m[1][1], 1.0f, 0.0f };
vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir);
vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f);
vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir);
viewWorldBottomRight = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t);
// Calculate visible tiles
//int nStartX = 0;
//int nEndX = nMapWidth;
//int nStartY = 0;
//int nEndY = nMapHeight;
int nStartX = std::max(0, (int)viewWorldTopLeft.x - 1);
int nEndX = std::min(nMapWidth, (int)viewWorldBottomRight.x + 1);
int nStartY = std::max(0, (int)viewWorldTopLeft.y - 1);
int nEndY = std::min(nMapHeight, (int)viewWorldBottomRight.y + 1);
// Iterate through all the cells we wish to draw. Each cell is 1x1 and elevates in the Z -Axis
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
if (pMap[y*nMapWidth + x].bRoad)
{
// Cell is a road, look at neighbouring cells. If they are roads also,
// then choose the appropriate texture that joins up correctly
int road = 0;
auto r = [&](int i, int j)
{
return pMap[(y + j) * nMapWidth + (x + i)].bRoad;
};
if (r(0, -1) && r(0, +1) && !r(-1, 0) && !r(+1, 0)) road = 0;
if (!r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) road = 1;
if (!r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 3;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) road = 4;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 5;
if (r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 6;
if (r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) road = 7;
if (r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 8;
if (r(0, -1) && !r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 9;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) road = 10;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 11;
// Create a translation transform to position the cell in the world
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, 0.0f);
pipeRender.SetTransform(matWorld);
// Set the appropriate texture to use
pipeRender.SetTexture(sprRoad[road]);
// Draw a flat quad
pipeRender.Render(meshFlat.tris);
}
else // Not Road
{
// If the cell is not considered road, then draw it appropriately
if (pMap[y*nMapWidth + x].nHeight < 0)
{
// Cell is blank - for now ;-P
}
if (pMap[y*nMapWidth + x].nHeight == 0)
{
// Cell is ground, draw a flat grass quad at height 0
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, 0.0f);
pipeRender.SetTransform(matWorld);
pipeRender.SetTexture(sprGround);
pipeRender.Render(meshFlat.tris);
}
if (pMap[y*nMapWidth + x].nHeight > 0)
{
// Cell is Building, for now, we'll draw each storey as a seperate mesh
int h, t;
t = pMap[y*nMapWidth + x].nHeight;
for (h = 0; h < t; h++)
{
// Create a transform that positions the storey according to its height
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, -(h + 1) * 0.2f);
pipeRender.SetTransform(matWorld);
// Choose a texture, if its ground level, use the "street level front", otherwise use windows
pipeRender.SetTexture(h == 0 ? sprFrontage : sprWindows);
pipeRender.Render(meshWallsOut.tris);
}
// Top the building off with a roof
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, -(h) * 0.2f);
pipeRender.SetTransform(matWorld);
pipeRender.SetTexture(sprRoof);
pipeRender.Render(meshFlat.tris);
}
}
}
}
// Draw Selected Cells, iterate through the set of cells, and draw a wireframe quad at ground level
// to indicate it is in the selection set
for (auto &cell : setSelectedCells)
{
// Draw CursorCube
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(cell->nWorldX, cell->nWorldY, 0.0f);
pipeRender.SetTransform(matWorld);
pipeRender.SetTexture(sprRoof);
pipeRender.Render(meshFlat.tris, olc::GFX3D::RENDER_WIRE);
}
// Draw Car, a few transforms required for this
// 1) Offset the car to the middle of the quad
olc::GFX3D::mat4x4 matCarOffset = olc::GFX3D::Math::Mat_MakeTranslation(-0.5f, -0.5f, -0.0f);
// 2) The quad is currently unit square, scale it to be more rectangular and smaller than the cells
olc::GFX3D::mat4x4 matCarScale = olc::GFX3D::Math::Mat_MakeScale(0.4f, 0.2f, 1.0f);
// 3) Combine into matrix
olc::GFX3D::mat4x4 matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCarOffset, matCarScale);
// 4) Rotate the car around its offset origin, according to its angle
olc::GFX3D::mat4x4 matCarRot = olc::GFX3D::Math::Mat_MakeRotationZ(fCarAngle);
matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCar, matCarRot);
// 5) Translate the car into its position in the world. Give it a little elevation so its baove the ground
olc::GFX3D::mat4x4 matCarTrans = olc::GFX3D::Math::Mat_MakeTranslation(vecCarPos.x, vecCarPos.y, -0.01f);
matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCar, matCarTrans);
// Set the car texture to the pipeline
pipeRender.SetTexture(sprCar);
// Apply "world" transform to pipeline
pipeRender.SetTransform(matCar);
// The car has transparency, so enable it
SetPixelMode(olc::Pixel::ALPHA);
// Render the quad
pipeRender.Render(meshFlat.tris);
// Set transparency back to none to optimise drawing other pixels
SetPixelMode(olc::Pixel::NORMAL);
// Draw the current camera position for debug information
//DrawString(10, 30, "CX: " + std::to_string(fCameraX) + " CY: " + std::to_string(fCameraY) + " CZ: " + std::to_string(fCameraZ));
return true;
}
};
int main()
{
CarCrimeCity demo;
if (demo.Construct(768, 480, 2, 2))
demo.Start();
return 0;
}

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/*
** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* extra error code for 'luaL_load' */
#define LUA_ERRFILE (LUA_ERRERR+1)
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* predefined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
typedef struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
} luaL_Buffer;
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/* compatibility with old module system */
#if defined(LUA_COMPAT_MODULE)
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
int sizehint);
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
const luaL_Reg *l, int nup);
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
#endif
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

@ -1,486 +0,0 @@
/*
** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "3"
#define LUA_VERSION_NUM 503
#define LUA_VERSION_RELEASE "3"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** Pseudo-indices
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
** space after that to help overflow detection)
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRGCMM 5
#define LUA_ERRERR 6
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTAGS 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API const lua_Number *(lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
#define lua_pushglobaltable(L) \
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros for unsigned conversions
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2016 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

@ -1,9 +0,0 @@
// lua.hpp
// Lua header files for C++
// <<extern "C">> not supplied automatically because Lua also compiles as C++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

@ -1,769 +0,0 @@
/*
** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#endif
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT 32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT 16
#endif
/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT 1
#define LUA_INT_LONG 2
#define LUA_INT_LONGLONG 3
/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT 1
#define LUA_FLOAT_DOUBLE 2
#define LUA_FLOAT_LONGDOUBLE 3
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32 /* use 'int' if big enough */
#define LUA_INT_TYPE LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_TYPE LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE LUA_INT_LONG
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif /* } */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE LUA_INT_LONGLONG
#endif
#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll;" \
LUA_CDIR"?53.dll;" ".\\?53.dll"
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \
LUA_CDIR"lib?53.so;" "./lib?53.so"
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/* more often than not the libs go together with the core */
#define LUALIB_API LUA_API
#define LUAMOD_API LUALIB_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables
** that are not to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("hidden"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC LUAI_FUNC
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2.
@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_2) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'.
*/
#define LUA_COMPAT_BITLIB
/*
@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod.
*/
#define LUA_COMPAT_IPAIRS
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
*/
#define LUA_COMPAT_APIINTCASTS
#endif /* } */
#if defined(LUA_COMPAT_5_1) /* { */
/* Incompatibilities from 5.2 -> 5.3 */
#define LUA_COMPAT_MATHLIB
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'.
** You can replace it with 'table.unpack'.
*/
#define LUA_COMPAT_UNPACK
/*
@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'.
** You can replace it with 'package.searchers'.
*/
#define LUA_COMPAT_LOADERS
/*
@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall.
** You can call your C function directly (with light C functions).
*/
#define lua_cpcall(L,f,u) \
(lua_pushcfunction(L, (f)), \
lua_pushlightuserdata(L,(u)), \
lua_pcall(L,1,0,0))
/*
@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library.
** You can rewrite 'log10(x)' as 'log(x, 10)'.
*/
#define LUA_COMPAT_LOG10
/*
@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base
** library. You can rewrite 'loadstring(s)' as 'load(s)'.
*/
#define LUA_COMPAT_LOADSTRING
/*
@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library.
*/
#define LUA_COMPAT_MAXN
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
/*
@@ LUA_COMPAT_MODULE controls compatibility with previous
** module functions 'module' (Lua) and 'luaL_register' (C).
*/
#define LUA_COMPAT_MODULE
#endif /* } */
/*
@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a
@@ a float mark ('.0').
** This macro is not on by default even in compatibility mode,
** because this is not really an incompatibility.
*/
/* #define LUA_COMPAT_FLOATSTRING */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@@ over a floating number.
@@ l_mathlim(x) corrects limit name 'x' to the proper float type
** by prefixing it with one of FLT/DBL/LDBL.
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeric string to a number.
*/
/* The following definitions are good for most cases here */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n))
/*
@@ lua_numbertointeger converts a float number to an integer, or
** returns 0 if float is not within the range of a lua_Integer.
** (The range comparisons are tricky because of rounding. The tests
** here assume a two-complement representation, where MININTEGER always
** has an exact representation as a float; MAXINTEGER may not have one,
** and therefore its conversion to float may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/* now the variable definitions */
#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */
#define LUA_NUMBER float
#define l_mathlim(n) (FLT_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */
#define LUA_NUMBER long double
#define l_mathlim(n) (LDBL_##n)
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */
#define LUA_NUMBER double
#define l_mathlim(n) (DBL_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric float type not defined"
#endif /* } */
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of an 'usual argument conversion'
@@ over a lUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n))
#define LUAI_UACINT LUA_INTEGER
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
/* now the variable definitions */
#if LUA_INT_TYPE == LUA_INT_INT /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */
/* use presence of macro LLONG_MAX as proxy for C99 compliance */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99 and other C details
** ===================================================================
*/
/*
@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89.
** (All uses in Lua have only one format item.)
*/
#if !defined(LUA_USE_C89)
#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i)
#else
#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i))
#endif
/*
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ lua_number2strx converts a float to an hexadecimal numeric string.
** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that.
** Otherwise, you can leave 'lua_number2strx' undefined and Lua will
** provide its own implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n))
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined(INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/*
@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point).
** Change that if you do not want to use C locales. (Code using this
** macro must include header 'locale.h'.)
*/
#if !defined(lua_getlocaledecpoint)
#define lua_getlocaledecpoint() (localeconv()->decimal_point[0])
#endif
/* }================================================================== */
/*
** {==================================================================
** Language Variations
** =====================================================================
*/
/*
@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some
** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from
** numbers to strings. Define LUA_NOCVTS2N to turn off automatic
** coercion from strings to numbers.
*/
/* #define LUA_NOCVTN2S */
/* #define LUA_NOCVTS2N */
/*
@@ LUA_USE_APICHECK turns on several consistency checks on the C API.
** Define it as a help when debugging C code.
*/
#if defined(LUA_USE_APICHECK)
#include <assert.h>
#define luai_apicheck(l,e) assert(e)
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua). You probably do not want/need to change them.
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
*/
#if LUAI_BITSINT >= 32
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
** CHANGE it if it uses too much C-stack space. (For long double,
** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a
** smaller buffer would force a memory allocation for each call to
** 'string.format'.)
*/
#if defined(LUA_FLOAT_LONGDOUBLE)
#define LUAL_BUFFERSIZE 8192
#else
#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer)))
#endif
/* }================================================================== */
/*
@@ LUA_QL describes how error messages quote program elements.
** Lua does not use these macros anymore; they are here for
** compatibility only.
*/
#define LUA_QL(x) "'" x "'"
#define LUA_QS LUA_QL("%s")
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

@ -1,58 +0,0 @@
/*
** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_BITLIBNAME "bit32"
LUAMOD_API int (luaopen_bit32) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif

@ -1,716 +0,0 @@
# Blender v2.79 (sub 0) OBJ File: 'olc_building0.blend'
# www.blender.org
mtllib olc_building0.mtl
o Plane
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-- 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}

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f 28/13 29/14 27/15
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f 30/16 31/17 27/15
f 33/17 34/16 32/15
f 34/16 35/14 32/15
f 35/14 36/13 32/15
f 37/24 39/25 40/26
f 38/27 37/24 40/26
f 37/19 41/28 43/20
f 40/18 44/20 42/28
f 39/21 43/23 44/29
f 38/22 42/29 41/23
f 38/19 40/18 42/28
f 40/22 39/21 44/29

@ -1,127 +0,0 @@
# Blender v2.69 (sub 0) OBJ File: 'Car002.blend'
# www.blender.org
v 0.600000 -0.200000 -1.100000
v 0.600000 0.200000 -1.100000
v -0.600000 -0.200000 -1.100000
v -0.600000 0.200000 -1.100000
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v 0.800000 0.300000 -0.700000
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v 0.800000 -2.000000 -0.700000
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v 0.800000 2.000000 -0.300000
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v 0.800000 -2.000000 -0.300000
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v 0.800000 2.000000 -0.700000
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v 0.780000 1.200000 -0.300000
v 0.780000 1.500000 -0.300000
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v 0.780000 1.000000 0.000000
v 0.780000 0.900000 -0.300000
v 0.780000 -1.100000 -0.300000
v 0.780000 -0.800000 -0.300000
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v -0.780000 1.200000 -0.300000
v -0.780000 0.900000 -0.300000
v -0.780000 1.000000 0.000000
v -0.780000 1.400000 0.000000
v -0.780000 1.500000 -0.300000
vt 0.564792 0.689981
vt 0.564792 0.953949
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vt 0.338554 0.689981
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vt 0.334296 0.954445
vt 0.203294 0.986197
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s off
f 1/1 3/2 4/3
f 2/4 1/1 4/3
f 2/5 4/6 5/7
f 5/7 6/8 2/5
f 9/9 3/10 10/11
f 3/10 1/12 10/11
f 11/13 9/14 12/15
f 10/16 12/15 9/14
f 8/17 7/18 13/19
f 13/19 14/20 8/17
f 15/21 11/22 16/23
f 12/24 16/23 11/22
f 2/25 6/26 1/27
f 10/28 1/27 6/26
f 4/25 3/27 5/26
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f 17/29 19/30 20/31
f 18/32 17/29 20/31
f 21/30 23/29 24/32
f 22/31 21/30 24/32
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f 5/43 7/44 6/45
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@ -1,121 +0,0 @@
# Blender v2.69 (sub 0) OBJ File: 'Car002.blend'
# www.blender.org
v 0.600000 -0.200000 -1.100000
v 0.600000 1.600000 -1.100000
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s off
f 1/1 3/2 4/3
f 2/4 1/1 4/3
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Binary file not shown.

Before

Width:  |  Height:  |  Size: 51 KiB

@ -1,206 +0,0 @@
#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 +0,0 @@
/*
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
*/
#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;
};

@ -1,709 +0,0 @@
#include "cCarCrimeCity.h"
cCarCrimeCity::cCarCrimeCity()
{
sAppName = "Car Crime City";
}
cCarCrimeCity::~cCarCrimeCity()
{
}
bool cCarCrimeCity::OnUserCreate()
{
// Initialise PGEX 3D
olc::GFX3D::ConfigureDisplay();
// Load fixed system assets, i.e. those need to simply do anything
if (!LoadAssets()) return false;
// Create Default city
pCity = new cCityMap(cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight, mapAssetTextures, mapAssetMeshes, mapAssetTransform);
// If a city map file has been specified, then load it
if (!cGameSettings::sDefaultCityFile.empty())
{
if (!pCity->LoadCity(cGameSettings::sDefaultCityFile))
{
std::cout << "Failed to load '" << cGameSettings::sDefaultCityFile << "'" << std::endl;
return false;
}
}
return true;
}
bool cCarCrimeCity::LoadAssets()
{
// Game Settings should have loaded all the relevant file information
// to start loading asset information. Game assets will be stored in
// a map structure. Maps can have slightly longer access times, so each
// in game object will have facility to extract required resources once
// when it is created, meaning no map search during normal use
// System Meshes
// A simple flat unit quad
olc::GFX3D::mesh* meshQuad = new olc::GFX3D::mesh();
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::WHITE, olc::WHITE, olc::WHITE },
{ 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::WHITE, olc::WHITE, olc::WHITE },
};
mapAssetMeshes["UnitQuad"] = meshQuad;
//// The four outer walls of a cell
olc::GFX3D::mesh* meshWallsOut = new olc::GFX3D::mesh();
meshWallsOut->tris =
{
// EAST
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// WEST
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// TOP
{ 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
// BOTTOM
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
{ 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::WHITE, olc::WHITE, olc::WHITE },
};
mapAssetMeshes["WallsOut"] = meshWallsOut;
// System Textures
for (auto &asset : cGameSettings::vecAssetTextures)
{
olc::Sprite *sprAsset = new olc::Sprite();
if (sprAsset->LoadFromFile(asset.sFile))
{
mapAssetTextures[asset.sName] = sprAsset;
}
else
{
std::cout << "Failed to load " << asset.sName << std::endl;
return false;
}
}
// Break up roads sprite into individual sprites. Why? Its easier to maintain
// the roads sprite as a single image, but easier to use if they are all individual.
// Breaking it up manually in the image editing software is time consuming so just
// do it here
int nRoadTexSize = 256; // In pixels in base texture
int nRoadTexOffset = 64; // There exists a 64 pixel offset from top left of source image
for (int r = 0; r < 12; r++)
{
olc::Sprite* road = new olc::Sprite(nRoadTexSize, nRoadTexSize);
SetDrawTarget(road);
DrawPartialSprite(0, 0, mapAssetTextures["AllRoads"], ((r % 3) * nRoadTexSize) + nRoadTexOffset, ((r / 3) * nRoadTexSize) + nRoadTexOffset, nRoadTexSize, nRoadTexSize);
switch (r)
{
case 0: mapAssetTextures["Road_V"] = road; break;
case 1: mapAssetTextures["Road_H"] = road; break;
case 2: mapAssetTextures["Pavement"] = road; break;
case 3: mapAssetTextures["Road_C1"] = road; break;
case 4: mapAssetTextures["Road_T1"] = road; break;
case 5: mapAssetTextures["Road_C2"] = road; break;
case 6: mapAssetTextures["Road_T2"] = road; break;
case 7: mapAssetTextures["Road_X"] = road; break;
case 8: mapAssetTextures["Road_T3"] = road; break;
case 9: mapAssetTextures["Road_C3"] = road; break;
case 10: mapAssetTextures["Road_T4"] = road; break;
case 11: mapAssetTextures["Road_C4"] = road; break;
}
}
SetDrawTarget(nullptr);
// Load Buildings
for (auto &asset : cGameSettings::vecAssetBuildings)
{
mapAssetMeshes[asset.sDescription] = new olc::GFX3D::mesh();
mapAssetMeshes[asset.sDescription]->LoadOBJFile(asset.sModelOBJ);
mapAssetTextures[asset.sDescription] = new olc::Sprite(asset.sModelPNG);
olc::GFX3D::mat4x4 matScale = olc::GFX3D::Math::Mat_MakeScale(asset.fScale[0], asset.fScale[1], asset.fScale[2]);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(asset.fTranslate[0], asset.fTranslate[1], asset.fTranslate[2]);
olc::GFX3D::mat4x4 matRotateX = olc::GFX3D::Math::Mat_MakeRotationX(asset.fRotate[0]);
olc::GFX3D::mat4x4 matRotateY = olc::GFX3D::Math::Mat_MakeRotationY(asset.fRotate[1]);
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(asset.fRotate[2]);
olc::GFX3D::mat4x4 matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTranslate, matScale);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateX);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateY);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateZ);
mapAssetTransform[asset.sDescription] = matTransform;
}
// Load Vehicles
for (auto &asset : cGameSettings::vecAssetVehicles)
{
mapAssetMeshes[asset.sDescription] = new olc::GFX3D::mesh();
mapAssetMeshes[asset.sDescription]->LoadOBJFile(asset.sModelOBJ);
mapAssetTextures[asset.sDescription] = new olc::Sprite(asset.sModelPNG);
olc::GFX3D::mat4x4 matScale = olc::GFX3D::Math::Mat_MakeScale(asset.fScale[0], asset.fScale[1], asset.fScale[2]);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(asset.fTranslate[0], asset.fTranslate[1], asset.fTranslate[2]);
olc::GFX3D::mat4x4 matRotateX = olc::GFX3D::Math::Mat_MakeRotationX(asset.fRotate[0]);
olc::GFX3D::mat4x4 matRotateY = olc::GFX3D::Math::Mat_MakeRotationY(asset.fRotate[1]);
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(asset.fRotate[2]);
olc::GFX3D::mat4x4 matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTranslate, matScale);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateX);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateY);
matTransform = olc::GFX3D::Math::Mat_MultiplyMatrix(matTransform, matRotateZ);
mapAssetTransform[asset.sDescription] = matTransform;
}
return true;
}
void cCarCrimeCity::SpawnPedestrian(int x, int y)
{
cCell* cell = pCity->Cell(x, y);
cAuto_Track *t = ((cCell_Road*)cell)->pSafePedestrianTrack;
if (t == nullptr) return;
cAuto_Body *a = new cAuto_Body();
a->fAutoLength = 0.05f;
a->pCurrentTrack = t;
a->pCurrentTrack->listAutos.push_back(a);
a->pTrackOriginNode = t->node[0];
a->UpdateAuto(0.0f);
listAutomata.push_back(a);
}
void cCarCrimeCity::SpawnVehicle(int x, int y)
{
cCell* cell = pCity->Cell(x, y);
cAuto_Track *t = ((cCell_Road*)cell)->pSafeCarTrack;
if (t == nullptr) return;
cAuto_Body *a = new cAuto_Body();
a->fAutoLength = 0.2f;
a->pCurrentTrack = t;
a->pCurrentTrack->listAutos.push_back(a);
a->pTrackOriginNode = t->node[0];
a->UpdateAuto(0.0f);
listAutomata.push_back(a);
}
void cCarCrimeCity::DoEditMode(float fElapsedTime)
{
// Get cell under mouse cursor
cCell* mcell = pCity->Cell(nMouseX, nMouseY);
bool bTempCellAdded = false;
// Left click and drag adds cells
if (mcell != nullptr && GetMouse(0).bHeld)
setSelectedCells.emplace(nMouseY * pCity->GetWidth() + nMouseX);
// Right click clears selection
if (GetMouse(1).bReleased)
setSelectedCells.clear();
if (setSelectedCells.empty())
{
// If nothing can be edited validly then just exit
if (mcell == nullptr)
return;
// else set is empty, so temporarily add current cell to it
setSelectedCells.emplace(nMouseY * pCity->GetWidth() + nMouseX);
bTempCellAdded = true;
}
// If the map changes, we will need to update
// the automata, and adjacency
bool bMapChanged = false;
// Press "G" to apply grass
if (GetKey(olc::Key::G).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Plane(pCity, x, y, PLANE_GRASS));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "P" to apply Pavement
if (GetKey(olc::Key::P).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Plane(pCity, x, y, PLANE_ASPHALT));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "W" to apply Water
if (GetKey(olc::Key::W).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Water(pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "R" to apply Roads
if (GetKey(olc::Key::Q).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Building("Apartments_1", pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
// Press "R" to apply Roads
if (GetKey(olc::Key::R).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
cCell* cell = pCity->Replace(x, y, new cCell_Road(pCity, x, y));
cell->LinkAssets(mapAssetTextures, mapAssetMeshes, mapAssetTransform);
}
bMapChanged = true;
}
if (GetKey(olc::Key::C).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
SpawnVehicle(x, y);
}
}
if (GetKey(olc::Key::V).bPressed)
{
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
SpawnPedestrian(x, y);
}
}
if (bMapChanged)
{
// The navigation nodes may have tracks attached to them, so get rid of them
// all. Below we will reconstruct all tracks because city has changed
pCity->RemoveAllTracks();
for (auto &a : listAutomata) delete a;
listAutomata.clear();
for (int x = 0; x < pCity->GetWidth(); x++)
{
for (int y = 0; y < pCity->GetHeight(); y++)
{
cCell *c = pCity->Cell(x, y);
// Update adjacency information, i.e. those cells whose
// state changes based on neighbouring cells
c->CalculateAdjacency();
}
}
}
// To facilitate "edit under cursor" we added a temporary cell
// which needs to be removed now
if (bTempCellAdded)
setSelectedCells.clear();
}
olc::vf2d cCarCrimeCity::GetMouseOnGround(const olc::vf2d &vMouseScreen)
{
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(), 0.1f, 1000.0f);
olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
olc::GFX3D::vec3d vecMouseDir = {
2.0f * ((vMouseScreen.x / (float)ScreenWidth()) - 0.5f) / matProj.m[0][0],
2.0f * ((vMouseScreen.y / (float)ScreenHeight()) - 0.5f) / matProj.m[1][1],
1.0f,
0.0f };
olc::GFX3D::vec3d vecMouseOrigin = { 0.0f, 0.0f, 0.0f };
vecMouseOrigin = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseOrigin);
vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir);
vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f);
vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir);
// Perform line/plane intersection to determine mouse position in world space
olc::GFX3D::vec3d plane_p = { 0.0f, 0.0f, 0.0f };
olc::GFX3D::vec3d plane_n = { 0.0f, 0.0f, 1.0f };
float t = 0.0f;
olc::GFX3D::vec3d mouse3d = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t);
return { mouse3d.x, mouse3d.y };
}
bool cCarCrimeCity::OnUserUpdate(float fElapsedTime)
{
fGlobalTime += fElapsedTime;
if (GetKey(olc::Key::TAB).bReleased) bEditMode = !bEditMode;
if (bEditMode) // Use mouse to pan and zoom, and place objects
{
vEye = vCamera;
olc::vf2d vMouseScreen = { (float)GetMouseX(), (float)GetMouseY() };
olc::vf2d vMouseOnGroundBeforeZoom = GetMouseOnGround(vMouseScreen);
vOffset = { 0,0 };
if (IsFocused())
{
if (GetMouse(2).bPressed) { vStartPan = vMouseOnGroundBeforeZoom; }
if (GetMouse(2).bHeld) { vOffset = (vStartPan - vMouseOnGroundBeforeZoom); };
if (GetMouseWheel() > 0)
{
vCamera.z *= 0.5f;
}
if (GetMouseWheel() < 0)
{
vCamera.z *= 1.5f;
}
}
vEye = vCamera;
olc::vf2d vMouseOnGroundAfterZoom = GetMouseOnGround(vMouseScreen);
vOffset += (vMouseOnGroundBeforeZoom - vMouseOnGroundAfterZoom);
vCamera.x += vOffset.x;
vCamera.y += vOffset.y;
vEye = vCamera;
// Get Integer versions of mouse coords in world space
nMouseX = (int)vMouseOnGroundAfterZoom.x;
nMouseY = (int)vMouseOnGroundAfterZoom.y;
DoEditMode(fElapsedTime);
}
else
{
// Not in edit mode, so camera follows player
if (GetKey(olc::Key::LEFT).bHeld) fAngle += -2.5f * fElapsedTime;
if (GetKey(olc::Key::RIGHT).bHeld) fAngle += 2.5f * fElapsedTime;
if (GetKey(olc::Key::UP).bHeld)
{
carvel = { cos(fAngle), sin(fAngle) };
carpos += carvel * 2.0f * fElapsedTime;
}
vCamera.x = carpos.x;
vCamera.y = carpos.y;
vEye = vCamera;
}
/*fAngle = 0.0f;
if (GetKey(olc::Key::LEFT).bHeld) fAngle = -0.8f;
if (GetKey(olc::Key::RIGHT).bHeld) fAngle = 0.8f;*/
//car.UpdateDrive(fElapsedTime, 1.0f, GetKey(olc::Key::UP).bHeld, GetKey(olc::Key::SPACE).bHeld, GetKey(olc::Key::DOWN).bHeld, fAngle);
//if (car.bSkidding && fmod(fGlobalTime, 0.05f) < 0.01f)
//{
// listDecalSmoke.push_front({ 0.1f, {car.vPosRear.x, car.vPosRear.y, -0.03f} });
//}
//// Update Decals
//for (auto &d : listDecalSmoke)
//{
// d.fLifetime += fElapsedTime;
//}
//listDecalSmoke.remove_if([](const sSmokeDecal &d) {return d.fLifetime > 2.0f; });
//if (!bEditMode)
//{
// vCamera.x = car.GetOrigin().x;
// vCamera.y = car.GetOrigin().y;
//}
//float fTargetHeight = -1.0f;
//int nCarX = vCamera.x;
//int nCarY = vCamera.y;
std::vector<cGameObjectQuad> vecNeighbours;
//// Check surrounding cells height
//for (int x = nCarX - 1; x < nCarX + 2; x++)
// for (int y = nCarY - 1; y < nCarY + 2; y++)
// {
// if (pCity->Cell(x,y) && pCity->Cell(x, y)->bBuilding)
// {
// cGameObjectQuad ob(1.0f, 1.0f);
// ob.pos = { (float)x + 0.5f, (float)y + 0.5f, 0.0f, 1.0f };
// ob.TransformModelToWorld();
// vecNeighbours.push_back(ob);
// fTargetHeight = -2.0f;
// }
// }
//goCar->pos.x = car.GetOrigin().x;
//goCar->pos.y = car.GetOrigin().y;
//goCar->fAngle = car.GetRotation();
//goCar->TransformModelToWorld();
//for (auto &ob : vecNeighbours)
//{
// if (goCar->StaticCollisionWith(ob, true))
// {
// goCar->TransformModelToWorld();
// car.vPosRear.x += goCar->pos.x - car.GetOrigin().x;
// car.vPosRear.y += goCar->pos.y - car.GetOrigin().y;
// car.vPosFront.x += goCar->pos.x - car.GetOrigin().x;
// car.vPosFront.y += goCar->pos.y - car.GetOrigin().y;
// car.fSpeed = 0.0f;
// }
//}
//if(!bEditMode)
// vCamera.z += (fTargetHeight - vCamera.z) * 10.0f * fElapsedTime;
//car.UpdateTow(fElapsedTime, { mouse3d.x, mouse3d.y });
//for (int v = 1; v<vecTraffic.size(); v++)
//{
// //vecTraffic[v].UpdateTow(fElapsedTime * 10.0f, vecTraffic[v - 1].vPosRear);
//}
// Calculate Visible ground plane dimensions
viewWorldTopLeft = GetMouseOnGround(olc::vf2d( 0.0f, 0.0f ));
viewWorldBottomRight = GetMouseOnGround(olc::vf2d((float)ScreenWidth(), (float)ScreenHeight()));
// Calculate visible world extents
int nStartX = std::max(0, (int)viewWorldTopLeft.x - 1);
int nEndX = std::min(pCity->GetWidth(), (int)viewWorldBottomRight.x + 1);
int nStartY = std::max(0, (int)viewWorldTopLeft.y - 1);
int nEndY = std::min(pCity->GetHeight(), (int)viewWorldBottomRight.y + 1);
// Only update automata for cells near player
int nAutomStartX = std::max(0, (int)viewWorldTopLeft.x - 3);
int nAutomEndX = std::min(pCity->GetWidth(), (int)viewWorldBottomRight.x + 3);
int nAutomStartY = std::max(0, (int)viewWorldTopLeft.y - 3);
int nAutomEndY = std::min(pCity->GetHeight(), (int)viewWorldBottomRight.y + 3);
int nLocalStartX = std::max(0, (int)vCamera.x - 3);
int nLocalEndX = std::min(pCity->GetWidth(), (int)vCamera.x + 3);
int nLocalStartY = std::max(0, (int)vCamera.y - 3);
int nLocalEndY = std::min(pCity->GetHeight(), (int)vCamera.y + 3);
// Update Cells
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->Update(fElapsedTime);
}
}
// Update Automata
for (auto &a : listAutomata)
{
a->UpdateAuto(fElapsedTime);
// If automata is too far from camera, remove it
if ((a->vAutoPos - olc::vf2d(vCamera.x, vCamera.y)).mag() > 5.0f)
{
// Despawn automata
// 1) Disconnect it from track
a->pCurrentTrack->listAutos.remove(a);
// 2) Erase it from memory
delete a; a = nullptr;
}
}
// Remove dead automata, their pointer has been set to nullptr in the list
listAutomata.remove(nullptr);
// Maintain a certain level of automata in vicinty of player
if (listAutomata.size() < 20)
{
bool bSpawnOK = false;
int nSpawnAttempt = 20;
while (!bSpawnOK && nSpawnAttempt > 0)
{
// Find random cell on edge of vicinty, which is out of view of the player
float fRandomAngle = ((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f;
int nRandomCellX = vCamera.x + cos(fRandomAngle) * 3.0f;
int nRandomCellY = vCamera.y + sin(fRandomAngle) * 3.0f;
nSpawnAttempt--;
if (pCity->Cell(nRandomCellX, nRandomCellY) && pCity->Cell(nRandomCellX, nRandomCellY)->nCellType == CELL_ROAD)
{
bSpawnOK = true;
// Add random automata
if (rand() % 100 < 50)
{
// Spawn Pedestrian
SpawnPedestrian(nRandomCellX, nRandomCellY);
}
else
{
// Spawn Vehicle
SpawnVehicle(nRandomCellX, nRandomCellY);
// TODO: Get % chance of vehicle spawn from lua script
}
}
}
}
// Render Scene
Clear(olc::BLUE);
olc::GFX3D::ClearDepth();
// Create rendering pipeline
olc::GFX3D::PipeLine pipe;
pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
pipe.SetCamera(vEye, vLookTarget, vUp);
// Add global illumination vector (sunlight)
olc::GFX3D::vec3d lightdir = { 1.0f, 1.0f, -1.0f };
pipe.SetLightSource(0, olc::GFX3D::LIGHT_AMBIENT, olc::Pixel(100,100,100), { 0,0,0 }, lightdir);
pipe.SetLightSource(1, olc::GFX3D::LIGHT_DIRECTIONAL, olc::WHITE, { 0,0,0 }, lightdir);
// RENDER CELL CONTENTS
// Render Base Objects (those without alpha components)
for (int x = nStartX; x < nEndX; x++)
{
//omp_set_dynamic(0);
//omp_set_num_threads(4);
//#pragma omp parallel for
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawBase(this, pipe);
}
//#pragma omp barrier
}
// Render Upper Objects (those with alpha components)
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawAlpha(this, pipe);
}
}
if (bEditMode)
{
// Render additional per cell debug information
for (int x = nStartX; x < nEndX; x++)
{
for (int y = nStartY; y < nEndY; y++)
{
pCity->Cell(x, y)->DrawDebug(this, pipe);
}
}
}
if (bEditMode)
{
// Draw Selections
for (auto &c : setSelectedCells)
{
int x = c % pCity->GetWidth();
int y = c / pCity->GetWidth();
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.01f);
pipe.SetTransform(matWorld);
pipe.Render(mapAssetMeshes["UnitQuad"]->tris, olc::GFX3D::RENDER_WIRE);
}
}
// RENDER AUTOMATA
std::string test[] = { "Sedan", "SUV", "TruckCab", "TruckTrailer", "UTE", "Wagon" };
int i = 0;
for (auto &a : listAutomata)
{
olc::GFX3D::vec3d v = { a->vAutoPos.x, a->vAutoPos.y, 0.0f };
/*olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(a->vAutoPos.x, a->vAutoPos.y, 0.01f);
matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(mapAssetTransform[test[i]], matWorld);
pipe.SetTransform(matWorld);
pipe.SetTexture(mapAssetTextures[test[i]]);
pipe.Render(mapAssetMeshes[test[i]]->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS);
i++;
i = i % 6;*/
pipe.RenderCircleXZ(v, a->fAutoLength < 0.1f ? 0.05f : 0.07f, a->fAutoLength < 0.1f ? olc::MAGENTA : olc::YELLOW);
}
// Draw Player Vehicle
{
olc::GFX3D::mat4x4 matRotateZ = olc::GFX3D::Math::Mat_MakeRotationZ(fAngle);
olc::GFX3D::mat4x4 matTranslate = olc::GFX3D::Math::Mat_MakeTranslation(carpos.x, carpos.y, 0.01f);
olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(mapAssetTransform["Sedan"], matRotateZ);
matWorld = olc::GFX3D::Math::Mat_MultiplyMatrix(matWorld, matTranslate);
pipe.SetTransform(matWorld);
pipe.SetTexture(mapAssetTextures["Sedan"]);
pipe.Render(mapAssetMeshes[test[i]]->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED | olc::GFX3D::RENDER_LIGHTS);
}
DrawString(10, 10, "Automata: " + std::to_string(listAutomata.size()), olc::WHITE);
if (GetKey(olc::Key::ESCAPE).bPressed)
return false;
return true;
}
bool cCarCrimeCity::OnUserDestroy()
{
return true;
}

@ -1,289 +0,0 @@
/*
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
*/
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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);
};

@ -1,812 +0,0 @@
#include "cCell_Road.h"
#include "cCityMap.h"
cCell_Road::cCell_Road(cCityMap* map, int x, int y) : cCell(map, x, y)
{
bSolid = false;
nCellType = CELL_ROAD;
}
cCell_Road::~cCell_Road()
{
}
void cCell_Road::CalculateAdjacency()
{
// Calculate suitable road junction type
auto r = [&](int i, int j)
{
return (pMap->Cell(nWorldX + i, nWorldY + j) != nullptr && pMap->Cell(nWorldX + i, nWorldY + j)->nCellType == CELL_ROAD);
};
if (r(0, -1) && r(0, +1) && !r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_V;
if (!r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType =ROAD_H;
if (!r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_C1;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType =ROAD_T1;
if (!r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_C2;
if (r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_T2;
if (r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType = ROAD_X;
if (r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_T3;
if (r(0, -1) && !r(0, +1) && !r(-1, 0) && r(+1, 0)) nRoadType = ROAD_C3;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) nRoadType = ROAD_T4;
if (r(0, -1) && !r(0, +1) && r(-1, 0) && !r(+1, 0)) nRoadType = ROAD_C4;
// Add navigation tracks based on type
auto AddTrack = [&](int n1, int n2) -> cAuto_Track*
{
if (pNaviNodes[n1] == nullptr || pNaviNodes[n2] == nullptr)
{
// Can't add track
return nullptr;
}
else
{
// Nodes exist so add track
cAuto_Track t;
t.node[0] = pNaviNodes[n1];
t.node[1] = pNaviNodes[n2];
t.cell = this;
t.fTrackLength = (pNaviNodes[n1]->pos - pNaviNodes[n2]->pos).mag();
listTracks.push_back(t);
// Add pointers to track to start and end nodes
pNaviNodes[n1]->listTracks.push_back(&listTracks.back());
pNaviNodes[n2]->listTracks.push_back(&listTracks.back());
return &listTracks.back();
}
};
// Ensure list of tracks for this cell is clear
listTracks.clear();
// Add tracks depending on junction type
pSafePedestrianTrack = nullptr;
pSafeCarTrack = nullptr;
pSafeChaseTrack = nullptr;
// Add Pedestrian Tracks
switch (nRoadType)
{
case ROAD_H: pSafePedestrianTrack = AddTrack(7, 13); AddTrack(41, 35); break;
case ROAD_V: pSafePedestrianTrack = AddTrack(1, 43); AddTrack(5, 47); break;
case ROAD_C1: pSafePedestrianTrack = AddTrack(43, 8); AddTrack(8, 13); AddTrack(47, 40); AddTrack(40, 41); break;
case ROAD_C2: AddTrack(7, 12); AddTrack(12, 47); pSafePedestrianTrack = AddTrack(35, 36); AddTrack(36, 43); break;
case ROAD_C3: AddTrack(1, 36); pSafePedestrianTrack = AddTrack(36, 41); AddTrack(5, 12); AddTrack(12, 13); break;
case ROAD_C4: AddTrack(35, 40); AddTrack(40, 5); pSafePedestrianTrack = AddTrack(7, 8); AddTrack(8, 1); break;
case ROAD_T1: pSafePedestrianTrack = AddTrack(7, 8); AddTrack(8, 12); AddTrack(12, 13); AddTrack(35, 36); AddTrack(36, 38); AddTrack(38, 40); AddTrack(40, 41); AddTrack(8, 22); AddTrack(22, 36); AddTrack(36, 43); AddTrack(12, 26); AddTrack(26, 40); AddTrack(40, 47); break;
case ROAD_T2: pSafePedestrianTrack = AddTrack(1, 8); AddTrack(8, 36); AddTrack(36, 43); AddTrack(5, 12); AddTrack(12, 26); AddTrack(26, 40); AddTrack(40, 47); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 38), AddTrack(38, 40); AddTrack(40, 41); break;
case ROAD_T3: pSafePedestrianTrack = AddTrack(5, 12); AddTrack(12, 40); AddTrack(40, 47); AddTrack(1, 8); AddTrack(8, 22); AddTrack(22, 36); AddTrack(36, 43); AddTrack(12, 10); AddTrack(10, 8); AddTrack(8, 7); AddTrack(40, 38); AddTrack(38, 36); AddTrack(36, 35); break;
case ROAD_T4: pSafePedestrianTrack = AddTrack(35, 36); AddTrack(36, 40); AddTrack(40, 41); AddTrack(7, 8); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 22); AddTrack(22, 8); AddTrack(8, 1); AddTrack(40, 26); AddTrack(26, 12); AddTrack(12, 5); break;
case ROAD_X: AddTrack(35, 36); AddTrack(36, 38); AddTrack(38, 40); AddTrack(40, 41); AddTrack(7, 8); AddTrack(8, 10); AddTrack(10, 12); AddTrack(12, 13); AddTrack(36, 22); AddTrack(22, 8); AddTrack(8, 1); AddTrack(40, 26); AddTrack(26, 12); AddTrack(12, 5); pSafePedestrianTrack = AddTrack(36, 43); AddTrack(40, 47); break;
}
// Add Chase Tracks
switch (nRoadType)
{
case ROAD_H: AddTrack(21, 27); break;
case ROAD_V: AddTrack(3, 45); break;
case ROAD_C1: AddTrack(45, 24); AddTrack(24, 27); break;
case ROAD_C2: AddTrack(21, 24); AddTrack(24, 45); break;
case ROAD_C3: AddTrack(3, 24); AddTrack(24, 27); break;
case ROAD_C4: AddTrack(21, 24); AddTrack(24, 3); break;
case ROAD_T1: AddTrack(21, 24); AddTrack(24, 27); AddTrack(24, 45); break;
case ROAD_T2: AddTrack(3, 24); AddTrack(24, 45); AddTrack(24, 27); break;
case ROAD_T3: AddTrack(3, 24); AddTrack(24, 45); AddTrack(24, 21); break;
case ROAD_T4: AddTrack(21, 24); AddTrack(24, 27); AddTrack(24, 3); break;
case ROAD_X: AddTrack(3, 24); AddTrack(27, 24); AddTrack(45, 24); AddTrack(21, 24); break;
}
//// Road traffic tracks
switch (nRoadType)
{
case ROAD_H: pSafeCarTrack = AddTrack(14, 20); AddTrack(28, 34); break;
case ROAD_V: AddTrack(2, 44); pSafeCarTrack = AddTrack(4, 46); break;
case ROAD_C1: pSafeCarTrack = AddTrack(44, 16); AddTrack(16, 20); AddTrack(46, 32); AddTrack(32, 34); break;
case ROAD_C2: pSafeCarTrack = AddTrack(14, 18); AddTrack(18, 46); AddTrack(28, 30); AddTrack(30, 44); break;
case ROAD_C3: AddTrack(2, 30); AddTrack(30, 34); pSafeCarTrack = AddTrack(4, 18); AddTrack(18, 20); break;
case ROAD_C4: AddTrack(2, 16); AddTrack(16, 14); pSafeCarTrack = AddTrack(4, 32); AddTrack(32, 28); break;
case ROAD_T1: AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34);
AddTrack(16, 30); AddTrack(30, 44); AddTrack(18, 32); AddTrack(32, 46); break;
case ROAD_T4: AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34);
AddTrack(16, 30); AddTrack(16, 2); AddTrack(18, 32); AddTrack(18, 4); break;
case ROAD_T2: AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(16, 18); AddTrack(18, 20); AddTrack(30, 32); AddTrack(32, 34); break;
case ROAD_T3: AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(14, 16); AddTrack(16, 18); AddTrack(28, 30); AddTrack(30, 32); break;
case ROAD_X:
AddTrack(2, 16); AddTrack(16, 30); AddTrack(30, 44); AddTrack(4, 18); AddTrack(18, 32); AddTrack(32, 46);
AddTrack(14, 16); AddTrack(16, 18); AddTrack(18, 20); AddTrack(28, 30); AddTrack(30, 32); AddTrack(32, 34); break;
}
// Stop Patterns, here we go, loads of data... :(
// .PO.OP.
// PP.P.PP
// O.O.O.O
// .P...P.
// O.O.O.O
// PP.P.PP
// .PO.OP.
// .PO.OP.
// PP.P.PP
// O.X.X.O
// .P...P.
// O.X.X.O
// PP.P.PP
// .PO.OP.
// .PO.OP.
// PP.X.PP
// O.X.X.O
// .X...X.
// O.X.X.O
// PP.X.PP
// .PO.OP.
auto stopmap = [&](const std::string &s)
{
StopPattern p;
for (size_t i = 0; i < s.size(); i++)
p.bStop[i] = (s[i] == 'X');
return p;
};
switch (nRoadType)
{
case ROAD_H:
case ROAD_V:
case ROAD_C1:
case ROAD_C2:
case ROAD_C3:
case ROAD_C4:
// Allow all
/*vStopPattern.push_back(
stopmap(
".PO.OP."
"PP.P.PP"
"O.O.O.O"
".P...P."
"O.O.O.O"
"PP.P.PP"
".PO.OP."));*/
break;
case ROAD_X:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T1:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"O.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"O.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".X...X."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.O.O.O"
".X...X."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T2:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".P...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".P...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".P...X."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".P...X."
"X.O.O.O"
"PP.X.PP"
".PX.OP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".P...X."
"X.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".P...X."
"X.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".P...X."
"X.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T3:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...P."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.X"
".X...P."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.X"
".X...P."
"X.X.O.X"
"PP.X.PP"
".PX.OP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.X"
".X...P."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.X"
".X...P."
"O.O.O.X"
"PP.X.PP"
".PX.OP."));
// Allow SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...P."
"O.O.X.X"
"PP.X.PP"
".PO.XP."));
// Drain SOUTH Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...P."
"O.O.X.X"
"PP.X.PP"
".PX.XP."));
break;
case ROAD_T4:
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Allow West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"O.O.O.O"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain West Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.O.O"
".X...X."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Allow North Traffic
vStopPattern.push_back(
stopmap(
".PX.OP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
// Drain North Traffic
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.O.O"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
// Allow Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.P.PP"
"X.X.X.X"
".P...P."
"X.X.X.X"
"PP.P.PP"
".PX.XP."));
// Drain Pedestrians
vStopPattern.push_back(
stopmap(
".PX.XP."
"PP.X.PP"
"X.X.X.X"
".X...X."
"X.X.X.X"
"PP.X.PP"
".PX.XP."));
// Allow EAST Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.O"
"PP.P.PP"
".PX.XP."));
// Drain East Traffic
vStopPattern.push_back(
stopmap(
".PO.XP."
"PP.X.PP"
"X.O.X.X"
".X...X."
"O.O.O.X"
"PP.P.PP"
".PX.XP."));
break;
}
}
bool cCell_Road::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"];
sprRoadTex[ROAD_V] = mapTextures["Road_V"];
sprRoadTex[ROAD_H] = mapTextures["Road_H"];
sprRoadTex[ROAD_C1] = mapTextures["Road_C1"];
sprRoadTex[ROAD_T1] = mapTextures["Road_T1"];
sprRoadTex[ROAD_C2] = mapTextures["Road_C2"];
sprRoadTex[ROAD_T2] = mapTextures["Road_T2"];
sprRoadTex[ROAD_X] = mapTextures["Road_X"];
sprRoadTex[ROAD_T3] = mapTextures["Road_T3"];
sprRoadTex[ROAD_C3] = mapTextures["Road_C3"];
sprRoadTex[ROAD_T4] = mapTextures["Road_T4"];
sprRoadTex[ROAD_C4] = mapTextures["Road_C4"];
return false;
}
bool cCell_Road::Update(float fElapsedTime)
{
if (vStopPattern.empty())
return false;
fStopPatternTimer += fElapsedTime;
if (fStopPatternTimer >= 5.0f)
{
fStopPatternTimer -= 5.0f;
nCurrentStopPattern++;
nCurrentStopPattern %= vStopPattern.size();
for (int i = 0; i < 49; i++)
if(pNaviNodes[i] != nullptr)
pNaviNodes[i]->bBlock = vStopPattern[nCurrentStopPattern].bStop[i];
}
return false;
}
bool cCell_Road::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(sprRoadTex[nRoadType]);
pipe.Render(meshUnitQuad->tris, olc::GFX3D::RENDER_CULL_CW | olc::GFX3D::RENDER_DEPTH | olc::GFX3D::RENDER_TEXTURED);
return false;
}
bool cCell_Road::DrawAlpha(olc::PixelGameEngine* pge, olc::GFX3D::PipeLine & pipe)
{
return false;
}
bool cCell_Road::DrawDebug(olc::PixelGameEngine* pge, olc::GFX3D::PipeLine & pipe)
{
// Draw Automata navigation tracks
for (auto &track : listTracks)
{
olc::GFX3D::vec3d p1 = { track.node[0]->pos.x, track.node[0]->pos.y, 0.0f };
olc::GFX3D::vec3d p2 = { track.node[1]->pos.x, track.node[1]->pos.y, 0.0f };
pipe.RenderLine(p1, p2, olc::CYAN);
}
for (int i = 0; i < 49; i++)
{
if (pNaviNodes[i] != nullptr)
{
olc::GFX3D::vec3d p1 = { pNaviNodes[i]->pos.x, pNaviNodes[i]->pos.y, 0.01f };
pipe.RenderCircleXZ(p1, 0.03f, pNaviNodes[i]->bBlock ? olc::RED : olc::GREEN);
}
}
return false;
}

@ -1,54 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
#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 +0,0 @@
/*
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;
//}

File diff suppressed because it is too large Load Diff

@ -1,5 +0,0 @@
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_GRAPHICS3D
#include "olcPGEX_Graphics3D.h"

File diff suppressed because it is too large Load Diff

@ -1,166 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#include <iostream>
#include <olc_net.h>
enum class CustomMsgTypes : uint32_t
{
ServerAccept,
ServerDeny,
ServerPing,
MessageAll,
ServerMessage,
};
class CustomClient : public olc::net::client_interface<CustomMsgTypes>
{
public:
void PingServer()
{
olc::net::message<CustomMsgTypes> msg;
msg.header.id = CustomMsgTypes::ServerPing;
// Caution with this...
std::chrono::system_clock::time_point timeNow = std::chrono::system_clock::now();
msg << timeNow;
Send(msg);
}
void MessageAll()
{
olc::net::message<CustomMsgTypes> msg;
msg.header.id = CustomMsgTypes::MessageAll;
Send(msg);
}
};
int main()
{
CustomClient c;
c.Connect("127.0.0.1", 60000);
bool key[3] = { false, false, false };
bool old_key[3] = { false, false, false };
bool bQuit = false;
while (!bQuit)
{
if (GetForegroundWindow() == GetConsoleWindow())
{
key[0] = GetAsyncKeyState('1') & 0x8000;
key[1] = GetAsyncKeyState('2') & 0x8000;
key[2] = GetAsyncKeyState('3') & 0x8000;
}
if (key[0] && !old_key[0]) c.PingServer();
if (key[1] && !old_key[1]) c.MessageAll();
if (key[2] && !old_key[2]) bQuit = true;
for (int i = 0; i < 3; i++) old_key[i] = key[i];
if (c.IsConnected())
{
if (!c.Incoming().empty())
{
auto msg = c.Incoming().pop_front().msg;
switch (msg.header.id)
{
case CustomMsgTypes::ServerAccept:
{
// Server has responded to a ping request
std::cout << "Server Accepted Connection\n";
}
break;
case CustomMsgTypes::ServerPing:
{
// Server has responded to a ping request
std::chrono::system_clock::time_point timeNow = std::chrono::system_clock::now();
std::chrono::system_clock::time_point timeThen;
msg >> timeThen;
std::cout << "Ping: " << std::chrono::duration<double>(timeNow - timeThen).count() << "\n";
}
break;
case CustomMsgTypes::ServerMessage:
{
// Server has responded to a ping request
uint32_t clientID;
msg >> clientID;
std::cout << "Hello from [" << clientID << "]\n";
}
break;
}
}
}
else
{
std::cout << "Server Down\n";
bQuit = true;
}
}
return 0;
}

@ -1,137 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#include <iostream>
#include <olc_net.h>
enum class CustomMsgTypes : uint32_t
{
ServerAccept,
ServerDeny,
ServerPing,
MessageAll,
ServerMessage,
};
class CustomServer : public olc::net::server_interface<CustomMsgTypes>
{
public:
CustomServer(uint16_t nPort) : olc::net::server_interface<CustomMsgTypes>(nPort)
{
}
protected:
virtual bool OnClientConnect(std::shared_ptr<olc::net::connection<CustomMsgTypes>> client)
{
olc::net::message<CustomMsgTypes> msg;
msg.header.id = CustomMsgTypes::ServerAccept;
client->Send(msg);
return true;
}
// Called when a client appears to have disconnected
virtual void OnClientDisconnect(std::shared_ptr<olc::net::connection<CustomMsgTypes>> client)
{
std::cout << "Removing client [" << client->GetID() << "]\n";
}
// Called when a message arrives
virtual void OnMessage(std::shared_ptr<olc::net::connection<CustomMsgTypes>> client, olc::net::message<CustomMsgTypes>& msg)
{
switch (msg.header.id)
{
case CustomMsgTypes::ServerPing:
{
std::cout << "[" << client->GetID() << "]: Server Ping\n";
// Simply bounce message back to client
client->Send(msg);
}
break;
case CustomMsgTypes::MessageAll:
{
std::cout << "[" << client->GetID() << "]: Message All\n";
// Construct a new message and send it to all clients
olc::net::message<CustomMsgTypes> msg;
msg.header.id = CustomMsgTypes::ServerMessage;
msg << client->GetID();
MessageAllClients(msg, client);
}
break;
}
}
};
int main()
{
CustomServer server(60000);
server.Start();
while (1)
{
server.Update(-1, true);
}
return 0;
}

@ -1,160 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
namespace olc
{
namespace net
{
template <typename T>
class client_interface
{
public:
client_interface()
{}
virtual ~client_interface()
{
// If the client is destroyed, always try and disconnect from server
Disconnect();
}
public:
// Connect to server with hostname/ip-address and port
bool Connect(const std::string& host, const uint16_t port)
{
try
{
// Resolve hostname/ip-address into tangiable physical address
asio::ip::tcp::resolver resolver(m_context);
asio::ip::tcp::resolver::results_type endpoints = resolver.resolve(host, std::to_string(port));
// Create connection
m_connection = std::make_unique<connection<T>>(connection<T>::owner::client, m_context, asio::ip::tcp::socket(m_context), m_qMessagesIn);
// Tell the connection object to connect to server
m_connection->ConnectToServer(endpoints);
// Start Context Thread
thrContext = std::thread([this]() { m_context.run(); });
}
catch (std::exception& e)
{
std::cerr << "Client Exception: " << e.what() << "\n";
return false;
}
return true;
}
// Disconnect from server
void Disconnect()
{
// If connection exists, and it's connected then...
if(IsConnected())
{
// ...disconnect from server gracefully
m_connection->Disconnect();
}
// Either way, we're also done with the asio context...
m_context.stop();
// ...and its thread
if (thrContext.joinable())
thrContext.join();
// Destroy the connection object
m_connection.release();
}
// Check if client is actually connected to a server
bool IsConnected()
{
if (m_connection)
return m_connection->IsConnected();
else
return false;
}
public:
// Send message to server
void Send(const message<T>& msg)
{
if (IsConnected())
m_connection->Send(msg);
}
// Retrieve queue of messages from server
tsqueue<owned_message<T>>& Incoming()
{
return m_qMessagesIn;
}
protected:
// asio context handles the data transfer...
asio::io_context m_context;
// ...but needs a thread of its own to execute its work commands
std::thread thrContext;
// The client has a single instance of a "connection" object, which handles data transfer
std::unique_ptr<connection<T>> m_connection;
private:
// This is the thread safe queue of incoming messages from server
tsqueue<owned_message<T>> m_qMessagesIn;
};
}
}

@ -1,78 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include <memory>
#include <thread>
#include <mutex>
#include <deque>
#include <optional>
#include <vector>
#include <iostream>
#include <algorithm>
#include <chrono>
#include <cstdint>
#ifdef _WIN32
#define _WIN32_WINNT 0x0A00
#endif
#define ASIO_STANDALONE
#include <asio.hpp>
#include <asio/ts/buffer.hpp>
#include <asio/ts/internet.hpp>

@ -1,353 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
#include "net_tsqueue.h"
#include "net_message.h"
namespace olc
{
namespace net
{
template<typename T>
class connection : public std::enable_shared_from_this<connection<T>>
{
public:
// A connection is "owned" by either a server or a client, and its
// behaviour is slightly different bewteen the two.
enum class owner
{
server,
client
};
public:
// Constructor: Specify Owner, connect to context, transfer the socket
// Provide reference to incoming message queue
connection(owner parent, asio::io_context& asioContext, asio::ip::tcp::socket socket, tsqueue<owned_message<T>>& qIn)
: m_asioContext(asioContext), m_socket(std::move(socket)), m_qMessagesIn(qIn)
{
m_nOwnerType = parent;
}
virtual ~connection()
{}
// This ID is used system wide - its how clients will understand other clients
// exist across the whole system.
uint32_t GetID() const
{
return id;
}
public:
void ConnectToClient(uint32_t uid = 0)
{
if (m_nOwnerType == owner::server)
{
if (m_socket.is_open())
{
id = uid;
ReadHeader();
}
}
}
void ConnectToServer(const asio::ip::tcp::resolver::results_type& endpoints)
{
// Only clients can connect to servers
if (m_nOwnerType == owner::client)
{
// Request asio attempts to connect to an endpoint
asio::async_connect(m_socket, endpoints,
[this](std::error_code ec, asio::ip::tcp::endpoint endpoint)
{
if (!ec)
{
ReadHeader();
}
});
}
}
void Disconnect()
{
if (IsConnected())
asio::post(m_asioContext, [this]() { m_socket.close(); });
}
bool IsConnected() const
{
return m_socket.is_open();
}
// Prime the connection to wait for incoming messages
void StartListening()
{
}
public:
// ASYNC - Send a message, connections are one-to-one so no need to specifiy
// the target, for a client, the target is the server and vice versa
void Send(const message<T>& msg)
{
asio::post(m_asioContext,
[this, msg]()
{
// If the queue has a message in it, then we must
// assume that it is in the process of asynchronously being written.
// Either way add the message to the queue to be output. If no messages
// were available to be written, then start the process of writing the
// message at the front of the queue.
bool bWritingMessage = !m_qMessagesOut.empty();
m_qMessagesOut.push_back(msg);
if (!bWritingMessage)
{
WriteHeader();
}
});
}
private:
// ASYNC - Prime context to write a message header
void WriteHeader()
{
// If this function is called, we know the outgoing message queue must have
// at least one message to send. So allocate a transmission buffer to hold
// the message, and issue the work - asio, send these bytes
asio::async_write(m_socket, asio::buffer(&m_qMessagesOut.front().header, sizeof(message_header<T>)),
[this](std::error_code ec, std::size_t length)
{
// asio has now sent the bytes - if there was a problem
// an error would be available...
if (!ec)
{
// ... no error, so check if the message header just sent also
// has a message body...
if (m_qMessagesOut.front().body.size() > 0)
{
// ...it does, so issue the task to write the body bytes
WriteBody();
}
else
{
// ...it didnt, so we are done with this message. Remove it from
// the outgoing message queue
m_qMessagesOut.pop_front();
// If the queue is not empty, there are more messages to send, so
// make this happen by issuing the task to send the next header.
if (!m_qMessagesOut.empty())
{
WriteHeader();
}
}
}
else
{
// ...asio failed to write the message, we could analyse why but
// for now simply assume the connection has died by closing the
// socket. When a future attempt to write to this client fails due
// to the closed socket, it will be tidied up.
std::cout << "[" << id << "] Write Header Fail.\n";
m_socket.close();
}
});
}
// ASYNC - Prime context to write a message body
void WriteBody()
{
// If this function is called, a header has just been sent, and that header
// indicated a body existed for this message. Fill a transmission buffer
// with the body data, and send it!
asio::async_write(m_socket, asio::buffer(m_qMessagesOut.front().body.data(), m_qMessagesOut.front().body.size()),
[this](std::error_code ec, std::size_t length)
{
if (!ec)
{
// Sending was successful, so we are done with the message
// and remove it from the queue
m_qMessagesOut.pop_front();
// If the queue still has messages in it, then issue the task to
// send the next messages' header.
if (!m_qMessagesOut.empty())
{
WriteHeader();
}
}
else
{
// Sending failed, see WriteHeader() equivalent for description :P
std::cout << "[" << id << "] Write Body Fail.\n";
m_socket.close();
}
});
}
// ASYNC - Prime context ready to read a message header
void ReadHeader()
{
// If this function is called, we are expecting asio to wait until it receives
// enough bytes to form a header of a message. We know the headers are a fixed
// size, so allocate a transmission buffer large enough to store it. In fact,
// we will construct the message in a "temporary" message object as it's
// convenient to work with.
asio::async_read(m_socket, asio::buffer(&m_msgTemporaryIn.header, sizeof(message_header<T>)),
[this](std::error_code ec, std::size_t length)
{
if (!ec)
{
// A complete message header has been read, check if this message
// has a body to follow...
if (m_msgTemporaryIn.header.size > 0)
{
// ...it does, so allocate enough space in the messages' body
// vector, and issue asio with the task to read the body.
m_msgTemporaryIn.body.resize(m_msgTemporaryIn.header.size);
ReadBody();
}
else
{
// it doesn't, so add this bodyless message to the connections
// incoming message queue
AddToIncomingMessageQueue();
}
}
else
{
// Reading form the client went wrong, most likely a disconnect
// has occurred. Close the socket and let the system tidy it up later.
std::cout << "[" << id << "] Read Header Fail.\n";
m_socket.close();
}
});
}
// ASYNC - Prime context ready to read a message body
void ReadBody()
{
// If this function is called, a header has already been read, and that header
// request we read a body, The space for that body has already been allocated
// in the temporary message object, so just wait for the bytes to arrive...
asio::async_read(m_socket, asio::buffer(m_msgTemporaryIn.body.data(), m_msgTemporaryIn.body.size()),
[this](std::error_code ec, std::size_t length)
{
if (!ec)
{
// ...and they have! The message is now complete, so add
// the whole message to incoming queue
AddToIncomingMessageQueue();
}
else
{
// As above!
std::cout << "[" << id << "] Read Body Fail.\n";
m_socket.close();
}
});
}
// Once a full message is received, add it to the incoming queue
void AddToIncomingMessageQueue()
{
// Shove it in queue, converting it to an "owned message", by initialising
// with the a shared pointer from this connection object
if(m_nOwnerType == owner::server)
m_qMessagesIn.push_back({ this->shared_from_this(), m_msgTemporaryIn });
else
m_qMessagesIn.push_back({ nullptr, m_msgTemporaryIn });
// We must now prime the asio context to receive the next message. It
// wil just sit and wait for bytes to arrive, and the message construction
// process repeats itself. Clever huh?
ReadHeader();
}
protected:
// Each connection has a unique socket to a remote
asio::ip::tcp::socket m_socket;
// This context is shared with the whole asio instance
asio::io_context& m_asioContext;
// This queue holds all messages to be sent to the remote side
// of this connection
tsqueue<message<T>> m_qMessagesOut;
// This references the incoming queue of the parent object
tsqueue<owned_message<T>>& m_qMessagesIn;
// Incoming messages are constructed asynchronously, so we will
// store the part assembled message here, until it is ready
message<T> m_msgTemporaryIn;
// The "owner" decides how some of the connection behaves
owner m_nOwnerType = owner::server;
uint32_t id = 0;
};
}
}

@ -1,177 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
namespace olc
{
namespace net
{
///[OLC_HEADERIFYIER] START "MESSAGE"
// Message Header is sent at start of all messages. The template allows us
// to use "enum class" to ensure that the messages are valid at compile time
template <typename T>
struct message_header
{
T id{};
uint32_t size = 0;
};
// Message Body contains a header and a std::vector, containing raw bytes
// of infomation. This way the message can be variable length, but the size
// in the header must be updated.
template <typename T>
struct message
{
// Header & Body vector
message_header<T> header{};
std::vector<uint8_t> body;
// returns size of entire message packet in bytes
size_t size() const
{
return body.size();
}
// Override for std::cout compatibility - produces friendly description of message
friend std::ostream& operator << (std::ostream& os, const message<T>& msg)
{
os << "ID:" << int(msg.header.id) << " Size:" << msg.header.size;
return os;
}
// Convenience Operator overloads - These allow us to add and remove stuff from
// the body vector as if it were a stack, so First in, Last Out. These are a
// template in itself, because we dont know what data type the user is pushing or
// popping, so lets allow them all. NOTE: It assumes the data type is fundamentally
// Plain Old Data (POD). TLDR: Serialise & Deserialise into/from a vector
// Pushes any POD-like data into the message buffer
template<typename DataType>
friend message<T>& operator << (message<T>& msg, const DataType& data)
{
// Check that the type of the data being pushed is trivially copyable
static_assert(std::is_standard_layout<DataType>::value, "Data is too complex to be pushed into vector");
// Cache current size of vector, as this will be the point we insert the data
size_t i = msg.body.size();
// Resize the vector by the size of the data being pushed
msg.body.resize(msg.body.size() + sizeof(DataType));
// Physically copy the data into the newly allocated vector space
std::memcpy(msg.body.data() + i, &data, sizeof(DataType));
// Recalculate the message size
msg.header.size = msg.size();
// Return the target message so it can be "chained"
return msg;
}
// Pulls any POD-like data form the message buffer
template<typename DataType>
friend message<T>& operator >> (message<T>& msg, DataType& data)
{
// Check that the type of the data being pushed is trivially copyable
static_assert(std::is_standard_layout<DataType>::value, "Data is too complex to be pulled from vector");
// Cache the location towards the end of the vector where the pulled data starts
size_t i = msg.body.size() - sizeof(DataType);
// Physically copy the data from the vector into the user variable
std::memcpy(&data, msg.body.data() + i, sizeof(DataType));
// Shrink the vector to remove read bytes, and reset end position
msg.body.resize(i);
// Recalculate the message size
msg.header.size = msg.size();
// Return the target message so it can be "chained"
return msg;
}
};
// An "owned" message is identical to a regular message, but it is associated with
// a connection. On a server, the owner would be the client that sent the message,
// on a client the owner would be the server.
// Forward declare the connection
template <typename T>
class connection;
template <typename T>
struct owned_message
{
std::shared_ptr<connection<T>> remote = nullptr;
message<T> msg;
// Again, a friendly string maker
friend std::ostream& operator<<(std::ostream& os, const owned_message<T>& msg)
{
os << msg.msg;
return os;
}
};
///[OLC_HEADERIFYIER] END "MESSAGE"
}
}

@ -1,298 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
#include "net_tsqueue.h"
#include "net_message.h"
#include "net_connection.h"
namespace olc
{
namespace net
{
template<typename T>
class server_interface
{
public:
// Create a server, ready to listen on specified port
server_interface(uint16_t port)
: m_asioAcceptor(m_asioContext, asio::ip::tcp::endpoint(asio::ip::tcp::v4(), port))
{
}
virtual ~server_interface()
{
// May as well try and tidy up
Stop();
}
// Starts the server!
bool Start()
{
try
{
// Issue a task to the asio context - This is important
// as it will prime the context with "work", and stop it
// from exiting immediately. Since this is a server, we
// want it primed ready to handle clients trying to
// connect.
WaitForClientConnection();
// Launch the asio context in its own thread
m_threadContext = std::thread([this]() { m_asioContext.run(); });
}
catch (std::exception& e)
{
// Something prohibited the server from listening
std::cerr << "[SERVER] Exception: " << e.what() << "\n";
return false;
}
std::cout << "[SERVER] Started!\n";
return true;
}
// Stops the server!
void Stop()
{
// Request the context to close
m_asioContext.stop();
// Tidy up the context thread
if (m_threadContext.joinable()) m_threadContext.join();
// Inform someone, anybody, if they care...
std::cout << "[SERVER] Stopped!\n";
}
// ASYNC - Instruct asio to wait for connection
void WaitForClientConnection()
{
// Prime context with an instruction to wait until a socket connects. This
// is the purpose of an "acceptor" object. It will provide a unique socket
// for each incoming connection attempt
m_asioAcceptor.async_accept(
[this](std::error_code ec, asio::ip::tcp::socket socket)
{
// Triggered by incoming connection request
if (!ec)
{
// Display some useful(?) information
std::cout << "[SERVER] New Connection: " << socket.remote_endpoint() << "\n";
// Create a new connection to handle this client
std::shared_ptr<connection<T>> newconn =
std::make_shared<connection<T>>(connection<T>::owner::server,
m_asioContext, std::move(socket), m_qMessagesIn);
// Give the user server a chance to deny connection
if (OnClientConnect(newconn))
{
// Connection allowed, so add to container of new connections
m_deqConnections.push_back(std::move(newconn));
// And very important! Issue a task to the connection's
// asio context to sit and wait for bytes to arrive!
m_deqConnections.back()->ConnectToClient(nIDCounter++);
std::cout << "[" << m_deqConnections.back()->GetID() << "] Connection Approved\n";
}
else
{
std::cout << "[-----] Connection Denied\n";
// Connection will go out of scope with no pending tasks, so will
// get destroyed automagically due to the wonder of smart pointers
}
}
else
{
// Error has occurred during acceptance
std::cout << "[SERVER] New Connection Error: " << ec.message() << "\n";
}
// Prime the asio context with more work - again simply wait for
// another connection...
WaitForClientConnection();
});
}
// Send a message to a specific client
void MessageClient(std::shared_ptr<connection<T>> client, const message<T>& msg)
{
// Check client is legitimate...
if (client && client->IsConnected())
{
// ...and post the message via the connection
client->Send(msg);
}
else
{
// If we cant communicate with client then we may as
// well remove the client - let the server know, it may
// be tracking it somehow
OnClientDisconnect(client);
// Off you go now, bye bye!
client.reset();
// Then physically remove it from the container
m_deqConnections.erase(
std::remove(m_deqConnections.begin(), m_deqConnections.end(), client), m_deqConnections.end());
}
}
// Send message to all clients
void MessageAllClients(const message<T>& msg, std::shared_ptr<connection<T>> pIgnoreClient = nullptr)
{
bool bInvalidClientExists = false;
// Iterate through all clients in container
for (auto& client : m_deqConnections)
{
// Check client is connected...
if (client && client->IsConnected())
{
// ..it is!
if(client != pIgnoreClient)
client->Send(msg);
}
else
{
// The client couldnt be contacted, so assume it has
// disconnected.
OnClientDisconnect(client);
client.reset();
// Set this flag to then remove dead clients from container
bInvalidClientExists = true;
}
}
// Remove dead clients, all in one go - this way, we dont invalidate the
// container as we iterated through it.
if (bInvalidClientExists)
m_deqConnections.erase(
std::remove(m_deqConnections.begin(), m_deqConnections.end(), nullptr), m_deqConnections.end());
}
// Force server to respond to incoming messages
void Update(size_t nMaxMessages = -1, bool bWait = false)
{
if (bWait) m_qMessagesIn.wait();
// Process as many messages as you can up to the value
// specified
size_t nMessageCount = 0;
while (nMessageCount < nMaxMessages && !m_qMessagesIn.empty())
{
// Grab the front message
auto msg = m_qMessagesIn.pop_front();
// Pass to message handler
OnMessage(msg.remote, msg.msg);
nMessageCount++;
}
}
protected:
// This server class should override thse functions to implement
// customised functionality
// Called when a client connects, you can veto the connection by returning false
virtual bool OnClientConnect(std::shared_ptr<connection<T>> client)
{
return false;
}
// Called when a client appears to have disconnected
virtual void OnClientDisconnect(std::shared_ptr<connection<T>> client)
{
}
// Called when a message arrives
virtual void OnMessage(std::shared_ptr<connection<T>> client, message<T>& msg)
{
}
protected:
// Thread Safe Queue for incoming message packets
tsqueue<owned_message<T>> m_qMessagesIn;
// Container of active validated connections
std::deque<std::shared_ptr<connection<T>>> m_deqConnections;
// Order of declaration is important - it is also the order of initialisation
asio::io_context m_asioContext;
std::thread m_threadContext;
// These things need an asio context
asio::ip::tcp::acceptor m_asioAcceptor; // Handles new incoming connection attempts...
// Clients will be identified in the "wider system" via an ID
uint32_t nIDCounter = 10000;
};
}
}

@ -1,163 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
namespace olc
{
namespace net
{
template<typename T>
class tsqueue
{
public:
tsqueue() = default;
tsqueue(const tsqueue<T>&) = delete;
virtual ~tsqueue() { clear(); }
public:
// Returns and maintains item at front of Queue
const T& front()
{
std::scoped_lock lock(muxQueue);
return deqQueue.front();
}
// Returns and maintains item at back of Queue
const T& back()
{
std::scoped_lock lock(muxQueue);
return deqQueue.back();
}
// Removes and returns item from front of Queue
T pop_front()
{
std::scoped_lock lock(muxQueue);
auto t = std::move(deqQueue.front());
deqQueue.pop_front();
return t;
}
// Removes and returns item from back of Queue
T pop_back()
{
std::scoped_lock lock(muxQueue);
auto t = std::move(deqQueue.back());
deqQueue.pop_back();
return t;
}
// Adds an item to back of Queue
void push_back(const T& item)
{
std::scoped_lock lock(muxQueue);
deqQueue.emplace_back(std::move(item));
std::unique_lock<std::mutex> ul(muxBlocking);
cvBlocking.notify_one();
}
// Adds an item to front of Queue
void push_front(const T& item)
{
std::scoped_lock lock(muxQueue);
deqQueue.emplace_front(std::move(item));
std::unique_lock<std::mutex> ul(muxBlocking);
cvBlocking.notify_one();
}
// Returns true if Queue has no items
bool empty()
{
std::scoped_lock lock(muxQueue);
return deqQueue.empty();
}
// Returns number of items in Queue
size_t count()
{
std::scoped_lock lock(muxQueue);
return deqQueue.size();
}
// Clears Queue
void clear()
{
std::scoped_lock lock(muxQueue);
deqQueue.clear();
}
void wait()
{
while (empty())
{
std::unique_lock<std::mutex> ul(muxBlocking);
cvBlocking.wait(ul);
}
}
protected:
std::mutex muxQueue;
std::deque<T> deqQueue;
std::condition_variable cvBlocking;
std::mutex muxBlocking;
};
}
}

@ -1,64 +0,0 @@
/*
MMO Client/Server Framework using ASIO
"Happy Birthday Mrs Javidx9!" - javidx9
Videos:
Part #1: https://youtu.be/2hNdkYInj4g
Part #2: https://youtu.be/UbjxGvrDrbw
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 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, 2020
*/
#pragma once
#include "net_common.h"
#include "net_tsqueue.h"
#include "net_message.h"
#include "net_client.h"
#include "net_server.h"
#include "net_connection.h"

@ -1,3 +0,0 @@
Networking Code
This version is incomplete! Its fine for experimenting, but it will consume whole processor cores, and it has a memory leak. These will be identified and resolved in Part#3 when we look at making it robust.

@ -1,278 +0,0 @@
#include "../MMO_Server/MMO_Common.h"
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
#include <unordered_map>
class MMOGame : public olc::PixelGameEngine, olc::net::client_interface<GameMsg>
{
public:
MMOGame()
{
sAppName = "MMO Client";
}
private:
olc::TileTransformedView tv;
std::string sWorldMap =
"################################"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..........####...####.........#"
"#..........#.........#.........#"
"#..........#.........#.........#"
"#..........#.........#.........#"
"#..........##############......#"
"#..............................#"
"#..................#.#.#.#.....#"
"#..............................#"
"#..................#.#.#.#.....#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"#..............................#"
"################################";
olc::vi2d vWorldSize = { 32, 32 };
private:
std::unordered_map<uint32_t, sPlayerDescription> mapObjects;
uint32_t nPlayerID = 0;
sPlayerDescription descPlayer;
bool bWaitingForConnection = true;
public:
bool OnUserCreate() override
{
tv = olc::TileTransformedView({ ScreenWidth(), ScreenHeight() }, { 8, 8 });
//mapObjects[0].nUniqueID = 0;
//mapObjects[0].vPos = { 3.0f, 3.0f };
if (Connect("127.0.0.1", 60000))
{
return true;
}
return false;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Check for incoming network messages
if (IsConnected())
{
while (!Incoming().empty())
{
auto msg = Incoming().pop_front().msg;
switch (msg.header.id)
{
case(GameMsg::Client_Accepted):
{
std::cout << "Server accepted client - you're in!\n";
olc::net::message<GameMsg> msg;
msg.header.id = GameMsg::Client_RegisterWithServer;
descPlayer.vPos = { 3.0f, 3.0f };
msg << descPlayer;
Send(msg);
break;
}
case(GameMsg::Client_AssignID):
{
// Server is assigning us OUR id
msg >> nPlayerID;
std::cout << "Assigned Client ID = " << nPlayerID << "\n";
break;
}
case(GameMsg::Game_AddPlayer):
{
sPlayerDescription desc;
msg >> desc;
mapObjects.insert_or_assign(desc.nUniqueID, desc);
if (desc.nUniqueID == nPlayerID)
{
// Now we exist in game world
bWaitingForConnection = false;
}
break;
}
case(GameMsg::Game_RemovePlayer):
{
uint32_t nRemovalID = 0;
msg >> nRemovalID;
mapObjects.erase(nRemovalID);
break;
}
case(GameMsg::Game_UpdatePlayer):
{
sPlayerDescription desc;
msg >> desc;
mapObjects.insert_or_assign(desc.nUniqueID, desc);
break;
}
}
}
}
if (bWaitingForConnection)
{
Clear(olc::DARK_BLUE);
DrawString({ 10,10 }, "Waiting To Connect...", olc::WHITE);
return true;
}
// Control of Player Object
mapObjects[nPlayerID].vVel = { 0.0f, 0.0f };
if (GetKey(olc::Key::W).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, -1.0f };
if (GetKey(olc::Key::S).bHeld) mapObjects[nPlayerID].vVel += { 0.0f, +1.0f };
if (GetKey(olc::Key::A).bHeld) mapObjects[nPlayerID].vVel += { -1.0f, 0.0f };
if (GetKey(olc::Key::D).bHeld) mapObjects[nPlayerID].vVel += { +1.0f, 0.0f };
if (mapObjects[nPlayerID].vVel.mag2() > 0)
mapObjects[nPlayerID].vVel = mapObjects[nPlayerID].vVel.norm() * 4.0f;
// Update objects locally
for (auto& object : mapObjects)
{
// Where will object be worst case?
olc::vf2d vPotentialPosition = object.second.vPos + object.second.vVel * fElapsedTime;
// Extract region of world cells that could have collision this frame
olc::vi2d vCurrentCell = object.second.vPos.floor();
olc::vi2d vTargetCell = vPotentialPosition;
olc::vi2d vAreaTL = (vCurrentCell.min(vTargetCell) - olc::vi2d(1, 1)).max({ 0,0 });
olc::vi2d vAreaBR = (vCurrentCell.max(vTargetCell) + olc::vi2d(1, 1)).min(vWorldSize);
// Iterate through each cell in test area
olc::vi2d vCell;
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
{
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
{
// Check if the cell is actually solid...
// olc::vf2d vCellMiddle = vCell.floor();
if (sWorldMap[vCell.y * vWorldSize.x + vCell.x] == '#')
{
// ...it is! So work out nearest point to future player position, around perimeter
// of cell rectangle. We can test the distance to this point to see if we have
// collided.
olc::vf2d vNearestPoint;
// Inspired by this (very clever btw)
// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
// But modified to work :P
olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
float fOverlap = object.second.fRadius - vRayToNearest.mag();
if (std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
// If overlap is positive, then a collision has occurred, so we displace backwards by the
// overlap amount. The potential position is then tested against other tiles in the area
// therefore "statically" resolving the collision
if (fOverlap > 0)
{
// Statically resolve the collision
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
}
}
}
}
// Set the objects new position to the allowed potential position
object.second.vPos = vPotentialPosition;
}
// Handle Pan & Zoom
if (GetMouse(2).bPressed) tv.StartPan(GetMousePos());
if (GetMouse(2).bHeld) tv.UpdatePan(GetMousePos());
if (GetMouse(2).bReleased) tv.EndPan(GetMousePos());
if (GetMouseWheel() > 0) tv.ZoomAtScreenPos(1.5f, GetMousePos());
if (GetMouseWheel() < 0) tv.ZoomAtScreenPos(0.75f, GetMousePos());
// Clear World
Clear(olc::BLACK);
// Draw World
olc::vi2d vTL = tv.GetTopLeftTile().max({ 0,0 });
olc::vi2d vBR = tv.GetBottomRightTile().min(vWorldSize);
olc::vi2d vTile;
for (vTile.y = vTL.y; vTile.y < vBR.y; vTile.y++)
for (vTile.x = vTL.x; vTile.x < vBR.x; vTile.x++)
{
if (sWorldMap[vTile.y * vWorldSize.x + vTile.x] == '#')
{
tv.DrawRect(vTile, { 1.0f, 1.0f });
tv.DrawRect(olc::vf2d(vTile) + olc::vf2d(0.1f, 0.1f), { 0.8f, 0.8f });
}
}
// Draw World Objects
for (auto& object : mapObjects)
{
// Draw Boundary
tv.DrawCircle(object.second.vPos, object.second.fRadius);
// Draw Velocity
if (object.second.vVel.mag2() > 0)
tv.DrawLine(object.second.vPos, object.second.vPos + object.second.vVel.norm() * object.second.fRadius, olc::MAGENTA);
// Draw Name
olc::vi2d vNameSize = GetTextSizeProp("ID: " + std::to_string(object.first));
tv.DrawStringPropDecal(object.second.vPos - olc::vf2d{ vNameSize.x * 0.5f * 0.25f * 0.125f, -object.second.fRadius * 1.25f }, "ID: " + std::to_string(object.first), olc::BLUE, { 0.25f, 0.25f });
}
// Send player description
olc::net::message<GameMsg> msg;
msg.header.id = GameMsg::Game_UpdatePlayer;
msg << mapObjects[nPlayerID];
Send(msg);
return true;
}
};
int main()
{
MMOGame demo;
if (demo.Construct(480, 480, 1, 1))
demo.Start();
return 0;
}

@ -1,39 +0,0 @@
#pragma once
#include <cstdint>
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_NETWORK
#include "olcPGEX_Network.h"
enum class GameMsg : uint32_t
{
Server_GetStatus,
Server_GetPing,
Client_Accepted,
Client_AssignID,
Client_RegisterWithServer,
Client_UnregisterWithServer,
Game_AddPlayer,
Game_RemovePlayer,
Game_UpdatePlayer,
};
struct sPlayerDescription
{
uint32_t nUniqueID = 0;
uint32_t nAvatarID = 0;
uint32_t nHealth = 100;
uint32_t nAmmo = 20;
uint32_t nKills = 0;
uint32_t nDeaths = 0;
float fRadius = 0.5f;
olc::vf2d vPos;
olc::vf2d vVel;
};

@ -1,128 +0,0 @@
#include <iostream>
#include <unordered_map>
#include "MMO_Common.h"
class GameServer : public olc::net::server_interface<GameMsg>
{
public:
GameServer(uint16_t nPort) : olc::net::server_interface<GameMsg>(nPort)
{
}
std::unordered_map<uint32_t, sPlayerDescription> m_mapPlayerRoster;
std::vector<uint32_t> m_vGarbageIDs;
protected:
bool OnClientConnect(std::shared_ptr<olc::net::connection<GameMsg>> client) override
{
// For now we will allow all
return true;
}
void OnClientValidated(std::shared_ptr<olc::net::connection<GameMsg>> client) override
{
// Client passed validation check, so send them a message informing
// them they can continue to communicate
olc::net::message<GameMsg> msg;
msg.header.id = GameMsg::Client_Accepted;
client->Send(msg);
}
void OnClientDisconnect(std::shared_ptr<olc::net::connection<GameMsg>> client) override
{
if (client)
{
if (m_mapPlayerRoster.find(client->GetID()) == m_mapPlayerRoster.end())
{
// client never added to roster, so just let it disappear
}
else
{
auto& pd = m_mapPlayerRoster[client->GetID()];
std::cout << "[UNGRACEFUL REMOVAL]:" + std::to_string(pd.nUniqueID) + "\n";
m_mapPlayerRoster.erase(client->GetID());
m_vGarbageIDs.push_back(client->GetID());
}
}
}
void OnMessage(std::shared_ptr<olc::net::connection<GameMsg>> client, olc::net::message<GameMsg>& msg) override
{
if (!m_vGarbageIDs.empty())
{
for (auto pid : m_vGarbageIDs)
{
olc::net::message<GameMsg> m;
m.header.id = GameMsg::Game_RemovePlayer;
m << pid;
std::cout << "Removing " << pid << "\n";
MessageAllClients(m);
}
m_vGarbageIDs.clear();
}
switch (msg.header.id)
{
case GameMsg::Client_RegisterWithServer:
{
sPlayerDescription desc;
msg >> desc;
desc.nUniqueID = client->GetID();
m_mapPlayerRoster.insert_or_assign(desc.nUniqueID, desc);
olc::net::message<GameMsg> msgSendID;
msgSendID.header.id = GameMsg::Client_AssignID;
msgSendID << desc.nUniqueID;
MessageClient(client, msgSendID);
olc::net::message<GameMsg> msgAddPlayer;
msgAddPlayer.header.id = GameMsg::Game_AddPlayer;
msgAddPlayer << desc;
MessageAllClients(msgAddPlayer);
for (const auto& player : m_mapPlayerRoster)
{
olc::net::message<GameMsg> msgAddOtherPlayers;
msgAddOtherPlayers.header.id = GameMsg::Game_AddPlayer;
msgAddOtherPlayers << player.second;
MessageClient(client, msgAddOtherPlayers);
}
break;
}
case GameMsg::Client_UnregisterWithServer:
{
break;
}
case GameMsg::Game_UpdatePlayer:
{
// Simply bounce update to everyone except incoming client
MessageAllClients(msg, client);
break;
}
}
}
};
int main()
{
GameServer server(60000);
server.Start();
while (1)
{
server.Update(-1, true);
}
return 0;
}

File diff suppressed because it is too large Load Diff

@ -1,658 +0,0 @@
/*
olcPGEX_TransformedView.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Transformed View v1.00 |
+-------------------------------------------------------------+
NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
What is this?
~~~~~~~~~~~~~
This extension provides drawing routines that are compatible with
changeable world and screen spaces. For example you can pan and
zoom, and all PGE drawing routines will automatically adopt the current
world scales and offsets.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 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, 2020, 2021
Revisions:
1.00: Initial Release
*/
#pragma once
#ifndef OLC_PGEX_TRANSFORMEDVIEW_H
#define OLC_PGEX_TRANSFORMEDVIEW_H
#include "olcPixelGameEngine.h"
namespace olc
{
class TransformedView : public olc::PGEX
{
public:
TransformedView() = default;
virtual void Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale = { 1.0f, 1.0f });
public:
void SetWorldOffset(const olc::vf2d& vOffset);
void MoveWorldOffset(const olc::vf2d& vDeltaOffset);
void SetWorldScale(const olc::vf2d& vScale);
void SetViewArea(const olc::vi2d& vViewArea);
olc::vf2d GetWorldTL() const;
olc::vf2d GetWorldBR() const;
olc::vf2d GetWorldVisibleArea() const;
void ZoomAtScreenPos(const float fDeltaZoom, const olc::vi2d& vPos);
void SetZoom(const float fZoom, const olc::vi2d& vPos);
void StartPan(const olc::vi2d& vPos);
void UpdatePan(const olc::vi2d& vPos);
void EndPan(const olc::vi2d& vPos);
const olc::vf2d& GetWorldOffset() const;
const olc::vf2d& GetWorldScale() const;
virtual olc::vi2d WorldToScreen(const olc::vf2d& vWorldPos) const;
virtual olc::vf2d ScreenToWorld(const olc::vi2d& vScreenPos) const;
virtual olc::vf2d ScaleToWorld(const olc::vi2d& vScreenSize) const;
virtual olc::vi2d ScaleToScreen(const olc::vf2d& vWorldSize) const;
virtual bool IsPointVisible(const olc::vf2d& vPos) const;
virtual bool IsRectVisible(const olc::vf2d& vPos, const olc::vf2d& vSize) const;
protected:
olc::vf2d m_vWorldOffset = { 0.0f, 0.0f };
olc::vf2d m_vWorldScale = { 1.0f, 1.0f };
olc::vf2d m_vRecipPixel = { 1.0f, 1.0f };
olc::vf2d m_vPixelScale = { 1.0f, 1.0f };
bool m_bPanning = false;
olc::vf2d m_vStartPan = { 0.0f, 0.0f };
olc::vi2d m_vViewArea;
public: // Hopefully, these should look familiar!
// Plots a single point
virtual bool Draw(float x, float y, olc::Pixel p = olc::WHITE);
bool Draw(const olc::vf2d& pos, olc::Pixel p = olc::WHITE);
// Draws a line from (x1,y1) to (x2,y2)
void DrawLine(float x1, float y1, float x2, float y2, olc::Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
void DrawLine(const olc::vf2d& pos1, const olc::vf2d& pos2, olc::Pixel p = olc::WHITE, uint32_t pattern = 0xFFFFFFFF);
// Draws a circle located at (x,y) with radius
void DrawCircle(float x, float y, float radius, olc::Pixel p = olc::WHITE, uint8_t mask = 0xFF);
void DrawCircle(const olc::vf2d& pos, float radius, olc::Pixel p = olc::WHITE, uint8_t mask = 0xFF);
// Fills a circle located at (x,y) with radius
void FillCircle(float x, float y, float radius, olc::Pixel p = olc::WHITE);
void FillCircle(const olc::vf2d& pos, float radius, olc::Pixel p = olc::WHITE);
// Draws a rectangle at (x,y) to (x+w,y+h)
void DrawRect(float x, float y, float w, float h, olc::Pixel p = olc::WHITE);
void DrawRect(const olc::vf2d& pos, const olc::vf2d& size, olc::Pixel p = olc::WHITE);
// Fills a rectangle at (x,y) to (x+w,y+h)
void FillRect(float x, float y, float w, float h, olc::Pixel p = olc::WHITE);
void FillRect(const olc::vf2d& pos, const olc::vf2d& size, olc::Pixel p = olc::WHITE);
// Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void DrawTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p = olc::WHITE);
void DrawTriangle(const olc::vf2d& pos1, const olc::vf2d& pos2, const olc::vf2d& pos3, olc::Pixel p = olc::WHITE);
// Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3)
void FillTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p = olc::WHITE);
void FillTriangle(const olc::vf2d& pos1, const olc::vf2d& pos2, const olc::vf2d& pos3, olc::Pixel p = olc::WHITE);
// Draws an entire sprite at location (x,y)
void DrawSprite(float x, float y, olc::Sprite* sprite, float scalex = 1, float scaley = 1, uint8_t flip = olc::Sprite::NONE);
void DrawSprite(const olc::vf2d& pos, olc::Sprite* sprite, const olc::vf2d& scale = { 1.0f, 1.0f }, uint8_t flip = olc::Sprite::NONE);
// Draws an area of a sprite at location (x,y), where the
// selected area is (ox,oy) to (ox+w,oy+h)
void DrawPartialSprite(float x, float y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, float scalex = 1, float scaley = 1, uint8_t flip = olc::Sprite::NONE);
void DrawPartialSprite(const olc::vf2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, const olc::vf2d& scale = { 1.0f, 1.0f }, uint8_t flip = olc::Sprite::NONE);
void DrawString(float x, float y, const std::string& sText, Pixel col, const olc::vf2d& scale);
void DrawString(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale);
// Draws a whole decal, with optional scale and tinting
void DrawDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
// Draws a region of a decal, with optional scale and tinting
void DrawPartialDecal(const olc::vf2d& pos, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialDecal(const olc::vf2d& pos, const olc::vf2d& size, olc::Decal* decal, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
// Draws fully user controlled 4 vertices, pos(pixels), uv(pixels), colours
void DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements = 4);
//// Draws a decal with 4 arbitrary points, warping the texture to look "correct"
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint = olc::WHITE);
void DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint = olc::WHITE);
//// As above, but you can specify a region of a decal source sprite
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
void DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint = olc::WHITE);
//// Draws a decal rotated to specified angle, wit point of rotation offset
void DrawRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center = { 0.0f, 0.0f }, const olc::vf2d& scale = { 1.0f,1.0f }, const olc::Pixel& tint = olc::WHITE);
void DrawPartialRotatedDecal(const olc::vf2d& pos, olc::Decal* decal, const float fAngle, const olc::vf2d& center, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::vf2d& scale = { 1.0f, 1.0f }, const olc::Pixel& tint = olc::WHITE);
// Draws a multiline string as a decal, with tiniting and scaling
void DrawStringDecal(const olc::vf2d& pos, const std::string& sText, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
void DrawStringPropDecal(const olc::vf2d& pos, const std::string& sText, const olc::Pixel col = olc::WHITE, const olc::vf2d& scale = { 1.0f, 1.0f });
// Draws a single shaded filled rectangle as a decal
void FillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel col = olc::WHITE);
// Draws a corner shaded rectangle as a decal
void GradientFillRectDecal(const olc::vf2d& pos, const olc::vf2d& size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR);
// Draws an arbitrary convex textured polygon using GPU
void DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint = olc::WHITE);
};
class TileTransformedView : public TransformedView
{
public:
TileTransformedView() = default;
TileTransformedView(const olc::vi2d& vViewArea, const olc::vi2d& vTileSize);
public:
void SetRangeX(const bool bRanged, const int32_t nMin = 0, const int32_t nMax = 0);
void SetRangeY(const bool bRanged, const int32_t nMin = 0, const int32_t nMax = 0);
olc::vi2d GetTopLeftTile() const;
olc::vi2d GetBottomRightTile() const;
olc::vi2d GetVisibleTiles() const;
olc::vi2d GetTileUnderScreenPos(const olc::vi2d& vPos) const;
const olc::vi2d GetTileOffset() const;
private:
bool m_bRangedX = false;
int32_t m_nMinRangeX = 0;
int32_t m_nMaxRangeX = 0;
bool m_bRangedY = false;
int32_t m_nMinRangeY = 0;
int32_t m_nMaxRangeY = 0;
};
}
#ifdef OLC_PGEX_TRANSFORMEDVIEW
#undef OLC_PGEX_TRANSFORMEDVIEW
namespace olc
{
void TransformedView::Initialise(const olc::vi2d& vViewArea, const olc::vf2d& vPixelScale)
{
SetViewArea(vViewArea);
SetWorldScale(vPixelScale);
m_vPixelScale = vPixelScale;
m_vRecipPixel = 1.0f / m_vPixelScale;
}
void TransformedView::SetWorldOffset(const olc::vf2d& vOffset)
{
m_vWorldOffset = vOffset;
}
void TransformedView::MoveWorldOffset(const olc::vf2d& vDeltaOffset)
{
m_vWorldOffset += vDeltaOffset;
}
void TransformedView::SetWorldScale(const olc::vf2d& vScale)
{
m_vWorldScale = vScale;
}
void TransformedView::SetViewArea(const olc::vi2d& vViewArea)
{
m_vViewArea = vViewArea;
}
olc::vf2d TransformedView::GetWorldTL() const
{
return ScreenToWorld({ 0,0 });
}
olc::vf2d TransformedView::GetWorldBR() const
{
return TransformedView::ScreenToWorld(m_vViewArea);
}
olc::vf2d TransformedView::GetWorldVisibleArea() const
{
return GetWorldBR() - GetWorldTL();
}
void TransformedView::ZoomAtScreenPos(const float fDeltaZoom, const olc::vi2d& vPos)
{
olc::vf2d vOffsetBeforeZoom = ScreenToWorld(vPos);
m_vWorldScale *= fDeltaZoom;
olc::vf2d vOffsetAfterZoom = ScreenToWorld(vPos);
m_vWorldOffset += vOffsetBeforeZoom - vOffsetAfterZoom;
}
void TransformedView::SetZoom(const float fZoom, const olc::vi2d& vPos)
{
olc::vf2d vOffsetBeforeZoom = ScreenToWorld(vPos);
m_vWorldScale = { fZoom, fZoom };
olc::vf2d vOffsetAfterZoom = ScreenToWorld(vPos);
m_vWorldOffset += vOffsetBeforeZoom - vOffsetAfterZoom;
}
void TransformedView::StartPan(const olc::vi2d& vPos)
{
m_bPanning = true;
m_vStartPan = olc::vf2d(vPos);
}
void TransformedView::UpdatePan(const olc::vi2d& vPos)
{
if (m_bPanning)
{
m_vWorldOffset -= (olc::vf2d(vPos) - m_vStartPan) / m_vWorldScale;
m_vStartPan = olc::vf2d(vPos);
}
}
void TransformedView::EndPan(const olc::vi2d& vPos)
{
UpdatePan(vPos);
m_bPanning = false;
}
const olc::vf2d& TransformedView::GetWorldOffset() const
{
return m_vWorldOffset;
}
const olc::vf2d& TransformedView::GetWorldScale() const
{
return m_vWorldScale;
}
olc::vi2d TransformedView::WorldToScreen(const olc::vf2d& vWorldPos) const
{
olc::vf2d vFloat = ((vWorldPos - m_vWorldOffset) * m_vWorldScale);
vFloat = { std::floor(vFloat.x), std::floor(vFloat.y) };
return vFloat;
}
olc::vf2d TransformedView::ScreenToWorld(const olc::vi2d& vScreenPos) const
{
return (olc::vf2d(vScreenPos) / m_vWorldScale) + m_vWorldOffset;
}
olc::vf2d TransformedView::ScaleToWorld(const olc::vi2d& vScreenSize) const
{
return (olc::vf2d(vScreenSize) / m_vWorldScale);
}
olc::vi2d TransformedView::ScaleToScreen(const olc::vf2d& vWorldSize) const
{
olc::vf2d vFloat = vWorldSize * m_vWorldScale;
return vFloat.floor();
}
bool TransformedView::IsPointVisible(const olc::vf2d & vPos) const
{
olc::vi2d vScreen = WorldToScreen(vPos);
return vScreen.x >= 0 && vScreen.x < m_vViewArea.x&& vScreen.y >= 0 && vScreen.y < m_vViewArea.y;
}
bool TransformedView::IsRectVisible(const olc::vf2d& vPos, const olc::vf2d& vSize) const
{
olc::vi2d vScreenPos = WorldToScreen(vPos);
olc::vi2d vScreenSize = vSize * m_vWorldScale;
return (vScreenPos.x < 0 + m_vViewArea.x && vScreenPos.x + vScreenSize.x > 0 && vScreenPos.y < m_vViewArea.y&& vScreenPos.y + vScreenSize.y > 0);
}
bool TransformedView::Draw(float x, float y, olc::Pixel p)
{
return Draw({ x, y }, p);
}
bool TransformedView::Draw(const olc::vf2d & pos, olc::Pixel p)
{
return pge->Draw(WorldToScreen(pos), p);
}
void TransformedView::DrawLine(float x1, float y1, float x2, float y2, olc::Pixel p, uint32_t pattern)
{
DrawLine({ x1, y2 }, { x2, y2 }, p, pattern);
}
void TransformedView::DrawLine(const olc::vf2d & pos1, const olc::vf2d & pos2, olc::Pixel p, uint32_t pattern)
{
pge->DrawLine(WorldToScreen(pos1), WorldToScreen(pos2), p, pattern);
}
void TransformedView::DrawCircle(float x, float y, float radius, olc::Pixel p, uint8_t mask)
{
DrawCircle({ x,y }, radius, p, mask);
}
void TransformedView::DrawCircle(const olc::vf2d & pos, float radius, olc::Pixel p, uint8_t mask)
{
pge->DrawCircle(WorldToScreen(pos), int32_t(radius * m_vWorldScale.x), p, mask);
}
void TransformedView::FillCircle(float x, float y, float radius, olc::Pixel p)
{
FillCircle({ x,y }, radius, p);
}
void TransformedView::FillCircle(const olc::vf2d & pos, float radius, olc::Pixel p)
{
pge->FillCircle(WorldToScreen(pos), int32_t(radius * m_vWorldScale.x), p);
}
void TransformedView::DrawRect(float x, float y, float w, float h, olc::Pixel p)
{
DrawRect({ x, y }, { w, h }, p);
}
void TransformedView::DrawRect(const olc::vf2d & pos, const olc::vf2d & size, olc::Pixel p)
{
pge->DrawRect(WorldToScreen(pos), ((size * m_vWorldScale) + olc::vf2d(0.5f, 0.5f)).floor(), p);
}
void TransformedView::FillRect(float x, float y, float w, float h, olc::Pixel p)
{
FillRect({ x, y }, { w, h }, p);
}
void TransformedView::FillRect(const olc::vf2d & pos, const olc::vf2d & size, olc::Pixel p)
{
pge->FillRect(WorldToScreen(pos), size * m_vWorldScale, p);
}
void TransformedView::DrawTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p)
{
DrawTriangle({ x1, y1 }, { x2, y2 }, { x3, y3 }, p);
}
void TransformedView::DrawTriangle(const olc::vf2d & pos1, const olc::vf2d & pos2, const olc::vf2d & pos3, olc::Pixel p)
{
pge->DrawTriangle(WorldToScreen(pos1), WorldToScreen(pos2), WorldToScreen(pos3), p);
}
void TransformedView::FillTriangle(float x1, float y1, float x2, float y2, float x3, float y3, olc::Pixel p)
{
FillTriangle({ x1, y1 }, { x2, y2 }, { x3, y3 }, p);
}
void TransformedView::FillTriangle(const olc::vf2d & pos1, const olc::vf2d & pos2, const olc::vf2d & pos3, olc::Pixel p)
{
pge->FillTriangle(WorldToScreen(pos1), WorldToScreen(pos2), WorldToScreen(pos3), p);
}
void TransformedView::DrawSprite(float x, float y, olc::Sprite* sprite, float scalex, float scaley, uint8_t flip)
{
DrawSprite({ x, y }, sprite, { scalex, scaley }, flip);
}
void TransformedView::DrawSprite(const olc::vf2d & pos, olc::Sprite * sprite, const olc::vf2d & scale, uint8_t flip)
{
olc::vf2d vSpriteSize = olc::vf2d(float(sprite->width), float(sprite->height));
if (IsRectVisible(pos, vSpriteSize * scale))
{
olc::vf2d vSpriteScaledSize = vSpriteSize * m_vRecipPixel * m_vWorldScale * scale;
olc::vi2d vPixel, vStart = WorldToScreen(pos), vEnd = vSpriteScaledSize + vStart;
olc::vf2d vPixelStep = 1.0f / vSpriteScaledSize;
for (vPixel.y = vStart.y; vPixel.y < vEnd.y; vPixel.y++)
{
for (vPixel.x = vStart.x; vPixel.x < vEnd.x; vPixel.x++)
{
olc::vf2d vSample = olc::vf2d(vPixel - vStart) * vPixelStep;
pge->Draw(vPixel, sprite->Sample(vSample.x, vSample.y));
}
}
}
}
void TransformedView::DrawPartialSprite(float x, float y, Sprite* sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, float scalex, float scaley, uint8_t flip)
{
DrawPartialSprite({ x,y }, sprite, { ox,oy }, { w, h }, { scalex, scaley }, flip);
}
void TransformedView::DrawPartialSprite(const olc::vf2d& pos, Sprite* sprite, const olc::vi2d& sourcepos, const olc::vi2d& size, const olc::vf2d& scale, uint8_t flip)
{
olc::vf2d vSpriteSize = size;
if (IsRectVisible(pos, size * scale))
{
olc::vf2d vSpriteScaledSize = olc::vf2d(size) * m_vRecipPixel * m_vWorldScale * scale;
olc::vf2d vSpritePixelStep = 1.0f / olc::vf2d(float(sprite->width), float(sprite->height));
olc::vi2d vPixel, vStart = WorldToScreen(pos), vEnd = vSpriteScaledSize + vStart;
olc::vf2d vScreenPixelStep = 1.0f / vSpriteScaledSize;
for (vPixel.y = vStart.y; vPixel.y < vEnd.y; vPixel.y++)
{
for (vPixel.x = vStart.x; vPixel.x < vEnd.x; vPixel.x++)
{
olc::vf2d vSample = ((olc::vf2d(vPixel - vStart) * vScreenPixelStep) * size * vSpritePixelStep) + olc::vf2d(sourcepos) * vSpritePixelStep;
pge->Draw(vPixel, sprite->Sample(vSample.x, vSample.y));
}
}
}
}
void TransformedView::DrawString(float x, float y, const std::string& sText, Pixel col, const olc::vf2d& scale)
{
DrawString({ x, y }, sText, col, scale);
}
void TransformedView::DrawString(const olc::vf2d& pos, const std::string& sText, const Pixel col, const olc::vf2d& scale)
{
olc::vf2d vOffset = { 0.0f, 0.0f };
Pixel::Mode m = pge->GetPixelMode();
auto StringPlot = [&col](const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)
{
return pSource.r > 1 ? col : pDest;
};
pge->SetPixelMode(StringPlot);
for (auto c : sText)
{
if (c == '\n')
{
vOffset.x = 0.0f; vOffset.y += 8.0f * m_vRecipPixel.y * scale.y;
}
else
{
int32_t ox = ((c - 32) % 16) * 8;
int32_t oy = ((c - 32) / 16) * 8;
DrawPartialSprite(pos + vOffset, pge->GetFontSprite(), { ox, oy }, { 8, 8 }, scale);
vOffset.x += 8.0f * m_vRecipPixel.x * scale.x;
}
}
pge->SetPixelMode(m);
}
void TransformedView::DrawDecal(const olc::vf2d & pos, olc::Decal * decal, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawDecal(WorldToScreen(pos), decal, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(const olc::vf2d & pos, olc::Decal * decal, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawPartialDecal(WorldToScreen(pos), decal, source_pos, source_size, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialDecal(const olc::vf2d & pos, const olc::vf2d & size, olc::Decal * decal, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::Pixel & tint)
{
pge->DrawPartialDecal(WorldToScreen(pos), size * m_vWorldScale * m_vRecipPixel, decal, source_pos, source_size, tint);
}
void TransformedView::DrawExplicitDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d* uv, const olc::Pixel* col, uint32_t elements)
{
std::vector<olc::vf2d> vTransformed(elements);
for (uint32_t n = 0; n < elements; n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawExplicitDecal(decal, vTransformed.data(), uv, col, elements);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::Pixel& tint)
{
std::array<olc::vf2d, 4> vTransformed =
{ {
WorldToScreen(pos[0]), WorldToScreen(pos[1]),
WorldToScreen(pos[2]), WorldToScreen(pos[3]),
} };
pge->DrawWarpedDecal(decal, vTransformed, tint);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::Pixel& tint)
{
DrawWarpedDecal(decal, &pos[0], tint);
}
void TransformedView::DrawWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::Pixel& tint)
{
DrawWarpedDecal(decal, pos.data(), tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d(&pos)[4], const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
DrawPartialWarpedDecal(decal, &pos[0], source_pos, source_size, tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const olc::vf2d* pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
std::array<olc::vf2d, 4> vTransformed =
{ {
WorldToScreen(pos[0]), WorldToScreen(pos[1]),
WorldToScreen(pos[2]), WorldToScreen(pos[3]),
} };
pge->DrawPartialWarpedDecal(decal, vTransformed, source_pos, source_size, tint);
}
void TransformedView::DrawPartialWarpedDecal(olc::Decal* decal, const std::array<olc::vf2d, 4>& pos, const olc::vf2d& source_pos, const olc::vf2d& source_size, const olc::Pixel& tint)
{
DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint);
}
void TransformedView::DrawRotatedDecal(const olc::vf2d & pos, olc::Decal * decal, const float fAngle, const olc::vf2d & center, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawRotatedDecal(WorldToScreen(pos), decal, fAngle, center, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawPartialRotatedDecal(const olc::vf2d & pos, olc::Decal * decal, const float fAngle, const olc::vf2d & center, const olc::vf2d & source_pos, const olc::vf2d & source_size, const olc::vf2d & scale, const olc::Pixel & tint)
{
pge->DrawPartialRotatedDecal(WorldToScreen(pos), decal, fAngle, center, source_pos, source_size, scale * m_vWorldScale * m_vRecipPixel, tint);
}
void TransformedView::DrawStringDecal(const olc::vf2d & pos, const std::string & sText, const olc::Pixel col, const olc::vf2d & scale)
{
pge->DrawStringDecal(WorldToScreen(pos), sText, col, scale * m_vWorldScale * m_vRecipPixel);
}
void TransformedView::DrawStringPropDecal(const olc::vf2d & pos, const std::string & sText, const olc::Pixel col, const olc::vf2d & scale )
{
pge->DrawStringPropDecal(WorldToScreen(pos), sText, col, scale * m_vWorldScale * m_vRecipPixel);
}
void TransformedView::FillRectDecal(const olc::vf2d & pos, const olc::vf2d & size, const olc::Pixel col)
{
pge->FillRectDecal(WorldToScreen(pos), (size * m_vWorldScale).ceil(), col);
}
void TransformedView::GradientFillRectDecal(const olc::vf2d & pos, const olc::vf2d & size, const olc::Pixel colTL, const olc::Pixel colBL, const olc::Pixel colBR, const olc::Pixel colTR)
{
pge->GradientFillRectDecal(WorldToScreen(pos), size * m_vWorldScale, colTL, colBL, colBR, colTR);
}
void TransformedView::DrawPolygonDecal(olc::Decal* decal, const std::vector<olc::vf2d>& pos, const std::vector<olc::vf2d>& uv, const olc::Pixel tint)
{
std::vector<olc::vf2d> vTransformed(pos.size());
for (uint32_t n = 0; n < pos.size(); n++)
vTransformed[n] = WorldToScreen(pos[n]);
pge->DrawPolygonDecal(decal, vTransformed, uv, tint);
}
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
TileTransformedView::TileTransformedView(const olc::vi2d& vViewArea, const olc::vi2d& vTileSize)
{
Initialise(vViewArea, vTileSize);
}
void TileTransformedView::SetRangeX(const bool bRanged, const int32_t nMin, const int32_t nMax)
{
m_bRangedX = bRanged;
m_nMinRangeX = nMin;
m_nMaxRangeX = nMax;
}
void TileTransformedView::SetRangeY(const bool bRanged, const int32_t nMin, const int32_t nMax)
{
m_bRangedY = bRanged;
m_nMinRangeY = nMin;
m_nMaxRangeY = nMax;
}
olc::vi2d TileTransformedView::GetTopLeftTile() const
{
return ScreenToWorld({ 0,0 }).floor();
}
olc::vi2d TileTransformedView::GetBottomRightTile() const
{
return ScreenToWorld(m_vViewArea).ceil();
}
olc::vi2d TileTransformedView::GetVisibleTiles() const
{
return GetBottomRightTile() - GetTopLeftTile();
}
olc::vi2d TileTransformedView::GetTileUnderScreenPos(const olc::vi2d& vPos) const
{
return ScreenToWorld(vPos).floor();
}
const olc::vi2d TileTransformedView::GetTileOffset() const
{
return { int32_t((m_vWorldOffset.x - std::floor(m_vWorldOffset.x)) * m_vWorldScale.x),
int32_t((m_vWorldOffset.y - std::floor(m_vWorldOffset.y)) * m_vWorldScale.y) };
}
}
#endif
#endif

@ -1,504 +0,0 @@
/*
8-Bits Of Image Processing You Should Know
"Colin, at least you'll always get 700s now..." - 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:
~~~~~~~~~~~~~
Choose algorithm 1-8, instructions on screen
Relevant Video: https://youtu.be/mRM5Js3VLCk
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 "escapi.h"
int nFrameWidth = 320;
int nFrameHeight = 240;
struct frame
{
float *pixels = nullptr;
frame()
{
pixels = new float[nFrameWidth * nFrameHeight];
}
~frame()
{
delete[] pixels;
}
float get(int x, int y)
{
if (x >= 0 && x < nFrameWidth && y >= 0 && y < nFrameHeight)
{
return pixels[y*nFrameWidth + x];
}
else
return 0.0f;
}
void set(int x, int y, float p)
{
if (x >= 0 && x < nFrameWidth && y >= 0 && y < nFrameHeight)
{
pixels[y*nFrameWidth + x] = p;
}
}
void operator=(const frame &f)
{
memcpy(this->pixels, f.pixels, nFrameWidth * nFrameHeight * sizeof(float));
}
};
class WIP_ImageProcessing : public olc::PixelGameEngine
{
public:
WIP_ImageProcessing()
{
sAppName = "WIP_ImageProcessing";
}
union RGBint
{
int rgb;
unsigned char c[4];
};
int nCameras = 0;
SimpleCapParams capture;
public:
bool OnUserCreate() override
{
// Initialise webcam to screen dimensions
nCameras = setupESCAPI();
if (nCameras == 0) return false;
capture.mWidth = nFrameWidth;
capture.mHeight = nFrameHeight;
capture.mTargetBuf = new int[nFrameWidth * nFrameHeight];
if (initCapture(0, &capture) == 0) return false;
return true;
}
void DrawFrame(frame &f, int x, int y)
{
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
int c = (int)std::min(std::max(0.0f, f.pixels[j*nFrameWidth + i] * 255.0f), 255.0f);
Draw(x + i, y + j, olc::Pixel(c, c, c));
}
}
enum ALGORITHM
{
THRESHOLD, MOTION, LOWPASS, CONVOLUTION,
SOBEL, MORPHO, MEDIAN, ADAPTIVE,
};
enum MORPHOP
{
DILATION,
EROSION,
EDGE
};
frame input, output, prev_input, activity, threshold;
// Algorithm Currently Running
ALGORITHM algo = THRESHOLD;
MORPHOP morph = DILATION;
int nMorphCount = 1;
float fThresholdValue = 0.5f;
float fLowPassRC = 0.1f;
float fAdaptiveBias = 1.1f;
float *pConvoKernel = kernel_blur;
float kernel_blur[9] =
{
0.0f, 0.125, 0.0f,
0.125f, 0.5f, 0.125f,
0.0f, 0.125f, 0.0f,
};
float kernel_sharpen[9] =
{
0.0f, -1.0f, 0.0f,
-1.0f, 5.0f, -1.0f,
0.0f, -1.0f, 0.0f,
};
float kernel_sobel_v[9] =
{
-1.0f, 0.0f, +1.0f,
-2.0f, 0.0f, +2.0f,
-1.0f, 0.0f, +1.0f,
};
float kernel_sobel_h[9] =
{
-1.0f, -2.0f, -1.0f,
0.0f, 0.0f, 0.0f,
+1.0f, +2.0f, +1.0f,
};
bool OnUserUpdate(float fElapsedTime) override
{
// CAPTURING WEBCAM IMAGE
prev_input = input;
doCapture(0); while (isCaptureDone(0) == 0) {}
for (int y = 0; y < capture.mHeight; y++)
for (int x = 0; x < capture.mWidth; x++)
{
RGBint col;
int id = y * capture.mWidth + x;
col.rgb = capture.mTargetBuf[id];
input.pixels[y*nFrameWidth + x] = (float)col.c[1] / 255.0f;
}
if (GetKey(olc::Key::K1).bReleased) algo = THRESHOLD;
if (GetKey(olc::Key::K2).bReleased) algo = MOTION;
if (GetKey(olc::Key::K3).bReleased) algo = LOWPASS;
if (GetKey(olc::Key::K4).bReleased) algo = CONVOLUTION;
if (GetKey(olc::Key::K5).bReleased) algo = SOBEL;
if (GetKey(olc::Key::K6).bReleased) algo = MORPHO;
if (GetKey(olc::Key::K7).bReleased) algo = MEDIAN;
if (GetKey(olc::Key::K8).bReleased) algo = ADAPTIVE;
switch (algo)
{
case THRESHOLD:
// Respond to user input
if (GetKey(olc::Key::Z).bHeld) fThresholdValue -= 0.1f * fElapsedTime;
if (GetKey(olc::Key::X).bHeld) fThresholdValue += 0.1f * fElapsedTime;
if (fThresholdValue > 1.0f) fThresholdValue = 1.0f;
if (fThresholdValue < 0.0f) fThresholdValue = 0.0f;
// Perform threshold per pixel
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
output.set(i, j, input.get(i, j) >= fThresholdValue ? 1.0f : 0.0f);
break;
case MOTION:
// Returns the absolute difference between successive frames per pixel
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
output.set(i, j, fabs(input.get(i, j) - prev_input.get(i, j)));
break;
case LOWPASS:
// Respond to user input
if (GetKey(olc::Key::Z).bHeld) fLowPassRC -= 0.1f * fElapsedTime;
if (GetKey(olc::Key::X).bHeld) fLowPassRC += 0.1f * fElapsedTime;
if (fLowPassRC > 1.0f) fLowPassRC = 1.0f;
if (fLowPassRC < 0.0f) fLowPassRC = 0.0f;
// Pass each pixel through a temporal RC filter
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float dPixel = input.get(i, j) - output.get(i, j);
dPixel *= fLowPassRC;
output.set(i, j, dPixel + output.get(i, j));
}
break;
case CONVOLUTION:
// Respond to user input
if (GetKey(olc::Key::Z).bHeld) pConvoKernel = kernel_blur;
if (GetKey(olc::Key::X).bHeld) pConvoKernel = kernel_sharpen;
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float fSum = 0.0f;
for (int n = -1; n < +2; n++)
for (int m = -1; m < +2; m++)
fSum += input.get(i + n, j + m) * pConvoKernel[(m + 1) * 3 + (n + 1)];
output.set(i, j, fSum);
}
break;
case SOBEL:
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float fKernelSumH = 0.0f;
float fKernelSumV = 0.0f;
for (int n = -1; n < +2; n++)
for (int m = -1; m < +2; m++)
{
fKernelSumH += input.get(i + n, j + m) * kernel_sobel_h[(m + 1) * 3 + (n + 1)];
fKernelSumV += input.get(i + n, j + m) * kernel_sobel_v[(m + 1) * 3 + (n + 1)];
}
output.set(i, j, fabs((fKernelSumH + fKernelSumV) / 2.0f));
}
break;
case MORPHO:
// Respond to user input
if (GetKey(olc::Key::Z).bHeld) morph = DILATION;
if (GetKey(olc::Key::X).bHeld) morph = EROSION;
if (GetKey(olc::Key::C).bHeld) morph = EDGE;
if (GetKey(olc::Key::A).bReleased) nMorphCount--;
if (GetKey(olc::Key::S).bReleased) nMorphCount++;
if (nMorphCount > 10.0f) nMorphCount = 10.0f;
if (nMorphCount < 1.0f) nMorphCount = 1.0f;
// Threshold First to binarise image
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
activity.set(i, j, input.get(i, j) > fThresholdValue ? 1.0f : 0.0f);
}
threshold = activity;
switch (morph)
{
case DILATION:
for (int n = 0; n < nMorphCount; n++)
{
output = activity;
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
if (activity.get(i, j) == 1.0f)
{
output.set(i, j, 1.0f);
output.set(i - 1, j, 1.0f);
output.set(i + 1, j, 1.0f);
output.set(i, j - 1, 1.0f);
output.set(i, j + 1, 1.0f);
output.set(i - 1, j - 1, 1.0f);
output.set(i + 1, j + 1, 1.0f);
output.set(i + 1, j - 1, 1.0f);
output.set(i - 1, j + 1, 1.0f);
}
}
activity = output;
}
break;
case EROSION:
for (int n = 0; n < nMorphCount; n++)
{
output = activity;
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float sum = activity.get(i - 1, j) + activity.get(i + 1, j) + activity.get(i, j - 1) + activity.get(i, j + 1) +
activity.get(i - 1, j - 1) + activity.get(i + 1, j + 1) + activity.get(i + 1, j - 1) + activity.get(i - 1, j + 1);
if (activity.get(i, j) == 1.0f && sum < 8.0f)
{
output.set(i, j, 0.0f);
}
}
activity = output;
}
break;
case EDGE:
output = activity;
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float sum = activity.get(i - 1, j) + activity.get(i + 1, j) + activity.get(i, j - 1) + activity.get(i, j + 1) +
activity.get(i - 1, j - 1) + activity.get(i + 1, j + 1) + activity.get(i + 1, j - 1) + activity.get(i - 1, j + 1);
if (activity.get(i, j) == 1.0f && sum == 8.0f)
{
output.set(i, j, 0.0f);
}
}
break;
}
break;
case MEDIAN:
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
std::vector<float> v;
for (int n = -2; n < +3; n++)
for (int m = -2; m < +3; m++)
v.push_back(input.get(i + n, j + m));
std::sort(v.begin(), v.end(), std::greater<float>());
output.set(i, j, v[12]);
}
break;
case ADAPTIVE:
// Respond to user input
if (GetKey(olc::Key::Z).bHeld) fAdaptiveBias -= 0.1f * fElapsedTime;
if (GetKey(olc::Key::X).bHeld) fAdaptiveBias += 0.1f * fElapsedTime;
if (fAdaptiveBias > 1.5f) fAdaptiveBias = 1.5f;
if (fAdaptiveBias < 0.5f) fAdaptiveBias = 0.5f;
for (int i = 0; i < nFrameWidth; i++)
for (int j = 0; j < nFrameHeight; j++)
{
float fRegionSum = 0.0f;
for (int n = -2; n < +3; n++)
for (int m = -2; m < +3; m++)
fRegionSum += input.get(i + n, j + m);
fRegionSum /= 25.0f;
output.set(i, j, input.get(i, j) > (fRegionSum * fAdaptiveBias) ? 1.0f : 0.0f);
}
break;
}
// DRAW STUFF ONLY HERE
Clear(olc::DARK_BLUE);
DrawFrame(algo == MORPHO ? threshold : input, 10, 10);
DrawFrame(output, 340, 10);
DrawString(150, 255, "INPUT");
DrawString(480, 255, "OUTPUT");
DrawString(10, 275, "1) Threshold");
DrawString(10, 285, "2) Absolute Motion");
DrawString(10, 295, "3) Low-Pass Temporal Filtering");
DrawString(10, 305, "4) Convolution (Blurring/Sharpening)");
DrawString(10, 315, "5) Sobel Edge Detection");
DrawString(10, 325, "6) Binary Morphological Operations (Erosion/Dilation)");
DrawString(10, 335, "7) Median Filter");
DrawString(10, 345, "8) Adaptive Threshold");
switch (algo)
{
case THRESHOLD:
DrawString(10, 375, "Change threshold value with Z and X keys");
DrawString(10, 385, "Current value = " + std::to_string(fThresholdValue));
break;
case LOWPASS:
DrawString(10, 375, "Change RC constant value with Z and X keys");
DrawString(10, 385, "Current value = " + std::to_string(fLowPassRC));
break;
case CONVOLUTION:
DrawString(10, 375, "Change convolution kernel with Z and X keys");
DrawString(10, 385, "Current kernel = " + std::string((pConvoKernel == kernel_blur) ? "Blur" : "Sharpen"));
break;
case MORPHO:
DrawString(10, 375, "Change operation with Z and X and C keys");
if (morph == DILATION) DrawString(10, 385, "Current operation = DILATION");
if (morph == EROSION) DrawString(10, 385, "Current operation = EROSION");
if (morph == EDGE) DrawString(10, 385, "Current operation = EDGE");
DrawString(10, 395, "Change Iterations with A and S keys");
DrawString(10, 405, "Current iteration count = " + std::to_string(nMorphCount));
break;
case ADAPTIVE:
DrawString(10, 375, "Change adaptive threshold bias with Z and X keys");
DrawString(10, 385, "Current value = " + std::to_string(fAdaptiveBias));
break;
default:
break;
}
if (GetKey(olc::Key::ESCAPE).bPressed) return false;
return true;
}
};
int main()
{
WIP_ImageProcessing demo;
if (demo.Construct(670, 460, 2, 2))
demo.Start();
return 0;
}

@ -1,500 +0,0 @@
/*
OneLoneCoder.com - Programming Balls! #2 Circle Vs Edge Collisions
"...totally overkill for pong..." - @Javidx9
Background
~~~~~~~~~~
Collision detection engines can get quite complicated. This program shows the interactions
between circular objects of different sizes and masses. Use Left mouse button to select
and drag a ball to examin static collisions, and use Right mouse button to apply velocity
to the balls as if using a pool/snooker/billiards cue.
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
Relevant Videos
~~~~~~~~~~~~~~~
Part #1 https://youtu.be/LPzyNOHY3A4
Part #2 https://youtu.be/ebq7L2Wtbl4
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018
*/
#include <iostream>
#include <string>
#include <algorithm>
using namespace std;
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
struct sBall
{
float px, py;
float vx, vy;
float ax, ay;
float ox, oy;
float radius;
float mass;
float friction;
int score;
int id;
float fSimTimeRemaining;
olc::Pixel col;
};
struct sLineSegment
{
float sx, sy;
float ex, ey;
float radius;
};
class CirclePhysics : public olc::PixelGameEngine
{
public:
CirclePhysics()
{
sAppName = "Circles V Edges";
}
private:
vector<sBall> vecBalls;
vector<sLineSegment> vecLines;
vector<pair<float, float>> modelCircle;
sBall* pSelectedBall = nullptr;
olc::Sprite *spriteBalls = nullptr;
sLineSegment* pSelectedLine = nullptr;
bool bSelectedLineStart = false;
void AddBall(float x, float y, float r = 5.0f, int s = 0)
{
sBall b;
b.px = x; b.py = y;
b.vx = 0; b.vy = 0;
b.ax = 0; b.ay = 0;
b.ox = 0; b.oy = 0;
b.radius = r;
b.mass = r * 10.0f;
b.friction = 0.0f;
b.score = s;
b.fSimTimeRemaining = 0.0f;
b.id = vecBalls.size();
b.col = olc::Pixel(rand() % 200 + 55, rand() % 200 + 55, rand() % 200 + 55);
vecBalls.emplace_back(b);
}
olc::Sprite spr;
public:
bool OnUserCreate()
{
float fBallRadius = 4.0f;
for (int i = 0; i <100; i++)
AddBall(((float)rand()/(float)RAND_MAX) * ScreenWidth(), ((float)rand() / (float)RAND_MAX) * ScreenHeight(), fBallRadius);
AddBall(28.0f, 33.0, fBallRadius * 3);
AddBall(28.0f, 35.0, fBallRadius * 2);
float fLineRadius = 4.0f;
vecLines.push_back({ 12.0f, 4.0f, 64.0f, 4.0f, fLineRadius });
vecLines.push_back({ 76.0f, 4.0f, 132.0f, 4.0f, fLineRadius });
vecLines.push_back({ 12.0f, 68.0f, 64.0f, 68.0f, fLineRadius });
vecLines.push_back({ 76.0f, 68.0f, 132.0f, 68.0f, fLineRadius });
vecLines.push_back({ 4.0f, 12.0f, 4.0f, 60.0f, fLineRadius });
vecLines.push_back({ 140.0f, 12.0f, 140.0f, 60.0f, fLineRadius });
return true;
}
bool OnUserUpdate(float fElapsedTime)
{
auto DoCirclesOverlap = [](float x1, float y1, float r1, float x2, float y2, float r2)
{
return fabs((x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2)) <= ((r1 + r2) * (r1 + r2));
};
auto IsPointInCircle = [](float x1, float y1, float r1, float px, float py)
{
return fabs((x1 - px)*(x1 - px) + (y1 - py)*(y1 - py)) < (r1 * r1);
};
if (GetMouse(0).bPressed)
{
// Check for selected ball
pSelectedBall = nullptr;
for (auto &ball : vecBalls)
{
if (IsPointInCircle(ball.px, ball.py, ball.radius, GetMouseX(), GetMouseY()))
{
pSelectedBall = &ball;
break;
}
}
// Check for selected line segment end
pSelectedLine = nullptr;
for (auto &line : vecLines)
{
if (IsPointInCircle(line.sx, line.sy, line.radius, GetMouseX(), GetMouseY()))
{
pSelectedLine = &line;
bSelectedLineStart = true;
break;
}
if (IsPointInCircle(line.ex, line.ey, line.radius, GetMouseX(), GetMouseY()))
{
pSelectedLine = &line;
bSelectedLineStart = false;
break;
}
}
}
if (GetMouse(0).bHeld)
{
if (pSelectedLine != nullptr)
{
if (bSelectedLineStart)
{
pSelectedLine->sx = GetMouseX();
pSelectedLine->sy = GetMouseY();
}
else
{
pSelectedLine->ex = GetMouseX();
pSelectedLine->ey = GetMouseY();
}
}
}
if (GetMouse(0).bReleased)
{
if (pSelectedBall != nullptr)
{
// Apply velocity
pSelectedBall->vx = 5.0f * ((pSelectedBall->px) - GetMouseX());
pSelectedBall->vy = 5.0f * ((pSelectedBall->py) - GetMouseY());
}
pSelectedBall = nullptr;
pSelectedLine = nullptr;
}
if (GetMouse(1).bHeld)
{
for (auto &ball : vecBalls)
{
ball.vx += (GetMouseX() - ball.px) * 0.01f;
ball.vy += (GetMouseY() - ball.py) * 0.01f;
}
}
vector<pair<sBall*, sBall*>> vecCollidingPairs;
vector<sBall*> vecFakeBalls;
// Threshold indicating stability of object
float fStable = 0.005f;
// Multiple simulation updates with small time steps permit more accurate physics
// and realistic results at the expense of CPU time of course
int nSimulationUpdates = 4;
// Multiple collision trees require more steps to resolve. Normally we would
// continue simulation until the object has no simulation time left for this
// epoch, however this is risky as the system may never find stability, so we
// can clamp it here
int nMaxSimulationSteps = 15;
// Break up the frame elapsed time into smaller deltas for each simulation update
float fSimElapsedTime = fElapsedTime / (float)nSimulationUpdates;
// Main simulation loop
for (int i = 0; i < nSimulationUpdates; i++)
{
// Set all balls time to maximum for this epoch
for (auto &ball : vecBalls)
ball.fSimTimeRemaining = fSimElapsedTime;
// Erode simulation time on a per objec tbasis, depending upon what happens
// to it during its journey through this epoch
for (int j = 0; j < nMaxSimulationSteps; j++)
{
// Update Ball Positions
for (auto &ball : vecBalls)
{
if (ball.fSimTimeRemaining > 0.0f)
{
ball.ox = ball.px; // Store original position this epoch
ball.oy = ball.py;
ball.ax = -ball.vx * 0.8f; // Apply drag and gravity
ball.ay = -ball.vy * 0.8f + 100.0f;
ball.vx += ball.ax * ball.fSimTimeRemaining; // Update Velocity
ball.vy += ball.ay * ball.fSimTimeRemaining;
ball.px += ball.vx * ball.fSimTimeRemaining; // Update position
ball.py += ball.vy * ball.fSimTimeRemaining;
// Crudely wrap balls to screen - note this cause issues when collisions occur on screen boundaries
if (ball.px < 0) ball.px += (float)ScreenWidth();
if (ball.px >= ScreenWidth()) ball.px -= (float)ScreenWidth();
if (ball.py < 0) ball.py += (float)ScreenHeight();
if (ball.py >= ScreenHeight()) ball.py -= (float)ScreenHeight();
// Stop ball when velocity is neglible
if (fabs(ball.vx*ball.vx + ball.vy*ball.vy) < fStable)
{
ball.vx = 0;
ball.vy = 0;
}
}
}
// Work out static collisions with walls and displace balls so no overlaps
for (auto &ball : vecBalls)
{
float fDeltaTime = ball.fSimTimeRemaining;
// Against Edges
for (auto &edge : vecLines)
{
// Check that line formed by velocity vector, intersects with line segment
float fLineX1 = edge.ex - edge.sx;
float fLineY1 = edge.ey - edge.sy;
float fLineX2 = ball.px - edge.sx;
float fLineY2 = ball.py - edge.sy;
float fEdgeLength = fLineX1 * fLineX1 + fLineY1 * fLineY1;
// This is nifty - It uses the DP of the line segment vs the line to the object, to work out
// how much of the segment is in the "shadow" of the object vector. The min and max clamp
// this to lie between 0 and the line segment length, which is then normalised. We can
// use this to calculate the closest point on the line segment
float t = std::max(0.0f, std::min(fEdgeLength, (fLineX1 * fLineX2 + fLineY1 * fLineY2))) / fEdgeLength;
// Which we do here
float fClosestPointX = edge.sx + t * fLineX1;
float fClosestPointY = edge.sy + t * fLineY1;
// And once we know the closest point, we can check if the ball has collided with the segment in the
// same way we check if two balls have collided
float fDistance = sqrtf((ball.px - fClosestPointX)*(ball.px - fClosestPointX) + (ball.py - fClosestPointY)*(ball.py - fClosestPointY));
if (fDistance <= (ball.radius + edge.radius))
{
// Collision has occurred - treat collision point as a ball that cannot move. To make this
// compatible with the dynamic resolution code below, we add a fake ball with an infinite mass
// so it behaves like a solid object when the momentum calculations are performed
sBall *fakeball = new sBall();
fakeball->radius = edge.radius;
fakeball->mass = ball.mass * 0.8f;
fakeball->px = fClosestPointX;
fakeball->py = fClosestPointY;
fakeball->vx = -ball.vx; // We will use these later to allow the lines to impart energy into ball
fakeball->vy = -ball.vy; // if the lines are moving, i.e. like pinball flippers
// Store Fake Ball
vecFakeBalls.push_back(fakeball);
// Add collision to vector of collisions for dynamic resolution
vecCollidingPairs.push_back({ &ball, fakeball });
// Calculate displacement required
float fOverlap = 1.0f * (fDistance - ball.radius - fakeball->radius);
// Displace Current Ball away from collision
ball.px -= fOverlap * (ball.px - fakeball->px) / fDistance;
ball.py -= fOverlap * (ball.py - fakeball->py) / fDistance;
}
}
// Against other balls
for (auto &target : vecBalls)
{
if (ball.id != target.id) // Do not check against self
{
if (DoCirclesOverlap(ball.px, ball.py, ball.radius, target.px, target.py, target.radius))
{
// Collision has occured
vecCollidingPairs.push_back({ &ball, &target });
// Distance between ball centers
float fDistance = sqrtf((ball.px - target.px)*(ball.px - target.px) + (ball.py - target.py)*(ball.py - target.py));
// Calculate displacement required
float fOverlap = 0.5f * (fDistance - ball.radius - target.radius);
// Displace Current Ball away from collision
ball.px -= fOverlap * (ball.px - target.px) / fDistance;
ball.py -= fOverlap * (ball.py - target.py) / fDistance;
// Displace Target Ball away from collision - Note, this should affect the timing of the target ball
// and it does, but this is absorbed by the target ball calculating its own time delta later on
target.px += fOverlap * (ball.px - target.px) / fDistance;
target.py += fOverlap * (ball.py - target.py) / fDistance;
}
}
}
// Time displacement - we knew the velocity of the ball, so we can estimate the distance it should have covered
// however due to collisions it could not do the full distance, so we look at the actual distance to the collision
// point and calculate how much time that journey would have taken using the speed of the object. Therefore
// we can now work out how much time remains in that timestep.
float fIntendedSpeed = sqrtf(ball.vx * ball.vx + ball.vy * ball.vy);
float fIntendedDistance = fIntendedSpeed * ball.fSimTimeRemaining;
float fActualDistance = sqrtf((ball.px - ball.ox)*(ball.px - ball.ox) + (ball.py - ball.oy)*(ball.py - ball.oy));
float fActualTime = fActualDistance / fIntendedSpeed;
// After static resolution, there may be some time still left for this epoch, so allow simulation to continue
ball.fSimTimeRemaining = ball.fSimTimeRemaining - fActualTime;
}
// Now work out dynamic collisions
float fEfficiency = 1.00f;
for (auto c : vecCollidingPairs)
{
sBall *b1 = c.first, *b2 = c.second;
// Distance between balls
float fDistance = sqrtf((b1->px - b2->px)*(b1->px - b2->px) + (b1->py - b2->py)*(b1->py - b2->py));
// Normal
float nx = (b2->px - b1->px) / fDistance;
float ny = (b2->py - b1->py) / fDistance;
// Tangent
float tx = -ny;
float ty = nx;
// Dot Product Tangent
float dpTan1 = b1->vx * tx + b1->vy * ty;
float dpTan2 = b2->vx * tx + b2->vy * ty;
// Dot Product Normal
float dpNorm1 = b1->vx * nx + b1->vy * ny;
float dpNorm2 = b2->vx * nx + b2->vy * ny;
// Conservation of momentum in 1D
float m1 = fEfficiency * (dpNorm1 * (b1->mass - b2->mass) + 2.0f * b2->mass * dpNorm2) / (b1->mass + b2->mass);
float m2 = fEfficiency * (dpNorm2 * (b2->mass - b1->mass) + 2.0f * b1->mass * dpNorm1) / (b1->mass + b2->mass);
// Update ball velocities
b1->vx = tx * dpTan1 + nx * m1;
b1->vy = ty * dpTan1 + ny * m1;
b2->vx = tx * dpTan2 + nx * m2;
b2->vy = ty * dpTan2 + ny * m2;
}
// Remove collisions
vecCollidingPairs.clear();
// Remove fake balls
for (auto &b : vecFakeBalls) delete b;
vecFakeBalls.clear();
}
}
// Clear Screen
FillRect(0, 0, ScreenWidth(), ScreenHeight(), olc::Pixel(0, 0, 0));
// Draw Lines
for (auto line : vecLines)
{
FillCircle(line.sx, line.sy, line.radius, olc::Pixel(255,255,255));
FillCircle(line.ex, line.ey, line.radius, olc::Pixel(128, 128, 128));
float nx = -(line.ey - line.sy);
float ny = (line.ex - line.sx);
float d = sqrt(nx*nx + ny * ny);
nx /= d;
ny /= d;
DrawLine((line.sx + nx * line.radius), (line.sy + ny * line.radius), (line.ex + nx * line.radius), (line.ey + ny * line.radius), olc::Pixel(255, 255, 255));
DrawLine((line.sx - nx * line.radius), (line.sy - ny * line.radius), (line.ex - nx * line.radius), (line.ey - ny * line.radius), olc::Pixel(255, 255, 255));
}
// Draw Balls
for (auto ball : vecBalls)
{
FillCircle(ball.px, ball.py, ball.radius, ball.col);
}
// Draw Cue
if (pSelectedBall != nullptr)
DrawLine(pSelectedBall->px, pSelectedBall->py, GetMouseX(), GetMouseY(), olc::Pixel(0, 0, 255));
return true;
}
};
int main()
{
CirclePhysics game;
if (game.Construct(320, 240, 4, 4))
game.Start();
else
wcout << L"Could not construct console" << endl;
return 0;
};

@ -1,245 +0,0 @@
/*
Easy Circle Vs Rectangle Collision Resolution
"Everything's just damp, the walls, the roof, everything!" - javidx9
Video: https://youtu.be/D2a5fHX-Qrs
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 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
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
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
class CircleVsRect : public olc::PixelGameEngine
{
public:
CircleVsRect()
{
sAppName = "Circle Vs Rectangle";
}
private:
olc::TileTransformedView tv;
struct sWorldObject
{
olc::vf2d vPos;
olc::vf2d vVel;
float fRadius = 0.5f;
};
sWorldObject object;
std::string sWorldMap =
"################################"
"#..............................#"
"#.......#####.#.....#####......#"
"#.......#...#.#.....#..........#"
"#.......#...#.#.....#..........#"
"#.......#####.#####.#####......#"
"#..............................#"
"#.....#####.#####.#####..##....#"
"#.........#.#...#.....#.#.#....#"
"#.....#####.#...#.#####...#....#"
"#.....#.....#...#.#.......#....#"
"#.....#####.#####.#####.#####..#"
"#..............................#"
"#..............................#"
"#..#.#..........#....#.........#"
"#..#.#..........#....#.........#"
"#..#.#.......#####.#######.....#"
"#..#.#..........#....#.........#"
"#..#.#.............###.#.#.....#"
"#..#.##########................#"
"#..#..........#....#.#.#.#.....#"
"#..#.####.###.#................#"
"#..#.#......#.#................#"
"#..#.#.####.#.#....###..###....#"
"#..#.#......#.#....#......#....#"
"#..#.########.#....#......#....#"
"#..#..........#....#......#....#"
"#..############....#......#....#"
"#..................########....#"
"#..............................#"
"#..............................#"
"################################";
olc::vi2d vWorldSize = { 32, 32 };
bool bFollowObject = false;
public:
bool OnUserCreate() override
{
// Create "Tiled World", where each tile is 32x32 screen pixels. Coordinates
// for drawing will exist in unit-tile space from now on...
tv = olc::TileTransformedView({ ScreenWidth(), ScreenHeight() }, { 32, 32 });
object.vPos = { 3.0f, 3.0f };
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Control of Player Object
object.vVel = { 0.0f, 0.0f };
if (GetKey(olc::Key::W).bHeld) object.vVel += { 0.0f, -1.0f };
if (GetKey(olc::Key::S).bHeld) object.vVel += { 0.0f, +1.0f };
if (GetKey(olc::Key::A).bHeld) object.vVel += { -1.0f, 0.0f };
if (GetKey(olc::Key::D).bHeld) object.vVel += { +1.0f, 0.0f };
if (object.vVel.mag2() > 0)
object.vVel = object.vVel.norm() * (GetKey(olc::Key::SHIFT).bHeld ? 5.0f : 2.0f);
if (GetKey(olc::Key::SPACE).bReleased) bFollowObject = !bFollowObject;
// Where will object be worst case?
olc::vf2d vPotentialPosition = object.vPos + object.vVel * fElapsedTime;
// Extract region of world cells that could have collision this frame
olc::vi2d vCurrentCell = object.vPos.floor();
olc::vi2d vTargetCell = vPotentialPosition;
olc::vi2d vAreaTL = (vCurrentCell.min(vTargetCell) - olc::vi2d(1, 1)).max({ 0,0 });
olc::vi2d vAreaBR = (vCurrentCell.max(vTargetCell) + olc::vi2d(1, 1)).min(vWorldSize);
olc::vf2d vRayToNearest;
// Iterate through each cell in test area
olc::vi2d vCell;
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
{
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
{
// Check if the cell is actually solid...
if (sWorldMap[vCell.y * vWorldSize.x + vCell.x] == '#')
{
// ...it is! So work out nearest point to future player position, around perimeter
// of cell rectangle. We can test the distance to this point to see if we have
// collided.
olc::vf2d vNearestPoint;
vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
float fOverlap = object.fRadius - vRayToNearest.mag();
if (std::isnan(fOverlap)) fOverlap = 0;
// If overlap is positive, then a collision has occurred, so we displace backwards by the
// overlap amount. The potential position is then tested against other tiles in the area
// therefore "statically" resolving the collision
if (fOverlap > 0)
{
// Statically resolve the collision
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
}
}
}
}
// Set the objects new position to the allowed potential position
object.vPos = vPotentialPosition;
// Clear World
Clear(olc::VERY_DARK_BLUE);
if (bFollowObject)
{
tv.SetWorldOffset(object.vPos - tv.ScaleToWorld(olc::vf2d(ScreenWidth()/2.0f, ScreenHeight()/2.0f)));
DrawString({ 10,10 }, "Following Object");
}
// Handle Pan & Zoom
if (GetMouse(2).bPressed) tv.StartPan(GetMousePos());
if (GetMouse(2).bHeld) tv.UpdatePan(GetMousePos());
if (GetMouse(2).bReleased) tv.EndPan(GetMousePos());
if (GetMouseWheel() > 0) tv.ZoomAtScreenPos(2.0f, GetMousePos());
if (GetMouseWheel() < 0) tv.ZoomAtScreenPos(0.5f, GetMousePos());
// Draw World
olc::vi2d vTL = tv.GetTopLeftTile().max({ 0,0 });
olc::vi2d vBR = tv.GetBottomRightTile().min(vWorldSize);
olc::vi2d vTile;
for (vTile.y = vTL.y; vTile.y < vBR.y; vTile.y++)
for (vTile.x = vTL.x; vTile.x < vBR.x; vTile.x++)
{
if (sWorldMap[vTile.y * vWorldSize.x + vTile.x] == '#')
{
tv.DrawRect(vTile, { 1.0f, 1.0f }, olc::WHITE);
tv.DrawLine(vTile, vTile + olc::vf2d(1.0f, 1.0f), olc::WHITE);
tv.DrawLine(vTile + olc::vf2d(0.0f, 1.0f), vTile + olc::vf2d(1.0f, 0.0f), olc::WHITE);
}
}
tv.FillRectDecal(vAreaTL, vAreaBR - vAreaTL + olc::vi2d(1,1), olc::Pixel(0,255,255,32));
// Draw Boundary
tv.DrawCircle(object.vPos, object.fRadius, olc::WHITE);
// Draw Velocity
if (object.vVel.mag2() > 0)
{
tv.DrawLine(object.vPos, object.vPos + object.vVel.norm() * object.fRadius, olc::MAGENTA);
}
return true;
}
};
int main()
{
CircleVsRect demo;
if (demo.Construct(640, 480, 2, 2))
demo.Start();
return 0;
}

@ -1,265 +0,0 @@
/*
Blithering About Dithering (Floyd-Steinberg)
"2022 lets go!" - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 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.
Video:
~~~~~~
https://youtu.be/lseR6ZguBNY
Use Q and W keys to view quantised image and dithered image respectively
Use Left mouse button to pan, and mouse wheel to zoom to cursor
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
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
// Using olc::PixelGameEngine for input and visualisation
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
// Using a transformed view to handle pan and zoom
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
//#include <algorithm>
// Override base class with your custom functionality
class Dithering : public olc::PixelGameEngine
{
public:
Dithering()
{
sAppName = "Floyd Steinberg Dithering";
}
olc::TransformedView tv;
std::unique_ptr<olc::Sprite> m_pImage;
std::unique_ptr<olc::Sprite> m_pQuantised;
std::unique_ptr<olc::Sprite> m_pDithered;
public:
// Called once at start of application
bool OnUserCreate() override
{
// Prepare Pan & Zoom
tv.Initialise({ ScreenWidth(), ScreenHeight() });
// Load Test Image
m_pImage = std::make_unique<olc::Sprite>("./assets/Flower_640x480.png");
// Create two more images with the same dimensions
m_pQuantised = std::make_unique<olc::Sprite>(m_pImage->width, m_pImage->height);
m_pDithered = std::make_unique<olc::Sprite>(m_pImage->width, m_pImage->height);
// These lambda functions output a new olc::Pixel based on
// the pixel it is given
auto Convert_RGB_To_Greyscale = [](const olc::Pixel in)
{
uint8_t greyscale = uint8_t(0.2162f * float(in.r) + 0.7152f * float(in.g) + 0.0722f * float(in.b));
return olc::Pixel(greyscale, greyscale, greyscale);
};
// Quantising functions
auto Quantise_Greyscale_1Bit = [](const olc::Pixel in)
{
return in.r < 128 ? olc::BLACK : olc::WHITE;
};
auto Quantise_Greyscale_NBit = [](const olc::Pixel in)
{
constexpr int nBits = 2;
constexpr float fLevels = (1 << nBits) - 1;
uint8_t c = uint8_t(std::clamp(std::round(float(in.r) / 255.0f * fLevels) / fLevels * 255.0f, 0.0f, 255.0f));
return olc::Pixel(c, c, c);
};
auto Quantise_RGB_NBit = [](const olc::Pixel in)
{
constexpr int nBits = 2;
constexpr float fLevels = (1 << nBits) - 1;
uint8_t cr = uint8_t(std::clamp(std::round(float(in.r) / 255.0f * fLevels) / fLevels * 255.0f, 0.0f, 255.0f));
uint8_t cb = uint8_t(std::clamp(std::round(float(in.g) / 255.0f * fLevels) / fLevels * 255.0f, 0.0f, 255.0f));
uint8_t cg = uint8_t(std::clamp(std::round(float(in.b) / 255.0f * fLevels) / fLevels * 255.0f, 0.0f, 255.0f));
return olc::Pixel(cr, cb, cg);
};
auto Quantise_RGB_CustomPalette = [](const olc::Pixel in)
{
std::array<olc::Pixel, 5> nShades = { olc::BLACK, olc::WHITE, olc::YELLOW, olc::MAGENTA, olc::CYAN };
float fClosest = INFINITY;
olc::Pixel pClosest;
for (const auto& c : nShades)
{
float fDistance = float(
std::sqrt(
std::pow(float(c.r) - float(in.r), 2) +
std::pow(float(c.g) - float(in.g), 2) +
std::pow(float(c.b) - float(in.b), 2)));
if (fDistance < fClosest)
{
fClosest = fDistance;
pClosest = c;
}
}
return pClosest;
};
// We don't need greyscale for the final demonstration, which uses
// RGB, but I've left this here as reference
//std::transform(
// m_pImage->pColData.begin(),
// m_pImage->pColData.end(),
// m_pImage->pColData.begin(), Convert_RGB_To_Greyscale);
// Quantise The Image
std::transform(
m_pImage->pColData.begin(),
m_pImage->pColData.end(),
m_pQuantised->pColData.begin(), Quantise_RGB_NBit);
// Perform Dither
Dither_FloydSteinberg(m_pImage.get(), m_pDithered.get(), Quantise_RGB_NBit);
return true;
}
void Dither_FloydSteinberg(const olc::Sprite* pSource, olc::Sprite* pDest,
std::function<olc::Pixel(const olc::Pixel)> funcQuantise)
{
// The destination image is primed with the source image as the pixel
// values become altered as the algorithm executes
std::copy(pSource->pColData.begin(), pSource->pColData.end(), pDest->pColData.begin());
// Iterate through each pixel from top left to bottom right, compare the pixel
// with that on the "allowed" list, and distribute that error to neighbours
// not yet computed
olc::vi2d vPixel;
for (vPixel.y = 0; vPixel.y < pSource->height; vPixel.y++)
{
for (vPixel.x = 0; vPixel.x < pSource->width; vPixel.x++)
{
// Grap and get nearest pixel equivalent from our allowed
// palette
olc::Pixel op = pDest->GetPixel(vPixel);
olc::Pixel qp = funcQuantise(op);
// olc::Pixels are "inconveniently" clamped to sensible ranges using an unsigned type...
// ...which means they cant be negative. This hampers us a tad here,
// so will resort to manual alteration using a signed type
int32_t error[3] =
{
op.r - qp.r,
op.g - qp.g,
op.b - qp.b
};
// Set destination pixel with nearest match from quantisation function
pDest->SetPixel(vPixel, qp);
// Distribute Error - Using a little utility lambda to keep the messy code
// all in one place. It's important to allow pixels to temporarily become
// negative in order to distribute the error to the neighbours in both
// directions... value directions that is, not spatial!
auto UpdatePixel = [&vPixel, &pDest, &error](const olc::vi2d& vOffset, const float fErrorBias)
{
olc::Pixel p = pDest->GetPixel(vPixel + vOffset);
int32_t k[3] = { p.r, p.g, p.b };
k[0] += int32_t(float(error[0]) * fErrorBias);
k[1] += int32_t(float(error[1]) * fErrorBias);
k[2] += int32_t(float(error[2]) * fErrorBias);
pDest->SetPixel(vPixel + vOffset, olc::Pixel(std::clamp(k[0], 0, 255), std::clamp(k[1], 0, 255), std::clamp(k[2], 0, 255)));
};
UpdatePixel({ +1, 0 }, 7.0f / 16.0f);
UpdatePixel({ -1, +1 }, 3.0f / 16.0f);
UpdatePixel({ 0, +1 }, 5.0f / 16.0f);
UpdatePixel({ +1, +1 }, 1.0f / 16.0f);
}
}
}
// Called every frame
bool OnUserUpdate(float fElapsedTime) override
{
// Handle Pan & Zoom using defaults middle mouse button
tv.HandlePanAndZoom(0);
// Erase previous frame
Clear(olc::BLACK);
// Draw Source Image
if (GetKey(olc::Key::Q).bHeld)
{
tv.DrawSprite({ 0,0 }, m_pQuantised.get());
}
else if (GetKey(olc::Key::W).bHeld)
{
tv.DrawSprite({ 0,0 }, m_pDithered.get());
}
else
{
tv.DrawSprite({ 0,0 }, m_pImage.get());
}
return true;
}
};
int main()
{
Dithering demo;
if (demo.Construct(1280, 720, 1, 1))
demo.Start();
return 0;
}

@ -1,431 +0,0 @@
/*
Dungeon Warping via Orthographic Projections
"For my Mother-In-Law, you will be missed..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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.
Relevant Video: https://youtu.be/Ql5VZGkL23o
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
Community Blog: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
/*
NOTE! This program requires a tile spritesheet NOT
provided in this github. You only need a few tiles,
see video for details.
*/
class olcDungeon : public olc::PixelGameEngine
{
public:
olcDungeon()
{
sAppName = "Dungeon Explorer";
}
struct Renderable
{
Renderable() {}
void Load(const std::string& sFile)
{
sprite = new olc::Sprite(sFile);
decal = new olc::Decal(sprite);
}
~Renderable()
{
delete decal;
delete sprite;
}
olc::Sprite* sprite = nullptr;
olc::Decal* decal = nullptr;
};
struct vec3d
{
float x, y, z;
};
struct sQuad
{
vec3d points[4];
olc::vf2d tile;
};
struct sCell
{
bool wall = false;
olc::vi2d id[6]{ };
};
class World
{
public:
World()
{
}
void Create(int w, int h)
{
size = { w, h };
vCells.resize(w * h);
}
sCell& GetCell(const olc::vi2d& v)
{
if (v.x >= 0 && v.x < size.x && v.y >= 0 && v.y < size.y)
return vCells[v.y * size.x + v.x];
else
return NullCell;
}
public:
olc::vi2d size;
private:
std::vector<sCell> vCells;
sCell NullCell;
};
World world;
Renderable rendSelect;
Renderable rendAllWalls;
olc::vf2d vCameraPos = { 0.0f, 0.0f };
float fCameraAngle = 0.0f;
float fCameraAngleTarget = fCameraAngle;
float fCameraPitch = 5.5f;
float fCameraZoom = 16.0f;
bool bVisible[6];
olc::vi2d vCursor = { 0, 0 };
olc::vi2d vTileCursor = { 0,0 };
olc::vi2d vTileSize = { 32, 32 };
enum Face
{
Floor = 0,
North = 1,
East = 2,
South = 3,
West = 4,
Top = 5
};
public:
bool OnUserCreate() override
{
rendSelect.Load("./gfx/dng_select.png");
rendAllWalls.Load("./gfx/oldDungeon.png");
world.Create(64, 64);
for (int y=0; y<world.size.y; y++)
for(int x=0; x<world.size.x; x++)
{
world.GetCell({ x, y }).wall = false;
world.GetCell({ x, y }).id[Face::Floor] = olc::vi2d{ 3, 0 } * vTileSize;
world.GetCell({ x, y }).id[Face::Top] = olc::vi2d{ 1, 0 } * vTileSize;
world.GetCell({ x, y }).id[Face::North] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::South] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::West] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::East] = olc::vi2d{ 0, 6 } * vTileSize;
}
return true;
}
std::array<vec3d, 8> CreateCube(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera)
{
// Unit Cube
std::array<vec3d, 8> unitCube, rotCube, worldCube, projCube;
unitCube[0] = { 0.0f, 0.0f, 0.0f };
unitCube[1] = { fScale, 0.0f, 0.0f };
unitCube[2] = { fScale, -fScale, 0.0f };
unitCube[3] = { 0.0f, -fScale, 0.0f };
unitCube[4] = { 0.0f, 0.0f, fScale };
unitCube[5] = { fScale, 0.0f, fScale };
unitCube[6] = { fScale, -fScale, fScale };
unitCube[7] = { 0.0f, -fScale, fScale };
// Translate Cube in X-Z Plane
for (int i = 0; i < 8; i++)
{
unitCube[i].x += (vCell.x * fScale - vCamera.x);
unitCube[i].y += -vCamera.y;
unitCube[i].z += (vCell.y * fScale - vCamera.z);
}
// Rotate Cube in Y-Axis around origin
float s = sin(fAngle);
float c = cos(fAngle);
for (int i = 0; i < 8; i++)
{
rotCube[i].x = unitCube[i].x * c + unitCube[i].z * s;
rotCube[i].y = unitCube[i].y;
rotCube[i].z = unitCube[i].x * -s + unitCube[i].z * c;
}
// Rotate Cube in X-Axis around origin (tilt slighly overhead)
s = sin(fPitch);
c = cos(fPitch);
for (int i = 0; i < 8; i++)
{
worldCube[i].x = rotCube[i].x;
worldCube[i].y = rotCube[i].y * c - rotCube[i].z * s;
worldCube[i].z = rotCube[i].y * s + rotCube[i].z * c;
}
// Project Cube Orthographically - Unit Cube Viewport
//float fLeft = -ScreenWidth() * 0.5f;
//float fRight = ScreenWidth() * 0.5f;
//float fTop = ScreenHeight() * 0.5f;
//float fBottom = -ScreenHeight() * 0.5f;
//float fNear = 0.1f;
//float fFar = 100.0f;*/
//for (int i = 0; i < 8; i++)
//{
// projCube[i].x = (2.0f / (fRight - fLeft)) * worldCube[i].x - ((fRight + fLeft) / (fRight - fLeft));
// projCube[i].y = (2.0f / (fTop - fBottom)) * worldCube[i].y - ((fTop + fBottom) / (fTop - fBottom));
// projCube[i].z = (2.0f / (fFar - fNear)) * worldCube[i].z - ((fFar + fNear) / (fFar - fNear));
// projCube[i].x *= -fRight;
// projCube[i].y *= -fTop;
// projCube[i].x += fRight;
// projCube[i].y += fTop;
//}
// Project Cube Orthographically - Full Screen Centered
for (int i = 0; i < 8; i++)
{
projCube[i].x = worldCube[i].x + ScreenWidth() * 0.5f;
projCube[i].y = worldCube[i].y + ScreenHeight() * 0.5f;
projCube[i].z = worldCube[i].z;
}
return projCube;
}
void CalculateVisibleFaces(std::array<vec3d, 8>& cube)
{
auto CheckNormal = [&](int v1, int v2, int v3)
{
olc::vf2d a = { cube[v1].x, cube[v1].y };
olc::vf2d b = { cube[v2].x, cube[v2].y };
olc::vf2d c = { cube[v3].x, cube[v3].y };
return (b - a).cross(c - a) > 0;
};
bVisible[Face::Floor] = CheckNormal(4, 0, 1);
bVisible[Face::South] = CheckNormal(3, 0, 1);
bVisible[Face::North] = CheckNormal(6, 5, 4);
bVisible[Face::East] = CheckNormal(7, 4, 0);
bVisible[Face::West] = CheckNormal(2, 1, 5);
bVisible[Face::Top] = CheckNormal(7, 3, 2);
}
void GetFaceQuads(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera, std::vector<sQuad> &render)
{
std::array<vec3d, 8> projCube = CreateCube(vCell, fAngle, fPitch, fScale, vCamera);
auto& cell = world.GetCell(vCell);
auto MakeFace = [&](int v1, int v2, int v3, int v4, Face f)
{
render.push_back({ projCube[v1], projCube[v2], projCube[v3], projCube[v4], cell.id[f] });
};
if (!cell.wall)
{
if(bVisible[Face::Floor]) MakeFace(4, 0, 1, 5, Face::Floor);
}
else
{
if (bVisible[Face::South]) MakeFace(3, 0, 1, 2, Face::South);
if (bVisible[Face::North]) MakeFace(6, 5, 4, 7, Face::North);
if (bVisible[Face::East]) MakeFace(7, 4, 0, 3, Face::East);
if (bVisible[Face::West]) MakeFace(2, 1, 5, 6, Face::West);
if (bVisible[Face::Top]) MakeFace(7, 3, 2, 6, Face::Top);
}
}
bool OnUserUpdate(float fElapsedTime) override
{
// Grab mouse for convenience
olc::vi2d vMouse = { GetMouseX(), GetMouseY() };
// Edit mode - Selection from tile sprite sheet
if (GetKey(olc::Key::TAB).bHeld)
{
DrawSprite({ 0, 0 }, rendAllWalls.sprite);
DrawRect(vTileCursor * vTileSize, vTileSize);
if (GetMouse(0).bPressed) vTileCursor = vMouse / vTileSize;
return true;
}
// WS keys to tilt camera
if (GetKey(olc::Key::W).bHeld) fCameraPitch += 1.0f * fElapsedTime;
if (GetKey(olc::Key::S).bHeld) fCameraPitch -= 1.0f * fElapsedTime;
// DA Keys to manually rotate camera
if (GetKey(olc::Key::D).bHeld) fCameraAngleTarget += 1.0f * fElapsedTime;
if (GetKey(olc::Key::A).bHeld) fCameraAngleTarget -= 1.0f * fElapsedTime;
// QZ Keys to zoom in or out
if (GetKey(olc::Key::Q).bHeld) fCameraZoom += 5.0f * fElapsedTime;
if (GetKey(olc::Key::Z).bHeld) fCameraZoom -= 5.0f * fElapsedTime;
// Numpad keys used to rotate camera to fixed angles
if (GetKey(olc::Key::NP2).bPressed) fCameraAngleTarget = 3.14159f * 0.0f;
if (GetKey(olc::Key::NP1).bPressed) fCameraAngleTarget = 3.14159f * 0.25f;
if (GetKey(olc::Key::NP4).bPressed) fCameraAngleTarget = 3.14159f * 0.5f;
if (GetKey(olc::Key::NP7).bPressed) fCameraAngleTarget = 3.14159f * 0.75f;
if (GetKey(olc::Key::NP8).bPressed) fCameraAngleTarget = 3.14159f * 1.0f;
if (GetKey(olc::Key::NP9).bPressed) fCameraAngleTarget = 3.14159f * 1.25f;
if (GetKey(olc::Key::NP6).bPressed) fCameraAngleTarget = 3.14159f * 1.5f;
if (GetKey(olc::Key::NP3).bPressed) fCameraAngleTarget = 3.14159f * 1.75f;
// Numeric keys apply selected tile to specific face
if (GetKey(olc::Key::K1).bPressed) world.GetCell(vCursor).id[Face::North] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K2).bPressed) world.GetCell(vCursor).id[Face::East] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K3).bPressed) world.GetCell(vCursor).id[Face::South] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K4).bPressed) world.GetCell(vCursor).id[Face::West] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K5).bPressed) world.GetCell(vCursor).id[Face::Floor] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K6).bPressed) world.GetCell(vCursor).id[Face::Top] = vTileCursor * vTileSize;
// Smooth camera
fCameraAngle += (fCameraAngleTarget - fCameraAngle) * 10.0f * fElapsedTime;
// Arrow keys to move the selection cursor around map (boundary checked)
if (GetKey(olc::Key::LEFT).bPressed) vCursor.x--;
if (GetKey(olc::Key::RIGHT).bPressed) vCursor.x++;
if (GetKey(olc::Key::UP).bPressed) vCursor.y--;
if (GetKey(olc::Key::DOWN).bPressed) vCursor.y++;
if (vCursor.x < 0) vCursor.x = 0;
if (vCursor.y < 0) vCursor.y = 0;
if (vCursor.x >= world.size.x) vCursor.x = world.size.x - 1;
if (vCursor.y >= world.size.y) vCursor.y = world.size.y - 1;
// Place block with space
if (GetKey(olc::Key::SPACE).bPressed)
{
world.GetCell(vCursor).wall = !world.GetCell(vCursor).wall;
}
// Position camera in world
vCameraPos = { vCursor.x + 0.5f, vCursor.y + 0.5f };
vCameraPos *= fCameraZoom;
// Rendering
// 1) Create dummy cube to extract visible face information
// Cull faces that cannot be seen
std::array<vec3d, 8> cullCube = CreateCube({ 0, 0 }, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y });
CalculateVisibleFaces(cullCube);
// 2) Get all visible sides of all visible "tile cubes"
std::vector<sQuad> vQuads;
for(int y = 0; y<world.size.y; y++)
for(int x=0; x<world.size.x; x++)
GetFaceQuads({ x, y }, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y }, vQuads);
// 3) Sort in order of depth, from farthest away to closest
std::sort(vQuads.begin(), vQuads.end(), [](const sQuad& q1, const sQuad& q2)
{
float z1 = (q1.points[0].z + q1.points[1].z + q1.points[2].z + q1.points[3].z) * 0.25f;
float z2 = (q2.points[0].z + q2.points[1].z + q2.points[2].z + q2.points[3].z) * 0.25f;
return z1 < z2;
});
// 4) Iterate through all "tile cubes" and draw their visible faces
Clear(olc::BLACK);
for (auto& q : vQuads)
DrawPartialWarpedDecal
(
rendAllWalls.decal,
{ {q.points[0].x, q.points[0].y}, {q.points[1].x, q.points[1].y}, {q.points[2].x, q.points[2].y}, {q.points[3].x, q.points[3].y} },
q.tile,
vTileSize
);
// 5) Draw current tile selection
DrawPartialDecal({ 10,10 }, rendAllWalls.decal, vTileCursor * vTileSize, vTileSize);
// 6) Draw selection "tile cube"
vQuads.clear();
GetFaceQuads(vCursor, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y }, vQuads);
for (auto& q : vQuads)
DrawWarpedDecal(rendSelect.decal, { {q.points[0].x, q.points[0].y}, {q.points[1].x, q.points[1].y}, {q.points[2].x, q.points[2].y}, {q.points[3].x, q.points[3].y} });
// 7) Draw some debug info
DrawStringDecal({ 0,0 }, "Cursor: " + std::to_string(vCursor.x) + ", " + std::to_string(vCursor.y), olc::YELLOW, { 0.5f, 0.5f });
DrawStringDecal({ 0,8 }, "Angle: " + std::to_string(fCameraAngle) + ", " + std::to_string(fCameraPitch), olc::YELLOW, { 0.5f, 0.5f });
// Graceful exit if user is in full screen mode
return !GetKey(olc::Key::ESCAPE).bPressed;
}
};
int main()
{
olcDungeon demo;
if (demo.Construct(640, 480, 2, 2, false))
demo.Start();
return 0;
}

@ -1,189 +0,0 @@
/*
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 (thanks MaxCE, for pointing out old definition format)
#define OLC_PGEX_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;
}

@ -1,443 +0,0 @@
/*
Programming Practice: Five Dice
"OK, it's getting a bit serious now..." - javidx9
Video: https://youtu.be/D2a5fHX-Qrs
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 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.
Video:
~~~~~~
https://youtu.be/DDV_2cWT94U
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
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include <set>
#include <numeric>
class FiveDice : public olc::PixelGameEngine
{
public:
FiveDice()
{
sAppName = "Five Dice";
}
std::vector<uint8_t> vRolled;
public:
void DrawDie(const olc::vi2d& vPos,
const uint8_t nFace,
const olc::vi2d& vSize = { 64, 64 },
const olc::Pixel colFace = olc::DARK_RED,
const olc::Pixel colSpot = olc::WHITE)
{
// Draw Background
FillRect(vPos, vSize, colFace);
int32_t nColL = int32_t(double(vSize.x) * 0.25);
int32_t nColM = int32_t(double(vSize.x) * 0.5);
int32_t nColR = int32_t(double(vSize.x) * 0.75);
int32_t nRowT = int32_t(double(vSize.y) * 0.25);
int32_t nRowM = int32_t(double(vSize.y) * 0.5);
int32_t nRowB = int32_t(double(vSize.y) * 0.75);
int32_t nRad = int32_t(double(nColL) * 0.4);
/*
switch (nFace)
{
case 1:
FillCircle(vPos + olc::vi2d(nColM, nRowM), nRad, colSpot);
break;
case 2:
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
break;
case 3:
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColM, nRowM), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
break;
case 4:
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowT), nRad, colSpot);
break;
case 5:
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColM, nRowM), nRad, colSpot);
break;
case 6:
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowM), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowM), nRad, colSpot);
break;
}
*/
/*
if((std::set<uint8_t>{2, 3, 4, 5, 6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
if ((std::set<uint8_t>{6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColL, nRowM), nRad, colSpot);
if ((std::set<uint8_t>{4, 5, 6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColL, nRowB), nRad, colSpot);
if ((std::set<uint8_t>{1, 3, 5}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColM, nRowM), nRad, colSpot);
if ((std::set<uint8_t>{4, 5, 6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColR, nRowT), nRad, colSpot);
if ((std::set<uint8_t>{6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColR, nRowM), nRad, colSpot);
if ((std::set<uint8_t>{2, 3, 4, 5, 6}).count(nFace) > 0)
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
*/
if (nFace & 1)
{
FillCircle(vPos + olc::vi2d(nColM, nRowM), nRad, colSpot);
}
if (nFace > 1)
{
FillCircle(vPos + olc::vi2d(nColR, nRowB), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowT), nRad, colSpot);
}
if (nFace > 3)
{
FillCircle(vPos + olc::vi2d(nColR, nRowT), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColL, nRowB), nRad, colSpot);
}
if (nFace == 6)
{
FillCircle(vPos + olc::vi2d(nColL, nRowM), nRad, colSpot);
FillCircle(vPos + olc::vi2d(nColR, nRowM), nRad, colSpot);
}
}
bool OnUserCreate() override
{
vRolled = { 1, 6, 3, 3, 5 };
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
//if (GetKey(olc::Key::SPACE).bReleased)
//{
// /*
// vRolled =
// {
// uint8_t(rand() % 6 + 1),
// uint8_t(rand() % 6 + 1),
// uint8_t(rand() % 6 + 1),
// uint8_t(rand() % 6 + 1),
// uint8_t(rand() % 6 + 1)
// };
// */
// /*
// std::transform(
// vRolled.begin(),
// vRolled.end(),
// vRolled.begin(),
// [](uint8_t n) { return rand() % 6 + 1; }
// );
// */
// std::generate(
// vRolled.begin(),
// vRolled.end(),
// []() { return rand() % 6 + 1; }
// );
// std::sort(vRolled.begin(), vRolled.end());
//}
/*
int nScore_AllDice = std::accumulate(vRolled.begin(), vRolled.end(), 0);
int nScore_CountOnes = std::count(vRolled.begin(), vRolled.end(), 1) * 1;
int nScore_CountTwos = std::count(vRolled.begin(), vRolled.end(), 2) * 2;
int nScore_CountThrees = std::count(vRolled.begin(), vRolled.end(), 3) * 3;
int nScore_CountFours = std::count(vRolled.begin(), vRolled.end(), 4) * 4;
int nScore_CountFives = std::count(vRolled.begin(), vRolled.end(), 5) * 5;
int nScore_CountSixes = std::count(vRolled.begin(), vRolled.end(), 6) * 6;
int nScore_ThreeOfAKind = 0;
int nScore_FourOfAKind = 0;
int nScore_FiveOfAKind = 0;
int nScore_SmallStraight = 0;
int nScore_LargeStraight = 0;
int nScore_FullHouse = 0;
*/
/*
auto PatternMatch = [&](const std::vector<uint8_t> vDice, const std::string& sPattern) -> bool
{
// nnnnn - Yahtzee
// nnnn?, ?nnnn - four of a kind
// nnn??, ?nnn?, ??nnn - three of a kind
// 1234?, ?2345, 2345?, ?3456 - Small Straight
// 12345, 23456 - Large Straight
// nnn?? & ???nn, nn??? & ??nnn - Full House
bool bMatch = true;
uint8_t n = 0;
for (size_t idx = 0; idx < 5; idx++)
{
if (sPattern[idx] == 'n')
{
if (n == 0)
{
n = vDice[idx];
}
else
{
bMatch &= (vDice[idx] == n);
}
}
else if (sPattern[idx] == '?')
{
bMatch &= true;
}
else // is Face Value
{
bMatch &= ((sPattern[idx] - '0') == vDice[idx]);
}
}
return bMatch;
};
// nnnnn - Yahtzee
if (PatternMatch(vRolled, "nnnnn"))
{
nScore_FiveOfAKind = 50;
}
// nnnn?, ?nnnn - four of a kind
if (PatternMatch(vRolled, "nnnn?") || PatternMatch(vRolled, "?nnnn"))
{
nScore_FourOfAKind = 4 * vRolled[2];
}
// nnn??, ?nnn?, ??nnn - three of a kind
if (PatternMatch(vRolled, "nnn??") || PatternMatch(vRolled, "?nnn?") || PatternMatch(vRolled, "??nnn"))
{
nScore_ThreeOfAKind = 3 * vRolled[2];
}
// 1234?, ?2345, 2345?, ?3456 - Small Straight
if (PatternMatch(vRolled, "1234?") || PatternMatch(vRolled, "2345?") || PatternMatch(vRolled, "?3456") || PatternMatch(vRolled, "?2345"))
{
nScore_SmallStraight = 30;
}
// 12345, 23456 - Large Straight
if (PatternMatch(vRolled, "12345") || PatternMatch(vRolled, "23456"))
{
nScore_LargeStraight = 40;
}
// nnn?? & ???nn, nn??? & ??nnn - Full House
if ((PatternMatch(vRolled, "nnn??") && PatternMatch(vRolled, "???nn")) || (PatternMatch(vRolled, "??nnn") && PatternMatch(vRolled, "nn???")))
{
nScore_FullHouse = 25;
}
std::vector<std::pair<std::string, int>> vScores =
{
{"Total Ones : ", std::count(vRolled.begin(), vRolled.end(), 1) * 1},
{"Total Twos : ", std::count(vRolled.begin(), vRolled.end(), 2) * 2},
{"Total Threes : ", std::count(vRolled.begin(), vRolled.end(), 3) * 3},
{"Total Fours : ", std::count(vRolled.begin(), vRolled.end(), 4) * 4},
{"Total Fives : ", std::count(vRolled.begin(), vRolled.end(), 5) * 5},
{"Total Sixes : ", std::count(vRolled.begin(), vRolled.end(), 6) * 6},
{"Chance : ", std::accumulate(vRolled.begin(), vRolled.end(), 0)},
{"Three Of A Kind : ", (PatternMatch(vRolled, "nnn??") || PatternMatch(vRolled, "?nnn?") || PatternMatch(vRolled, "??nnn")) ? (std::count(vRolled.begin(), vRolled.end(), vRolled[2]) * vRolled[2]) : 0},
{"Four Of A Kind : ", (PatternMatch(vRolled, "nnnn?") || PatternMatch(vRolled, "?nnnn")) ? (std::count(vRolled.begin(), vRolled.end(), vRolled[2]) * vRolled[2]) : 0},
{"Full House : ", ((PatternMatch(vRolled, "nnn??") && PatternMatch(vRolled, "???nn")) || (PatternMatch(vRolled, "??nnn") && PatternMatch(vRolled, "nn???"))) ? 25 : 0},
{"Small Straight : ", (PatternMatch(vRolled, "1234?") || PatternMatch(vRolled, "2345?") || PatternMatch(vRolled, "?3456") || PatternMatch(vRolled, "?2345")) ? 30 : 0},
{"Large Straight : ", (PatternMatch(vRolled, "12345") || PatternMatch(vRolled, "23456")) ? 40 : 0},
{"Five Of A Kind : ", (PatternMatch(vRolled, "nnnnn")) ? 50 : 0},
};
*/
auto Match = [&vRolled = vRolled](const std::vector<std::string>& vPatterns) -> bool
{
// nnnnn - Yahtzee
// nnnn?, ?nnnn - four of a kind
// nnn??, ?nnn?, ??nnn - three of a kind
// 1234?, ?2345, 2345?, ?3456 - Small Straight
// 12345, 23456 - Large Straight
// nnn?? & ???nn, nn??? & ??nnn - Full House
bool bResult = false;
for (const auto& sPattern : vPatterns)
{
bool bMatch = true;
uint8_t n = 0;
for (size_t idx = 0; idx < 5; idx++)
{
if (sPattern[idx] == 'n')
{
if (n == 0)
{
n = vRolled[idx];
}
else
{
bMatch &= (vRolled[idx] == n);
}
}
else if (sPattern[idx] == '?')
{
bMatch &= true;
}
else // is Face Value
{
bMatch &= ((sPattern[idx] - '0') == vRolled[idx]);
}
}
bResult |= bMatch;
}
return bResult;
};
/*DrawDie({ 10, 10 }, vRolled[0]);
DrawDie({ 80, 10 }, vRolled[1]);
DrawDie({ 150, 10 }, vRolled[2]);
DrawDie({ 220, 10 }, vRolled[3]);
DrawDie({ 290, 10 }, vRolled[4]);
int nOffsetY = 100;
DrawString(10, nOffsetY += 10, "Total Ones : " + std::to_string(nScore_CountOnes));
DrawString(10, nOffsetY += 10, "Total Twos : " + std::to_string(nScore_CountTwos));
DrawString(10, nOffsetY += 10, "Total Threes : " + std::to_string(nScore_CountThrees));
DrawString(10, nOffsetY += 10, "Total Fours : " + std::to_string(nScore_CountFours));
DrawString(10, nOffsetY += 10, "Total Fives : " + std::to_string(nScore_CountFives));
DrawString(10, nOffsetY += 10, "Total Sixes : " + std::to_string(nScore_CountSixes));
DrawString(10, nOffsetY += 10, "Three Of A Kind : " + std::to_string(nScore_ThreeOfAKind));
DrawString(10, nOffsetY += 10, "Four Of A Kind : " + std::to_string(nScore_FourOfAKind));
DrawString(10, nOffsetY += 10, "Full House : " + std::to_string(nScore_FullHouse));
DrawString(10, nOffsetY += 10, "Small Straight : " + std::to_string(nScore_SmallStraight));
DrawString(10, nOffsetY += 10, "Large Straight : " + std::to_string(nScore_LargeStraight));
DrawString(10, nOffsetY += 10, "Five Of A Kind : " + std::to_string(nScore_FiveOfAKind));
DrawString(10, nOffsetY += 10, "Chance : " + std::to_string(nScore_AllDice));*/
if (GetKey(olc::Key::SPACE).bReleased)
{
std::generate(vRolled.begin(), vRolled.end(), []() { return rand() % 6 + 1; });
std::sort(vRolled.begin(), vRolled.end());
}
std::vector<std::pair<std::string, int>> vScores =
{
{"Total Ones : ", std::count(vRolled.begin(), vRolled.end(), 1) * 1},
{"Total Twos : ", std::count(vRolled.begin(), vRolled.end(), 2) * 2},
{"Total Threes : ", std::count(vRolled.begin(), vRolled.end(), 3) * 3},
{"Total Fours : ", std::count(vRolled.begin(), vRolled.end(), 4) * 4},
{"Total Fives : ", std::count(vRolled.begin(), vRolled.end(), 5) * 5},
{"Total Sixes : ", std::count(vRolled.begin(), vRolled.end(), 6) * 6},
{"Chance : ", std::accumulate(vRolled.begin(), vRolled.end(), 0)},
{"Three Of A Kind : ", (Match({"nnn??", "?nnn?", "??nnn"})) ? (3 * vRolled[2]) : 0},
{"Four Of A Kind : ", (Match({"nnnn?", "?nnnn"})) ? (4 * vRolled[2]) : 0},
{"Full House : ", ((Match({"nnn??"}) && Match({"???nn"})) || (Match({"??nnn"}) && Match({"nn???"}))) ? 25 : 0},
{"Small Straight : ", (Match({"1234?", "2345?", "?3456", "?2345"})) ? 30 : 0},
{"Large Straight : ", (Match({"12345", "23456"})) ? 40 : 0},
{"Five Of A Kind : ", (Match({"nnnnn"})) ? 50 : 0},
};
Clear(olc::DARK_GREEN);
olc::vi2d vOffset = { -60, 90 };
for (int i = 0; i < 5; i++) DrawDie({ vOffset.x += 70, 10 }, vRolled[i]);
for (const auto& score : vScores) DrawString(10, vOffset.y += 10, score.first + std::to_string(score.second));
return true;
}
};
int main()
{
FiveDice demo;
if (demo.Construct(640, 480, 2, 2))
demo.Start();
return 0;
}

@ -1,214 +0,0 @@
/*
Coding Quickie: Isometric Tiles
"Owww... My insides hurt :(" - 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.
Relevant Video: https://youtu.be/ukkbNKTgf5U
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"
// Override base class with your custom functionality
class IsometricDemo : public olc::PixelGameEngine
{
public:
IsometricDemo()
{
sAppName = "Coding Quickie: Isometric Tiles";
}
private:
// Number of tiles in world
olc::vi2d vWorldSize = { 14, 10 };
// Size of single tile graphic
olc::vi2d vTileSize = { 40, 20 };
// Where to place tile (0,0) on screen (in tile size steps)
olc::vi2d vOrigin = { 5, 1 };
// Sprite that holds all imagery
olc::Sprite *sprIsom = nullptr;
// Pointer to create 2D world array
int *pWorld = nullptr;
public:
bool OnUserCreate() override
{
// Load sprites used in demonstration
sprIsom = new olc::Sprite("isometric_demo.png");
// Create empty world
pWorld = new int[vWorldSize.x * vWorldSize.y]{ 0 };
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
Clear(olc::WHITE);
// Get Mouse in world
olc::vi2d vMouse = { GetMouseX(), GetMouseY() };
// Work out active cell
olc::vi2d vCell = { vMouse.x / vTileSize.x, vMouse.y / vTileSize.y };
// Work out mouse offset into cell
olc::vi2d vOffset = { vMouse.x % vTileSize.x, vMouse.y % vTileSize.y };
// Sample into cell offset colour
olc::Pixel col = sprIsom->GetPixel(3 * vTileSize.x + vOffset.x, vOffset.y);
// Work out selected cell by transforming screen cell
olc::vi2d vSelected =
{
(vCell.y - vOrigin.y) + (vCell.x - vOrigin.x),
(vCell.y - vOrigin.y) - (vCell.x - vOrigin.x)
};
// "Bodge" selected cell by sampling corners
if (col == olc::RED) vSelected += {-1, +0};
if (col == olc::BLUE) vSelected += {+0, -1};
if (col == olc::GREEN) vSelected += {+0, +1};
if (col == olc::YELLOW) vSelected += {+1, +0};
// Handle mouse click to toggle if a tile is visible or not
if (GetMouse(0).bPressed)
{
// Guard array boundary
if (vSelected.x >= 0 && vSelected.x < vWorldSize.x && vSelected.y >= 0 && vSelected.y < vWorldSize.y)
++pWorld[vSelected.y * vWorldSize.x + vSelected.x] %= 6;
}
// Labmda function to convert "world" coordinate into screen space
auto ToScreen = [&](int x, int y)
{
return olc::vi2d
{
(vOrigin.x * vTileSize.x) + (x - y) * (vTileSize.x / 2),
(vOrigin.y * vTileSize.y) + (x + y) * (vTileSize.y / 2)
};
};
// Draw World - has binary transparancy so enable masking
SetPixelMode(olc::Pixel::MASK);
// (0,0) is at top, defined by vOrigin, so draw from top to bottom
// to ensure tiles closest to camera are drawn last
for (int y = 0; y < vWorldSize.y; y++)
{
for (int x = 0; x < vWorldSize.x; x++)
{
// Convert cell coordinate to world space
olc::vi2d vWorld = ToScreen(x, y);
switch(pWorld[y*vWorldSize.x + x])
{
case 0:
// Invisble Tile
DrawPartialSprite(vWorld.x, vWorld.y, sprIsom, 1 * vTileSize.x, 0, vTileSize.x, vTileSize.y);
break;
case 1:
// Visible Tile
DrawPartialSprite(vWorld.x, vWorld.y, sprIsom, 2 * vTileSize.x, 0, vTileSize.x, vTileSize.y);
break;
case 2:
// Tree
DrawPartialSprite(vWorld.x, vWorld.y - vTileSize.y, sprIsom, 0 * vTileSize.x, 1 * vTileSize.y, vTileSize.x, vTileSize.y * 2);
break;
case 3:
// Spooky Tree
DrawPartialSprite(vWorld.x, vWorld.y - vTileSize.y, sprIsom, 1 * vTileSize.x, 1 * vTileSize.y, vTileSize.x, vTileSize.y * 2);
break;
case 4:
// Beach
DrawPartialSprite(vWorld.x, vWorld.y - vTileSize.y, sprIsom, 2 * vTileSize.x, 1 * vTileSize.y, vTileSize.x, vTileSize.y * 2);
break;
case 5:
// Water
DrawPartialSprite(vWorld.x, vWorld.y - vTileSize.y, sprIsom, 3 * vTileSize.x, 1 * vTileSize.y, vTileSize.x, vTileSize.y * 2);
break;
}
}
}
// Draw Selected Cell - Has varying alpha components
SetPixelMode(olc::Pixel::ALPHA);
// Convert selected cell coordinate to world space
olc::vi2d vSelectedWorld = ToScreen(vSelected.x, vSelected.y);
// Draw "highlight" tile
DrawPartialSprite(vSelectedWorld.x, vSelectedWorld.y, sprIsom, 0 * vTileSize.x, 0, vTileSize.x, vTileSize.y);
// Go back to normal drawing with no expected transparency
SetPixelMode(olc::Pixel::NORMAL);
// Draw Hovered Cell Boundary
//DrawRect(vCell.x * vTileSize.x, vCell.y * vTileSize.y, vTileSize.x, vTileSize.y, olc::RED);
// Draw Debug Info
DrawString(4, 4, "Mouse : " + std::to_string(vMouse.x) + ", " + std::to_string(vMouse.y), olc::BLACK);
DrawString(4, 14, "Cell : " + std::to_string(vCell.x) + ", " + std::to_string(vCell.y), olc::BLACK);
DrawString(4, 24, "Selected: " + std::to_string(vSelected.x) + ", " + std::to_string(vSelected.y), olc::BLACK);
return true;
}
};
int main()
{
IsometricDemo demo;
if (demo.Construct(512, 480, 2, 2))
demo.Start();
return 0;
}

@ -1,626 +0,0 @@
/*
Programming MIDI: Parsing, Displaying (& Playing) MIDI Files
"Better get these done before im virused..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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.
Relevant Video: https://youtu.be/040BKtnDdg0
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
Community: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include <fstream>
#include <array>
//#pragma comment(lib, "winmm.lib")
struct MidiEvent
{
enum class Type
{
NoteOff,
NoteOn,
Other
} event;
uint8_t nKey = 0;
uint8_t nVelocity = 0;
uint32_t nDeltaTick = 0;
};
struct MidiNote
{
uint8_t nKey = 0;
uint8_t nVelocity = 0;
uint32_t nStartTime = 0;
uint32_t nDuration = 0;
};
struct MidiTrack
{
std::string sName;
std::string sInstrument;
std::vector<MidiEvent> vecEvents;
std::vector<MidiNote> vecNotes;
uint8_t nMaxNote = 64;
uint8_t nMinNote = 64;
};
class MidiFile
{
public:
enum EventName : uint8_t
{
VoiceNoteOff = 0x80,
VoiceNoteOn = 0x90,
VoiceAftertouch = 0xA0,
VoiceControlChange = 0xB0,
VoiceProgramChange = 0xC0,
VoiceChannelPressure = 0xD0,
VoicePitchBend = 0xE0,
SystemExclusive = 0xF0,
};
enum MetaEventName : uint8_t
{
MetaSequence = 0x00,
MetaText = 0x01,
MetaCopyright = 0x02,
MetaTrackName = 0x03,
MetaInstrumentName = 0x04,
MetaLyrics = 0x05,
MetaMarker = 0x06,
MetaCuePoint = 0x07,
MetaChannelPrefix = 0x20,
MetaEndOfTrack = 0x2F,
MetaSetTempo = 0x51,
MetaSMPTEOffset = 0x54,
MetaTimeSignature = 0x58,
MetaKeySignature = 0x59,
MetaSequencerSpecific = 0x7F,
};
public:
MidiFile()
{
}
MidiFile(const std::string& sFileName)
{
ParseFile(sFileName);
}
void Clear()
{
}
bool ParseFile(const std::string& sFileName)
{
// Open the MIDI File as a stream
std::ifstream ifs;
ifs.open(sFileName, std::fstream::in | std::ios::binary);
if (!ifs.is_open())
return false;
// Helper Utilities ====================
// Swaps byte order of 32-bit integer
auto Swap32 = [](uint32_t n)
{
return (((n >> 24) & 0xff) | ((n << 8) & 0xff0000) | ((n >> 8) & 0xff00) | ((n << 24) & 0xff000000));
};
// Swaps byte order of 16-bit integer
auto Swap16 = [](uint16_t n)
{
return ((n >> 8) | (n << 8));
};
// Reads nLength bytes form file stream, and constructs a text string
auto ReadString = [&ifs](uint32_t nLength)
{
std::string s;
for (uint32_t i = 0; i < nLength; i++) s += ifs.get();
return s;
};
// Reads a compressed MIDI value. This can be up to 32 bits long. Essentially if the first byte, first
// bit is set to 1, that indicates that the next byte is required to construct the full word. Only
// the bottom 7 bits of each byte are used to construct the final word value. Each successive byte
// that has MSB set, indicates a further byte needs to be read.
auto ReadValue = [&ifs]()
{
uint32_t nValue = 0;
uint8_t nByte = 0;
// Read byte
nValue = ifs.get();
// Check MSB, if set, more bytes need reading
if (nValue & 0x80)
{
// Extract bottom 7 bits of read byte
nValue &= 0x7F;
do
{
// Read next byte
nByte = ifs.get();
// Construct value by setting bottom 7 bits, then shifting 7 bits
nValue = (nValue << 7) | (nByte & 0x7F);
}
while (nByte & 0x80); // Loop whilst read byte MSB is 1
}
// Return final construction (always 32-bit unsigned integer internally)
return nValue;
};
uint32_t n32 = 0;
uint16_t n16 = 0;
// Read MIDI Header (Fixed Size)
ifs.read((char*)&n32, sizeof(uint32_t));
uint32_t nFileID = Swap32(n32);
ifs.read((char*)&n32, sizeof(uint32_t));
uint32_t nHeaderLength = Swap32(n32);
ifs.read((char*)&n16, sizeof(uint16_t));
uint16_t nFormat = Swap16(n16);
ifs.read((char*)&n16, sizeof(uint16_t));
uint16_t nTrackChunks = Swap16(n16);
ifs.read((char*)&n16, sizeof(uint16_t));
uint16_t nDivision = Swap16(n16);
for (uint16_t nChunk = 0; nChunk < nTrackChunks; nChunk++)
{
std::cout << "===== NEW TRACK" << std::endl;
// Read Track Header
ifs.read((char*)&n32, sizeof(uint32_t));
uint32_t nTrackID = Swap32(n32);
ifs.read((char*)&n32, sizeof(uint32_t));
uint32_t nTrackLength = Swap32(n32);
bool bEndOfTrack = false;
vecTracks.push_back(MidiTrack());
uint32_t nWallTime = 0;
uint8_t nPreviousStatus = 0;
while (!ifs.eof() && !bEndOfTrack)
{
// Fundamentally all MIDI Events contain a timecode, and a status byte*
uint32_t nStatusTimeDelta = 0;
uint8_t nStatus = 0;
// Read Timecode from MIDI stream. This could be variable in length
// and is the delta in "ticks" from the previous event. Of course this value
// could be 0 if two events happen simultaneously.
nStatusTimeDelta = ReadValue();
// Read first byte of message, this could be the status byte, or it could not...
nStatus = ifs.get();
// All MIDI Status events have the MSB set. The data within a standard MIDI event
// does not. A crude yet utilised form of compression is to omit sending status
// bytes if the following sequence of events all refer to the same MIDI Status.
// This is called MIDI Running Status, and is essential to succesful decoding of
// MIDI streams and files.
//
// If the MSB of the read byte was not set, and on the whole we were expecting a
// status byte, then Running Status is in effect, so we refer to the previous
// confirmed status byte.
if (nStatus < 0x80)
{
// MIDI Running Status is happening, so refer to previous valid MIDI Status byte
nStatus = nPreviousStatus;
// We had to read the byte to assess if MIDI Running Status is in effect. But!
// that read removed the byte form the stream, and that will desync all of the
// following code because normally we would have read a status byte, but instead
// we have read the data contained within a MIDI message. The simple solution is
// to put the byte back :P
ifs.seekg(-1, std::ios_base::cur);
}
if ((nStatus & 0xF0) == EventName::VoiceNoteOff)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nNoteID = ifs.get();
uint8_t nNoteVelocity = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::NoteOff, nNoteID, nNoteVelocity, nStatusTimeDelta });
}
else if ((nStatus & 0xF0) == EventName::VoiceNoteOn)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nNoteID = ifs.get();
uint8_t nNoteVelocity = ifs.get();
if(nNoteVelocity == 0)
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::NoteOff, nNoteID, nNoteVelocity, nStatusTimeDelta });
else
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::NoteOn, nNoteID, nNoteVelocity, nStatusTimeDelta });
}
else if ((nStatus & 0xF0) == EventName::VoiceAftertouch)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nNoteID = ifs.get();
uint8_t nNoteVelocity = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::Other });
}
else if ((nStatus & 0xF0) == EventName::VoiceControlChange)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nControlID = ifs.get();
uint8_t nControlValue = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::Other });
}
else if ((nStatus & 0xF0) == EventName::VoiceProgramChange)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nProgramID = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::Other });
}
else if ((nStatus & 0xF0) == EventName::VoiceChannelPressure)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nChannelPressure = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::Other });
}
else if ((nStatus & 0xF0) == EventName::VoicePitchBend)
{
nPreviousStatus = nStatus;
uint8_t nChannel = nStatus & 0x0F;
uint8_t nLS7B = ifs.get();
uint8_t nMS7B = ifs.get();
vecTracks[nChunk].vecEvents.push_back({ MidiEvent::Type::Other });
}
else if ((nStatus & 0xF0) == EventName::SystemExclusive)
{
nPreviousStatus = 0;
if (nStatus == 0xFF)
{
// Meta Message
uint8_t nType = ifs.get();
uint8_t nLength = ReadValue();
switch (nType)
{
case MetaSequence:
std::cout << "Sequence Number: " << ifs.get() << ifs.get() << std::endl;
break;
case MetaText:
std::cout << "Text: " << ReadString(nLength) << std::endl;
break;
case MetaCopyright:
std::cout << "Copyright: " << ReadString(nLength) << std::endl;
break;
case MetaTrackName:
vecTracks[nChunk].sName = ReadString(nLength);
std::cout << "Track Name: " << vecTracks[nChunk].sName << std::endl;
break;
case MetaInstrumentName:
vecTracks[nChunk].sInstrument = ReadString(nLength);
std::cout << "Instrument Name: " << vecTracks[nChunk].sInstrument << std::endl;
break;
case MetaLyrics:
std::cout << "Lyrics: " << ReadString(nLength) << std::endl;
break;
case MetaMarker:
std::cout << "Marker: " << ReadString(nLength) << std::endl;
break;
case MetaCuePoint:
std::cout << "Cue: " << ReadString(nLength) << std::endl;
break;
case MetaChannelPrefix:
std::cout << "Prefix: " << ifs.get() << std::endl;
break;
case MetaEndOfTrack:
bEndOfTrack = true;
break;
case MetaSetTempo:
// Tempo is in microseconds per quarter note
if (m_nTempo == 0)
{
(m_nTempo |= (ifs.get() << 16));
(m_nTempo |= (ifs.get() << 8));
(m_nTempo |= (ifs.get() << 0));
m_nBPM = (60000000 / m_nTempo);
std::cout << "Tempo: " << m_nTempo << " (" << m_nBPM << "bpm)" << std::endl;
}
break;
case MetaSMPTEOffset:
std::cout << "SMPTE: H:" << ifs.get() << " M:" << ifs.get() << " S:" << ifs.get() << " FR:" << ifs.get() << " FF:" << ifs.get() << std::endl;
break;
case MetaTimeSignature:
std::cout << "Time Signature: " << ifs.get() << "/" << (2 << ifs.get()) << std::endl;
std::cout << "ClocksPerTick: " << ifs.get() << std::endl;
// A MIDI "Beat" is 24 ticks, so specify how many 32nd notes constitute a beat
std::cout << "32per24Clocks: " << ifs.get() << std::endl;
break;
case MetaKeySignature:
std::cout << "Key Signature: " << ifs.get() << std::endl;
std::cout << "Minor Key: " << ifs.get() << std::endl;
break;
case MetaSequencerSpecific:
std::cout << "Sequencer Specific: " << ReadString(nLength) << std::endl;
break;
default:
std::cout << "Unrecognised MetaEvent: " << nType << std::endl;
}
}
if (nStatus == 0xF0)
{
// System Exclusive Message Begin
std::cout << "System Exclusive Begin: " << ReadString(ReadValue()) << std::endl;
}
if (nStatus == 0xF7)
{
// System Exclusive Message Begin
std::cout << "System Exclusive End: " << ReadString(ReadValue()) << std::endl;
}
}
else
{
std::cout << "Unrecognised Status Byte: " << nStatus << std::endl;
}
}
}
// Convert Time Events to Notes
for (auto& track : vecTracks)
{
uint32_t nWallTime = 0;
std::list<MidiNote> listNotesBeingProcessed;
for (auto& event : track.vecEvents)
{
nWallTime += event.nDeltaTick;
if (event.event == MidiEvent::Type::NoteOn)
{
// New Note
listNotesBeingProcessed.push_back({ event.nKey, event.nVelocity, nWallTime, 0 });
}
if (event.event == MidiEvent::Type::NoteOff)
{
auto note = std::find_if(listNotesBeingProcessed.begin(), listNotesBeingProcessed.end(), [&](const MidiNote& n) { return n.nKey == event.nKey; });
if (note != listNotesBeingProcessed.end())
{
note->nDuration = nWallTime - note->nStartTime;
track.vecNotes.push_back(*note);
track.nMinNote = std::min(track.nMinNote, note->nKey);
track.nMaxNote = std::max(track.nMaxNote, note->nKey);
listNotesBeingProcessed.erase(note);
}
}
}
}
return true;
}
public:
std::vector<MidiTrack> vecTracks;
uint32_t m_nTempo = 0;
uint32_t m_nBPM = 0;
};
class olcMIDIViewer : public olc::PixelGameEngine
{
public:
olcMIDIViewer()
{
sAppName = "MIDI File Viewer";
}
MidiFile midi;
//HMIDIOUT hInstrument;
size_t nCurrentNote[16]{ 0 };
double dSongTime = 0.0;
double dRunTime = 0.0;
uint32_t nMidiClock = 0;
public:
bool OnUserCreate() override
{
midi.ParseFile("ff7_battle.mid");
/*
int nMidiDevices = midiOutGetNumDevs();
if (nMidiDevices > 0)
{
if (midiOutOpen(&hInstrument, 2, NULL, 0, NULL) == MMSYSERR_NOERROR)
{
std::cout << "Opened midi" << std::endl;
}
}
*/
return true;
}
float nTrackOffset = 1000;
bool OnUserUpdate(float fElapsedTime) override
{
Clear(olc::BLACK);
uint32_t nTimePerColumn = 50;
uint32_t nNoteHeight = 2;
uint32_t nOffsetY = 0;
if (GetKey(olc::Key::LEFT).bHeld) nTrackOffset -= 10000.0f * fElapsedTime;
if (GetKey(olc::Key::RIGHT).bHeld) nTrackOffset += 10000.0f * fElapsedTime;
for (auto& track : midi.vecTracks)
{
if (!track.vecNotes.empty())
{
uint32_t nNoteRange = track.nMaxNote - track.nMinNote;
FillRect(0, nOffsetY, ScreenWidth(), (nNoteRange + 1) * nNoteHeight, olc::DARK_GREY);
DrawString(1, nOffsetY + 1, track.sName);
for (auto& note : track.vecNotes)
{
FillRect((note.nStartTime - nTrackOffset) / nTimePerColumn, (nNoteRange - (note.nKey - track.nMinNote)) * nNoteHeight + nOffsetY, note.nDuration / nTimePerColumn, nNoteHeight, olc::WHITE);
}
nOffsetY += (nNoteRange + 1) * nNoteHeight + 4;
}
}
// BELOW - ABSOLUTELY HORRIBLE BODGE TO PLAY SOUND
// DO NOT USE THIS CODE...
/*
dRunTime += fElapsedTime;
uint32_t nTempo = 4;
int nTrack = 1;
while (dRunTime >= 1.0 / double(midi.m_nBPM * 8))
{
dRunTime -= 1.0 / double(midi.m_nBPM * 8);
// Single MIDI Clock
nMidiClock++;
int i = 0;
int nTrack = 1;
//for (nTrack = 1; nTrack < 3; nTrack++)
{
if (nCurrentNote[nTrack] < midi.vecTracks[nTrack].vecEvents.size())
{
if (midi.vecTracks[nTrack].vecEvents[nCurrentNote[nTrack]].nDeltaTick == 0)
{
uint32_t nStatus = 0;
uint32_t nNote = midi.vecTracks[nTrack].vecEvents[nCurrentNote[nTrack]].nKey;
uint32_t nVelocity = midi.vecTracks[nTrack].vecEvents[nCurrentNote[nTrack]].nVelocity;
if (midi.vecTracks[nTrack].vecEvents[nCurrentNote[nTrack]].event == MidiEvent::Type::NoteOn)
nStatus = 0x90;
else
nStatus = 0x80;
midiOutShortMsg(hInstrument, (nVelocity << 16) | (nNote << 8) | nStatus);
nCurrentNote[nTrack]++;
}
else
midi.vecTracks[nTrack].vecEvents[nCurrentNote[nTrack]].nDeltaTick--;
}
}
}
if (GetKey(olc::Key::SPACE).bPressed)
{
midiOutShortMsg(hInstrument, 0x00403C90);
}
if (GetKey(olc::Key::SPACE).bReleased)
{
midiOutShortMsg(hInstrument, 0x00003C80);
}
*/
return true;
}
};
int main()
{
olcMIDIViewer demo;
if (demo.Construct(1280, 960, 1, 1))
demo.Start();
return 0;
}

@ -1,592 +0,0 @@
/*
Brute Force Processing a Mandelbrot Renderer
"Dammit Moros & Saladin, you guys keep making tools, I'll have nothing left to video..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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.
Relevant Video: https://youtu.be/PBvLs88hvJ8
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
Community Blog: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include <condition_variable>
#include <atomic>
#include <complex>
#include <cstdlib>
#include <immintrin.h>
constexpr int nMaxThreads = 32;
class olcFractalExplorer : public olc::PixelGameEngine
{
public:
olcFractalExplorer()
{
sAppName = "Brute Force Processing";
}
int* pFractal = nullptr;
int nMode = 4;
int nIterations = 128;
public:
bool OnUserCreate() override
{
//pFractal = new int[ScreenWidth() * ScreenHeight()]{ 0 };
// Using Vector extensions, align memory (not as necessary as it used to be)
// MS Specific - see std::aligned_alloc for others
pFractal = (int*)_aligned_malloc(size_t(ScreenWidth()) * size_t(ScreenHeight()) * sizeof(int), 64);
InitialiseThreadPool();
return true;
}
bool OnUserDestroy() override
{
// Stop Worker threads
for (int i = 0; i < nMaxThreads; i++)
{
workers[i].alive = false; // Allow thread exit
workers[i].cvStart.notify_one(); // Fake starting gun
}
// Clean up worker threads
for (int i = 0; i < nMaxThreads; i++)
workers[i].thread.join();
// Clean up memory
_aligned_free(pFractal);
return true;
}
// Method 1) - Super simple, no effort at optimising
void CreateFractalBasic(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
double x_scale = (frac_br.x - frac_tl.x) / (double(pix_br.x) - double(pix_tl.x));
double y_scale = (frac_br.y - frac_tl.y) / (double(pix_br.y) - double(pix_tl.y));
for (int y = pix_tl.y; y < pix_br.y; y++)
{
for (int x = pix_tl.x; x < pix_br.x; x++)
{
std::complex<double> c(x * x_scale + frac_tl.x, y * y_scale + frac_tl.y);
std::complex<double> z(0, 0);
int n = 0;
while (abs(z) < 2.0 && n < iterations)
{
z = (z * z) + c;
n++;
}
pFractal[y * ScreenWidth() + x] = n;
}
}
}
// Method 2) - Attempt to pre-calculate as much as possible, and reduce
// repeated multiplications
void CreateFractalPreCalculate(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
double x_scale = (frac_br.x - frac_tl.x) / (double(pix_br.x) - double(pix_tl.x));
double y_scale = (frac_br.y - frac_tl.y) / (double(pix_br.y) - double(pix_tl.y));
double x_pos = frac_tl.x;
double y_pos = frac_tl.y;
int y_offset = 0;
int row_size = pix_br.x - pix_tl.x;
int x, y, n;
std::complex<double> c, z;
for (y = pix_tl.y; y < pix_br.y; y++)
{
x_pos = frac_tl.x;
for (x = pix_tl.x; x < pix_br.x; x++)
{
c = { x_pos, y_pos };
z = { 0,0 };
n = 0;
while (abs(z) < 2.0 && n < iterations)
{
z = (z * z) + c;
n++;
}
pFractal[y_offset + x] = n;
x_pos += x_scale;
}
y_pos += y_scale;
y_offset += row_size;
}
}
// Method 3) - Replace std::complex with just hard coded mathematics
void CreateFractalNoComplex(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
double x_scale = (frac_br.x - frac_tl.x) / (double(pix_br.x) - double(pix_tl.x));
double y_scale = (frac_br.y - frac_tl.y) / (double(pix_br.y) - double(pix_tl.y));
double x_pos = frac_tl.x;
double y_pos = frac_tl.y;
int y_offset = 0;
int row_size = ScreenWidth();
int x, y, n;
double cr = 0;
double ci = 0;
double zr = 0;
double zi = 0;
double re = 0;
double im = 0;
for (y = pix_tl.y; y < pix_br.y; y++)
{
x_pos = frac_tl.x;
ci = y_pos;
for (x = pix_tl.x; x < pix_br.x; x++)
{
cr = x_pos;
zr = 0;
zi = 0;
n = 0;
while ((zr * zr + zi * zi) < 4.0 && n < iterations)
{
re = zr * zr - zi * zi + cr;
im = zr * zi * 2.0 + ci;
zr = re;
zi = im;
n++;
}
pFractal[y_offset + x] = n;
x_pos += x_scale;
}
y_pos += y_scale;
y_offset += row_size;
}
}
// Method 4) - Use AVX2 Vector co-processor to handle 4 fractal locations at once
void CreateFractalIntrinsics(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
double x_scale = (frac_br.x - frac_tl.x) / (double(pix_br.x) - double(pix_tl.x));
double y_scale = (frac_br.y - frac_tl.y) / (double(pix_br.y) - double(pix_tl.y));
double y_pos = frac_tl.y;
int y_offset = 0;
int row_size = ScreenWidth();
int x, y;
__m256d _a, _b, _two, _four, _mask1;
__m256d _zr, _zi, _zr2, _zi2, _cr, _ci;
__m256d _x_pos_offsets, _x_pos, _x_scale, _x_jump;
__m256i _one, _c, _n, _iterations, _mask2;
_one = _mm256_set1_epi64x(1);
_two = _mm256_set1_pd(2.0);
_four = _mm256_set1_pd(4.0);
_iterations = _mm256_set1_epi64x(iterations);
_x_scale = _mm256_set1_pd(x_scale);
_x_jump = _mm256_set1_pd(x_scale * 4);
_x_pos_offsets = _mm256_set_pd(0, 1, 2, 3);
_x_pos_offsets = _mm256_mul_pd(_x_pos_offsets, _x_scale);
for (y = pix_tl.y; y < pix_br.y; y++)
{
// Reset x_position
_a = _mm256_set1_pd(frac_tl.x);
_x_pos = _mm256_add_pd(_a, _x_pos_offsets);
_ci = _mm256_set1_pd(y_pos);
for (x = pix_tl.x; x < pix_br.x; x += 4)
{
_cr = _x_pos;
_zr = _mm256_setzero_pd();
_zi = _mm256_setzero_pd();
_n = _mm256_setzero_si256();
repeat:
_zr2 = _mm256_mul_pd(_zr, _zr);
_zi2 = _mm256_mul_pd(_zi, _zi);
_a = _mm256_sub_pd(_zr2, _zi2);
_a = _mm256_add_pd(_a, _cr);
_b = _mm256_mul_pd(_zr, _zi);
_b = _mm256_fmadd_pd(_b, _two, _ci);
_zr = _a;
_zi = _b;
_a = _mm256_add_pd(_zr2, _zi2);
_mask1 = _mm256_cmp_pd(_a, _four, _CMP_LT_OQ);
_mask2 = _mm256_cmpgt_epi64(_iterations, _n);
_mask2 = _mm256_and_si256(_mask2, _mm256_castpd_si256(_mask1));
_c = _mm256_and_si256(_one, _mask2); // Zero out ones where n < iterations
_n = _mm256_add_epi64(_n, _c); // n++ Increase all n
if (_mm256_movemask_pd(_mm256_castsi256_pd(_mask2)) > 0)
goto repeat;
pFractal[y_offset + x + 0] = int(_n.m256i_i64[3]);
pFractal[y_offset + x + 1] = int(_n.m256i_i64[2]);
pFractal[y_offset + x + 2] = int(_n.m256i_i64[1]);
pFractal[y_offset + x + 3] = int(_n.m256i_i64[0]);
_x_pos = _mm256_add_pd(_x_pos, _x_jump);
}
y_pos += y_scale;
y_offset += row_size;
}
}
// Method 5) - Spawn threads that use AVX method above
void CreateFractalThreads(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
int nSectionWidth = (pix_br.x - pix_tl.x) / nMaxThreads;
double dFractalWidth = (frac_br.x - frac_tl.x) / double(nMaxThreads);
std::thread t[nMaxThreads];
for (size_t i = 0; i < nMaxThreads; i++)
t[i] = std::thread(&olcFractalExplorer::CreateFractalIntrinsics, this,
olc::vi2d(pix_tl.x + nSectionWidth * (i), pix_tl.y),
olc::vi2d(pix_tl.x + nSectionWidth * (i + 1), pix_br.y),
olc::vd2d(frac_tl.x + dFractalWidth * double(i), frac_tl.y),
olc::vd2d(frac_tl.x + dFractalWidth * double(i + 1), frac_br.y),
iterations);
for (size_t i = 0; i < nMaxThreads; i++)
t[i].join();
}
// Method 6) - Threadpool, keep threads alive and reuse them, reducing setup overhead
struct WorkerThread
{
olc::vi2d pix_tl = { 0,0 };
olc::vi2d pix_br = { 0,0 };
olc::vd2d frac_tl = { 0,0 };
olc::vd2d frac_br = { 0,0 };
int iterations = 0;
std::condition_variable cvStart;
bool alive = true;
std::mutex mux;
int screen_width = 0;
int* fractal = nullptr;
std::thread thread;
void Start(const olc::vi2d& ptl, const olc::vi2d& pbr, const olc::vd2d& ftl, const olc::vd2d& fbr, const int it)
{
pix_tl = ptl;
pix_br = pbr;
frac_tl = ftl;
frac_br = fbr;
iterations = it;
std::unique_lock<std::mutex> lm(mux);
cvStart.notify_one();
}
void CreateFractal()
{
while (alive)
{
std::unique_lock<std::mutex> lm(mux);
cvStart.wait(lm);
double x_scale = (frac_br.x - frac_tl.x) / (double(pix_br.x) - double(pix_tl.x));
double y_scale = (frac_br.y - frac_tl.y) / (double(pix_br.y) - double(pix_tl.y));
double y_pos = frac_tl.y;
int y_offset = 0;
int row_size = screen_width;
int x, y;
__m256d _a, _b, _two, _four, _mask1;
__m256d _zr, _zi, _zr2, _zi2, _cr, _ci;
__m256d _x_pos_offsets, _x_pos, _x_scale, _x_jump;
__m256i _one, _c, _n, _iterations, _mask2;
_one = _mm256_set1_epi64x(1);
_two = _mm256_set1_pd(2.0);
_four = _mm256_set1_pd(4.0);
_iterations = _mm256_set1_epi64x(iterations);
_x_scale = _mm256_set1_pd(x_scale);
_x_jump = _mm256_set1_pd(x_scale * 4);
_x_pos_offsets = _mm256_set_pd(0, 1, 2, 3);
_x_pos_offsets = _mm256_mul_pd(_x_pos_offsets, _x_scale);
for (y = pix_tl.y; y < pix_br.y; y++)
{
// Reset x_position
_a = _mm256_set1_pd(frac_tl.x);
_x_pos = _mm256_add_pd(_a, _x_pos_offsets);
_ci = _mm256_set1_pd(y_pos);
for (x = pix_tl.x; x < pix_br.x; x += 4)
{
_cr = _x_pos;
_zr = _mm256_setzero_pd();
_zi = _mm256_setzero_pd();
_n = _mm256_setzero_si256();
repeat:
_zr2 = _mm256_mul_pd(_zr, _zr);
_zi2 = _mm256_mul_pd(_zi, _zi);
_a = _mm256_sub_pd(_zr2, _zi2);
_a = _mm256_add_pd(_a, _cr);
_b = _mm256_mul_pd(_zr, _zi);
_b = _mm256_fmadd_pd(_b, _two, _ci);
_zr = _a;
_zi = _b;
_a = _mm256_add_pd(_zr2, _zi2);
_mask1 = _mm256_cmp_pd(_a, _four, _CMP_LT_OQ);
_mask2 = _mm256_cmpgt_epi64(_iterations, _n);
_mask2 = _mm256_and_si256(_mask2, _mm256_castpd_si256(_mask1));
_c = _mm256_and_si256(_one, _mask2); // Zero out ones where n < iterations
_n = _mm256_add_epi64(_n, _c); // n++ Increase all n
if (_mm256_movemask_pd(_mm256_castsi256_pd(_mask2)) > 0)
goto repeat;
fractal[y_offset + x + 0] = int(_n.m256i_i64[3]);
fractal[y_offset + x + 1] = int(_n.m256i_i64[2]);
fractal[y_offset + x + 2] = int(_n.m256i_i64[1]);
fractal[y_offset + x + 3] = int(_n.m256i_i64[0]);
_x_pos = _mm256_add_pd(_x_pos, _x_jump);
}
y_pos += y_scale;
y_offset += row_size;
}
nWorkerComplete++;
}
}
};
WorkerThread workers[nMaxThreads];
static std::atomic<int> nWorkerComplete;
void InitialiseThreadPool()
{
for (int i = 0; i < nMaxThreads; i++)
{
workers[i].alive = true;
workers[i].fractal = pFractal;
workers[i].screen_width = ScreenWidth();
workers[i].thread = std::thread(&WorkerThread::CreateFractal, &workers[i]);
}
}
void CreateFractalThreadPool(const olc::vi2d& pix_tl, const olc::vi2d& pix_br, const olc::vd2d& frac_tl, const olc::vd2d& frac_br, const int iterations)
{
int nSectionWidth = (pix_br.x - pix_tl.x) / nMaxThreads;
double dFractalWidth = (frac_br.x - frac_tl.x) / double(nMaxThreads);
nWorkerComplete = 0;
for (size_t i = 0; i < nMaxThreads; i++)
workers[i].Start(
olc::vi2d(pix_tl.x + nSectionWidth * i, pix_tl.y),
olc::vi2d(pix_tl.x + nSectionWidth * (i + 1), pix_br.y),
olc::vd2d(frac_tl.x + dFractalWidth * double(i), frac_tl.y),
olc::vd2d(frac_tl.x + dFractalWidth * double(i + 1), frac_br.y),
iterations);
while (nWorkerComplete < nMaxThreads) // Wait for all workers to complete
{ }
}
bool OnUserUpdate(float fElapsedTime) override
{
// Get mouse location this frame
olc::vd2d vMouse = { (double)GetMouseX(), (double)GetMouseY() };
// Handle Pan & Zoom
if (GetMouse(2).bPressed)
{
vStartPan = vMouse;
}
if (GetMouse(2).bHeld)
{
vOffset -= (vMouse - vStartPan) / vScale;
vStartPan = vMouse;
}
olc::vd2d vMouseBeforeZoom;
ScreenToWorld(vMouse, vMouseBeforeZoom);
if (GetKey(olc::Key::Q).bHeld || GetMouseWheel() > 0) vScale *= 1.1;
if (GetKey(olc::Key::A).bHeld || GetMouseWheel() < 0) vScale *= 0.9;
olc::vd2d vMouseAfterZoom;
ScreenToWorld(vMouse, vMouseAfterZoom);
vOffset += (vMouseBeforeZoom - vMouseAfterZoom);
olc::vi2d pix_tl = { 0,0 };
olc::vi2d pix_br = { ScreenWidth(), ScreenHeight() };
olc::vd2d frac_tl = { -2.0, -1.0 };
olc::vd2d frac_br = { 1.0, 1.0 };
ScreenToWorld(pix_tl, frac_tl);
ScreenToWorld(pix_br, frac_br);
// Handle User Input
if (GetKey(olc::K1).bPressed) nMode = 0;
if (GetKey(olc::K2).bPressed) nMode = 1;
if (GetKey(olc::K3).bPressed) nMode = 2;
if (GetKey(olc::K4).bPressed) nMode = 3;
if (GetKey(olc::K5).bPressed) nMode = 4;
if (GetKey(olc::K6).bPressed) nMode = 5;
if (GetKey(olc::UP).bPressed) nIterations += 64;
if (GetKey(olc::DOWN).bPressed) nIterations -= 64;
if (nIterations < 64) nIterations = 64;
// START TIMING
auto tp1 = std::chrono::high_resolution_clock::now();
// Do the computation
switch (nMode)
{
case 0: CreateFractalBasic(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
case 1: CreateFractalPreCalculate(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
case 2: CreateFractalNoComplex(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
case 3: CreateFractalIntrinsics(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
case 4: CreateFractalThreads(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
case 5: CreateFractalThreadPool(pix_tl, pix_br, frac_tl, frac_br, nIterations); break;
}
// STOP TIMING
auto tp2 = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsedTime = tp2 - tp1;
// Render result to screen
for (int y = 0; y < ScreenHeight(); y++)
{
for (int x = 0; x < ScreenWidth(); x++)
{
int i = pFractal[y * ScreenWidth() + x];
float n = (float)i;
float a = 0.1f;
// Thank you @Eriksonn - Wonderful Magic Fractal Oddball Man
Draw(x, y, olc::PixelF(0.5f * sin(a * n) + 0.5f, 0.5f * sin(a * n + 2.094f) + 0.5f, 0.5f * sin(a * n + 4.188f) + 0.5f));
}
}
// Render UI
switch (nMode)
{
case 0: DrawString(0, 0, "1) Naive Method", olc::WHITE, 3); break;
case 1: DrawString(0, 0, "2) Precalculate Method", olc::WHITE, 3); break;
case 2: DrawString(0, 0, "3) Hand-code Maths Method", olc::WHITE, 3); break;
case 3: DrawString(0, 0, "4) Vector Extensions (AVX2) Method", olc::WHITE, 3); break;
case 4: DrawString(0, 0, "5) Threads Method", olc::WHITE, 3); break;
case 5: DrawString(0, 0, "6) ThreadPool Method", olc::WHITE, 3); break;
}
DrawString(0, 30, "Time Taken: " + std::to_string(elapsedTime.count()) + "s", olc::WHITE, 3);
DrawString(0, 60, "Iterations: " + std::to_string(nIterations), olc::WHITE, 3);
return !(GetKey(olc::Key::ESCAPE).bPressed);
}
// Pan & Zoom variables
olc::vd2d vOffset = { 0.0, 0.0 };
olc::vd2d vStartPan = { 0.0, 0.0 };
olc::vd2d vScale = { 1280.0 / 2.0, 720.0 };
// Convert coordinates from World Space --> Screen Space
void WorldToScreen(const olc::vd2d& v, olc::vi2d &n)
{
n.x = (int)((v.x - vOffset.x) * vScale.x);
n.y = (int)((v.y - vOffset.y) * vScale.y);
}
// Convert coordinates from Screen Space --> World Space
void ScreenToWorld(const olc::vi2d& n, olc::vd2d& v)
{
v.x = (double)(n.x) / vScale.x + vOffset.x;
v.y = (double)(n.y) / vScale.y + vOffset.y;
}
};
std::atomic<int> olcFractalExplorer::nWorkerComplete = 0;
int main()
{
olcFractalExplorer demo;
if (demo.Construct(1280, 720, 1, 1, false, false))
demo.Start();
return 0;
}

@ -1,426 +0,0 @@
/*
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 +0,0 @@
/*
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;
}

@ -1,542 +0,0 @@
/*
OLC::CAD - A practical example of Polymorphism
"Damn Gorbette, you made us giggle..." - 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:
~~~~~~~~~~~~~
Press & Hold middle mouse mutton to PAN
Use Scroll wheel (or Q & A) to zoom in & out
Press L to start drawing a line
Press C to start drawing a circle
Press B to start drawing a box
Press S to start drawing a curve
Press M to move node under cursor
Relevant Video: https://youtu.be/kxKKHKSMGIg
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"
// Forward declare shape, since we use it in sNode
struct sShape;
// Define a node
struct sNode
{
sShape *parent;
olc::vf2d pos;
};
// Our BASE class, defines the interface for all shapes
struct sShape
{
// Shapes are defined by the placment of nodes
std::vector<sNode> vecNodes;
uint32_t nMaxNodes = 0;
// The colour of the shape
olc::Pixel col = olc::GREEN;
// All shapes share word to screen transformation
// coefficients, so share them staically
static float fWorldScale;
static olc::vf2d vWorldOffset;
// Convert coordinates from World Space --> Screen Space
void WorldToScreen(const olc::vf2d &v, int &nScreenX, int &nScreenY)
{
nScreenX = (int)((v.x - vWorldOffset.x) * fWorldScale);
nScreenY = (int)((v.y - vWorldOffset.y) * fWorldScale);
}
// This is a PURE function, which makes this class abstract. A sub-class
// of this class must provide an implementation of this function by
// overriding it
virtual void DrawYourself(olc::PixelGameEngine *pge) = 0;
// Shapes are defined by nodes, the shape is responsible
// for issuing nodes that get placed by the user. The shape may
// change depending on how many nodes have been placed. Once the
// maximum number of nodes for a shape have been placed, it returns
// nullptr
sNode* GetNextNode(const olc::vf2d &p)
{
if (vecNodes.size() == nMaxNodes)
return nullptr; // Shape is complete so no new nodes to be issued
// else create new node and add to shapes node vector
sNode n;
n.parent = this;
n.pos = p;
vecNodes.push_back(n);
// Beware! - This normally is bad! But see sub classes
return &vecNodes[vecNodes.size() - 1];
}
// Test to see if supplied coordinate exists at same location
// as any of the nodes for this shape. Return a pointer to that
// node if it does
sNode* HitNode(olc::vf2d &p)
{
for (auto &n : vecNodes)
{
if ((p - n.pos).mag() < 0.01f)
return &n;
}
return nullptr;
}
// Draw all of the nodes that define this shape so far
void DrawNodes(olc::PixelGameEngine *pge)
{
for (auto &n : vecNodes)
{
int sx, sy;
WorldToScreen(n.pos, sx, sy);
pge->FillCircle(sx, sy, 2, olc::RED);
}
}
};
// We must provide an implementation of our static variables
float sShape::fWorldScale = 1.0f;
olc::vf2d sShape::vWorldOffset = { 0,0 };
// LINE sub class, inherits from sShape
struct sLine : public sShape
{
sLine()
{
nMaxNodes = 2;
vecNodes.reserve(nMaxNodes); // We're gonna be getting pointers to vector elements
// though we have defined already how much capacity our vector will have. This makes
// it safe to do this as we know the vector will not be maniupulated as we add nodes
// to it. Is this bad practice? Possibly, but as with all thing programming, if you
// know what you are doing, it's ok :D
}
// Implements custom DrawYourself Function, meaning the shape
// is no longer abstract
void DrawYourself(olc::PixelGameEngine *pge) override
{
int sx, sy, ex, ey;
WorldToScreen(vecNodes[0].pos, sx, sy);
WorldToScreen(vecNodes[1].pos, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col);
}
};
// BOX
struct sBox : public sShape
{
sBox()
{
nMaxNodes = 2;
vecNodes.reserve(nMaxNodes);
}
void DrawYourself(olc::PixelGameEngine *pge) override
{
int sx, sy, ex, ey;
WorldToScreen(vecNodes[0].pos, sx, sy);
WorldToScreen(vecNodes[1].pos, ex, ey);
pge->DrawRect(sx, sy, ex - sx, ey - sy, col);
}
};
// CIRCLE
struct sCircle : public sShape
{
sCircle()
{
nMaxNodes = 2;
vecNodes.reserve(nMaxNodes);
}
void DrawYourself(olc::PixelGameEngine *pge) override
{
float fRadius = (vecNodes[0].pos - vecNodes[1].pos).mag();
int sx, sy, ex, ey;
WorldToScreen(vecNodes[0].pos, sx, sy);
WorldToScreen(vecNodes[1].pos, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col, 0xFF00FF00);
// Note the radius is also scaled so it is drawn appropriately
pge->DrawCircle(sx, sy, (int32_t)(fRadius * fWorldScale), col);
}
};
// BEZIER SPLINE - requires 3 nodes to be defined fully
struct sCurve : public sShape
{
sCurve()
{
nMaxNodes = 3;
vecNodes.reserve(nMaxNodes);
}
void DrawYourself(olc::PixelGameEngine *pge) override
{
int sx, sy, ex, ey;
if (vecNodes.size() < 3)
{
// Can only draw line from first to second
WorldToScreen(vecNodes[0].pos, sx, sy);
WorldToScreen(vecNodes[1].pos, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col, 0xFF00FF00);
}
if (vecNodes.size() == 3)
{
// Can draw line from first to second
WorldToScreen(vecNodes[0].pos, sx, sy);
WorldToScreen(vecNodes[1].pos, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col, 0xFF00FF00);
// Can draw second structural line
WorldToScreen(vecNodes[1].pos, sx, sy);
WorldToScreen(vecNodes[2].pos, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col, 0xFF00FF00);
// And bezier curve
olc::vf2d op = vecNodes[0].pos;
olc::vf2d np = op;
for (float t = 0; t < 1.0f; t += 0.01f)
{
np = (1 - t)*(1 - t)*vecNodes[0].pos + 2 * (1 - t)*t*vecNodes[1].pos + t * t * vecNodes[2].pos;
WorldToScreen(op, sx, sy);
WorldToScreen(np, ex, ey);
pge->DrawLine(sx, sy, ex, ey, col);
op = np;
}
}
}
};
// APPLICATION STARTS HERE
class Polymorphism : public olc::PixelGameEngine
{
public:
Polymorphism()
{
sAppName = "Polymorphism";
}
private:
// Pan & Zoom variables
olc::vf2d vOffset = { 0.0f, 0.0f };
olc::vf2d vStartPan = { 0.0f, 0.0f };
float fScale = 10.0f;
float fGrid = 1.0f;
// Convert coordinates from World Space --> Screen Space
void WorldToScreen(const olc::vf2d &v, int &nScreenX, int &nScreenY)
{
nScreenX = (int)((v.x - vOffset.x) * fScale);
nScreenY = (int)((v.y - vOffset.y) * fScale);
}
// Convert coordinates from Screen Space --> World Space
void ScreenToWorld(int nScreenX, int nScreenY, olc::vf2d &v)
{
v.x = (float)(nScreenX) / fScale + vOffset.x;
v.y = (float)(nScreenY) / fScale + vOffset.y;
}
// A pointer to a shape that is currently being defined
// by the placment of nodes
sShape* tempShape = nullptr;
// A list of pointers to all shapes which have been drawn
// so far
std::list<sShape*> listShapes;
// A pointer to a node that is currently selected. Selected
// nodes follow the mouse cursor
sNode *selectedNode = nullptr;
// "Snapped" mouse location
olc::vf2d vCursor = { 0, 0 };
// NOTE! No direct instances of lines, circles, boxes or curves,
// the application is only aware of the existence of shapes!
// THIS IS THE POWER OF POLYMORPHISM!
public:
bool OnUserCreate() override
{
// Configure world space (0,0) to be middle of screen space
vOffset = { (float)(-ScreenWidth() / 2) / fScale, (float)(-ScreenHeight() / 2) / fScale };
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Get mouse location this frame
olc::vf2d vMouse = { (float)GetMouseX(), (float)GetMouseY() };
// Handle Pan & Zoom
if (GetMouse(2).bPressed)
{
vStartPan = vMouse;
}
if (GetMouse(2).bHeld)
{
vOffset -= (vMouse - vStartPan) / fScale;
vStartPan = vMouse;
}
olc::vf2d vMouseBeforeZoom;
ScreenToWorld((int)vMouse.x, (int)vMouse.y, vMouseBeforeZoom);
if (GetKey(olc::Key::Q).bHeld || GetMouseWheel() > 0)
{
fScale *= 1.1f;
}
if (GetKey(olc::Key::A).bHeld || GetMouseWheel() < 0)
{
fScale *= 0.9f;
}
olc::vf2d vMouseAfterZoom;
ScreenToWorld((int)vMouse.x, (int)vMouse.y, vMouseAfterZoom);
vOffset += (vMouseBeforeZoom - vMouseAfterZoom);
// Snap mouse cursor to nearest grid interval
vCursor.x = floorf((vMouseAfterZoom.x + 0.5f) * fGrid);
vCursor.y = floorf((vMouseAfterZoom.y + 0.5f) * fGrid);
if (GetKey(olc::Key::L).bPressed)
{
tempShape = new sLine();
// Place first node at location of keypress
selectedNode = tempShape->GetNextNode(vCursor);
// Get Second node
selectedNode = tempShape->GetNextNode(vCursor);
}
if (GetKey(olc::Key::B).bPressed)
{
tempShape = new sBox();
// Place first node at location of keypress
selectedNode = tempShape->GetNextNode(vCursor);
// Get Second node
selectedNode = tempShape->GetNextNode(vCursor);
}
if (GetKey(olc::Key::C).bPressed)
{
// Create new shape as a temporary
tempShape = new sCircle();
// Place first node at location of keypress
selectedNode = tempShape->GetNextNode(vCursor);
// Get Second node
selectedNode = tempShape->GetNextNode(vCursor);
}
if (GetKey(olc::Key::S).bPressed)
{
// Create new shape as a temporary
tempShape = new sCurve();
// Place first node at location of keypress
selectedNode = tempShape->GetNextNode(vCursor);
// Get Second node
selectedNode = tempShape->GetNextNode(vCursor);
}
// Search for any node that exists under the cursor, if one
// is found then select it
if (GetKey(olc::Key::M).bPressed)
{
selectedNode = nullptr;
for (auto &shape : listShapes)
{
selectedNode = shape->HitNode(vCursor);
if (selectedNode != nullptr)
break;
}
}
// If a node is selected, make it follow the mouse cursor
// by updating its position
if (selectedNode != nullptr)
{
selectedNode->pos = vCursor;
}
// As the user left clicks to place nodes, the shape can grow
// until it requires no more nodes, at which point it is completed
// and added to the list of completed shapes.
if (GetMouse(0).bReleased)
{
if (tempShape != nullptr)
{
selectedNode = tempShape->GetNextNode(vCursor);
if (selectedNode == nullptr)
{
tempShape->col = olc::WHITE;
listShapes.push_back(tempShape);
tempShape = nullptr; // Thanks @howlevergreen /Disord
}
}
else
{
selectedNode = nullptr;
}
}
// Clear Screen
Clear(olc::VERY_DARK_BLUE);
int sx, sy;
int ex, ey;
// Get visible world
olc::vf2d vWorldTopLeft, vWorldBottomRight;
ScreenToWorld(0, 0, vWorldTopLeft);
ScreenToWorld(ScreenWidth(), ScreenHeight(), vWorldBottomRight);
// Get values just beyond screen boundaries
vWorldTopLeft.x = floor(vWorldTopLeft.x);
vWorldTopLeft.y = floor(vWorldTopLeft.y);
vWorldBottomRight.x = ceil(vWorldBottomRight.x);
vWorldBottomRight.y = ceil(vWorldBottomRight.y);
// Draw Grid dots
for (float x = vWorldTopLeft.x; x < vWorldBottomRight.x; x += fGrid)
{
for (float y = vWorldTopLeft.y; y < vWorldBottomRight.y; y += fGrid)
{
WorldToScreen({ x, y }, sx, sy);
Draw(sx, sy, olc::BLUE);
}
}
// Draw World Axis
WorldToScreen({ 0,vWorldTopLeft.y }, sx, sy);
WorldToScreen({ 0,vWorldBottomRight.y }, ex, ey);
DrawLine(sx, sy, ex, ey, olc::GREY, 0xF0F0F0F0);
WorldToScreen({ vWorldTopLeft.x,0 }, sx, sy);
WorldToScreen({ vWorldBottomRight.x,0 }, ex, ey);
DrawLine(sx, sy, ex, ey, olc::GREY, 0xF0F0F0F0);
// Update shape translation coefficients
sShape::fWorldScale = fScale;
sShape::vWorldOffset = vOffset;
// Draw All Existing Shapes
for (auto &shape : listShapes)
{
shape->DrawYourself(this);
shape->DrawNodes(this);
}
// Draw shape currently being defined
if (tempShape != nullptr)
{
tempShape->DrawYourself(this);
tempShape->DrawNodes(this);
}
// Draw "Snapped" Cursor
WorldToScreen(vCursor, sx, sy);
DrawCircle(sx, sy, 3, olc::YELLOW);
// Draw Cursor Position
DrawString(10, 10, "X=" + std::to_string(vCursor.x) + ", Y=" + std::to_string(vCursor.x), olc::YELLOW, 2);
return true;
}
};
int main()
{
Polymorphism demo;
if (demo.Construct(800, 480, 1, 1, false))
demo.Start();
return 0;
}

@ -1,375 +0,0 @@
/*
Procedural Generation: Programming The Universe
"Here we go again! Year 4 begins now..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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.
Relevant Video: https://youtu.be/ZZY9YE7rZJw
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 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#include <random>
constexpr uint32_t g_starColours[8] =
{
0xFFFFFFFF, 0xFFD9FFFF, 0xFFA3FFFF, 0xFFFFC8C8,
0xFFFFCB9D, 0xFF9F9FFF, 0xFF415EFF, 0xFF28199D
};
struct sPlanet
{
double distance = 0.0;
double diameter = 0.0;
double foliage = 0.0;
double minerals = 0.0;
double water = 0.0;
double gases = 0.0;
double temperature = 0.0;
double population = 0.0;
bool ring = false;
std::vector<double> vMoons;
};
class cStarSystem
{
public:
cStarSystem(uint32_t x, uint32_t y, bool bGenerateFullSystem = false)
{
// Set seed based on location of star system
nProcGen = (x & 0xFFFF) << 16 | (y & 0xFFFF);
// Not all locations contain a system
starExists = (rndInt(0, 20) == 1);
if (!starExists) return;
// Generate Star
starDiameter = rndDouble(10.0, 40.0);
starColour.n = g_starColours[rndInt(0, 8)];
// When viewing the galaxy map, we only care about the star
// so abort early
if (!bGenerateFullSystem) return;
// If we are viewing the system map, we need to generate the
// full system
// Generate Planets
double dDistanceFromStar = rndDouble(60.0, 200.0);
int nPlanets = rndInt(0, 10);
for (int i = 0; i < nPlanets; i++)
{
sPlanet p;
p.distance = dDistanceFromStar;
dDistanceFromStar += rndDouble(20.0, 200.0);
p.diameter = rndDouble(4.0, 20.0);
// Could make temeprature a function of distance from star
p.temperature = rndDouble(-200.0, 300.0);
// Composition of planet
p.foliage = rndDouble(0.0, 1.0);
p.minerals = rndDouble(0.0, 1.0);
p.gases = rndDouble(0.0, 1.0);
p.water = rndDouble(0.0, 1.0);
// Normalise to 100%
double dSum = 1.0 / (p.foliage + p.minerals + p.gases + p.water);
p.foliage *= dSum;
p.minerals *= dSum;
p.gases *= dSum;
p.water *= dSum;
// Population could be a function of other habitat encouraging
// properties, such as temperature and water
p.population = std::max(rndInt(-5000000, 20000000), 0);
// 10% of planets have a ring
p.ring = rndInt(0, 10) == 1;
// Satellites (Moons)
int nMoons = std::max(rndInt(-5, 5), 0);
for (int n = 0; n < nMoons; n++)
{
// A moon is just a diameter for now, but it could be
// whatever you want!
p.vMoons.push_back(rndDouble(1.0, 5.0));
}
// Add planet to vector
vPlanets.push_back(p);
}
}
~cStarSystem()
{
}
public:
std::vector<sPlanet> vPlanets;
public:
bool starExists = false;
double starDiameter = 0.0f;
olc::Pixel starColour = olc::WHITE;
private:
uint32_t nProcGen = 0;
double rndDouble(double min, double max)
{
return ((double)rnd() / (double)(0x7FFFFFFF)) * (max - min) + min;
}
int rndInt(int min, int max)
{
return (rnd() % (max - min)) + min;
}
// Modified from this for 64-bit systems:
// https://lemire.me/blog/2019/03/19/the-fastest-conventional-random-number-generator-that-can-pass-big-crush/
// Now I found the link again - Also, check out his blog, it's a fantastic resource!
uint32_t rnd()
{
nProcGen += 0xe120fc15;
uint64_t tmp;
tmp = (uint64_t)nProcGen * 0x4a39b70d;
uint32_t m1 = (tmp >> 32) ^ tmp;
tmp = (uint64_t)m1 * 0x12fad5c9;
uint32_t m2 = (tmp >> 32) ^ tmp;
return m2;
}
};
class olcGalaxy : public olc::PixelGameEngine
{
public:
olcGalaxy()
{
sAppName = "olcGalaxy";
}
public:
bool OnUserCreate() override
{
return true;
}
olc::vf2d vGalaxyOffset = { 0,0 };
bool bStarSelected = false;
uint32_t nSelectedStarSeed1 = 0;
uint32_t nSelectedStarSeed2 = 0;
/*uint32_t nLehmer = 0;
uint32_t Lehmer32()
{
nLehmer += 0xe120fc15;
uint64_t tmp;
tmp = (uint64_t)nLehmer * 0x4a39b70d;
uint32_t m1 = (tmp >> 32) ^ tmp;
tmp = (uint64_t)m1 * 0x12fad5c9;
uint32_t m2 = (tmp >> 32) ^ tmp;
return m2;
}*/
bool OnUserUpdate(float fElapsedTime) override
{
if (fElapsedTime <= 0.0001f) return true;
Clear(olc::BLACK);
//if (GetKey(olc::SPACE).bReleased)
//{
// //srand(1000);
// std::random_device rd;
// std::mt19937 mt(1000);
// std::uniform_int_distribution<int> dist(0, 256);
// auto tp1 = std::chrono::system_clock::now();
// // Ranomness Tests
// for (int x = 0; x < ScreenWidth(); x++)
// {
// for (int y = 0; y < ScreenHeight(); y++)
// {
// bool bIsStar = false;
// int nSeed = y << 16 | x;
//
// // Standard C++ rand()
// //srand(nSeed);
// //bIsStar = rand() % 256 < 32;
// // std::random
// //mt.seed(nSeed);
// //bIsStar = dist(mt) < 32;
// // Lehmer32
// nLehmer = nSeed;
// bIsStar = Lehmer32() % 256 < 32;
// Draw(x, y, bIsStar ? olc::WHITE : olc::BLACK);
// }
// }
// auto tp2 = std::chrono::system_clock::now();
// std::chrono::duration<float> elapsedTime = tp2 - tp1;
// DrawString(3, 3, "Time: " + std::to_string(elapsedTime.count()), olc::RED, 2);
//}
//return true;
if (GetKey(olc::W).bHeld) vGalaxyOffset.y -= 50.0f * fElapsedTime;
if (GetKey(olc::S).bHeld) vGalaxyOffset.y += 50.0f * fElapsedTime;
if (GetKey(olc::A).bHeld) vGalaxyOffset.x -= 50.0f * fElapsedTime;
if (GetKey(olc::D).bHeld) vGalaxyOffset.x += 50.0f * fElapsedTime;
int nSectorsX = ScreenWidth() / 16;
int nSectorsY = ScreenHeight() / 16;
olc::vi2d mouse = { GetMouseX() / 16, GetMouseY() / 16 };
olc::vi2d galaxy_mouse = mouse + vGalaxyOffset;
olc::vi2d screen_sector = { 0,0 };
for (screen_sector.x = 0; screen_sector.x < nSectorsX; screen_sector.x++)
for (screen_sector.y = 0; screen_sector.y < nSectorsY; screen_sector.y++)
{
uint32_t seed1 = (uint32_t)vGalaxyOffset.x + (uint32_t)screen_sector.x;
uint32_t seed2 = (uint32_t)vGalaxyOffset.y + (uint32_t)screen_sector.y;
cStarSystem star(seed1, seed2);
if (star.starExists)
{
FillCircle(screen_sector.x * 16 + 8, screen_sector.y * 16 + 8,
(int)star.starDiameter / 8, star.starColour);
// For convenience highlight hovered star
if (mouse.x == screen_sector.x && mouse.y == screen_sector.y)
{
DrawCircle(screen_sector.x * 16 + 8, screen_sector.y * 16 + 8, 12, olc::YELLOW);
}
}
}
// Handle Mouse Click
if (GetMouse(0).bPressed)
{
uint32_t seed1 = (uint32_t)vGalaxyOffset.x + (uint32_t)mouse.x;
uint32_t seed2 = (uint32_t)vGalaxyOffset.y + (uint32_t)mouse.y;
cStarSystem star(seed1, seed2);
if (star.starExists)
{
bStarSelected = true;
nSelectedStarSeed1 = seed1;
nSelectedStarSeed2 = seed2;
}
else
bStarSelected = false;
}
// Draw Details of selected star system
if (bStarSelected)
{
// Generate full star system
cStarSystem star(nSelectedStarSeed1, nSelectedStarSeed2, true);
// Draw Window
FillRect(8, 240, 496, 232, olc::DARK_BLUE);
DrawRect(8, 240, 496, 232, olc::WHITE);
// Draw Star
olc::vi2d vBody = { 14, 356 };
vBody.x += star.starDiameter * 1.375;
FillCircle(vBody, (int)(star.starDiameter * 1.375), star.starColour);
vBody.x += (star.starDiameter * 1.375) + 8;
// Draw Planets
for (auto& planet : star.vPlanets)
{
if (vBody.x + planet.diameter >= 496) break;
vBody.x += planet.diameter;
FillCircle(vBody, (int)(planet.diameter * 1.0), olc::RED);
olc::vi2d vMoon = vBody;
vMoon.y += planet.diameter + 10;
// Draw Moons
for (auto& moon : planet.vMoons)
{
vMoon.y += moon;
FillCircle(vMoon, (int)(moon * 1.0), olc::GREY);
vMoon.y += moon + 10;
}
vBody.x += planet.diameter + 8;
}
}
return true;
}
};
int main()
{
olcGalaxy demo;
if (demo.Construct(512, 480, 2, 2, false, false))
demo.Start();
return 0;
}

@ -1,493 +0,0 @@
/*
Quirky Quad Trees Part #1 - Static Quad Tree Implementation
"War... huh... What is it good for? Absolutely nothin..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 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.
Video:
~~~~~~
https://youtu.be/ASAowY6yJII
Pan & Zoom with middle mouse, TAB to switch between methods
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
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_TRANSFORMEDVIEW
#include "olcPGEX_TransformedView.h"
namespace olc
{
struct rect
{
olc::vf2d pos;
olc::vf2d size;
rect(const olc::vf2d& p = { 0.0f, 0.0f }, const olc::vf2d& s = { 1.0f, 1.0f }) : pos(p), size(s)
{
}
constexpr bool contains(const olc::vf2d& p) const
{
return !(p.x < pos.x || p.y < pos.y || p.x >= (pos.x + size.x) || p.y >= (pos.y + size.y));
}
constexpr bool contains(const olc::rect& r) const
{
return (r.pos.x >= pos.x) && (r.pos.x + r.size.x < pos.x + size.x) &&
(r.pos.y >= pos.y) && (r.pos.y + r.size.y < pos.y + size.y);
}
constexpr bool overlaps(const olc::rect& r) const
{
return (pos.x < r.pos.x + r.size.x && pos.x + size.x >= r.pos.x && pos.y < r.pos.y + r.size.y && pos.y + size.y >= r.pos.y);
}
};
};
// Constrain depth of Quad Tree. Since its floating point, it could in principle sub-divide for
// a very long time, consuming far more time and memory than is sensible
constexpr size_t MAX_DEPTH = 8;
template <typename OBJECT_TYPE>
class StaticQuadTree
{
public:
StaticQuadTree(const olc::rect& size = { {0.0f, 0.0f}, {100.0f, 100.0f} }, const size_t nDepth = 0)
{
m_depth = nDepth;
resize(size);
}
// Force area change on Tree, invalidates this and all child layers
void resize(const olc::rect& rArea)
{
// Erase this layer
clear();
// Recalculate area of children
m_rect = rArea;
olc::vf2d vChildSize = m_rect.size / 2.0f;
// Cache child areas local to this layer
m_rChild =
{
// Top Left
olc::rect(m_rect.pos, vChildSize),
// Top Right
olc::rect({m_rect.pos.x + vChildSize.x, m_rect.pos.y}, vChildSize),
// Bottom Left
olc::rect({m_rect.pos.x, m_rect.pos.y + vChildSize.y}, vChildSize),
// Bottom Right
olc::rect(m_rect.pos + vChildSize, vChildSize)
};
}
// Clears the contents of this layer, and all child layers
void clear()
{
// Erase any items stored in this layer
m_pItems.clear();
// Iterate through children, erase them too
for (int i = 0; i < 4; i++)
{
if (m_pChild[i])
m_pChild[i]->clear();
m_pChild[i].reset();
}
}
// Returns a count of how many items are stored in this layer, and all children of this layer
size_t size() const
{
size_t nCount = m_pItems.size();
for (int i = 0; i < 4; i++)
if (m_pChild[i]) nCount += m_pChild[i]->size();
return nCount;
}
// Inserts an object into this layer (or appropriate child layer), given the area the item occupies
void insert(const OBJECT_TYPE& item, const olc::rect& itemsize)
{
// Check each child
for (int i = 0; i < 4; i++)
{
// If the child can wholly contain the item being inserted
if (m_rChild[i].contains(itemsize))
{
// Have we reached depth limit?
if (m_depth + 1 < MAX_DEPTH)
{
// No, so does child exist?
if (!m_pChild[i])
{
// No, so create it
m_pChild[i] = std::make_shared<StaticQuadTree<OBJECT_TYPE>>(m_rChild[i], m_depth + 1);
}
// Yes, so add item to it
m_pChild[i]->insert(item, itemsize);
return;
}
}
}
// It didnt fit, so item must belong to this quad
m_pItems.push_back({ itemsize, item });
}
// Returns a list of objects in the given search area
std::list<OBJECT_TYPE> search(const olc::rect& rArea) const
{
std::list<OBJECT_TYPE> listItems;
search(rArea, listItems);
return listItems;
}
// Returns the objects in the given search area, by adding to supplied list
void search(const olc::rect& rArea, std::list<OBJECT_TYPE>& listItems) const
{
// First, check for items belonging to this area, add them to the list
// if there is overlap
for (const auto& p : m_pItems)
{
if (rArea.overlaps(p.first))
listItems.push_back(p.second);
}
// Second, recurse through children and see if they can
// add to the list
for (int i = 0; i < 4; i++)
{
if (m_pChild[i])
{
// If child is entirely contained within area, recursively
// add all of its children, no need to check boundaries
if (rArea.contains(m_rChild[i]))
m_pChild[i]->items(listItems);
// If child overlaps with search area then checks need
// to be made
else if (m_rChild[i].overlaps(rArea))
m_pChild[i]->search(rArea, listItems);
}
}
}
void items(std::list<OBJECT_TYPE>& listItems) const
{
// No questions asked, just return child items
for (const auto& p : m_pItems)
listItems.push_back(p.second);
// Now add children of this layer's items
for (int i = 0; i < 4; i++)
if (m_pChild[i]) m_pChild[i]->items(listItems);
}
std::list<OBJECT_TYPE> items() const
{
// No questions asked, just return child items
std::list<OBJECT_TYPE> listItems;
items(listItems);
return listItems;
}
// Returns area of this layer
const olc::rect& area()
{
return m_rect;
}
protected:
// Depth of this StaticQuadTree layer
size_t m_depth = 0;
// Area of this StaticQuadTree
olc::rect m_rect;
// 4 child areas of this StaticQuadTree
std::array<olc::rect, 4> m_rChild{};
// 4 potential children of this StaticQuadTree
std::array<std::shared_ptr<StaticQuadTree<OBJECT_TYPE>>, 4> m_pChild{};
// Items which belong to this StaticQuadTree
std::vector<std::pair<olc::rect, OBJECT_TYPE>> m_pItems;
};
template <typename OBJECT_TYPE>
class StaticQuadTreeContainer
{
// Using a std::list as we dont want pointers to be invalidated to objects stored in the
// tree should the contents of the tree change
using QuadTreeContainer = std::list<OBJECT_TYPE>;
protected:
// The actual container
QuadTreeContainer m_allItems;
// Use our StaticQuadTree to store "pointers" instead of objects - this reduces
// overheads when moving or copying objects
StaticQuadTree<typename QuadTreeContainer::iterator> root;
public:
StaticQuadTreeContainer(const olc::rect& size = { {0.0f, 0.0f}, { 100.0f, 100.0f } }, const size_t nDepth = 0) : root(size, nDepth)
{
}
// Sets the spatial coverage area of the quadtree
// Invalidates tree
void resize(const olc::rect& rArea)
{
root.resize(rArea);
}
// Returns number of items within tree
size_t size() const
{
return m_allItems.size();
}
// Returns true if tree is empty
bool empty() const
{
return m_allItems.empty();
}
// Removes all items from tree
void clear()
{
root.clear();
m_allItems.clear();
}
// Convenience functions for ranged for loop
typename QuadTreeContainer::iterator begin()
{
return m_allItems.begin();
}
typename QuadTreeContainer::iterator end()
{
return m_allItems.end();
}
typename QuadTreeContainer::const_iterator cbegin()
{
return m_allItems.cbegin();
}
typename QuadTreeContainer::const_iterator cend()
{
return m_allItems.cend();
}
// Insert item into tree in specified area
void insert(const OBJECT_TYPE& item, const olc::rect& itemsize)
{
// Item is stored in container
m_allItems.push_back(item);
// Pointer/Area of item is stored in quad tree
root.insert(std::prev(m_allItems.end()), itemsize);
}
// Returns a std::list of pointers to items within the search area
std::list<typename QuadTreeContainer::iterator> search(const olc::rect& rArea) const
{
std::list<typename QuadTreeContainer::iterator> listItemPointers;
root.search(rArea, listItemPointers);
return listItemPointers;
}
};
// The Example!
class Example_StaticQuadTree : public olc::PixelGameEngine
{
public:
Example_StaticQuadTree()
{
sAppName = "Static QuadTree";
}
protected:
olc::TransformedView tv;
// An example object of something in 2D space
struct SomeObjectWithArea
{
olc::vf2d vPos;
olc::vf2d vVel;
olc::vf2d vSize;
olc::Pixel colour;
};
// A regular list of the objects
std::list<SomeObjectWithArea> vecObjects;
// An equivalent quad tree of the objects
StaticQuadTreeContainer<SomeObjectWithArea> treeObjects;
// The "length" of one side of the "world" the objects reside in
float fArea = 100000.0f;
bool bUseQuadTree = true;
public:
bool OnUserCreate() override
{
// Transform View - enables Pan & Zoom
tv.Initialise({ ScreenWidth(), ScreenHeight() });
// Create the tree, and size it to the world
treeObjects.resize(olc::rect({ 0.0f, 0.0f }, { fArea, fArea }));
// Dirty random float generator
auto rand_float = [](const float a, const float b)
{
return float(rand()) / float(RAND_MAX) * (b - a) + a;
};
// Create 1,000,000 objects, push into both containers (so 2,000,000 I suppose :P )
for (int i = 0; i < 1000000; i++)
{
SomeObjectWithArea ob;
ob.vPos = { rand_float(0.0f, fArea), rand_float(0.0f, fArea) };
ob.vSize = { rand_float(0.1f, 100.0f), rand_float(0.1f, 100.0f) };
ob.colour = olc::Pixel(rand() % 256, rand() % 256, rand() % 256);
treeObjects.insert(ob, olc::rect(ob.vPos, ob.vSize));
vecObjects.push_back(ob);
}
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Tab switches between modes
if (GetKey(olc::Key::TAB).bPressed)
bUseQuadTree = !bUseQuadTree;
tv.HandlePanAndZoom();
// Get rectangle that equates to screen in world space
olc::rect rScreen = { tv.GetWorldTL(), tv.GetWorldBR() - tv.GetWorldTL() };
size_t nObjectCount = 0;
if (bUseQuadTree)
{
// QUAD TREE MODE
auto tpStart = std::chrono::system_clock::now();
// Use search function to return list of pointers to objects in that area
for (const auto& object : treeObjects.search(rScreen))
{
tv.FillRectDecal(object->vPos, object->vSize, object->colour);
nObjectCount++;
}
std::chrono::duration<float> duration = std::chrono::system_clock::now() - tpStart;
std::string sOutput = "Quadtree " + std::to_string(nObjectCount) + "/" + std::to_string(vecObjects.size()) + " in " + std::to_string(duration.count());
DrawStringDecal({ 4, 4 }, sOutput, olc::BLACK, { 4.0f, 8.0f });
DrawStringDecal({ 2, 2 }, sOutput, olc::WHITE, { 4.0f, 8.0f });
}
else
{
// LINEAR SEARCH MODE
auto tpStart = std::chrono::system_clock::now();
// Blindly check all objects to see if they overlap with screen
for (const auto& object : vecObjects)
{
if (rScreen.overlaps({ object.vPos, object.vSize }))
{
tv.FillRectDecal(object.vPos, object.vSize, object.colour);
nObjectCount++;
}
}
std::chrono::duration<float> duration = std::chrono::system_clock::now() - tpStart;
std::string sOutput = "Linear " + std::to_string(nObjectCount) + "/" + std::to_string(vecObjects.size()) + " in " + std::to_string(duration.count());
DrawStringDecal({ 4, 4 }, sOutput, olc::BLACK, { 4.0f, 8.0f });
DrawStringDecal({ 2, 2 }, sOutput, olc::WHITE, { 4.0f, 8.0f });
}
return true;
}
};
int main()
{
Example_StaticQuadTree demo;
if (demo.Construct(1280, 960, 1, 1, false, false))
demo.Start();
return 0;
}

@ -1,215 +0,0 @@
/*
Fast Ray Casting Using DDA
"Itchy Eyes... Not blinking enough..." - javidx9
Video: https://youtu.be/NbSee-XM7WA
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2021 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
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
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
class Example : public olc::PixelGameEngine
{
public:
Example()
{
sAppName = "RayCast With DDA Algorithm";
}
olc::vf2d vPlayer = { 0,0 };
olc::vi2d vMapSize = { 32, 30 };
olc::vi2d vCellSize = { 16, 16 };
std::vector<int> vecMap;
public:
bool OnUserCreate() override
{
// Construct Map
vecMap.resize(vMapSize.x * vMapSize.y);
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
olc::vf2d vMouse = { float(GetMouseX()), float(GetMouseY()) };
olc::vf2d vMouseCell = vMouse / vCellSize;
olc::vi2d vCell = vMouseCell; // implicit cast to integer, rounds down
// Paint with right mouse button "solid" tiles
if (GetMouse(1).bHeld) vecMap[vCell.y * vMapSize.x + vCell.x] = 1;
// Move "player" position
if (GetKey(olc::Key::W).bHeld) vPlayer.y -= 25.0f * fElapsedTime;
if (GetKey(olc::Key::S).bHeld) vPlayer.y += 25.0f * fElapsedTime;
if (GetKey(olc::Key::A).bHeld) vPlayer.x -= 25.0f * fElapsedTime;
if (GetKey(olc::Key::D).bHeld) vPlayer.x += 25.0f * fElapsedTime;
// DDA Algorithm ==============================================
// https://lodev.org/cgtutor/raycasting.html
// Form ray cast from player into scene
olc::vf2d vRayStart = vPlayer;
olc::vf2d vRayDir = (vMouseCell - vPlayer).norm();
// Lodev.org also explains this additional optimistaion (but it's beyond scope of video)
// olc::vf2d vRayUnitStepSize = { abs(1.0f / vRayDir.x), abs(1.0f / vRayDir.y) };
olc::vf2d vRayUnitStepSize = { sqrt(1 + (vRayDir.y / vRayDir.x) * (vRayDir.y / vRayDir.x)), sqrt(1 + (vRayDir.x / vRayDir.y) * (vRayDir.x / vRayDir.y)) };
olc::vi2d vMapCheck = vRayStart;
olc::vf2d vRayLength1D;
olc::vi2d vStep;
// Establish Starting Conditions
if (vRayDir.x < 0)
{
vStep.x = -1;
vRayLength1D.x = (vRayStart.x - float(vMapCheck.x)) * vRayUnitStepSize.x;
}
else
{
vStep.x = 1;
vRayLength1D.x = (float(vMapCheck.x + 1) - vRayStart.x) * vRayUnitStepSize.x;
}
if (vRayDir.y < 0)
{
vStep.y = -1;
vRayLength1D.y = (vRayStart.y - float(vMapCheck.y)) * vRayUnitStepSize.y;
}
else
{
vStep.y = 1;
vRayLength1D.y = (float(vMapCheck.y + 1) - vRayStart.y) * vRayUnitStepSize.y;
}
// Perform "Walk" until collision or range check
bool bTileFound = false;
float fMaxDistance = 100.0f;
float fDistance = 0.0f;
while (!bTileFound && fDistance < fMaxDistance)
{
// Walk along shortest path
if (vRayLength1D.x < vRayLength1D.y)
{
vMapCheck.x += vStep.x;
fDistance = vRayLength1D.x;
vRayLength1D.x += vRayUnitStepSize.x;
}
else
{
vMapCheck.y += vStep.y;
fDistance = vRayLength1D.y;
vRayLength1D.y += vRayUnitStepSize.y;
}
// Test tile at new test point
if (vMapCheck.x >= 0 && vMapCheck.x < vMapSize.x && vMapCheck.y >= 0 && vMapCheck.y < vMapSize.y)
{
if (vecMap[vMapCheck.y * vMapSize.x + vMapCheck.x] == 1)
{
bTileFound = true;
}
}
}
// Calculate intersection location
olc::vf2d vIntersection;
if (bTileFound)
{
vIntersection = vRayStart + vRayDir * fDistance;
}
Clear(olc::BLACK);
// Draw Map
for (int y = 0; y < vMapSize.y; y++)
{
for (int x = 0; x < vMapSize.x; x++)
{
int cell = vecMap[y * vMapSize.x + x];
if (cell == 1)
FillRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::BLUE);
// Draw Cell border
DrawRect(olc::vi2d(x, y) * vCellSize, vCellSize, olc::DARK_GREY);
}
}
// Draw ray between player and mouse if left mouse button held
if (GetMouse(0).bHeld)
{
DrawLine(vPlayer * vCellSize, vMouse, olc::WHITE, 0xF0F0F0F0);
if (bTileFound)
{
DrawCircle(vIntersection * vCellSize, 4.0f, olc::YELLOW);
}
}
// Draw Player
FillCircle(vPlayer * vCellSize, 4.0f, olc::RED);
// Draw Mouse
FillCircle(vMouse, 4.0f, olc::GREEN);
return true;
}
};
int main()
{
Example demo;
if (demo.Construct(512, 480, 2, 2))
demo.Start();
return 0;
}

@ -1,255 +0,0 @@
/*
Simple example of RayCastWorld Pixel Game Engine Extension
"My Kneeeeeeeees!!!!" - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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.
Relevant Video: https://youtu.be/Vij_obgv9h4
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
Community Blog: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_RAYCASTWORLD
#include "olcPGEX_RayCastWorld.h"
// ADAPTOR CLASS - Override the RayCastWorld Engine and fill in the blanks!
class ExampleGame : public olc::rcw::Engine
{
public:
ExampleGame(const int screen_w, const int screen_h, const float fov)
: olc::rcw::Engine(screen_w, screen_h, fov)
{
sMap =
"################################################################"
"#.........#....................##..............................#"
"#.........#....................................................#"
"#.........#....................................................#"
"#.........#....................................................#"
"#.........#############........................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#.....#..#..#...#..............................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#.....#..#..#..................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#.....................######..#................................#"
"#.....................#.......#................................#"
"#....................##.###.###.........................#......#"
"#....................##.....#........................##........#"
"#....................##.#####........................##.#......#"
"#....................#.#.......................................#"
"#....................#..#...............................#......#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................##..............................#"
"#..............................##..............................#"
"#..............................##..............................#"
"################################################################";
vWorldSize = { 64, 32 };
}
protected:
// User implementation to retrieve appropriate graphics for scenery
olc::Pixel SelectSceneryPixel(const int tile_x, const int tile_y, const olc::rcw::Engine::CellSide side, const float sample_x, const float sample_y, const float distance) override
{
olc::Pixel p;
// Choose appropriate colour
switch (side)
{
case olc::rcw::Engine::CellSide::Top: // Location is "Sky"
p = olc::CYAN;
break;
case olc::rcw::Engine::CellSide::Bottom: // Location is "Ground"
p = olc::DARK_GREEN;
break;
default: // Location is "Wall"
p = olc::WHITE;
if (sample_x < 0.05f || sample_x > 0.95f || sample_y < 0.05f || sample_y > 0.95f)
p = olc::BLACK;
break;
}
// Apply directional lighting, by first creating a shadow scalar...
float fShadow = 1.0f;
switch (side)
{
case olc::rcw::Engine::CellSide::South: fShadow = 0.3f; break;
case olc::rcw::Engine::CellSide::East: fShadow = 0.3f; break;
}
// ...also shade by distance...
float fDistance = 1.0f - std::min(distance / 32.0f, 1.0f);
// ...and applying it to sampled pixel
p.r = uint8_t(float(p.r) * fDistance);
p.g = uint8_t(float(p.g) * fDistance);
p.b = uint8_t(float(p.b) * fDistance);
return p;
}
// User implementation to retrieve if a particular tile is solid
bool IsLocationSolid(const float tile_x, const float tile_y) override
{
if (int(tile_x) >= 0 && int(tile_x) < vWorldSize.x && int(tile_y) >= 0 && int(tile_y) < vWorldSize.y)
return sMap[int(tile_y) * vWorldSize.x + int(tile_x)] == '#';
else
return true;
}
// NOTE! Objects are not used in this demonstration ===================
// User implementation to retrieve dimensions of an in game object
float GetObjectWidth(const uint32_t id) override
{ return 1; }
float GetObjectHeight(const uint32_t id) override
{ return 1; }
// User implementation to retrieve appropriate graphics for objects
olc::Pixel SelectObjectPixel(const uint32_t id, const float sample_x, const float sample_y, const float distance, const float angle) override
{ return olc::BLACK; }
private:
std::string sMap;
olc::vi2d vWorldSize;
};
class RayCastWorldDemo_SIMPLE : public olc::PixelGameEngine
{
public:
RayCastWorldDemo_SIMPLE()
{
sAppName = "RayCastWorld - SIMPLE";
}
public:
bool OnUserCreate() override
{
// Create game object
pGame.reset(new ExampleGame(ScreenWidth(), ScreenHeight(), 3.14159f / 3.333f));
// Add an object "player"
std::shared_ptr<olc::rcw::Object> player = std::make_shared<olc::rcw::Object>();
player->pos = { 2.1f, 2.1f };
player->bVisible = false;
// Insert into game world
pGame->mapObjects.insert_or_assign(0, player);
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Handle User Input =================================================
auto& player = pGame->mapObjects[0];
if (GetKey(olc::Key::A).bHeld) // Turn Left
player->Turn(-fPlayerMoveSpeed * 0.1f * fElapsedTime);
if (GetKey(olc::Key::D).bHeld) // Turn Right
player->Turn(+fPlayerMoveSpeed * 0.1f * fElapsedTime);
// Reset speed and velocity so player doesnt move if keys are not pressed
player->Stop();
// Walk Forward
if (GetKey(olc::Key::W).bHeld) player->Walk(+fPlayerMoveSpeed);
// Walk Backwards
if (GetKey(olc::Key::S).bHeld) player->Walk(-fPlayerMoveSpeed);
// Strafe Right
if (GetKey(olc::Key::E).bHeld) player->Strafe(+fPlayerMoveSpeed);
// Strafe Left
if (GetKey(olc::Key::Q).bHeld) player->Strafe(-fPlayerMoveSpeed);
// Update & Render World ==================================================
// Update ray cast world engine - this will move the player object
pGame->Update(fElapsedTime);
// Link the camera to the play position
pGame->SetCamera(player->pos, player->fHeading);
// Render the scene!
pGame->Render();
// Draw the players position, cos why not?
DrawString({ 10,10 }, player->pos.str(), olc::BLACK);
return true;
}
private:
float fPlayerMoveSpeed = 16.0f;
std::unique_ptr<ExampleGame> pGame = nullptr;
};
int main()
{
RayCastWorldDemo_SIMPLE demo;
if (demo.Construct(320, 240, 4, 4))
demo.Start();
return 0;
}

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