Implement broad-phase collision system
Changelog: - Implement grid system - Update screen bounce scene test - Add grid movement update system - Add component to track occupied grid tilesscene_man
parent
905f0d70a6
commit
03b602de40
14
components.h
14
components.h
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@ -3,11 +3,12 @@
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#include "raylib.h"
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 2
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#define N_COMPONENTS 3
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enum ComponentEnum
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{
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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};
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typedef enum ComponentEnum ComponentEnum_t;
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@ -18,8 +19,19 @@ typedef struct _CBBox_t
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typedef struct _CTransform_t
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{
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Vector2 prev_position;
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Vector2 position;
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Vector2 velocity;
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Vector2 accel;
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}CTransform_t;
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// This is to store the occupying tiles
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// Limits to store 4 tiles at a tile,
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// Thus the size of the entity cannot be larger than the tile
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typedef struct _CTileCoord_t
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{
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unsigned int tiles[4];
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unsigned int n_tiles;
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}CTileCoord_t;
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#endif // __COMPONENTS_H
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@ -6,6 +6,7 @@
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static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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// Use hashmap as a Set
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// Use list will be used to check if an object exist
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@ -27,6 +28,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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};
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static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), {0}, {0}};
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155
scene_impl.c
155
scene_impl.c
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@ -3,21 +3,62 @@
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#include "raymath.h"
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#include <stdio.h>
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#define TILE_SIZE 32
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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// Use previously store tile position
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// Clear from those positions
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int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE;
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int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE;
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN);
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED);
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}
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//Draw tile grid
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for (size_t i=0; i<tilemap.width;++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i=0; i<tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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for (size_t i=0; i<tilemap.n_tiles;++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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DrawText(buffer, x, y, 10, BLACK);
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}
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return;
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}
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static void movement_update_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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// Deal with player acceleration/velocity via inputs first
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float mag = Vector2Length(data->player_dir);
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mag = (mag == 0)? 1 : mag;
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Entity_t * p_player;
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@ -30,6 +71,7 @@ static void movement_update_system(Scene_t* scene)
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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// Update movement
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float delta_time = GetFrameTime();
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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@ -38,15 +80,100 @@ static void movement_update_system(Scene_t* scene)
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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// Store previous position before update
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p_ctransform->prev_position.x = p_ctransform->position.x;
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p_ctransform->prev_position.y = p_ctransform->position.y;
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p_ctransform->position = Vector2Add(
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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}
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}
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static void update_tilemap_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
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if (p_tilecoord == NULL) continue;
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CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_ctransform == NULL) continue;
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CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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if (p_bbox == NULL) continue;
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// Update tilemap position
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
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}
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p_tilecoord->n_tiles = 0;
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// Compute new occupied tile positions and add
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unsigned int tile_x = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y = (p_ctransform->position.y) / TILE_SIZE;
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p_tilecoord->tiles[0] = tile_y * tilemap.width + tile_x;
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p_tilecoord->n_tiles++;
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bool check_x = (tile_x + 1) < tilemap.width;
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bool check_y = (tile_y + 1) < tilemap.height;
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if (check_x)
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{
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p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + 1;
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}
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if (check_y)
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{
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p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width;
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}
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if (check_x && check_y)
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{
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p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width + 1;
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}
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0);
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}
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}
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}
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static void player_collision_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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size_t tiles_to_check[8] = {0};
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size_t n_tiles = 0;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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// Get the occupied tiles
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// For each tile, loop through the entities and find overlaps
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// exclude self
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// find also previous overlap
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// If there is collision, use previous overlap to determine direction
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// Resolve collision via moving player by the overlap amount
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}
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}
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static void screen_bounce_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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@ -54,17 +181,19 @@ static void screen_bounce_system(Scene_t *scene)
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320)
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unsigned int level_width = tilemap.width * TILE_SIZE;
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if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
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{
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p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
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p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x;
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p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
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p_ctransform->velocity.x *= -1;
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}
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if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240)
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unsigned int level_height = tilemap.height * TILE_SIZE;
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if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
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{
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p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
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p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > 240) ? 240 - p_bbox->size.y : p_ctransform->position.y;
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p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
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p_ctransform->velocity.y *= -1;
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}
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}
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@ -104,16 +233,32 @@ void init_level_scene(LevelScene_t *scene)
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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scene->data.tilemap.width = 16;
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scene->data.tilemap.height = 16;
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scene->data.tilemap.n_tiles = 16*16;
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scene->data.tilemap.tiles = all_tiles;
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for (size_t i=0; i<MAX_N_TILES;i++)
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{
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all_tiles[i].solid = 0;
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sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
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}
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}
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void free_level_scene(LevelScene_t *scene)
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{
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free_scene(&scene->scene);
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for (size_t i=0; i<MAX_N_TILES;i++)
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{
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all_tiles[i].solid = 0;
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sc_map_term_64(&all_tiles[i].entities_set);
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}
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}
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void reload_level_scene(LevelScene_t *scene)
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@ -8,14 +8,15 @@
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typedef struct Tile
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{
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bool solid;
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// TODO: add a map?
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struct sc_map_64 entities_set;
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}Tile_t;
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typedef struct TileGrid
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{
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unsigned int width;
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unsigned int height;
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Tile_t * const tiles;
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unsigned int n_tiles;
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Tile_t * tiles;
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}TileGrid_t;
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typedef struct LevelSceneData
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@ -9,7 +9,7 @@ struct sc_queue_32 key_buffer;
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int main(void)
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{
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sc_queue_init(&key_buffer);
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InitWindow(320, 240, "raylib");
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InitWindow(640, 640, "raylib");
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SetTargetFPS(60);
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init_memory_pools();
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LevelScene_t scene;
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p_bbox->size.x = 30;
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p_bbox->size.y = 30;
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add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
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update_entity_manager(&scene.scene.ent_manager);
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//for (size_t step = 0; step < 6000; step++)
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while(true)
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