Refactor out bounding box handling

Changelog:
- Make bbox handling a separate system
- Simplify crouch handling
- Remove grid update system as it is not useful
  - As there is too many factors influencing the grid positioning,
    it is not useful to pre-store the grids to check, might as
    well compute it during checks
  - Remove tilecoords component
scene_man
En Yi 2022-12-28 10:54:06 +08:00
parent 64466128bc
commit c6ed46c6e7
3 changed files with 147 additions and 130 deletions

View File

@ -3,12 +3,11 @@
#include "raylib.h"
// TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 5
#define N_COMPONENTS 4
enum ComponentEnum
{
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CJUMP_COMP_T,
CPLAYERSTATE_T
};

View File

@ -6,7 +6,7 @@
static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
//static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
static CJump_t cjump_buffer[1]; // Only player is expected to have this
static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
@ -30,7 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
{
{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
//{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
};

View File

@ -166,7 +166,6 @@ static void player_movement_input_system(Scene_t* scene)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
@ -198,13 +197,6 @@ static void player_movement_input_system(Scene_t* scene)
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
if(p_pstate->is_crouch)
{
p_pstate->is_crouch = false;
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
}
}
else
{
@ -234,31 +226,6 @@ static void player_movement_input_system(Scene_t* scene)
}
}
// Deal with hitbox change when crouch
if (data->crouch_pressed && !p_pstate->is_crouch)
{
p_ctransform->position.x -= PLAYER_C_XOFFSET;
p_ctransform->position.y += PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
else if (!data->crouch_pressed && p_pstate->is_crouch)
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
Vector2 top = {0, -1};
test_pos.x += PLAYER_C_XOFFSET;
test_pos.y -= PLAYER_C_YOFFSET;
// Uncrouch need to check overhead for tile
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
{
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
}
}
// Friction
@ -286,6 +253,91 @@ static void player_movement_input_system(Scene_t* scene)
}
static void player_bbox_update_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
Vector2 prev_size = p_bbox->size;
Vector2 prev_pos = p_ctransform->position;
if (p_ctransform->on_ground && data->crouch_pressed && !p_pstate->is_crouch)
{
// Deal with hitbox change when crouch
p_ctransform->position.x -= PLAYER_C_XOFFSET;
p_ctransform->position.y += PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
else if (p_pstate->is_crouch && (!p_ctransform->on_ground || !data->crouch_pressed))
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
Vector2 top = {0, -1};
test_pos.x += PLAYER_C_XOFFSET;
test_pos.y -= PLAYER_C_YOFFSET;
// Uncrouch need to check overhead for tile
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
{
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
p_pstate->is_crouch = false;
}
}
// After changing bbox and reposition
// Do a collision check
// This will handle collision due to bbox changing
// Subsequent movement update will handle the offset
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
if(tilemap.tiles[tile_idx].solid)
{
Vector2 overlap = {0};
Vector2 prev_overlap = {0};
Vector2 other;
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
{
find_AABB_overlap(prev_pos, prev_size, other, TILE_SZ, &prev_overlap);
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
p_ctransform->position.x += overlap.x;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
}
else
{
p_ctransform->position.y += overlap.y;
}
prev_pos = p_ctransform->position;
}
}
}
}
}
}
static void movement_update_system(Scene_t* scene)
{
// Update movement
@ -354,50 +406,6 @@ static void player_ground_air_transition_system(Scene_t* scene)
}
}
static void update_tilemap_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_ent;
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
if (p_tilecoord == NULL) continue;
CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_ctransform == NULL) continue;
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
if (p_bbox == NULL) continue;
// Update tilemap position
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
// Use previously store tile position
// Clear from those positions
unsigned int tile_idx = p_tilecoord->tiles[i];
sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
}
p_tilecoord->n_tiles = 0;
// Compute new occupied tile positions and add
// Extend the check by a little to avoid missing
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx;
sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0);
}
}
}
}
static void player_collision_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -409,7 +417,6 @@ static void player_collision_system(Scene_t *scene)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_COMP_T);
// Get the occupied tiles
// For each tile, loop through the entities and find overlaps
// exclude self
@ -418,60 +425,70 @@ static void player_collision_system(Scene_t *scene)
// Resolve collision via moving player by the overlap amount
Vector2 overlap = {0};
Vector2 prev_overlap = {0};
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
unsigned int tile_idx = p_tilecoord->tiles[i];
Vector2 other;
if(tilemap.tiles[tile_idx].solid)
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
//for (size_t i=0;i<p_tilecoord->n_tiles;++i)
//{
//unsigned int tile_idx = p_tilecoord->tiles[i];
Vector2 other;
if(tilemap.tiles[tile_idx].solid)
{
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
}
}
}
else
{
// TODO: check against the entities of each involved tiles
}
else
{
// TODO: check against the entities of each involved tiles
}
// Level boundary collision
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
unsigned int level_height = tilemap.height * TILE_SIZE;
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
p_ctransform->velocity.y *= -1;
// Level boundary collision
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
unsigned int level_height = tilemap.height * TILE_SIZE;
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
p_ctransform->velocity.y *= -1;
}
}
}
// Deal with float precision, by rounding when it is near to an integer enough by 2 dp
@ -577,8 +594,9 @@ void init_level_scene(LevelScene_t *scene)
// insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &player_bbox_update_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_collision_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);