Start adding some basic collision primitives.

This commit is contained in:
King_DuckZ 2015-09-18 16:06:58 +02:00
parent c51fdd7483
commit 71c4f0f089
6 changed files with 216 additions and 3 deletions

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@ -18,6 +18,9 @@ add_executable(${PROJECT_NAME}
src/texture.d
src/gameobjjumping.d
src/vector.d
src/collisionline.d
src/rect.d
src/collidingentity.d
lib/DerelictSDL2/source/derelict/sdl2/functions.d
lib/DerelictSDL2/source/derelict/sdl2/image.d

41
src/collidingentity.d Normal file
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@ -0,0 +1,41 @@
/* Copyright 2015, Michele Santullo
* This file is part of "Jumping in D".
*
* "Jumping in D" is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* "Jumping in D" is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
*/
module collidingentity;
import collisionline;
struct CollidingEntity {
@property ref const(CollisionQuad) current() const { return m_current; }
ref CollidingEntity opOpAssign(string op)(ref const(vec2) parOffset) {
static if ("+" == op || "-" == op) {
m_offs = parOffset;
mixin("m_current.left "~op~"= parOffset;");
mixin("m_current.top "~op~"= parOffset;");
mixin("m_current.right "~op~"= parOffset;");
mixin("m_current.bottom "~op~"= parOffset;");
return this;
}
else {
static assert(false, "No CollidingEntity::operator"~op~" available");
}
}
private:
CollisionQuad m_current;
vec2 m_offs;
}

65
src/collisionline.d Normal file
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@ -0,0 +1,65 @@
/* Copyright 2015, Michele Santullo
* This file is part of "Jumping in D".
*
* "Jumping in D" is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* "Jumping in D" is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
*/
module collisionline;
public import vector : Vector;
import rect : Rect;
alias vec2 = Vector!(float, 2);
struct CollisionLine {
this (in vec2 parA, in vec2 parB) {
m_from = parA;
m_to = parB;
assert(m_from != m_to);
}
@property ref const(vec2) from() const { return m_from; }
@property ref const(vec2) to() const { return m_to; }
//This is how you provide your own operator+= and operator-= in D
ref CollisionLine opOpAssign(string op)(ref const(vec2) parOffset) {
static if ("+" == op || "-" == op) {
mixin("m_from "~op~"= parOffset;");
mixin("m_to "~op~"= parOffset;");
return this;
}
else {
static assert(false, "No CollisionLine::operator"~op~" available");
}
}
private:
vec2 m_from;
vec2 m_to;
}
struct CollisionQuad {
Rect!CollisionLine m_lines;
//Structs don't have inheritance, but you can achieve the same with:
alias m_lines this;
}
bool collides (CollisionLine parLine, CollisionLine parLine1, vec2 parOffs, out vec2 parPoint) {
parPoint = vec2(0.0f);
return false;
}
bool collides (CollisionQuad parQuad, CollisionQuad parQuad1, vec2 parOffs, out vec2 parPoint) {
return false;
}

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@ -20,9 +20,8 @@ public import gameobj;
import derelict.sdl2.sdl;
import texture;
import std.stdio;
import vector : Vector;
alias vec2 = Vector!(float, 2);
import collisionline;
import collidingentity : CollidingEntity;
//This is one possible game scene. It will draw a texture on the screen
//and it will report user wants to quit if you press the close button in the
@ -74,6 +73,17 @@ class GameObjJumping : GameObj {
//This is the function that is called at every frame. It represents the
//main loop's body.
override void exec() {
//Move the sprite around (note that we store the original position)
vec2 offs = vec2(0.0f);
m_coll_sprite += offs;
//Check for collision between our sprite and the screen edges
//vec2 collision_point;
//if (m_coll_sprite.collides(m_coll_screen, collision_point)) {
//assert(false); //not implemented
//}
//Draw the sprite
SDL_RenderClear(renderer());
m_texture.draw();
SDL_RenderPresent(renderer());
@ -86,6 +96,8 @@ class GameObjJumping : GameObj {
private:
Texture m_texture;
CollisionQuad m_coll_screen;
CollidingEntity m_coll_sprite;
bool m_wants_to_quit;
}

53
src/rect.d Normal file
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@ -0,0 +1,53 @@
/* Copyright 2015, Michele Santullo
* This file is part of "Jumping in D".
*
* "Jumping in D" is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* "Jumping in D" is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
*/
module rect;
import std.traits : isNumeric, isAssignable;
struct Rect(T) {
this (in T parLeft, in T parTop, in T parRight, in T parBottom) {
m_left = parLeft;
m_top = parTop;
m_right = parRight;
m_bottom = parBottom;
}
@property ref inout(T) left() inout { return m_left; }
@property ref inout(T) top() inout { return m_top; }
@property ref inout(T) right() inout { return m_right; }
@property ref inout(T) bottom() inout { return m_bottom; }
static if (isAssignable!T) {
@property ref T left(in T parLeft) { return m_left = parLeft; }
@property ref T top(in T parTop) { return m_top = parTop; }
@property ref T right(in T parRight) { return m_right = parRight; }
@property ref T bottom(in T parBottom) { return m_bottom = parBottom; }
}
static if (isNumeric!T) {
@property diff_t width() const { return m_right - m_left; }
@property diff_t height() const { return m_bottom - m_top; }
}
private:
static if (isNumeric!T) {
alias diff_t = typeof(m_right - m_left);
}
T m_left;
T m_top;
T m_right;
T m_bottom;
}

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@ -34,6 +34,39 @@ struct Vector(T, int N) {
fill(m_data[], parInit[0]);
}
//Define mathematical operators
//Note the use of auto ref. This is only allowed in function templates, and
//instructs the compiler to generate a byref and byvalue version of the same
//function. It is necessary to have a byvalue function; if you don't provide
//one, the following code: v += Vector!(int, 2)(1, 2);
//won't compile as the temporary created on the rhs can't be bound to a
//const ref in D.
ref Vector!(T,N) opOpAssign(string op)(auto ref const(Vector!(T,N)) parOther) {
for (int z = 0; z < N; ++z) {
mixin("m_data[z] "~op~"= parOther.m_data[z];");
}
return this;
}
ref Vector!(T,N) opOpAssign(string op)(T parOther) {
for (int z = 0; z < N; ++z) {
mixin("m_data[z] "~op~"= parOther;");
}
return this;
}
Vector!(T,N) opBinary(string op)(Vector!(T,N) parOther) {
for (int z = 0; z < N; ++z) {
mixin("parOther.m_data[z] = m_data[z] "~op~" parOther.m_data[z];");
}
return parOther;
}
Vector!(T,N) opBinary(string op)(T parOther) {
auto retval = Vector!(T,N)(this);
for (int z = 0; z < N; ++z) {
mixin("retval "~op~"= parOther;");
}
return parOther;
}
//Define x, y, z, w accessors. Vectors larger than 4 elements won't have any
//of those.
static if (N <= 4) {
@ -111,4 +144,10 @@ unittest {
assert(Vector!(int, 2)(3, 0) == v2.x0);
assert(Vector!(int, 2)(4, 0) == v2.y0);
assert(Vector!(int, 3)(5, 4, 3) == v2.zyx);
v2 += Vector!(int, 4)(1, 2, 3, 4);
assert(4 == v2.x);
assert(6 == v2.y);
assert(8 == v2.z);
assert(10 == v2.w);
}