Implement DDA raycasting, fix bug in path smoothing
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@@ -5,6 +5,7 @@
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#include "../math/vec2i.h"
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#include <cute_tiled.h>
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#include <raymath.h>
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#include <string.h>
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BzTileMap BZ_TILEMAP_INVALID = {.isValid = false};
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@@ -381,6 +382,80 @@ BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID) {
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BZ_ASSERT(slotID >= 0 && slotID < map->objectGroupCount);
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return &map->objectGroups[slotID];
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}
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static f32 abs(f32 x) {
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return x > 0 ? x : -x;
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}
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f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vector2 *outIntersection) {
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// Digital Differential Analyzer (DDA)
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Vector2 scale = {1.0f / map->tileWidth, 1.0f / map->tileHeight};
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from = Vector2Multiply(from, scale);
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to = Vector2Multiply(to, scale);
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Vector2 dir = Vector2Subtract(to, from);
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dir = Vector2Normalize(dir);
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//Vector2 stepSize = {
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// sqrtf(1 + (dir.y / dir.x) * (dir.y / dir.x)),
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// sqrtf(1 + (dir.x / dir.y) * (dir.x / dir.y))
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//};
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Vector2 stepSize = {abs(1.0f / dir.x), abs(1.0f / dir.y)};
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i32 cellX = (i32) from.x;
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i32 cellY = (i32) from.y;
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if (bzTileMapHasCollision(map, cellX, cellY)) {
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return 0.0f;
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}
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Vector2 rayLength = Vector2Zero();
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i32 stepX, stepY;
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if (dir.x < 0) {
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stepX = -1;
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rayLength.x = (from.x - (f32) (cellX)) * stepSize.x;
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} else {
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stepX = 1;
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rayLength.x = ((f32) cellX + 1.0f - from.x) * stepSize.x;
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}
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if (dir.y < 0) {
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stepY = -1;
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rayLength.y = (from.y - (f32) cellY) * stepSize.y;
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} else {
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stepY = 1;
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rayLength.y = ((f32) cellY + 1 - from.y) * stepSize.y;
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}
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f32 distance = 0.0f;
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while (distance < maxDst) {
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if (rayLength.x < rayLength.y) {
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cellX += stepX;
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distance = rayLength.x * map->tileWidth;
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rayLength.x += stepSize.x;
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} else {
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cellY += stepY;
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distance = rayLength.y * map->tileHeight;
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rayLength.y += stepSize.y;
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}
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if (cellX >= 0 && cellX < map->width && cellY >= 0 && cellY < map->height &&
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map->collisionMap[cellY * map->width + cellX]) {
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break;
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}
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}
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if (outIntersection) {
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Vector2 intersection = from;
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intersection = Vector2Add(intersection, Vector2Scale(dir, distance));
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intersection.x *= map->tileWidth;
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intersection.y *= map->tileHeight;
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*outIntersection = intersection;
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}
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return distance;
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}
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bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to) {
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f32 dst = Vector2Distance(from, to);
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f32 rayDst = bzTileMapRayCast(map, from, to, dst, NULL);
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return rayDst >= dst;
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}
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void bzTileMapDraw(BzTileMap *map) {
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for (i32 i = 0; i < map->layerCount; i++) {
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@@ -124,6 +124,9 @@ void bzTileMapOverrideObjectGroup(BzTileMap *map, i32 slotID, BzTileObjectsFunc
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BzTileLayer *bzTileMapGetLayer(BzTileMap *map, i32 slotID);
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BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID);
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f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vector2 *outIntersection);
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bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to);
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void bzTileMapDraw(BzTileMap *map);
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void bzTileMapDrawCollisions(BzTileMap *map);
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bool bzTileMapHasCollision(BzTileMap *map, i32 x, i32 y);
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@@ -29,21 +29,6 @@ static PathData *pushPathWaypoint(PathData *pathData, Position waypoint, BzObjec
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return pathData;
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}
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static bool canRayCastLine(BzTileMap *map, Position from, Position to) {
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Vector2 step = Vector2Subtract(to, from);
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step = Vector2Normalize(step);
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while (Vector2DistanceSqr(from, to) > 1.0f) {
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from = Vector2Add(from, step);
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BzTile tileX = 0, tileY = 0;
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bzTileMapPosToTile(map, from, &tileX, &tileY);
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if (bzTileMapHasCollision(map, tileX, tileY))
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return false;
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}
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return true;
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}
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static void reversePath(PathData *pathData) {
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while (pathData) {
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for (i32 i = 0; i < pathData->numWaypoints / 2; i++) {
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@@ -61,8 +46,9 @@ static void reversePath(PathData *pathData) {
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static void smoothPath(BzTileMap *map, PathData *pathData, BzObjectPool *pool) {
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// Our smoothed path
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PathData *outPath = pathData;
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size_t outIdx = 1;
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Position outPos = outPath->waypoints[0];
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size_t outIdx = 1;
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Position lastPos = outPos;
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#define NEXT_WAYPOINT(path, idx, len) \
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do { \
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@@ -74,18 +60,20 @@ do { \
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} while (0)
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PathData *currPath = pathData;
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size_t currIdx = 0;
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PathData *nextPath = pathData;
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size_t currIdx = 0;
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size_t nextIdx = 0;
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Position lastPos = outPos;
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// Needed, because we overwrite numWaypoints
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size_t currPathLen = currPath->numWaypoints;
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size_t nextPathLen = nextPath->numWaypoints;
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// Second element
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currIdx++;
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NEXT_WAYPOINT(currPath, currIdx, currPathLen);
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// Third element
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nextIdx++;
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NEXT_WAYPOINT(nextPath, nextIdx, nextPathLen);
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nextIdx++;
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NEXT_WAYPOINT(nextPath, nextIdx, nextPathLen);
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outPath->numWaypoints = 1;
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@@ -100,7 +88,7 @@ do { \
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NEXT_WAYPOINT(currPath, currIdx, currPathLen);
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NEXT_WAYPOINT(nextPath, nextIdx, nextPathLen);
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if (!canRayCastLine(map, outPos, nextPos)) {
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if (!bzTileMapCanRayCastLine(map, outPos, nextPos)) {
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outPos = currPos;
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outPath->waypoints[outIdx++] = currPos;
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outPath->numWaypoints = outIdx;
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@@ -113,7 +101,6 @@ do { \
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}
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}
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#undef NEXT_WAYPOINT
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BZ_ASSERT(lastPos.x != INFINITY && lastPos.y != INFINITY);
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outPath->waypoints[outIdx++] = lastPos;
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outPath->numWaypoints = outIdx;
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@@ -171,7 +171,7 @@ void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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PathData *pathData = path->paths;
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PathData *pathData = path[i].paths;
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bool first = true;
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while (pathData) {
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for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) {
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