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@ -32,11 +32,16 @@ use sfml::graphics::RectangleShape;
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use std::{thread, time};
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use std::{thread, time};
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use std::cell::RefCell;
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use std::cell::RefCell;
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use std::rc::Rc;
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use std::rc::Rc;
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use ncollide2d::bounding_volume;
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pub struct EntState<'a> {
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pub struct EntState<'a> {
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dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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dynamic_entities: Rc<RefCell<Vec< Sprite<'a> >>>,
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dynamic_entities: Rc<RefCell<Vec< Sprite<'a> >>>,
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static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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static_entities : Rc<RefCell<Vec< Sprite<'a> >>>,
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static_entities : Rc<RefCell<Vec< Sprite<'a> >>>,
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player : Player<'a>,
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}
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}
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@ -44,27 +49,38 @@ fn main() {
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let loader = Loader::new();
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let loader = Loader::new();
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let mut state = EntState {
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let mut state = EntState {
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dynamic_bvh: None,
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dynamic_entities: Rc::new(RefCell::new(Vec::new())),
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dynamic_entities: Rc::new(RefCell::new(Vec::new())),
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static_entities: Rc::new(RefCell::new(Vec::new()))
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static_bvh: None,
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static_entities: Rc::new(RefCell::new(Vec::new())),
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player: Player::new(),
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};
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};
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loader.read_static_entities(String::from("static_entities.txt"), &state);
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loader.read_static_entities(String::from("static_entities.txt"), &state);
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loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &state);
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loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &state);
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let mut dynamic_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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let dyna = state.dynamic_entities.borrow();
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for i in dyna.iter() {
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let bounds = &i.local_bounds();
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let pos = &i.position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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let static_sprites: Vec<(&Sprite, AABB<f64>)> = vec![
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dynamic_sprites.push((i, volume));
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// (
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}
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// &block_sprite,
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state.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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// {
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// let bounds = &block_sprite.local_bounds();
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// let pos = &block_sprite.position();
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// bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64))
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// },
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// ),
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];
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let bvt = BVT::new_balanced(static_sprites);
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let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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for i in state.static_entities.borrow_mut().iter() {
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let bounds = &i.local_bounds();
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let pos = &i.position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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static_sprites.push((i, volume));
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}
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state.static_bvh = Some(BVT::new_balanced(static_sprites));
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let mut window = RenderWindow::new(
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let mut window = RenderWindow::new(
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(512, 512),
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(512, 512),
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@ -124,31 +140,26 @@ fn main() {
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accumulator_time -= step_size;
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accumulator_time -= step_size;
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}
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}
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// intersection test
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// // intersection test
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let mut interferences = Vec::new();
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// let mut interferences = Vec::new();
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{
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// {
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// Get the AABB bounding box
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// // Get the AABB bounding box
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let (bv, _) = player.future_bounding_aabb(delta_time);
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// let (bv, _) = player.future_bounding_aabb(delta_time);
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let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
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// let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
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bvt.visit(&mut thing);
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// bvt.visit(&mut thing);
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}
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// }
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//
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let collision_rect = player.collision(&interferences, delta_time);
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// let collision_rect = player.collision(&interferences, delta_time);
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player.update(delta_time);
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player.update(delta_time);
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//
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let mut collision_sprite = RectangleShape::new();
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// let mut collision_sprite = RectangleShape::new();
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collision_sprite.set_position((collision_rect.left, collision_rect.top));
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// collision_sprite.set_position((collision_rect.left, collision_rect.top));
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collision_sprite.set_size((collision_rect.width, collision_rect.height));
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// collision_sprite.set_size((collision_rect.width, collision_rect.height));
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let ten_millis = time::Duration::from_millis(10);
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thread::sleep(ten_millis);
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window.clear(&Color::BLACK);
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window.clear(&Color::BLACK);
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window.draw(&player);
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window.draw(&player);
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window.draw(&collision_sprite);
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//window.draw(&collision_sprite);
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for ent in state.static_entities.borrow().iter() {
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for ent in state.static_entities.borrow().iter() {
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window.draw(ent);
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window.draw(ent);
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