mitchellhansen 6 years ago
parent 45256f1a0e
commit 72bf8217ef

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

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