mitchellhansen 6 years ago
parent 45256f1a0e
commit 72bf8217ef

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

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