I have been trying to implement 2D tile based water into my game. I started out making the tiles appear on screen etc. I have a drawing function that draws each tile type.
The problem I'm having is that when I call this function the Tiles that are water don't change position. Which makes me believe that this code isn't functioning properly. This code is called on every loop. This should update the masses of all the water tiles. For some reason nothing is happening. The water is staying in its original positions.
My tiles are in a vector of the tile class is just
Tiles()
{
TileProp // the type of tile (GROUND,AIR,WATER)
Mass
NewMass
}
void App::SimulateCompression()
{
float Flow = 0;
float remainingmass = 0;
int ID = 0;
//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
//Skip inert ground blocks
if(TileList[ID].TileProp == TILE_GROUND) continue;
//Custom push-only flow
Flow = 0;
remainingmass = TileList[ID].Mass;
if(remainingmass <= 0) continue;
//The block below this one
if(TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].TileProp != TILE_GROUND)
{
Flow = GetStableWaterState(remainingmass + TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].Mass /*mass[x][y-1]*/) - TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].Mass;
if(Flow > MinFlow){Flow *= 0.5; /*leads to smoother flow*/}
int tempA = Min(MaxSpeed, remainingmass);
if(Flow > tempA){Flow = tempA;}
if(Flow < 0){Flow = 0;}
TileList[ID].NewMass -= Flow;
TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].NewMass += Flow;
remainingmass -= Flow;
}
if(remainingmass <= 0) continue;
//Left
if(TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].TileProp != TILE_GROUND)
{
//Equalize the amount of water in this block and it's neighbour
Flow = (TileList[ID].Mass - TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].Mass)/4;
if(Flow > MinFlow){Flow *= 0.5;}
if(Flow > remainingmass){Flow = remainingmass;}
if(Flow < 0){Flow = 0;}
TileList[ID].NewMass -= Flow;
TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].NewMass += Flow;
remainingmass -= Flow;
}
if(remainingmass <= 0) continue;
//Right
if(TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].TileProp != TILE_GROUND)
{
//Equalize the amount of water in this block and it's neighbour
Flow = (TileList[ID].Mass - TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].Mass)/4;
if(Flow > MinFlow){Flow *= 0.5;}
if(Flow > remainingmass){Flow = remainingmass;}
if(Flow < 0){Flow = 0;}
TileList[ID].NewMass -= Flow;
TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].NewMass += Flow;
remainingmass -= Flow;
}
if(remainingmass <= 0) continue;
//Up. Only compressed water flows upwards
if(TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].TileProp != TILE_GROUND)
{
Flow = remainingmass - GetStableWaterState(remainingmass + TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].Mass);
if (Flow > MinFlow){Flow *= 0.5;}
int tempB = Min(MaxSpeed, remainingmass);
if(Flow > tempB){Flow = tempB;}
if(Flow < 0){Flow = 0;}
TileList[ID].NewMass -= Flow;
TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].NewMass += Flow;
remainingmass -= Flow;
}
ID++;
}
}
ID = 0;
//Copy the new mass values
for (int X = 0; X < MAP_WIDTH; X++)
{
for (int Y = 0; Y < MAP_HEIGHT; Y++)
{
TileList[ID].Mass = TileList[ID].NewMass;
ID++;
}
}
ID = 0;
for(int X = 0; X < MAP_WIDTH; X++)
{
for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
//Skip ground blocks
if(TileList[ID].TileProp == TILE_GROUND) continue;
//Flag/unflag water blocks
if(TileList[ID].Mass > MinMass)
{
TileList[ID].TileProp = TILE_WATER;
}else
{
TileList[ID].TileProp = TILE_AIR;
}
ID++;
}
}
//Remove any water that has left the map
for(int X = 0; X < MAP_WIDTH; X++)
{
TileList[X].Mass = 0;
TileList[Rect2Lin(TILE_SIZE,X,MAP_HEIGHT - 1)].Mass = 0;
}
for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
TileList[Rect2Lin(TILE_SIZE,0,Y)].Mass = 0;
TileList[Rect2Lin(TILE_SIZE,(MAP_WIDTH - 1),Y)].Mass = 0;
}
}
Ok, so ID is going to 0 because after ID hits 34 It just leaves the two nested for loops... Why would it do that?
//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
//Skip inert ground blocks
if(TileList[ID].TileProp == TILE_GROUND) continue;
...
ID++;
}
}
TileList[34] is probably a ground tile. At which point you hit that first if over and over (since you never get to the ID++ at the very end of the loop) until you have exhausted the for-loops.
Try this:
//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
int ID = Rect2Lin(TILE_SIZE,X,Y));
//Skip inert ground blocks
if(TileList[ID].TileProp == TILE_GROUND) continue;
...
}
}
EDIT:
Ok, this works on my system:
#include <GL/glut.h>
#include <vector>
using namespace std;
// simple Eigen::Matrix work-alike
template< typename T >
class Matrix
{
public:
Matrix( const size_t rows, const size_t cols )
: mStride( cols )
, mHeight( rows )
, mStorage( rows * cols )
{}
T& operator()( const size_t row, const size_t col )
{
return mStorage[ row * mStride + col ];
}
const T& operator()( const size_t row, const size_t col ) const
{
return mStorage[ row * mStride + col ];
}
size_t rows() const { return mHeight; }
size_t cols() const { return mStride; }
private:
vector< T > mStorage;
size_t mStride;
size_t mHeight;
};
struct Cell
{
enum Type{ AIR, GROUND, WATER };
Cell()
: mType( AIR )
, mMass( 0 )
, mNewMass( 0 )
{}
Type mType;
float mMass;
float mNewMass;
};
const float MaxMass = 1.0f;
const float MinMass = 0.0001f;
const float MaxCompress = 0.02f;
const float MaxSpeed = 1.0f;
const float MinFlow = 0.01f;
//Take an amount of water and calculate how it should be split among two
//vertically adjacent cells. Returns the amount of water that should be in
//the bottom cell.
float get_stable_state_b( float total_mass )
{
if ( total_mass <= 1 )
{
return 1;
}
else if ( total_mass < 2*MaxMass + MaxCompress )
{
return (MaxMass*MaxMass + total_mass*MaxCompress)/(MaxMass + MaxCompress);
}
else
{
return (total_mass + MaxCompress)/2;
}
}
template< typename T >
T constrain( const T& val, const T& minVal, const T& maxVal )
{
return max( minVal, min( val, maxVal ) );
}
typedef Matrix< Cell > State;
void stepState( State& cur )
{
for( size_t y = 1; y < cur.rows()-1; ++y )
{
for( size_t x = 1; x < cur.cols()-1; ++x )
{
Cell& center = cur( y, x );
// Skip inert ground blocks
if( center.mType == Cell::GROUND )
continue;
// Custom push-only flow
float Flow = 0;
float remaining_mass = center.mMass;
if( remaining_mass <= 0 )
continue;
// The block below this one
Cell& below = cur( y-1, x );
if( below.mType != Cell::GROUND )
{
Flow = get_stable_state_b( remaining_mass + below.mMass ) - below.mMass;
if( Flow > MinFlow )
{
//leads to smoother flow
Flow *= 0.5;
}
Flow = constrain( Flow, 0.0f, min(MaxSpeed, remaining_mass) );
center.mNewMass -= Flow;
below.mNewMass += Flow;
remaining_mass -= Flow;
}
if ( remaining_mass <= 0 )
continue;
// Left
Cell& left = cur( y, x-1 );
if ( left.mType != Cell::GROUND )
{
// Equalize the amount of water in this block and it's neighbour
Flow = ( center.mMass - left.mMass ) / 4;
if ( Flow > MinFlow )
{
Flow *= 0.5;
}
Flow = constrain(Flow, 0.0f, remaining_mass);
center.mNewMass -= Flow;
left.mNewMass += Flow;
remaining_mass -= Flow;
}
if ( remaining_mass <= 0 )
continue;
// Right
Cell& right = cur( y, x+1 );
if ( right.mType != Cell::GROUND )
{
// Equalize the amount of water in this block and it's neighbour
Flow = ( center.mMass - right.mMass ) / 4;
if ( Flow > MinFlow )
{
Flow *= 0.5;
}
Flow = constrain(Flow, 0.0f, remaining_mass);
center.mNewMass -= Flow;
right.mNewMass += Flow;
remaining_mass -= Flow;
}
if ( remaining_mass <= 0 )
continue;
// The block above this one
Cell& above = cur( y+1, x );
if( above.mType != Cell::GROUND )
{
Flow = remaining_mass - get_stable_state_b( remaining_mass + above.mMass );
if( Flow > MinFlow )
{
//leads to smoother flow
Flow *= 0.5;
}
Flow = constrain( Flow, 0.0f, min(MaxSpeed, remaining_mass) );
center.mNewMass -= Flow;
above.mNewMass += Flow;
remaining_mass -= Flow;
}
}
}
for( size_t y = 0; y < cur.rows(); ++y )
{
for( size_t x = 0; x < cur.cols(); ++x )
{
cur( y, x ).mMass = cur( y, x ).mNewMass;
}
}
for( size_t y = 0; y < cur.rows(); ++y )
{
for( size_t x = 0; x < cur.cols(); ++x )
{
Cell& center = cur( y, x );
if( center.mType == Cell::GROUND )
{
center.mMass = center.mNewMass = 0.0f;
continue;
}
if( center.mMass > MinMass )
{
center.mType = Cell::WATER;
}
else
{
center.mType = Cell::AIR;
center.mMass = 0.0f;
}
}
}
// Remove any water that has left the map
for( size_t x = 0; x < cur.cols(); ++x )
{
cur( 0, x ).mMass = 0;
cur( cur.rows()-1, x ).mMass = 0;
}
for( size_t y = 0; y < cur.rows(); ++y )
{
cur( y, 0 ).mMass = 0;
cur( y, cur.cols()-1 ).mMass = 0;
}
}
void showState( const State& state )
{
glPolygonMode( GL_FRONT, GL_LINE );
glBegin( GL_QUADS );
glColor3ub( 0, 0, 0 );
for( size_t y = 0; y < state.rows(); ++y )
{
for( size_t x = 0; x < state.cols(); ++x )
{
glVertex2f( x+0, y+0 );
glVertex2f( x+1, y+0 );
glVertex2f( x+1, y+1 );
glVertex2f( x+0, y+1 );
}
}
glEnd();
glPolygonMode( GL_FRONT, GL_FILL );
glBegin( GL_QUADS );
for( size_t y = 0; y < state.rows(); ++y )
{
for( size_t x = 0; x < state.cols(); ++x )
{
if( state( y, x ).mType == Cell::AIR )
continue;
float height = 1.0f;
if( state( y, x ).mType == Cell::GROUND )
{
glColor3ub( 152, 118, 84 );
}
else
{
glColor3ub( 0, 135, 189 );
height = min( 1.0f, state( y, x ).mMass );
}
glVertex2f( x+0, y );
glVertex2f( x+1, y );
glVertex2f( x+1, y + height );
glVertex2f( x+0, y + height );
}
}
glEnd();
}
State state( 20, 20 );
void mouse( int button, int button_state, int x, int y )
{
float pctX = (float)x / glutGet( GLUT_WINDOW_WIDTH );
float pctY = 1.0f - ( (float)y / glutGet( GLUT_WINDOW_HEIGHT ) );
size_t cellX = pctX * state.cols();
size_t cellY = pctY * state.rows();
Cell& cur = state( cellY, cellX );
if( button_state == GLUT_UP )
return;
if( button == GLUT_LEFT_BUTTON )
{
cur.mType = ( cur.mType == Cell::GROUND ? Cell::AIR : Cell::GROUND );
cur.mMass = cur.mNewMass = 0.0f;
}
if( button == GLUT_RIGHT_BUTTON )
{
cur.mType = Cell::WATER;
cur.mMass = cur.mNewMass = 1.0f;
}
}
void display()
{
static bool firstTime = true;
if( firstTime )
{
firstTime = false;
for( size_t y = 0; y < state.rows(); ++y )
{
for( size_t x = 0; x < state.cols(); ++x )
{
state( y, x ).mType = (Cell::Type)( rand() % 3 );
state( y, x ).mMass = 1.0f;
state( y, x ).mNewMass = 1.0f;
}
}
}
glClearColor( 1, 1, 1, 1 );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, state.cols(), 0, state.rows(), -1, 1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
stepState( state );
showState( state );
glutSwapBuffers();
}
void timer(int extra)
{
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "Cells" );
glutDisplayFunc( display );
glutMouseFunc( mouse );
glutTimerFunc(0, timer, 0);
glutMainLoop();
return 0;
}
Related
I'm trying to create my own CFD in C++. I have watched some videos on youtube about the Lattice Boltzmann method, but I cant get my simulations to look like the simulations performed in the videos with lattice Boltzmann implemented in Python.
I use SDL2 to create an image on my screen. I am not trying to create anything fast. Just something that will make pretty simulations on the CPU.
Here is my class for each cell:
//cell class
class cell {
public:
double Fi[nL] = {0,0,0,0,0,0,0,0,0};
double density = 0;
double momentumX = 0;
double momentumY = 0;
double velocityX = 0;
double velocityY = 0;
double Fieq[nL] = {0,0,0,0,0,0,0,0,0};
//obstacle
bool obstacle = false;
void densityOperator() {
for (int i = 0; i < nL; i++) {
density += Fi[i];
}
}
void momentumOperator() {
for (int i = 0; i < nL; i++) {
momentumX += Fi[i] * cX[i];
momentumY += Fi[i] * cY[i];
}
}
void velocityOperator() {
for (int i = 0; i < nL; i++) {
if (density == 0) {
density += 0.001;
}
velocityX += momentumX / density; // prolly very slow
velocityY += momentumY / density;
//velocityX += cX[i];
//velocityY += cY[i];
}
}
void FieqOperator() {
for (int i = 0; i < nL; i++) {
Fieq[i] = weights[i] * density *
(
1 +
(cX[i] * velocityX + cY[i] * velocityY) / Cs +
pow((cX[i] * velocityX + cY[i] * velocityY), 2) / (2 * pow(Cs, 4)) -
(velocityX * velocityX + velocityY * velocityY) / (2 * pow(Cs, 2))
);
}
}
void FiOperator() {
for (int i = 0; i < nL; i++) {
Fi[i] = Fi[i] - (timestep / tau) * (Fi[i] - Fieq[i]);
}
}
void addRightVelocity() {
Fi[0] = 1.f;
Fi[1] = 1.f;
Fi[2] = 1.f;
Fi[3] = 6.f;
Fi[4] = 1.f;
Fi[5] = 1.f;
Fi[6] = 1.f;
Fi[7] = 1.f;
Fi[8] = 1.f;
}
};
Please note that im am using a vector for my cells instead of a 2d array. I am using a index function to go from x,y to 1d cordinate.
int index(int x, int y) {
return x * nY + y;
}
Variables:
//box
const int nX = 400;
const int nY = 100;
//viscosity
float tau = 0.5; // 0.53
//time delta time per iteration
float timestep = 1;
//distance between cells
float dist = 1000;
//Speed of sound
float Cs = 1 / sqrt(3) * (dist / timestep);
//viscociti
float v = pow(Cs, 2) * (tau - timestep / 2); // tau will need to be much smaller
//time steps
int nT = 3000;
//lattice speeds and weights
const int nL = 9;
//Ci vector direction, discrete velocity
int cX[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int cY[9] = { 0, 1, 1, 0, -1, -1, -1, 0 , 1 };
//weights, based on navier stokes
float weights[9] = { 4 / 9, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 4, 1 / 36 };
//opposite populations
int cO[9] = { 0, 5, 6, 7, 8, 1, 2, 3, 4 };
My main function:
int main() {
//init vector cells
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cell cellUnit;
cells.push_back(cellUnit);
TempCells.push_back(cellUnit);
}
}
//SDL
//SDL
//-------------------------------------------------------------
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(nX* 3, nY * 3, 0, &window, &renderer);
SDL_RenderSetScale(renderer, 3, 3);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//-------------------------------------------------------------//
//Circle Object Gen
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//cicle position
int circleX = 5;
int circleY = 50;
//circle radius
float radius = 10;
//distance bewtween cell and circle pos
float distance = sqrt(pow(circleX - x, 2) + pow(circleY - y, 2));
if (distance < radius) {
cells[index(x,y)].obstacle = true;
}
else {
cells[index(x, y)].obstacle = false;
}
}
}
//add velocity
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].addRightVelocity();
//random velocity
for (int i = 0; i < nL; i++) {
cells[index(x,y)].Fi[i] += (rand() % 200) / 100;
}
}
}
for (int t = 0; t < nT; t++) {
//SDL
//--------------------------------------------------------------
//clear renderer
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
}
//--------------------------------------------------------------
//streaming:
//because we will loop over the same populations we do not want to switch the same population twice
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
if (x == 0) {
cells[index(x, y)].Fi[3] += 0.4;
}
//for populations
for (int i = 0; i < nL; i++) {
//boundary
//checs if cell is object or air
if (cells[index(x, y)].obstacle == false) {
//air
//targetet cell
int cellX = x + cX[i];
int cellY = y + cY[i];
//out of bounds check + rearange to other side
if (cellX < 0) {
//left to right
cellX = nX;
}
if (cellX >= nX) {
//right to left
cellX = 0;
continue;
}
if (cellY < 0) {
//top to buttom
cellY = nY;
}
if (cellY >= nY) {
//bottom to top
cellY = 0;
}
//if neighborinig cell is object --> collision with object
if (cells[index(cellX, cellY)].obstacle == true) {
//Boundary handling https://youtu.be/jfk4feD7rFQ?t=2821
TempCells[index(x,y)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
//if not then stream to neighbor air cell with oposite population
TempCells[index(cellX, cellY)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
else {
//wall
//SDL GRAPICHS
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
for (int i = 0; i < nL; i++) {
cells[index(x, y)].Fi[i] = TempCells[index(x, y)].Fi[cO[i]];
}
}
}
//collision:
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//density:
cells[index(x, y)].densityOperator();
//momentum:
cells[index(x, y)].momentumOperator();
//velocity:
cells[index(x, y)].velocityOperator();
//Fieq + new new Fi:
for (int i = 0; i < nL; i++) {
cells[index(x, y)].FieqOperator();
}
//SDL Graphics
if (t % 20 == 0) {
if (cells[index(x, y)].obstacle == false) {
SDL_SetRenderDrawColor(renderer, cells[index(x, y)].density, cells[index(x, y)].density , 255 , 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].FiOperator();
}
}
//SDL Graphics
if (t % 20 == 0 ) {
SDL_RenderPresent(renderer);
}
}
return 0;
}
I do realize my code might be a bit messy and not easy to understand at first. And it is definitely not optimal.
If anyone has any experience in programming their own LBM in c++ i would like to hear your input.
It seams like my simulations is working but i do not get those bueatiful animations like in, https://youtu.be/ZUXmO4hu-20?t=3394
Thanks for any help.
Edit:
I have edited my script to reset, density, velocity X Y and Momentum X Y
Simulation visualised by density, pink is higher, loops if density exceeds color range of 255
Simulation visualised by density
Simulation visualised by density
I have to write a function, which detects intersection and returns true or false.
I have Shape.cpp file, and rectangle.cpp, circle.cpp files inherits of it. I tried to calculate it, but i failed. There is no error, but when my program starts, it crashes. MY Question is why it crashes? is my way wrongs? Here is circle.cpp file.
bool Circ::intersects(Shape* pshape)
{
Rect *p1 = dynamic_cast<Rect*>(pshape);
Circ *p2 = dynamic_cast<Circ*>(pshape);
if(p1)
{
float circleDistance_x = abs(p2->getPos().x - p1->getPos().x);
float circleDistance_y = abs(p2->getPos().y - p1->getPos().y);
if(circleDistance_x > (p1->getSize().x/2 + p2->getRad()))
return false;
if(circleDistance_y > (p1->getSize().y/2 + p2->getRad()))
return false;
if(circleDistance_x <= (p1->getSize().x/2))
return true;
if(circleDistance_y <= (p1->getSize().y/2))
return true;
float cornerDistance_sq = (circleDistance_x - (p1->getSize().x/2)) + (circleDistance_y - (p1->getSize().y/2))*(circleDistance_y - (p1->getSize().y/2));
return (cornerDistance_sq <= p2->getRad()^2);
}
return false;
}
This is not the code all i want to write. But when it fails, i stopped to write.
and my Shapes.h file
#ifndef _SHAPES_H
#define _SHAPES_H
struct Point2d
{
float x, y;
};
struct Point3d
{
float r, g, b;
};
class Shape
{
protected:
bool m_bMarked;
Point3d m_col;
Point2d m_veldir;
Point2d m_pos;
float m_vel;
public:
Shape(Point2d& pos, Point2d& veldir, float vel, Point3d& col)
:m_pos(pos),m_veldir(veldir),m_vel(vel),m_col(col)
{
m_bMarked = false;
}
virtual ~Shape() {}
virtual void draw() = 0;
virtual bool intersects(Shape*) = 0;
inline void move() { m_pos.x += m_veldir.x*m_vel; m_pos.y += m_veldir.y*m_vel; }
inline void invert_xdir() { m_veldir.x *= -1; }
inline void invert_ydir() { m_veldir.y *= -1; }
inline void MarkShape() { m_bMarked = true; }
inline void UnMarkShape() { m_bMarked = false; }
inline bool isMarked() { return m_bMarked; }
inline void increase_vel() { m_vel += 0.01f; }
inline void decrease_vel() { m_vel -= 0.01f; }
};
#endif
And finally my ShapesMain.cpp file
#include <time.h>
#include <GL/glut.h>
#include <cmath>
#include "Rectangle.h"
#include "Circle.h"
// YOU CAN CHANGE THE NUMBER OF SHAPES
#define SHAPE_COUNT 20
// YOU CAN MODIFY WINDOW SIZE BY CHANGING THESE
// YOU MAY ALSO VIEW WINDOW IN FULL SCREEN
#define WINDOWX 500
#define WINDOWY 500
// UNCOMMENT THE LINE BELOW TO STOP MOVING SHAPES
//#define NO_MOTION
// CHANGE THESE DIMENSIONS HOWEVER YOU LIKE
#define MAX_SHAPE_DIM 70
#define MIN_SHAPE_DIM 10
float g_windowWidth = WINDOWX;
float g_windowHeight = WINDOWY;
Shape* g_shapeList[SHAPE_COUNT];
int g_numShapes = 0;
bool g_bShowIntersection = true;
//------------------------------------
void Initialize()
{
srand ( time(NULL) );
// delete previous shapes, if there is any
if (g_numShapes > 0)
{
for (int i = 0; i < g_numShapes; i++)
delete g_shapeList[i];
}
// create a new shape repository
do {
g_numShapes = rand() % SHAPE_COUNT; // number of shapes are randomly determined
} while (g_numShapes < 5); // we dont want to have less than 5 shapes
int rect_count = g_numShapes * (rand() % 10 / 10.0f);
int circle_count = g_numShapes - rect_count;
int half_wind_x = 3* g_windowWidth / 4;
int half_wind_y = 3* g_windowHeight / 4;
int max_dim = MAX_SHAPE_DIM; // max dim. of any shape
int min_dim = MIN_SHAPE_DIM; // min dim. of any shape
int quad_wind = g_windowWidth / 4;
for (int i= 0; i<g_numShapes; i++)
{
float x, y;
float v1, v2;
// set positions
do {
x = rand() % half_wind_x;
} while (x <= quad_wind);
do {
y = rand() % half_wind_y;
} while (y <= quad_wind);
Point2d pos = { x,y };
// set velocity directions
do{
v1 = rand() % 10 / 10.0f;
v2 = rand() % 10 / 10.0f;
} while (v1 == 0 || v2 == 0);
v1 *= (rand() % 2) ? -1 : 1;
v2 *= (rand() % 2) ? -1 : 1;
float vnorm = sqrt(v1*v1 + v2*v2);
Point2d veldir = { v1 / vnorm, v2 / vnorm };
// set velocity
float vel;
do {
vel = rand() % 2 / 10.0f;
} while (vel == 0);
#ifdef NO_MOTION
vel = 0.0f;
#endif
//set color
float R = rand()%100/100.0f;
float G = rand()%100/100.0f;
float B = rand()%100/100.0f;
Point3d color = { R,G,B };
// construct objects
if (i < rect_count)
{
float wx;
float wy;
do {
wx = rand() % quad_wind;
} while (wx < min_dim || wx>max_dim);
do {
wy = rand() % quad_wind;
} while (wy < min_dim || wy>max_dim);
Point2d size = { wx, wy };
Rect* pRect = new Rect(pos, size, veldir, vel, color);
g_shapeList[i] = pRect;
}
else
{
float rad;
do {
rad = rand() % quad_wind;
} while (rad < min_dim || rad>max_dim);
Circ* pCirc = new Circ(pos, rad, veldir, vel, color);
g_shapeList[i] = pCirc;
}
}
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
}
//-------------------------------------
// This function handles the intersections of shapes.
// if the user is not interested in marking intersections
// s/he can set bMarkIntersections to false..in this case
// no intersection test is performed
void MarkObjects(bool bMarkIntersections)
{
if (bMarkIntersections == false)
{
for (int i = 0; i < g_numShapes; i++)
g_shapeList[i]->UnMarkShape();
}
else
{
// reset the states of all shapes as unmarked
for (int i = 0; i < g_numShapes; i++)
g_shapeList[i]->UnMarkShape();
for (int i = 0; i < g_numShapes; i++)
{
for (int j = i+1; j < g_numShapes; j++)
{
if (g_shapeList[i]->intersects(g_shapeList[j]))
{
g_shapeList[i]->MarkShape();
g_shapeList[j]->MarkShape();
}
}
}
}
}
//------------------------------------
void UpdateData()
{
// create viewport bounding rectangles to keep the shapes within the viewport
Point2d Winpos = { -1.0,0.0 };
Point2d Winsize = { 1.0 , g_windowHeight };
Point2d Winveldir = { 0,0 }; // dummy veldir
float Winvel = 0.0f; //not moving
Point3d Wincol = { 0,0,0 }; // dummy color
Rect WindowRectLeft(Winpos, Winsize, Winveldir, Winvel, Wincol);
Winpos.x = 0.0; Winpos.y = -1.0;
Winsize.x = g_windowWidth; Winsize.y = 1.0;
Rect WindowRectBottom(Winpos, Winsize, Winveldir, Winvel, Wincol);
Winpos.x = g_windowWidth; Winpos.y = 0.0;
Winsize.x = 1; Winsize.y = g_windowHeight;
Rect WindowRectRight(Winpos, Winsize, Winveldir, Winvel, Wincol);
Winpos.x = 0.0; Winpos.y = g_windowHeight;
Winsize.x = g_windowWidth; Winsize.y = 1.0f;
Rect WindowRectUp(Winpos, Winsize, Winveldir, Winvel, Wincol);
for (int i = 0; i < g_numShapes; i++)
{
// move the shape
g_shapeList[i]->move();
// if it bounces to the window walls, invert its veldir
if (g_shapeList[i]->intersects(&WindowRectLeft) ||
g_shapeList[i]->intersects(&WindowRectRight))
g_shapeList[i]->invert_xdir();
if (g_shapeList[i]->intersects(&WindowRectBottom) ||
g_shapeList[i]->intersects(&WindowRectUp))
g_shapeList[i]->invert_ydir();
}
}
//------------------------------------
void ChangeSize(GLsizei w, GLsizei h)
{
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
g_windowHeight = h;
g_windowWidth = w;
glOrtho(0, g_windowWidth, 0, g_windowHeight , 1.0f, -1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//------------------------------------
void processNormalKeys(unsigned char key, int x, int y)
{
if (key == 'q') // PRESS 'q' to terminate the application
exit(0);
if(key=='r') // PRESS 'r' ket to reset the shapes
Initialize();
if (key == 's') // toggle between showing the intersections or not
g_bShowIntersection = g_bShowIntersection ? false: true;
}
//------------------------------------
void processSpecialKeys(int key, int x, int y)
{
switch(key) {
case GLUT_KEY_LEFT :
break;
case GLUT_KEY_RIGHT :
break;
case GLUT_KEY_UP:
// PRESSING UP ARROW KEY INCREASES THE SHAPE VELOCITIES
for (int i = 0; i < g_numShapes; i++)
g_shapeList[i]->increase_vel();
break;
case GLUT_KEY_DOWN:
// PRESSING DOWN ARROW KEY DECREASES THE SHAPE VELOCITIES
for (int i = 0; i < g_numShapes; i++)
g_shapeList[i]->decrease_vel();
break;
}
}
//-------------------------------------
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
UpdateData();
MarkObjects(g_bShowIntersection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
for (int i= 0; i<g_numShapes; i++)
g_shapeList[i]->draw();
glutSwapBuffers();
}
//------------------------------------
int main(int argc, char* argv[])
{
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB );
glutInitWindowPosition(100,100);
glutInitWindowSize(WINDOWX, WINDOWY);
glutCreateWindow("COM102B - PA4");
// Register callback handler for window re-paint
glutDisplayFunc(display);
glutReshapeFunc(ChangeSize);
glutIdleFunc(display);
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(processSpecialKeys);
Initialize();
glutMainLoop(); // Enter infinitely event-processing loop
return 0;
}
Your problem is in these lines:
Rect *p1 = dynamic_cast<Rect*>(pshape);
Circ *p2 = dynamic_cast<Circ*>(pshape);
Unless you had inherited Rect from Circ or vice versa this is what makes your program crash, you can't cast your pShape to Circ if it is a Rect, so when you pass a Rect object to your function it will correctly cast to Rect* but it will fail with Circ* returning nullptr, so then when you try to access methods from p2 it will crash becouse you are accessing to invalid memory (0x00000000) :
if(p1)
{
float circleDistance_x = abs(p2->getPos().x - p1->getPos().x);
float circleDistance_y = abs(p2->getPos().y - p1->getPos().y);
if(circleDistance_x > (p1->getSize().x/2 + p2->getRad()))
return false;
if(circleDistance_y > (p1->getSize().y/2 + p2->getRad()))
return false;
if(circleDistance_x <= (p1->getSize().x/2))
return true;
if(circleDistance_y <= (p1->getSize().y/2))
return true;
float cornerDistance_sq = (circleDistance_x - (p1->getSize().x/2)) + (circleDistance_y - (p1->getSize().y/2))*(circleDistance_y - (p1->getSize().y/2));
return (cornerDistance_sq <= p2->getRad()^2);
}
So, you could simply just cast the first p1 pointer since the method is from circle, it's obvious that it was called from a Circ Object so there's no need for p2 pointer.
Rect *p1 = dynamic_cast<Rect*>(pshape);
if(p1)
{
float circleDistance_x = abs(getPos().x - p1->getPos().x);
float circleDistance_y = abs(getPos().y - p1->getPos().y);
if(circleDistance_x > (p1->getSize().x/2 + getRad()))
return false;
if(circleDistance_y > (p1->getSize().y/2 + getRad()))
return false;
if(circleDistance_x <= (p1->getSize().x/2))
return true;
if(circleDistance_y <= (p1->getSize().y/2))
return true;
float cornerDistance_sq = (circleDistance_x - (p1->getSize().x/2)) + (circleDistance_y - (p1->getSize().y/2))*(circleDistance_y - (p1->getSize().y/2));
return (cornerDistance_sq <= getRad()^2);
}
Also on the line:
return (cornerDistance_sq <= getRad()^2)
i think you are trying to get the radius square but this wont do it, what it is actually doing is
(cornerDistance_sq <= getRad()) ^ 2
becouse <= has greater precedence to ^, plus ^ is not a square operator it is a bitwise operator. So what you actually want is :
return cornerDistance_sq <= getRad() * getRad();
I'm learning some basic image processing and using a gray scale BMP file to work some algorithms but I'd like to convert my code to put out color BMP files instead of gray scale. I'm using the EasyBMP library and have the following to read in and write to my BMP file:
bool Image::readFromBMPFile(const std::string & inputFileName){
bool success = true;
// use BMP object to read image
BMP inputImage;
success = inputImage.ReadFromFile(inputFileName.c_str() );
if( success ){
// allocate memory for image (deleting old, if exists)
m_numRows = inputImage.TellHeight();
m_numCols = inputImage.TellWidth();
if( m_pixels != NULL ){
// deallocate old memory
delete [] m_pixels;
}
m_pixels = new double[m_numRows * m_numCols];
// copy pixels
for( int r = 0; r < m_numRows; ++r ){
for( int c = 0; c < m_numCols; ++c ){
RGBApixel pixelVal = inputImage.GetPixel(c, r);
double val = (double) pixelVal.Blue + (double) pixelVal.Green + (double) pixelVal.Red;
val = (val / 3.0 + 0.5);
m_pixels[r * m_numCols + c] = val;
}
}
}
return success;
}
bool Image::writeToBMPFile(const std::string & outputFileName){
bool success = true;
if( m_pixels != NULL ){
// create bitmap image
BMP outputImage;
outputImage.SetSize(m_numCols, m_numRows);
outputImage.SetBitDepth( 24 );
double maxVal = m_pixels[0];
double minVal = m_pixels[0];
// Maximum and minimum values
for( int i = 1; i < m_numRows * m_numCols; ++i ){
if( m_pixels[i] > maxVal ){
maxVal = m_pixels[i];
}
if( m_pixels[i] <= minVal ){
minVal = m_pixels[i];
}
}
for( int r = 0; r < m_numRows; ++r ){
for( int c = 0; c < m_numCols; ++c ){
// get pixel value and clamp between 0 and 255
double val = 255.0 * (m_pixels[r * m_numCols + c] - minVal) / (maxVal - minVal);
if( val < 0 ){
val = 0;
}
if( val > 255 ){
val = 255;
}
// set output color based on mapping
RGBApixel pixelVal;
pixelVal.Blue = (int)val;
pixelVal.Green = (int)val;
pixelVal.Red = (int)val;
outputImage.SetPixel(c, r, pixelVal);
}
}
// write to file
success = outputImage.WriteToFile( outputFileName.c_str() );
} else {
success = false;
}
return success;
}
What kind of steps would I try to make my program compatible with RGB images?
I posted a different question earlier that gave me a bug using D3DPT_TRIANGLEFAN but I tried to recode my circle differently. Only problem is that it doesn't draw to the screen... I have tried debugging it but everything seems to be going perfect which is weird.
Here is my whole "Circle' class (This is part of a larger program a Pong game)
class Circle: public physicsObject
{
public:
Circle(float x, float y, float r, D3DCOLOR col){
xVel=3;
yVel=3;
xLB=0.0;
xRB=800;
yUB=600;
yLB=0;
this->r=r;
this->x=x;
this->y=y;
for(float i = 0.0f; i<360.0f; i += 1.0f)
{
float angle = i;
points[(int)i].x = x + (sinD(angle) * r);
points[(int)i].y = y + (cosD(angle) * r);
points[(int)i].z = 0;
points[(int)i].Color = col;
}
}
void update()
{
for(int i = 0; i < paddles.size(); ++i)
{
if(paddles[i]->left)
{
if(x - r + xVel < paddles[i]->x + 20 && y+yVel > paddles[i]->y && y+yVel< paddles[i]->y+80){
xVel *= -1;
}
}else{
if(x + r + xVel > paddles[i]->x && y+yVel > paddles[i]->y && y+yVel< paddles[i]->y+80){
xVel *= -1;
}
}
}
if(x+r+10+xVel>xRB || x-r+xVel < xLB)
{
//MessageBox(0,"AWW SHEEIT","I LOSED",MB_OK);
//ExitProcess(0);
}
if(y+r+30+yVel > yUB || y-r+yVel < yLB)
yVel*=-1;
translate(xVel,yVel);
}
void translate(float x, float y)
{
if(GetAsyncKeyState(VK_SPACE))
{
gamestart = true;
}
if(gamestart){
this->x+=x;
this->y+=y;
for(int i = 0; i < 360; ++i)
{
points[i].x+=x;
points[i].y+=y;
}
}
}
void render()
{
update();
d3ddev->SetTexture(0,0);
d3ddev->SetFVF((D3DFVF_XYZRHW | D3DFVF_DIFFUSE));
d3ddev->SetRenderState( D3DRS_LIGHTING, FALSE);
d3ddev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
d3ddev->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
d3ddev->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
d3ddev->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
d3ddev->SetRenderState( D3DRS_FOGENABLE, false);
d3ddev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 360, &points, sizeof(360));
}
Vertex points [360];
private:
float r;
};
Thanks for the help ahead of time!
I'm working on a simple 2D top-down Zelda style game in C++, but I'm having trouble getting multiple instances of an enemy class to spawn in. Whenever I spawn more than one of an enemy, only the first one registers any collision detection; all other enemies seem to be merely visual "ghosts" that are rendered to the screen. When the first enemy dies, the only one that can, then all other "ghosts" disappear along with it.
I've created an enemy manager class that uses a vector list to hold active enemies, check each one's collision against any box passed in, and update/render the enemies.
class cEnemyMgr {
public:
std::vector<cEnemy*> mobList;
cEnemyMgr(){}
~cEnemyMgr(){
for (int i=0; i < mobList.size(); i++) {
mobList[i]->texture.Close();
//delete mobList[i];
}
}
void render() {
for (int i=0; i < mobList.size(); i++) {
mobList[i]->render();
}
}
void update(float dt){
for (int i=0; i < mobList.size(); i++) {
if ( mobList[i]->hp <= 0 ){
mobList[i]->die();
mobList.pop_back();
} else {
mobList[i]->update(dt);
}
}
}
void spawnMob(int x, int y){
cEnemy* pEnemy = new cMeleeEnemy();
pEnemy->init(x, y);
mobList.push_back(pEnemy);
}
cEnemy* checkCollisions(int x, int y, int wd, int ht){
for (int i=0; i < mobList.size(); i++) {
int left1, left2;
int right1, right2;
int top1, top2;
int bottom1, bottom2;
left1 = x;
right1 = x + wd;
top1 = y;
bottom1 = y + ht;
left2 = mobList[i]->pos.x;
right2 = mobList[i]->pos.x + 64;
top2 = mobList[i]->pos.y;
bottom2 = mobList[i]->pos.y + 64;
if ( bottom1 < top2 ) { return NULL; }
if ( top1 > bottom2 ) { return NULL; }
if ( left1 > right2 ) { return NULL; }
if ( right1 < left2 ) { return NULL; }
return mobList[i];
}
}
};
The enemy class itself is pretty basic; cEnemy is the base class, from which cMeleeEnemy is derived. It has the standard hp, dmg, and movement variables so that it can crawl around the screen to try and collide with the player's avatar and also respond to being attacked by the player. All of this works fine, it's just that when I try to have multiple enemies, only the first one spawned in works correctly while the rest are empty shells, just textures on the screen. It doesn't matter if I make explicit calls to spawnMob rapidly in the same block or if I space them out dynamically with a timer; the result is the same. Can anyone point me in the right direction?
--EDIT--
Here's the code the for enemy.h:
#ifndef ENEMY_H
#define ENEMY_H
#include "texture.h"
#include "timer.h"
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
class cEnemy {
public:
int hp;
int dmg;
D3DXVECTOR2 pos;
D3DXVECTOR2 fwd;
D3DXVECTOR2 vel;
D3DCOLOR color;
int speed;
float rotate;
bool hitStun;
float hitTime;
CTexture texture;
virtual void init(int x, int y) = 0;
virtual void update(float dt) = 0;
virtual void die() = 0;
void render(){
texture.Blit(pos.x, pos.y, color, rotate);
}
void takeDamage(int dmg) {
if (hitStun == false){
extern CTimer Timer;
hitTime = Timer.GetElapsedTime();
hp -= dmg;
color = 0xFFFF0000;
hitStun = true;
}
}
void hitStunned(float duration) {
extern CTimer Timer;
float elapsedTime = Timer.GetElapsedTime();
if ( elapsedTime - hitTime > duration ){
color = 0xFFFFFFFF;
hitStun = false;
}
}
};
class cPlayer : public cEnemy {
public:
int facing;
void init(int x, int y);
void update(float dt);
void die();
};
class cMeleeEnemy : public cEnemy {
public:
cMeleeEnemy(){}
~cMeleeEnemy(){
texture.Close();
}
void init(int x, int y);
void update(float dt);
void die();
};
#endif
And enemy.cpp:
#include "enemy.h"
void cPlayer::update(float dt){
// Player Controls
if ( KEY_DOWN('W') ) {
pos.y -= speed * dt;
facing = 0;
} else if( KEY_DOWN('S') ) {
pos.y += speed * dt;
facing = 2;
}
if ( KEY_DOWN('A') ) {
pos.x -= speed * dt;
facing = 3;
} else if( KEY_DOWN('D') ) {
pos.x += speed * dt;
facing = 1;
}
// Hit Recovery
if ( hitStun == true ) {
hitStunned(1.0);
}
}
void cMeleeEnemy::update(float dt){
extern cPlayer player1;
extern int ScreenWd;
extern int ScreenHt;
D3DXVECTOR2 dir;
dir = player1.pos - pos;
D3DXVec2Normalize(&dir, &dir);
//fwd = (fwd * 0.2) + (dir * 0.8);
fwd = dir;
vel = vel + fwd * speed * dt;
pos = pos + vel * dt;
//keep em on screen
if ( pos.x < 0 ) { pos.x = 0; }
if ( pos.x > ScreenWd - 64 ) { pos.x = ScreenWd - 64; }
if ( pos.y < 0 ) { pos.y = 0; }
if ( pos.y > ScreenHt - 64 ) { pos.y = ScreenHt - 64; }
// Hit Recovery
if ( hitStun == true ) {
hitStunned(0.5);
}
}
void cMeleeEnemy::die(){
extern int score;
extern int numMobs;
score += 1;
numMobs -= 1;
//texture.Close();
}
void cPlayer::die(){
extern char gameState[256];
sprintf(gameState, "GAMEOVER");
}
void cMeleeEnemy::init(int x, int y){
hp = 6;
dmg = 1;
speed = 25;
fwd.x = 1;
fwd.y = 1;
vel.x = 0;
vel.y = 0;
pos.x = x;
pos.y = y;
rotate = 0.0;
color = 0xFFFFFFFF;
hitStun = false;
texture.Init("media/vader.bmp");
}
void cPlayer::init(int x, int y){
facing = 0;
hp = 10;
dmg = 2;
color = 0xFFFFFFFF;
speed = 100;
fwd.x = 1;
fwd.y = 1;
vel.x = 0;
vel.y = 0;
pos.x = x;
pos.y = y;
rotate = 0.0;
hitStun = false;
texture.Init("media/ben.bmp");
}
As you can tell, I'm not that experienced yet. This is my first on-your-own project for school. I just have to say I'm a little confused on where I should be closing textures and deleting objects. Thanks for your time, guys!
In your checkCollisions function, you return NULL, or the object at the position of the first index of the enemy vector after every loop.
Therefore, when the first ghost is not hit, the checkCollisions function will return NULL instead of iterating through each of the subsequent ghosts in the vector.
To fix this, change your checkCollisions function to the following:
cEnemy* checkCollisions(int x, int y, int wd, int ht){
for (int i=0; i < mobList.size(); i++) {
int left1, left2;
int right1, right2;
int top1, top2;
int bottom1, bottom2;
left1 = x;
right1 = x + wd;
top1 = y;
bottom1 = y + ht;
left2 = mobList[i]->pos.x;
right2 = mobList[i]->pos.x + 64;
top2 = mobList[i]->pos.y;
bottom2 = mobList[i]->pos.y + 64;
if ( bottom1 < top2 ) { continue; }
if ( top1 > bottom2 ) { continue; }
if ( left1 > right2 ) { continue; }
if ( right1 < left2 ) { continue; }
return mobList[i];
}
return NULL;
}
Hope this helps!
EDIT:
Note that when you are removing an enemy from the list if it's HP is 0 or less, you are using mobList.pop_back(), but this removes the final element from the vector, you should use something like the following to remove the enemy you want from the list:
std::remove_if( mobList.begin(), mobList.end() []( cEnemy* pEnemy )->bool
{
if( pEnemy->hp <= 0 )
{
pEnemy->die();
return true;
}
else
{
pEnemy->update();
return false;
}
});
Problem solved! I replaced the pop_back() with mobList.erase() method.
void update(float dt){
for (int i=0; i < mobList.size(); i++) {
if ( mobList[i]->hp <= 0 ){
mobList[i]->die();
mobList.erase(mobList.begin() + i);
} else {
mobList[i]->update(dt);
}
}
}
Thank you all for your help, it's much appreciated!