feat: add Cross2D for Kreuzprodukt vector calculation

This commit is contained in:
huaqo-games
2026-06-29 18:13:31 +02:00
parent 59b51c2beb
commit c27ada5352
2 changed files with 137 additions and 133 deletions
+122 -117
View File
@@ -1,190 +1,189 @@
#ifndef ENGINE_H
#define ENGINE_H
#include <math.h>
#include <raygui.h>
#include <raylib.h>
#include <raymath.h>
#include <raygui.h>
#include <rini.h>
#include <stdio.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
typedef struct
{
Texture2D texture;
Rectangle sourceRec;
Rectangle destRec;
Vector2 frameSize;
Vector2 origin;
float rotation;
Color color;
typedef struct {
Texture2D texture;
Rectangle sourceRec;
Rectangle destRec;
Vector2 frameSize;
Vector2 origin;
float rotation;
Color color;
} Sprite;
typedef struct {
int state;
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
typedef struct {
int state;
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
} Animation;
typedef struct {
void** elements;
unsigned int count;
unsigned int capacity;
void **elements;
unsigned int count;
unsigned int capacity;
} Array;
typedef struct {
const char* path;
float frameWidth;
float frameHeight;
float rotation;
const char *path;
float frameWidth;
float frameHeight;
float rotation;
} TextureAsset;
typedef struct {
const char* path;
const char *path;
} ShaderAsset;
typedef struct {
const char* path;
const char *path;
} SoundtrackAsset;
typedef struct {
const char* path;
const char *path;
} SoundAsset;
typedef struct {
const TextureAsset *textureAssets;
const ShaderAsset *shaderAssets;
const SoundtrackAsset *soundtrackAssets;
const SoundAsset *soundAssets;
const TextureAsset *textureAssets;
const ShaderAsset *shaderAssets;
const SoundtrackAsset *soundtrackAssets;
const SoundAsset *soundAssets;
} Assets;
typedef struct {
char *path;
rini_config rini;
char *path;
rini_config rini;
} Config;
typedef enum {
NOT_CLICKED,
HOVER,
CLICKED
} ButtonState;
typedef enum { NOT_CLICKED, HOVER, CLICKED } ButtonState;
typedef struct
{
Sprite sprite;
Vector2 notClicked;
Vector2 hover;
Vector2 clicked;
bool isHovered;
bool isClicked;
typedef struct {
Sprite sprite;
Vector2 notClicked;
Vector2 hover;
Vector2 clicked;
bool isHovered;
bool isClicked;
} ImageButton;
typedef struct
{
Sprite sprite;
typedef struct {
Sprite sprite;
} ImageElement;
typedef struct
{
Rectangle rec;
char *text;
typedef struct {
Rectangle rec;
char *text;
} Button;
typedef struct {
Vector2 screenPosition;
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
Texture2D cursorTexture;
Vector2 screenPosition;
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
Texture2D cursorTexture;
} Mouse;
typedef struct {
Sprite sprite;
Vector2 position;
Sprite sprite;
Vector2 position;
} Object;
typedef struct {
Object *data;
const Object *prototype;
size_t count;
Object *data;
const Object *prototype;
size_t count;
} ObjectArray;
typedef struct
{
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
typedef struct {
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
float weight;
} Physics;
typedef struct {
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
} PostProcessing;
typedef struct {
Music music;
bool playing;
bool paused;
Music music;
bool playing;
bool paused;
} Soundtrack;
typedef struct {
Vector2 *data;
size_t count;
Vector2 *data;
size_t count;
} Vector2Array;
typedef struct {
int width;
int height;
const char* title;
int width;
int height;
const char *title;
} Window;
void UpdateAnimation(Animation *animation, float deltaTime);
Array* CreateArray(unsigned int initCapacity);
int AddElementToArray(Array* array, void* element);
int RemoveElementFromArray(Array* array, unsigned int index);
void* GetRandomElementFromArray(Array* array);
void UpdateArray(Array* array, void (*updateFunc)(void*));
void RenderArray(Array* array, void (*renderFunc)(void*));
void FreeArray(Array** array);
Array *CreateArray(unsigned int initCapacity);
int AddElementToArray(Array *array, void *element);
int RemoveElementFromArray(Array *array, unsigned int index);
void *GetRandomElementFromArray(Array *array);
void UpdateArray(Array *array, void (*updateFunc)(void *));
void RenderArray(Array *array, void (*renderFunc)(void *));
void FreeArray(Array **array);
Camera2D* GetCamera(void);
Camera2D *GetCamera(void);
Rectangle GetCameraRectangle(void);
void CreateCamera(Vector2 playerPosition, float initZoom);
void UpdateCameraTarget(Vector2 *position, const float smoothness);
void UpdateCameraZoom(const float *scaleFactor, const float *minZoom, const float *maxZoom);
void UpdateCamera2D(Vector2* position, Mouse* mouse);
void UpdateCameraZoom(const float *scaleFactor, const float *minZoom,
const float *maxZoom);
void UpdateCamera2D(Vector2 *position, Mouse *mouse);
void InitConfig(Config *config, const char* path);
void InitConfig(Config *config, const char *path);
int GetConfigInt(Config *config, const char *key);
int GetConfigIntOrDefault(Config *config, const char *key, int default_value);
const char* GetConfigString(Config *config, const char *key);
const char* GetConfigStringOrDefault(Config *config, const char *key, const char *default_value);
const char* GetConfigDescription(Config *config, const char *key);
const char *GetConfigString(Config *config, const char *key);
const char *GetConfigStringOrDefault(Config *config, const char *key,
const char *default_value);
const char *GetConfigDescription(Config *config, const char *key);
int SetConfigInt(Config *config, const char *key, int value, const char *desc);
int SetConfigString(Config *config, const char *key, const char *text, const char *desc);
int SetConfigString(Config *config, const char *key, const char *text,
const char *desc);
int SetConfigDescription(Config *config, const char *key, const char *desc);
int AddCommentLine(Config *config, const char *comment);
void SaveConfig(Config *config);
void CleanUpConfig(Config *config);
void InitFont(Font *font, const char* path);
void InitFont(Font *font, const char *path);
void CleanupFont(Font *font);
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec);
ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec);
ImageButton CreateImageButton(ButtonState state, Texture2D *texture,
const TextureAsset *asset, Vector2 *source,
Vector2 *clicked, Vector2 *hover,
Rectangle *destRec);
ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset,
Vector2 *source, Rectangle *destRec);
int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick);
void renderImageButton(ImageButton *b);
void renderImageElement(ImageElement *e);
@@ -193,18 +192,24 @@ Button initButton(char *text, Vector2 dimensions, Vector2 position);
int isButtonClicked(Button *b);
void renderButton(Button *b);
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom,
Texture2D *texture);
void UpdateMouseScreen(Mouse *mouse);
void UpdateMouse(Mouse *mouse);
Vector2 GetDirectionVector(void);
ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
Object* GetRandomObject(ObjectArray *objects);
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position);
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions);
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds);
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec);
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point);
Object *GetRandomObject(ObjectArray *objects);
void AddObjectToArray(ObjectArray *objects, const Object *prototype,
Vector2 position);
void SetPositionForObjectArray(ObjectArray *objects,
const Vector2Array *positions);
void SetRandomPositionForObjectArray(ObjectArray *objects,
const Rectangle bounds);
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects,
const Rectangle rec);
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects,
const Vector2 point);
void RenderObjectArray(const ObjectArray *objects);
Vector2 GetDirectionBetweenTwoVectors(Vector2 vec1, Vector2 vec2);
@@ -215,12 +220,12 @@ void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity);
void UpdatePhysicsSpeed(float *speed, float *newSpeed);
void UpdatePhysics(Physics *physics, Vector2 direction);
PostProcessing CreatePostFX(const char* shaderPath);
PostProcessing CreatePostFX(const char *shaderPath);
void UpdatePostFX(PostProcessing *postFX);
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target);
void UnloadPostFX(PostProcessing *postFX);
Soundtrack LoadSoundtrack(const char* musicPath);
Soundtrack LoadSoundtrack(const char *musicPath);
void UpdateSoundtrack(Soundtrack *soundtrack, bool playing);
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
@@ -233,9 +238,9 @@ bool IsVectorZero(Vector2 v);
Vector2 GetRandomVector(const Rectangle bounds);
Vector2 RotationToVector2(float rotation);
float Vector2ToRotation(Vector2 vec);
float Cross2D(Vector2 a, Vector2 b);
Vector2 GetPositionInsideRectangle(Rectangle rec);
Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max);
#endif //ENGINE_H
#endif // ENGINE_H
+15 -16
View File
@@ -1,27 +1,26 @@
#include "engine.h"
bool IsVectorZero(Vector2 v) {
float epsilon = 0.01f;
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
float epsilon = 0.01f;
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
}
Vector2 GetRandomVector(const Rectangle bounds) {
return (Vector2){
bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height
};
return (Vector2){
bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height};
}
Vector2 RotationToVector2(float rotation)
{
float rad = rotation * (PI / 180.0f);
Vector2 vec = { cosf(rad), sinf(rad) };
return vec;
Vector2 RotationToVector2(float rotation) {
float rad = rotation * (PI / 180.0f);
Vector2 vec = {cosf(rad), sinf(rad)};
return vec;
}
float Vector2ToRotation(Vector2 vec)
{
float rad = atan2f(vec.y, vec.x);
float deg = rad * (180.0f / PI);
return deg;
float Vector2ToRotation(Vector2 vec) {
float rad = atan2f(vec.y, vec.x);
float deg = rad * (180.0f / PI);
return deg;
}
float Cross2D(Vector2 a, Vector2 b) { return a.x * b.y - a.y * b.x; }