void MissionContainer::SortCopy(CU::GrowingArray<Mission*>& someOut, const CU::GrowingArray<Mission*>& someIn) const { int currentIndex = 0; while (someOut.Size() != someIn.Size()) { int prevIndex = currentIndex; for (int i = 0; i < someIn.Size(); ++i) { if (someIn[i]->GetIndex() == currentIndex) { ++currentIndex; someOut.Add(someIn[i]); break; } } DL_ASSERT_EXP(prevIndex == currentIndex - 1, "Mission index " + std::to_string(currentIndex) + " not found."); } }
void Cube3D::CreateVertexBuffer(float aSideLength) { VertexPosNormColor temp; float offset = aSideLength * 0.5f; CU::GrowingArray<VertexPosNormColor> vertices; vertices.Init(16); temp.myPosition = { -offset, offset, -offset, 1.f }; temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f }; temp.myColor = myColor; vertices.Add(temp); temp.myPosition = { offset, offset, -offset, 1.f }; temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, offset, offset, 1.f }; temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, offset, offset, 1.f }; temp.myNormal = { 0.0f, 1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, -offset, 1.f }; temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, -offset, 1.f }; temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, offset, 1.f }; temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, offset, 1.f }; temp.myNormal = { 0.0f, -1.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, offset, 1.f }; temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, -offset, 1.f }; temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, offset, -offset, 1.f }; temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, offset, offset, 1.f }; temp.myNormal = { -1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, offset, 1.f }; temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, -offset, 1.f }; temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, offset, -offset, 1.f }; temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, offset, offset, 1.f }; temp.myNormal = { 1.0f, 0.0f, 0.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, -offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, -offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, offset, -offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, offset, -offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, -1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, -offset, offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, -offset, offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { offset, offset, offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f }; vertices.Add(temp); temp.myPosition = { -offset, offset, offset, 1.f }; temp.myNormal = { 0.0f, 0.0f, 1.0f, 0.f }; vertices.Add(temp); myVertexBaseData = new VertexDataWrapper(); myVertexBaseData->myNumberOfVertices = vertices.Size(); myVertexBaseData->myStride = sizeof(VertexPosNormColor); myVertexBaseData->mySize = myVertexBaseData->myNumberOfVertices * myVertexBaseData->myStride; myVertexBaseData->myType = VertexType::POS_NORM_COLOR; myVertexBaseData->myVertexData = new char[myVertexBaseData->mySize](); memcpy(myVertexBaseData->myVertexData, &vertices[0], myVertexBaseData->mySize); }
Cube3D::Cube3D() : myWireFrame(false) , mySize(1.f, 1.f, 1.f) , myColor(1.f, 1.f, 1.f, 1.f) { myEffect = EffectContainer::GetInstance()->GetEffect("Data/Resource/Shader/S_effect_cube3d.fx"); CreateVertexBuffer(1.f); myIndexBaseData = new VertexIndexWrapper(); myIndexBaseData->myFormat = DXGI_FORMAT_R32_UINT; myIndexBaseData->myNumberOfIndices = 6 * 6; myIndexBaseData->mySize = myIndexBaseData->myNumberOfIndices * sizeof(unsigned int); CU::GrowingArray<int> indices; indices.Init(32); indices.Add(3); indices.Add(1); indices.Add(0); indices.Add(2); indices.Add(1); indices.Add(3); indices.Add(6); indices.Add(4); indices.Add(5); indices.Add(6); indices.Add(7); indices.Add(4); indices.Add(11); indices.Add(9); indices.Add(8); indices.Add(10); indices.Add(9); indices.Add(11); indices.Add(14); indices.Add(12); indices.Add(13); indices.Add(15); indices.Add(12); indices.Add(14); indices.Add(19); indices.Add(17); indices.Add(16); indices.Add(18); indices.Add(17); indices.Add(19); indices.Add(22); indices.Add(20); indices.Add(21); indices.Add(23); indices.Add(20); indices.Add(22); myIndexBaseData->myIndexData = new char[myIndexBaseData->mySize](); memcpy(myIndexBaseData->myIndexData, &indices[0], indices.Size() * sizeof(unsigned int)); myPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; InitVertexBuffer(); InitIndexBuffer(); }
void GPUData::InitCube(EffectID aEffect, GPUContext& aGPUContext, AssetContainer& aAssetContainer) { #pragma region Vertices CU::GrowingArray<VertexPosColor> vertices; vertices.Init(24); float size = 1.f; float halfWidth = size / 2.f; float halfHeight = size / 2.f; float halfDepth = size / 2.f; CU::Vector4<float> aColour(1.f, 1.f, 1.f, 1.f); //0 - 3 (Top) vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour }); vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour }); //4 - 7 (Bottom) vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour }); vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour }); //8 - 11 (Left) vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour }); vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour }); vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour }); //12 - 15 (Right) vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour }); vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour }); //16 - 19 (Front) vertices.Add({ { -halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, -halfHeight, -halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, -halfDepth }, aColour }); vertices.Add({ { -halfWidth, halfHeight, -halfDepth }, aColour }); //20 - 23 (Back) vertices.Add({ { -halfWidth, -halfHeight, halfDepth }, aColour }); vertices.Add({ { halfWidth, -halfHeight, halfDepth }, aColour }); vertices.Add({ { halfWidth, halfHeight, halfDepth }, aColour }); vertices.Add({ { -halfWidth, halfHeight, halfDepth }, aColour }); #pragma endregion #pragma region Indices CU::GrowingArray<int> indices(24); //Top indices.Add(3); indices.Add(1); indices.Add(0); indices.Add(2); indices.Add(1); indices.Add(3); //Bottom indices.Add(6); indices.Add(4); indices.Add(5); indices.Add(7); indices.Add(4); indices.Add(6); //Left indices.Add(11); indices.Add(9); indices.Add(8); indices.Add(10); indices.Add(9); indices.Add(11); //Right indices.Add(14); indices.Add(12); indices.Add(13); indices.Add(15); indices.Add(12); indices.Add(14); //Front indices.Add(19); indices.Add(17); indices.Add(16); indices.Add(18); indices.Add(17); indices.Add(19); //Back indices.Add(22); indices.Add(20); indices.Add(21); indices.Add(23); indices.Add(20); indices.Add(22); #pragma endregion SetTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); AddInputElement(new D3D11_INPUT_ELEMENT_DESC({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 })); AddInputElement(new D3D11_INPUT_ELEMENT_DESC({ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 })); int indexCount = indices.Size(); int vertexCount = vertices.Size(); int vertexStride = sizeof(VertexPosColor); Init(aEffect, indexCount, reinterpret_cast<char*>(&indices[0]), vertexCount , vertexStride, reinterpret_cast<char*>(&vertices[0]), aGPUContext, aAssetContainer); myIndexData = new IndexData(); myVertexData = new VertexData(); myIndexData->myNumberOfIndices = indexCount; myVertexData->myNumberOfVertices = vertexCount; myVertexData->myStride = vertexStride; }
bool NavGrid::FindPath(const CU::Vector2i& aStartPoint, const CU::Vector2i& aEndPoint, CU::GrowingArray<CU::Vector2f>& aOutPath) { aOutPath.RemoveAll(); ResetGrid(); int startIndex = WorldIndexToGridIndex(aStartPoint); int goalIndex = WorldIndexToGridIndex(aEndPoint); if (!IsPositionOnGrid(aStartPoint) || !IsPositionOnGrid(aEndPoint)) return false; Node& startNode = myGrid[startIndex]; startNode.myG = 0; startNode.myH = CalculateHeuristic(startIndex, goalIndex); startNode.myF = startNode.myG + startNode.myH; startNode.myListState = IN_OPEN; Node* currentClosestNode = &myGrid[startIndex]; CU::Heap<Node*, NavGrid_NodeComparer<Node*>> heap; heap.Enqueue(&startNode); while (!heap.IsEmpty()) { Node* currNode = heap.Dequeue(); currNode->myListState = IN_CLOSED; if (CalculateHeuristic(currNode->myGridIndex, goalIndex) < currentClosestNode->myH) currentClosestNode = currNode; if (currNode->myGridIndex == goalIndex) { while (currNode != nullptr) { CU::Vector2f worldPosition = ArrayIndexToWorldPosition(currNode->myGridIndex); aOutPath.Add(worldPosition); currNode = currNode->myParent; } return true; } int currIndex = currNode->myGridIndex; if (currIndex > myGridSize) { ExamineNeighbour(currNode, currIndex - myGridSize, goalIndex, heap); } if (currIndex < myGridSize * (myGridSize - 1)) { ExamineNeighbour(currNode, currIndex + myGridSize, goalIndex, heap); } if (currIndex % myGridSize != 0) { ExamineNeighbour(currNode, currIndex - 1, goalIndex, heap); } if ((currIndex + 1) % myGridSize != 0) { ExamineNeighbour(currNode, currIndex + 1, goalIndex, heap); } currNode->myListState = IN_CLOSED; } return FindPath(aStartPoint, ArrayIndexToGridIndex(currentClosestNode->myGridIndex), aOutPath); }