58#define M_PI 3.14159265358979323846
66#define TILE_WIDTH 64.0f
74 for (
int y = 0; y < map->
height; y++) {
75 for (
int x = 0; x < map->
width; x++) {
84 grid[y][x] = (char)(
'0' + h);
91 for (
int i = 0; i < path->
length; i++) {
94 if (px >= 0 && px < MAP_W && py >= 0 && py <
MAP_H) {
97 else if (i == path->
length - 1)
106 for (
int x = 0; x < map->
width; x++) printf(
"%d", x % 10);
108 for (
int y = 0; y < map->
height; y++) {
110 for (
int x = 0; x < map->
width; x++) {
111 printf(
"%c", grid[y][x]);
115 printf(
"\nLegend: #=blocked ~=water 0-5=height S=start G=goal *=path\n");
121 for (
int y = 0; y < map->
height; y++) {
122 for (
int x = 0; x < map->
width; x++) {
130 for (
int x = 0; x < map->
width; x++) {
131 for (
int y = 15; y < 18; y++) {
137 for (
int y = 8; y < 11; y++) {
138 for (
int x = 0; x < map->
width; x++) {
144 for (
int y = 8; y < 11; y++) {
151 for (
int y = 1; y < 6; y++) {
152 for (
int x = 14; x < 19; x++) {
159 for (
int y = 3; y < 7; y++) {
165 for (
int x = 3; x < 7; x++) {
173 printf(
"=== DEMO 1: Isometric Engine ===\n\n");
176 printf(
"Projection: classic 2:1 (%.1f deg)\n", map->
proj.
angle_deg);
177 printf(
" half_w=%.1f half_h=%.1f tile_lift=%.1f\n\n",
181 printf(
"Coordinate conversion examples (map -> screen):\n");
182 int test_coords[][3] = {{0, 0, 0}, {5, 5, 0}, {10, 0, 0}, {0, 10, 0}, {10, 10, 2}};
183 for (
int i = 0; i < 5; i++) {
186 test_coords[i][2], &sx, &sy);
187 printf(
" Map(%d,%d) h=%d -> Screen(%.1f, %.1f)\n",
188 test_coords[i][0], test_coords[i][1], test_coords[i][2], sx, sy);
192 printf(
"\nReverse conversion examples (screen -> map):\n");
193 float test_screen[][2] = {{32.0f, 16.0f}, {200.0f, 100.0f}, {0.0f, 320.0f}};
194 for (
int i = 0; i < 3; i++) {
197 printf(
" Screen(%.0f, %.0f) -> Map(%d, %d)\n",
198 test_screen[i][0], test_screen[i][1], mx, my);
202 printf(
"\nHeight interpolation at fractional coordinates:\n");
203 float test_frac[][2] = {{10.0f, 9.0f}, {10.5f, 9.5f}, {15.0f, 3.0f}, {15.5f, 3.5f}};
204 for (
int i = 0; i < 4; i++) {
206 printf(
" Height at (%.1f, %.1f) = %.2f\n", test_frac[i][0], test_frac[i][1], h);
210 printf(
"\nTerrain transitions (edge/corner bitmasks):\n");
211 int trans_coords[][2] = {{9, 8}, {10, 7}, {14, 6}, {6, 15}};
212 for (
int i = 0; i < 4; i++) {
214 int tx = trans_coords[i][0], ty = trans_coords[i][1];
216 printf(
" (%2d,%2d) terrain=%s edge=0x%X corner=0x%X\n",
221 printf(
"\nCorner heights for smooth rendering:\n");
222 int corner_coords[][2] = {{10, 9}, {15, 3}, {7, 5}};
223 for (
int i = 0; i < 3; i++) {
224 float hn, he, hs, hw;
225 int cx = corner_coords[i][0], cy = corner_coords[i][1];
227 printf(
" (%2d,%2d) h=%d corners: N=%.1f E=%.1f S=%.1f W=%.1f\n",
232 printf(
"\nMap save/load test:\n");
234 printf(
" Save: %s\n", saved ?
"OK" :
"FAILED");
238 for (
int y = 0; y < map->
height && match; y++)
239 for (
int x = 0; x < map->
width && match; x++)
244 printf(
" Load: OK (data %s)\n", match ?
"matches" :
"MISMATCH");
247 printf(
" Load: FAILED\n");
249 remove(
"test_iso_map.bin");
254 printf(
"\n=== DEMO 2: A* Pathfinding ===\n\n");
259 printf(
"Failed to create A* grid\n");
264 for (
int y = 0; y < map->
height; y++) {
265 for (
int x = 0; x < map->
width; x++) {
267 uint8_t walkable = (ab ==
WALK || ab ==
SWIM) ? 1 : 0;
277 int sx = 2, sy = 2, gx = 17, gy = 17;
278 printf(
"Finding path from (%d,%d) to (%d,%d)...\n", sx, sy, gx, gy);
284 printf(
"Path found! Length: %d nodes, Cost: %d (x1000)\n",
287 for (
int i = 0; i < path->
length; i++) {
288 if (i > 0) printf(
" -> ");
293 printf(
"No path found!\n");
297 printf(
"\nFinding path from (2,5) to (2,15) (must use bridge)...\n");
302 printf(
"Path found! Length: %d nodes, Cost: %d\n", path2->
length, path2->
cost);
304 for (
int i = 0; i < path2->
length; i++) {
305 if (i > 0) printf(
" -> ");
306 printf(
"(%d,%d)", path2->
nodes[i].
x, path2->
nodes[i].
y);
311 printf(
"No path found!\n");
315 printf(
"\nFinding path from (0,0) to blocked cell (7,4)...\n");
319 printf(
"Result: %s\n", path3 ?
"Found (unexpected!)" :
"No path (correct - cell is blocked)");
328 printf(
"\n=== DEMO 3: Dead Reckoning Along A* Path ===\n\n");
330 if (!path || path->
length < 2) {
331 printf(
"No valid path for dead reckoning demo\n");
338 printf(
"Failed to create trajectory\n");
342 double move_speed = 3.0;
344 for (
int i = 0; i < path->
length; i++) {
346 memset(&state, 0,
sizeof(state));
351 if (i < path->length - 1) {
352 double dx = (double)(path->
nodes[i + 1].
x - path->
nodes[i].
x);
353 double dy = (double)(path->
nodes[i + 1].
y - path->
nodes[i].
y);
354 double dist = sqrt(dx * dx + dy * dy);
356 state.
speed[0] = dx / dist * move_speed;
357 state.
speed[1] = dy / dist * move_speed;
364 if (i < path->length - 1) {
365 double dx = (double)(path->
nodes[i + 1].
x - path->
nodes[i].
x);
366 double dy = (double)(path->
nodes[i + 1].
y - path->
nodes[i].
y);
367 double dist = sqrt(dx * dx + dy * dy);
368 t += dist / move_speed;
372 double total_time = t;
373 printf(
"Trajectory total time: %.2f seconds (%d waypoints)\n\n", total_time, path->
length);
378 printf(
"Failed to create DR entity\n");
386 double sim_dt = 0.05;
387 double send_interval = 0.5;
388 double last_send = -send_interval;
390 printf(
"Time | True Pos | DR Pos | Error | Height | Updates\n");
391 printf(
"------+---------------+---------------+-------+--------+--------\n");
393 for (
double sim_t = 0.0; sim_t <= total_time + 0.1; sim_t += sim_dt) {
403 if (sim_t - last_send >= send_interval) {
416 double err = sqrt((dr_pos.
x - true_pos[0]) * (dr_pos.
x - true_pos[0]) +
417 (dr_pos.
y - true_pos[1]) * (dr_pos.
y - true_pos[1]));
423 double print_interval = 0.5;
424 double mod = fmod(sim_t, print_interval);
425 if (mod < sim_dt || sim_t < sim_dt) {
426 printf(
"%5.2f | (%5.2f,%5.2f) | (%5.2f,%5.2f) | %5.3f | %6.2f | %d\n",
428 true_pos[0], true_pos[1],
435 printf(
"\n--- Convergence Mode Comparison ---\n");
436 const char* mode_names[] = {
"Snap",
"PVB",
"Cubic"};
439 for (
int m = 0; m < 3; m++) {
441 double total_err = 0.0;
443 last_send = -send_interval;
445 for (
double sim_t = 0.0; sim_t <= total_time; sim_t += sim_dt) {
450 if (sim_t - last_send >= send_interval) {
461 double err = sqrt((dp.
x - tp[0]) * (dp.
x - tp[0]) +
462 (dp.
y - tp[1]) * (dp.
y - tp[1]));
467 printf(
" %-6s: avg error = %.4f over %d samples\n",
468 mode_names[m], total_err / (
double)samples, samples);
473 printf(
"\n--- Threshold Check Demo ---\n");
478 int updates_sent = 0;
479 for (
double sim_t = 0.0; sim_t <= total_time; sim_t += sim_dt) {
492 printf(
" With threshold=1.0 tile: sent %d updates over %.1f seconds\n",
493 updates_sent, total_time);
494 printf(
" (vs %d with fixed 0.5s interval)\n", (
int)(total_time / send_interval) + 1);
503 printf(
"\n=== DEMO 4: A* Pathfinding Standalone Tests ===\n\n");
508 printf(
"Failed to create grid\n");
519 printf(
"10x10 maze grid (. = open, # = wall):\n ");
520 for (
int x = 0; x < 10; x++) printf(
"%d", x);
522 for (
int y = 0; y < 10; y++) {
524 for (
int x = 0; x < 10; x++) {
531 const char* heur_names[] = {
"Manhattan",
"Euclidean",
"Chebyshev"};
537 printf(
"\nPaths from (0,0) to (9,9) with different heuristics:\n");
538 for (
int h = 0; h < 3; h++) {
542 printf(
" %-10s: length=%2d cost=%5d ",
544 for (
int i = 0; i < p->
length && i < 15; i++) {
545 if (i > 0) printf(
"->");
548 if (p->
length > 15) printf(
"...");
552 printf(
" %-10s: no path\n", heur_names[h]);
557 printf(
"\nCardinal-only vs diagonal movement:\n");
564 if (p_card) printf(
" Cardinal: length=%d cost=%d\n", p_card->
length, p_card->
cost);
565 if (p_diag) printf(
" Diagonal: length=%d cost=%d\n", p_diag->
length, p_diag->
cost);
573int main(
int argc,
char* argv[]) {
579 printf(
"Nilorea Library: Isometric + A* + Dead Reckoning Demo\n");
580 printf(
"======================================================\n");
585 fprintf(stderr,
"Failed to create map\n");
596 printf(
"\nMap overview (%dx%d, %d terrains, max height %d):\n",
608 printf(
"\nMap with A* path overlaid:\n");
622 printf(
"\n=== All demos complete ===\n");
static const char * terrain_names[8]
static ASTAR_PATH * demo_astar(const ISO_MAP *map)
static void demo_astar_standalone(void)
static void demo_iso_engine(ISO_MAP *map)
static void build_test_map(ISO_MAP *map)
static void print_map_ascii(const ISO_MAP *map, const ASTAR_PATH *path)
static void demo_dead_reckoning(const ISO_MAP *map, const ASTAR_PATH *path)
int cost
total path cost (x1000 fixed-point)
ASTAR_NODE * nodes
array of path nodes from start to goal
int length
number of nodes in the path
ASTAR_PATH * n_astar_find_path(const ASTAR_GRID *grid, int sx, int sy, int sz, int gx, int gy, int gz, int diagonal, ASTAR_HEURISTIC heuristic)
Find a path using A* search.
void n_astar_grid_set_cost(ASTAR_GRID *grid, int x, int y, int z, int cost)
Set a cell's movement cost multiplier.
uint8_t n_astar_grid_get_walkable(const ASTAR_GRID *grid, int x, int y, int z)
Get a cell's walkability.
ASTAR_HEURISTIC
Heuristic function selection for h(n) estimation.
#define ASTAR_ALLOW_DIAGONAL
Movement mode: 8-dir (2D) or 26-dir (3D)
void n_astar_grid_free(ASTAR_GRID *grid)
Free a grid and all its internal data.
#define ASTAR_COST_CARDINAL
Default cost for straight movement (fixed-point x1000)
#define ASTAR_CARDINAL_ONLY
Movement mode: 4-dir (2D) or 6-dir (3D)
void n_astar_grid_set_rect_blocked(ASTAR_GRID *grid, int x1, int y1, int z1, int x2, int y2, int z2)
Set a rectangular region as blocked (wall)
void n_astar_path_free(ASTAR_PATH *path)
Free a path returned by n_astar_find_path.
void n_astar_grid_set_walkable(ASTAR_GRID *grid, int x, int y, int z, uint8_t walkable)
Set a cell's walkability.
ASTAR_GRID * n_astar_grid_new(int width, int height, int depth)
Create a new grid for A* pathfinding.
@ ASTAR_HEURISTIC_EUCLIDEAN
straight-line distance
@ ASTAR_HEURISTIC_CHEBYSHEV
max of axis deltas (optimal for 8-dir)
@ ASTAR_HEURISTIC_MANHATTAN
sum of axis deltas (optimal for 4-dir)
Grid structure holding walkability, costs, and dimensions.
The computed path result.
int update_count
Number of state updates received.
void dr_entity_destroy(DR_ENTITY **entity_ptr)
Destroy a dead reckoning entity and set the pointer to NULL.
static DR_VEC3 dr_vec3(double x, double y, double z)
Create a DR_VEC3 from components.
void dr_entity_compute(DR_ENTITY *entity, double time, DR_VEC3 *out_pos)
Compute the dead reckoned display position at a given time.
DR_ENTITY * dr_entity_create(DR_ALGO algo, DR_BLEND blend_mode, double pos_threshold, double blend_time)
Create a new dead reckoning entity.
DR_BLEND
Dead reckoning convergence/blending mode.
bool dr_entity_check_threshold(const DR_ENTITY *entity, const DR_VEC3 *true_pos, const DR_VEC3 *true_vel, const DR_VEC3 *true_acc, double time)
Check whether the owner's true state has diverged from the dead reckoned prediction beyond the config...
static DR_VEC3 dr_vec3_zero(void)
Zero vector.
void dr_entity_receive_state(DR_ENTITY *entity, const DR_VEC3 *pos, const DR_VEC3 *vel, const DR_VEC3 *acc, double time)
Receive a new authoritative state update from the network.
void dr_entity_set_position(DR_ENTITY *entity, const DR_VEC3 *pos, const DR_VEC3 *vel, const DR_VEC3 *acc, double time)
Force-set entity position without triggering convergence blending.
@ DR_BLEND_CUBIC
Cubic Bezier spline convergence.
@ DR_BLEND_PVB
Projective Velocity Blending (recommended)
@ DR_BLEND_SNAP
Snap instantly to new state (no smoothing)
@ DR_ALGO_VEL_ACC
Velocity + acceleration: P(t) = P0 + V0*t + 0.5*A0*t^2.
Dead reckoned entity with extrapolation and convergence state.
3D vector used for position, velocity, and acceleration
int height
map height in tiles (Y axis)
float tile_lift
vertical pixel offset per height unit
float angle_deg
current projection angle in degrees
float half_w
half-width of a tile in pixels (horizontal extent)
float half_h
half-height of a tile in pixels (vertical extent)
int width
map width in tiles (X axis)
ISO_PROJECTION proj
current projection parameters
void iso_map_set_height(ISO_MAP *map, int mx, int my, int h)
Set the height at a cell (clamped to [0, max_height])
#define SWIM
FLAG of a swimmable tile.
ISO_MAP * iso_map_new(int width, int height, int num_terrains, int max_height)
Create a new height-aware isometric map.
int iso_map_save(const ISO_MAP *map, const char *filename)
Save ISO_MAP to a binary file.
#define WALK
FLAG of a walkable tile.
ISO_MAP * iso_map_load(const char *filename)
Load ISO_MAP from a binary file.
void iso_map_set_ability(ISO_MAP *map, int mx, int my, int ab)
Set the ability at a cell.
int iso_map_get_terrain(const ISO_MAP *map, int mx, int my)
Get the terrain type at a cell.
int iso_map_get_ability(const ISO_MAP *map, int mx, int my)
Get the ability at a cell.
void iso_map_to_screen(const ISO_MAP *map, int mx, int my, int h, float *screen_x, float *screen_y)
Convert map tile coordinates to screen pixel coordinates.
void iso_map_calc_transitions(const ISO_MAP *map, int mx, int my, int *edge_bits, int *corner_bits)
Compute terrain transition bitmasks for a cell (Article 934).
void iso_map_set_projection(ISO_MAP *map, int preset, float tile_width)
Set projection parameters from a preset and tile width.
void iso_map_free(ISO_MAP **map_ptr)
Free an ISO_MAP and set the pointer to NULL.
void iso_map_set_terrain(ISO_MAP *map, int mx, int my, int terrain)
Set the terrain type at a cell.
void iso_screen_to_map(const ISO_MAP *map, float screen_x, float screen_y, int *mx, int *my)
Convert screen pixel coordinates to map tile coordinates.
int iso_map_get_height(const ISO_MAP *map, int mx, int my)
Get the height at a cell.
float iso_map_interpolate_height(const ISO_MAP *map, float fx, float fy)
Bilinear height interpolation at fractional map coordinates.
#define ISO_PROJ_CLASSIC
Projection ID: classic 2:1 isometric (~26.565 degree angle)
#define BLCK
FLAG of a stopping tile.
void iso_map_corner_heights(const ISO_MAP *map, int mx, int my, float *h_n, float *h_e, float *h_s, float *h_w)
Compute average corner heights for smooth tile rendering (Article 2026).
Height-aware isometric map with terrain and height layers, per-cell height values,...
void set_log_level(const int log_level)
Set the global log level value ( static int LOG_LEVEL )
#define LOG_NOTICE
normal but significant condition
VECTOR3D speed
vx,vy,vz actual speed
VECTOR3D position
x,y,z actual position
double VECTOR3D[3]
struct of a point
structure of the physics of an object
int trajectory_get_position(TRAJECTORY *traj, double time_val, VECTOR3D out)
Compute position at a given time.
TRAJECTORY * trajectory_new(int nb_components)
Allocate and initialize a new TRAJECTORY.
int trajectory_add_point(TRAJECTORY *traj, const PHYSICS *state, double time_val)
Add a waypoint to the multi-point trajectory path.
void trajectory_delete(TRAJECTORY **traj)
Free a TRAJECTORY and set the pointer to NULL.
#define TRAJECTORY_2D
use 2 components (x,y) for trajectory computation
int trajectory_get_speed(TRAJECTORY *traj, double time_val, VECTOR3D out)
Compute velocity at a given time.
structure holding all data for trajectory interpolation / extrapolation
A* Pathfinding API for 2D and 3D grids.
Common headers and low-level functions & define.
Dead Reckoning API for latency hiding in networked games.
Isometric/axonometric tile engine with height maps, terrain transitions, and A* pathfinding integrati...
Trajectory interpolation and dead reckoning for 2D/3D networked simulations.