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-rw-r--r--src/sim/mod.rs56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/sim/mod.rs b/src/sim/mod.rs
index 63a9c56..dfc99c3 100644
--- a/src/sim/mod.rs
+++ b/src/sim/mod.rs
@@ -1,3 +1,59 @@
+use crate::{
+ config::CHUNK_SIZE,
+ sim::{cell::materials::MaterialId, cell_sim::world::World, rb_sim::RbSimManager},
+};
+
pub mod cell;
pub mod cell_sim;
pub mod rb_sim;
+
+pub fn write_rb_entity_to_world(
+ world: &mut World,
+ rb_sim_manager: &RbSimManager,
+ rb_entity_id: u32,
+ // make sure these cells will be simulated
+ seqno: u64,
+ // (entity_x, entity_y, cell_x, cell_y)
+) -> Vec<(u8, u8, i32, i32)> {
+ let mut cells_written: Vec<(u8, u8, i32, i32)> = Vec::new();
+ if let Some(rb_entity) = rb_sim_manager.rb_entities.get(&rb_entity_id)
+ && let Some((rb_x, rb_y, cos, sin)) = rb_sim_manager.get_rb_entity_transform(rb_entity_id)
+ {
+ let half_size = CHUNK_SIZE as f32 / 2.0;
+ // half-extent of the rotated grid's axis-aligned bounding box, plus a cell of margin
+ let radius = half_size * (cos.abs() + sin.abs()) + 1.0;
+
+ let world_xl = (rb_x - radius).floor() as i32;
+ let world_xu = (rb_x + radius).ceil() as i32;
+ let world_yl = (rb_y - radius).floor() as i32;
+ let world_yu = (rb_y + radius).ceil() as i32;
+
+ for world_x in world_xl..=world_xu {
+ for world_y in world_yl..=world_yu {
+ // same as shader
+ let d = (world_x as f32 + 0.5 - rb_x, world_y as f32 + 0.5 - rb_y);
+ let q = (d.0.floor() + 0.5, d.1.floor() + 0.5);
+ let (lx, ly) = (
+ (q.0 * cos + q.1 * sin + half_size).floor() as i32,
+ (-q.0 * sin + q.1 * cos + half_size).floor() as i32,
+ );
+
+ if lx < 0 || ly < 0 || lx >= CHUNK_SIZE || ly >= CHUNK_SIZE {
+ continue;
+ }
+
+ let mut cell = rb_entity.get_cell_at_local_position(lx as u8, ly as u8);
+ if cell.material == MaterialId::Void {
+ continue;
+ }
+
+ cell.match_parity(seqno);
+
+ // TODO: OPTIMIZE!!
+ world.set_cell_from_game_position(world_x, world_y, cell, false);
+ cells_written.push((lx as u8, ly as u8, world_x, world_y));
+ }
+ }
+ }
+ cells_written
+}