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-rw-r--r--src/sim/sim_manager/utils.rs78
1 files changed, 69 insertions, 9 deletions
diff --git a/src/sim/sim_manager/utils.rs b/src/sim/sim_manager/utils.rs
index 13d7891..413e709 100644
--- a/src/sim/sim_manager/utils.rs
+++ b/src/sim/sim_manager/utils.rs
@@ -2,16 +2,10 @@ use glam::IVec2;
use crate::{
content::materials::MaterialId,
- sim::{entity::EntityId, sim_manager::SimManager},
+ sim::{cell::Cell, entity::EntityId, sim_manager::SimManager},
};
-pub fn write_entity_to_world(
- sim: &mut SimManager,
- entity_id: EntityId,
- // make sure these cells will be simulated
- seqno: u64,
- // (entity_x, entity_y, cell_x, cell_y)
-) -> Vec<(u8, u8, i32, i32)> {
+fn write_entity_to_world(sim: &mut SimManager, entity_id: EntityId) -> Vec<(u8, u8, i32, i32)> {
let mut cells_written: Vec<(u8, u8, i32, i32)> = Vec::new();
if let Some(entity) = sim.entities.get(&entity_id)
&& let Some(cells) = &entity.data.cells
@@ -57,7 +51,7 @@ pub fn write_entity_to_world(
continue;
}
- cell.match_parity(seqno);
+ cell.match_parity(sim.cell_manager.seqno);
// TODO: OPTIMIZE!!
sim.cell_manager
@@ -69,3 +63,69 @@ pub fn write_entity_to_world(
}
cells_written
}
+
+pub fn write_entities_to_world(
+ sim: &mut SimManager,
+ // (entity_x, entity_y, cell_x, cell_y)
+) -> Vec<(EntityId, Vec<(u8, u8, i32, i32)>)> {
+ // TODO optimize
+ let entity_ids: Vec<EntityId> = sim.entities.keys().copied().collect();
+ let mut cells_written_by_entity: Vec<(EntityId, Vec<(u8, u8, i32, i32)>)> = Vec::new();
+
+ for entity_id in entity_ids {
+ let cells_written = write_entity_to_world(sim, entity_id);
+ cells_written_by_entity.push((entity_id, cells_written));
+ }
+
+ cells_written_by_entity
+}
+
+// TODO optimize
+pub fn read_back_entities_from_world(
+ sim: &mut SimManager,
+ cells_written_by_entity: Vec<(EntityId, Vec<(u8, u8, i32, i32)>)>,
+) {
+ for (entity_id, cells_written) in cells_written_by_entity {
+ if let Some(entity) = sim.entities.get_mut(&entity_id) {
+ let entity_cells = entity.data.cells.as_mut().unwrap();
+ let mut should_update_entity = false;
+
+ for (lx, ly, x, y) in cells_written {
+ // update the entity
+ // TODO optimize
+ let new_local_cell = sim.cell_manager.get_cell_from_game_position(x, y).unwrap();
+ if !new_local_cell.entity_integrated() {
+ // this means that the entity changed in some way, so we should recompute its shape
+ // TODO wait N frames to debounce this
+ should_update_entity = true;
+ }
+ // we do this unconditionally because it's cheaper than checking if it actually needs to be updated
+ // and because we don't have a good way to track changes to cell state
+ entity_cells
+ .set_cell_at_local_position(IVec2::new(lx as i32, ly as i32), new_local_cell);
+
+ // update the world
+ // TODO optimize
+ sim.cell_manager
+ .set_cell_from_game_position(x, y, Cell::void(), false);
+ }
+
+ if should_update_entity {
+ if let Some(new_collider) = entity.compute_collider() {
+ sim.rb_manager
+ .physics_manager
+ .world
+ .remove_collider(entity.data.collider_h.unwrap());
+
+ let new_handle = sim
+ .rb_manager
+ .physics_manager
+ .world
+ .insert_collider(new_collider, Some(entity.data.rb_h.unwrap()));
+
+ entity.data.collider_h = Some(new_handle);
+ }
+ }
+ }
+ }
+}