use glam::IVec2; use crate::{content::materials::MaterialId, sim::sim_manager::SimManager}; pub fn write_entity_to_world( sim: &mut SimManager, 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(entity) = sim.entities.get(&entity_id) && let Some(cells) = &entity.data.cells && let Some((pos, (cos, sin))) = entity.data.transform(&super::SimCtx { cell_manager: &mut sim.cell_manager, rb_manager: &mut sim.rb_manager, particle_manager: &mut sim.particle_manager, }) { let (half_size_x, half_size_y) = (cells.size.x as f32 / 2.0, cells.size.y as f32 / 2.0); // half-extent of the rotated grid's axis-aligned bounding box, plus a cell of margin let (radius_x, radius_y) = ( half_size_x * (cos.abs() + sin.abs()) + 1.0, half_size_y * (cos.abs() + sin.abs()) + 1.0, ); let world_xl = (pos.x - radius_x).floor() as i32; let world_xu = (pos.x + radius_x).ceil() as i32; let world_yl = (pos.y - radius_y).floor() as i32; let world_yu = (pos.y + radius_y).ceil() as i32; for world_x in world_xl..=world_xu { for world_y in world_yl..=world_yu { if let Some(cur_world_cell) = sim .cell_manager .get_cell_from_game_position(world_x, world_y) && cur_world_cell.material == MaterialId::Void { // same as shader let d = (world_x as f32 + 0.5 - pos.x, world_y as f32 + 0.5 - pos.y); let q = (d.0.floor() + 0.5, d.1.floor() + 0.5); let (lx, ly) = ( (q.0 * cos + q.1 * sin + half_size_x).floor() as i32, (-q.0 * sin + q.1 * cos + half_size_y).floor() as i32, ); if lx < 0 || ly < 0 || lx >= cells.size.x || ly >= cells.size.y { continue; } let mut cell = cells.get_cell_at_local_position(IVec2::new(lx, ly)); if cell.material == MaterialId::Void { continue; } cell.match_parity(seqno); // TODO: OPTIMIZE!! sim.cell_manager .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 }