use glam::IVec2; use crate::{ content::materials::MaterialId, sim::{cell::Cell, entity::EntityId, sim_manager::SimManager}, }; 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 && 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(sim.cell_manager.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 } 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 = 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); } } } } }