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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 lib;
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
}
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