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path: root/src/sim/rb_manager/mod.rs
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pub mod debug_render;

use fxhash::FxHashMap;
use glam::Vec2;
use rapier2d::{
    dynamics::IntegrationParameters,
    geometry,
    glamx::vec2,
    pipeline::{DebugRenderPipeline, PhysicsWorld},
    prelude,
};

use crate::{
    config::{CELLS_TO_METRES, CHUNK_SIZE, PHYSICS_DELTA_TIME},
    sim::{
        cell_manager::chunk::Chunk,
        lib::marching_squares::{Marchable, marching_squares_vertex_trace},
        rb_manager::debug_render::{DebugLineBuffer, DebugVertex},
    },
};

pub use rapier2d::pipeline::DebugRenderMode;

pub struct PhysicsManager {
    pub world: PhysicsWorld,
    pub debug_render_pipeline: DebugRenderPipeline,
}

impl PhysicsManager {
    pub fn new() -> Self {
        let mut world = PhysicsWorld::new();
        let gravity = vec2(0.0, 9.81 * CELLS_TO_METRES);
        world.gravity = gravity;
        world.integration_parameters = IntegrationParameters {
            // 20 pixels <-> 1 meter
            length_unit: CELLS_TO_METRES,
            dt: PHYSICS_DELTA_TIME,
            ..prelude::IntegrationParameters::default()
        };
        PhysicsManager {
            world,
            debug_render_pipeline: prelude::DebugRenderPipeline::new(
                prelude::DebugRenderStyle {
                    sleep_color_multiplier: [1.0; 4],
                    sleep_eligible_color_multiplier: [1.0; 4],
                    ..prelude::DebugRenderStyle::default()
                },
                prelude::DebugRenderMode::default(),
            ),
        }
    }
}

// TODO remove
pub struct RbManager {
    // move to sim manager
    chunk_colliders: FxHashMap<(i32, i32), geometry::ColliderHandle>,
    // move to sim manager
    pub physics_manager: PhysicsManager,
    debug_line_buffer: DebugLineBuffer,
}

impl RbManager {
    pub fn tick(&mut self, _delta_time: f32) {
        self.physics_manager.world.step();
    }

    pub fn debug_render(&mut self, mode: DebugRenderMode) -> &[DebugVertex] {
        puffin::profile_function!();

        self.debug_line_buffer.vertices.clear();
        self.physics_manager.debug_render_pipeline.mode = mode;
        self.physics_manager.world.debug_render(
            &mut self.physics_manager.debug_render_pipeline,
            &mut self.debug_line_buffer,
        );

        &self.debug_line_buffer.vertices
    }

    fn polyline_from_marchable(
        marchable: &impl Marchable,
        minimum_verts_per_poly: Option<u32>,
    ) -> (Vec<Vec2>, Vec<[u32; 2]>) {
        let polys = marching_squares_vertex_trace(marchable);
        let mut vertices = Vec::new();
        let mut indices = Vec::new();

        let minimum_verts = minimum_verts_per_poly.unwrap_or(3);

        let centre_offset = (marchable.size() / 2).as_vec2() - 0.5;

        for poly in polys {
            let v = vertices.len() as u32;
            let p = poly.len() as u32;
            if p < minimum_verts {
                continue;
            }
            for i in 0..p {
                vertices.push(poly[i as usize] - centre_offset);
                indices.push([v + i, v + (i + 1) % p]);
            }
        }

        (vertices, indices)
    }

    fn polyline_collider_from_marchable(
        marchable: &impl Marchable,
        minimum_verts: Option<u32>,
    ) -> geometry::ColliderBuilder {
        let (vertices, indices) = RbManager::polyline_from_marchable(marchable, minimum_verts);

        geometry::ColliderBuilder::polyline(vertices, Some(indices))
    }

    pub fn convex_hull_collider_from_marchable(
        marchable: &impl Marchable,
        minimum_verts_per_poly: Option<u32>,
    ) -> geometry::ColliderBuilder {
        puffin::profile_function!();
        let (vertices, indices) =
            RbManager::polyline_from_marchable(marchable, minimum_verts_per_poly);
        // convex_decomposition will panic if we have fewer verts
        if vertices.len() < 3 {
            panic!("Too few vertices to build collider!");
        } else {
            puffin::profile_scope!("Convex decomposition");
            // TODO there are some pathological cases here that are taking 5ms+
            geometry::ColliderBuilder::convex_decomposition(&vertices, &indices)
        }
    }

    pub fn upsert_chunk_collider(&mut self, cx: i32, cy: i32, chunk: &Chunk) {
        puffin::profile_function!();
        let collider =
            RbManager::polyline_collider_from_marchable(chunk, Some(20)).translation(vec2(
                (cx as f32 + 0.5) * CHUNK_SIZE as f32,
                (cy as f32 + 0.5) * CHUNK_SIZE as f32,
            ));

        if let Some(handle) = self.chunk_colliders.remove(&(cx, cy)) {
            self.physics_manager.world.remove_collider(handle);
        }

        let handle = self.physics_manager.world.insert_collider(collider, None);
        self.chunk_colliders.insert((cx, cy), handle);
    }

    pub fn new() -> Self {
        RbManager {
            chunk_colliders: FxHashMap::default(),
            physics_manager: PhysicsManager::new(),
            debug_line_buffer: DebugLineBuffer::default(),
        }
    }
}