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path: root/src/sim/sim_manager/utils.rs
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use glam::IVec2;

use crate::sim::{cell::materials::MaterialId, 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
}