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path: root/src/sim/sim_manager/utils.rs
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use glam::IVec2;
use rapier2d::dynamics::RigidBodyBuilder;

use crate::{
    content::materials::MaterialId,
    sim::{
        cell::Cell,
        entity::{EntityCells, EntityDef, EntityId, EntityUpdateResult},
        lib::components::compute_components,
        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(&sim.rb_manager)
    {
        let (half_size_x, half_size_y) = ((cells.size.x / 2) as f32, (cells.size.y / 2) as f32);
        // 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)>)> {
    puffin::profile_function!();
    // TODO optimize
    let entity_ids: Vec<EntityId> = 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)>)>,
) {
    puffin::profile_function!();
    for (entity_id, cells_written) in cells_written_by_entity {
        let mut entity = sim.entities.get_mut(&entity_id);
        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;
            }
            if let Some(entity) = &mut entity {
                let entity_cells = entity.data.cells.as_mut().unwrap();
                // 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 let Some(entity) = &mut entity
            && should_update_entity
        {
            // correctness: there's no way to get here if the entity is an uncelled entity
            let ec = entity.data.cells.as_mut().unwrap();
            // first check if the entity has been partitioned
            let components = compute_components(&ec.cells, ec.size.x, ec.size.y);
            if components.len() == 0 {
                panic!("The entity was completely destroyed?")
            } else if components.len() == 1 {
                // the entity's cells were changed, but not partitioned
                puffin::profile_scope!("Recompute collider");
                if let Some(new_collider) = entity.compute_collider() {
                    // don't profile this separately as it's basically free
                    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);
                }
            } else {
                // the entity was partitioned
                // destroy the original entity
                // correctness -- not correct! because we don't have pos without rb
                puffin::profile_scope!("Partition entity");
                let old_rb = sim
                    .rb_manager
                    .physics_manager
                    .world
                    .bodies
                    .get(entity.data.rb_h.unwrap())
                    .unwrap();
                let old_pose = old_rb.position().clone();
                let old_linvel = old_rb.linvel().clone();
                let old_angvel = old_rb.angvel().clone();

                sim.destroy_entity(entity_id);
                // and create a new entity for each component
                for component in components {
                    let r = old_pose.transform_vector(component.position);
                    let mut pose = old_pose;
                    pose.translation += r;

                    let rb = RigidBodyBuilder::dynamic()
                        .pose(pose)
                        .linvel(old_linvel)
                        .angvel(old_angvel)
                        .build();

                    let def = EntityDef::from_cells_and_rb(
                        EntityCells {
                            cells: component.cells,
                            size: component.size,
                        },
                        rb,
                        None,
                    );
                    sim.create_entity(def);
                }
            }
        }
    }
}

pub fn process_entity_update_result(sim: &mut SimManager, result: EntityUpdateResult) {
    for d in result.deferred_destructions {
        sim.destroy_entity(d);
    }
}