add new model and "optimizations"
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+40
-22
@@ -78,31 +78,42 @@ void Entities::clean() {
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}
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}
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void Entities::updatePhysics(float delta){
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void Entities::preparePhysics() {
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static uint64_t frameid = 0;
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frameid++;
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auto view = registry.view<EntityId, Transform, Rigidbody>();
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auto physics = level->physics.get();
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{
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std::vector<Trigger*> triggers;
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for (auto [entity, eid, transform, rigidbody] : view.each()) {
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if (!rigidbody.enabled) {
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continue;
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}
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for (size_t i = 0; i < rigidbody.triggers.size(); i++) {
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auto& trigger = rigidbody.triggers[i];
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for (auto oid : trigger.prevEntered) {
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if (trigger.nextEntered.find(oid) == trigger.nextEntered.end()) {
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trigger.exitCallback(trigger.entity, i, oid);
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}
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std::vector<Trigger*> triggers;
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for (auto [entity, eid, transform, rigidbody] : view.each()) {
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if (!rigidbody.enabled) {
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continue;
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}
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// TODO: temporary optimization until threaded solution
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if ((eid.uid + frameid) % 3 != 0) {
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continue;
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}
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for (size_t i = 0; i < rigidbody.triggers.size(); i++) {
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auto& trigger = rigidbody.triggers[i];
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for (auto oid : trigger.prevEntered) {
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if (trigger.nextEntered.find(oid) == trigger.nextEntered.end()) {
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trigger.exitCallback(trigger.entity, i, oid);
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}
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trigger.prevEntered = trigger.nextEntered;
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trigger.nextEntered.clear();
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trigger.calculated = trigger.aabb;
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trigger.calculated.transform(transform.combined);
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triggers.push_back(&trigger);
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}
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trigger.prevEntered = trigger.nextEntered;
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trigger.nextEntered.clear();
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trigger.calculated = trigger.aabb;
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trigger.calculated.transform(transform.combined);
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triggers.push_back(&trigger);
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}
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physics->setTriggers(std::move(triggers));
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}
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physics->setTriggers(std::move(triggers));
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}
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void Entities::updatePhysics(float delta) {
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preparePhysics();
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auto view = registry.view<EntityId, Transform, Rigidbody>();
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auto physics = level->physics.get();
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for (auto [entity, eid, transform, rigidbody] : view.each()) {
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if (!rigidbody.enabled) {
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continue;
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@@ -110,11 +121,15 @@ void Entities::updatePhysics(float delta){
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auto& hitbox = rigidbody.hitbox;
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auto prevVel = hitbox.velocity;
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bool grounded = hitbox.grounded;
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float vel = glm::length(prevVel);
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int substeps = static_cast<int>(delta * vel * 20);
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substeps = std::min(100, std::max(2, substeps));
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physics->step(
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level->chunks.get(),
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&hitbox,
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delta,
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10,
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substeps,
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false,
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1.0f,
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true,
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@@ -139,7 +154,7 @@ void Entities::update() {
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}
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}
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void Entities::renderDebug(LineBatch& batch, Frustum& frustum) {
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void Entities::renderDebug(LineBatch& batch, const Frustum& frustum) {
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batch.lineWidth(1.0f);
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auto view = registry.view<Transform, Rigidbody>();
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for (auto [entity, transform, rigidbody] : view.each()) {
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@@ -157,9 +172,12 @@ void Entities::renderDebug(LineBatch& batch, Frustum& frustum) {
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}
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}
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void Entities::render(Assets* assets, ModelBatch& batch, Frustum& frustum) {
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void Entities::render(Assets* assets, ModelBatch& batch, const Frustum& frustum) {
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auto view = registry.view<Transform>();
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auto model = assets->get<model::Model>("cube");
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if (model == nullptr) {
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return;
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}
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for (auto [entity, transform] : view.each()) {
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const auto& pos = transform.pos;
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const auto& size = transform.size;
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