store body info in ent shape
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@ -2,7 +2,7 @@ S_SharedState S_shared_state = ZI;
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Readonly S_Ent S_nil_ent = {
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.local_xf = CompXformIdentity,
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.final_xf = CompXformIdentity,
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.world_xf = CompXformIdentity,
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.tint = { 0.5, 0.5, 0.5, 1 },
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};
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@ -72,6 +72,26 @@ S_Key S_RandKey(void)
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////////////////////////////////////////////////////////////
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//~ Shape helpers
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S_Shape S_ShapeFromDescEx(S_ShapeDesc desc)
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{
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desc.count = MaxI32(desc.count, 1);
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S_Shape result = ZI;
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{
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result.points_count = desc.count;
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CopyStructs(result.points, desc.points, result.points_count);
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Vec2 accum = ZI;
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for (i32 p_idx = 0; p_idx < result.points_count; ++p_idx)
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{
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accum = AddVec2(accum, result.points[p_idx]);
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}
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result.centroid = DivVec2(accum, result.points_count);
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result.center_of_mass = result.centroid;
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result.radius = desc.radius;
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result.mass = desc.mass;
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}
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return result;
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}
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S_Shape S_MulXformShape(Xform xf, S_Shape shape)
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{
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S_Shape result = shape;
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@ -366,7 +386,7 @@ JobDef(S_SimWorker, _, __)
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++world->ents_count;
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}
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*dst = *src;
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dst->shape.points_count = MaxI32(dst->shape.points_count, 1);
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dst->local_shape.points_count = MaxI32(dst->local_shape.points_count, 1);
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dst->active = 1;
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}
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@ -455,9 +475,27 @@ JobDef(S_SimWorker, _, __)
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lookup = S_LookupFromWorld(frame_arena, world);
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//////////////////////////////
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//- Update entities from user control
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//- Update ent controls
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); !S_IsEntNil(ent); ent = S_NextEnt(frame_arena, &iter))
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for (S_CmdNode *cmd_node = input->first_cmd_node; cmd_node; cmd_node = cmd_node->next)
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{
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S_Cmd cmd = cmd_node->cmd;
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if (cmd.kind == S_CmdKind_Control)
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{
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S_Ent *target = S_EntFromKey(&lookup, cmd.target);
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if (target->active)
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{
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/* TODO: Clamp */
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target->move = cmd.move;
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target->look = cmd.look;
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}
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}
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}
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//////////////////////////////
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//- Apply control forces
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); ent->active; ent = S_NextEnt(frame_arena, &iter))
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{
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if (!S_IsKeyNil(ent->camera))
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{
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@ -469,27 +507,13 @@ JobDef(S_SimWorker, _, __)
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}
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}
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//////////////////////////////
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//- Compute shape centers
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); !S_IsEntNil(ent); ent = S_NextEnt(frame_arena, &iter))
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{
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S_Shape shape = ent->shape;
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Vec2 accum = ZI;
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for (i32 p_idx = 0; p_idx < shape.points_count; ++p_idx)
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{
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accum = AddVec2(accum, shape.points[p_idx]);
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}
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ent->center = DivVec2(accum, shape.points_count);
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}
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//////////////////////////////
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//- Compute final world transforms
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); !S_IsEntNil(ent); ent = S_NextEnt(frame_arena, &iter))
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); ent->active; ent = S_NextEnt(frame_arena, &iter))
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{
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S_Ent *parent = S_EntFromKey(&lookup, ent->parent);
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ent->final_xf = MulXform(parent->final_xf, ent->local_xf);
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ent->world_xf = MulXform(parent->world_xf, ent->local_xf);
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}
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//////////////////////////////
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@ -12,8 +12,20 @@ Struct(S_Key)
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////////////////////////////////////////////////////////////
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//~ Shape types
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Struct(S_ShapeDesc)
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{
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f32 radius;
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f32 mass;
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i32 count;
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Vec2 points[8];
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};
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Struct(S_Shape)
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{
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f32 mass;
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Vec2 centroid;
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Vec2 center_of_mass;
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f32 radius;
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i32 points_count;
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Vec2 points[8];
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@ -45,23 +57,24 @@ Struct(S_Ent)
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//////////////////////////////
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//- Build data
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Xform local_xf;
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Vec4 tint;
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S_Key follow;
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S_Key camera;
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S_Shape shape;
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Xform local_xf;
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S_Shape local_shape;
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//////////////////////////////
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//- Pre-solve data
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f32 move_speed;
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Vec2 center;
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Vec2 move;
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Vec2 look;
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//////////////////////////////
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//- Post-solve data
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Xform final_xf;
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Xform world_xf;
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//////////////////////////////
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//- Internal sim data
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@ -161,12 +174,20 @@ Enum(S_CmdKind)
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{
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S_CmdKind_Nop,
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S_CmdKind_Spawn,
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S_CmdKind_Control,
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};
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Struct(S_Cmd)
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{
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S_CmdKind kind;
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/* Spawn */
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S_EntList ents;
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/* Control */
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S_Key target;
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Vec2 move;
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Vec2 look;
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};
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Struct(S_CmdNode)
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@ -236,7 +257,11 @@ S_Key S_RandKey(void);
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////////////////////////////////////////////////////////////
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//~ Shape helpers
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#define S_ShapeFromDesc(...) S_ShapeFromDescEx((S_ShapeDesc) { __VA_ARGS__ })
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S_Shape S_ShapeFromDescEx(S_ShapeDesc desc);
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S_Shape S_MulXformShape(Xform xf, S_Shape shape);
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Vec2 S_SupportPointFromShape(S_Shape shape, Vec2 dir);
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////////////////////////////////////////////////////////////
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@ -48,9 +48,11 @@ void V_PushTestEnts(Arena *arena, S_EntList *list)
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ent->key = player_key;
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ent->camera = camera_key;
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{
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S_Shape *shape = &ent->shape;
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shape->points_count = 1;
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shape->radius = 50;
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ent->local_shape = S_ShapeFromDesc(
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.mass = 10,
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.count = 1,
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.radius = 50,
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);
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}
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} break;
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@ -61,13 +63,15 @@ void V_PushTestEnts(Arena *arena, S_EntList *list)
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ent->key = child_key;
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ent->parent = player_key;
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{
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S_Shape *shape = &ent->shape;
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shape->points_count = 4;
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shape->points[0] = VEC2(-15, -15);
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shape->points[1] = VEC2(15, -15);
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shape->points[2] = VEC2(15, 15);
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shape->points[3] = VEC2(-15, 15);
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shape->radius = 0;
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ent->local_shape = S_ShapeFromDesc(
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.count = 4,
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.points = {
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VEC2(-15, -15),
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VEC2(15, -15),
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VEC2(15, 15),
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VEC2(-15, 15)
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}
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);
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}
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} break;
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@ -433,15 +437,16 @@ JobDef(V_VisWorker, _, __)
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//- Build render data
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/* Build shapes */
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); !S_IsEntNil(ent); ent = S_NextEnt(frame_arena, &iter))
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for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); ent->active; ent = S_NextEnt(frame_arena, &iter))
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{
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b32 is_visible = ent->tint.w != 0;
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if (is_visible)
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{
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Xform xf = ent->final_xf;
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S_Shape shape = S_MulXformShape(ent->final_xf, ent->shape);
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Xform xf = ent->world_xf;
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Vec4 color = ent->tint;
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V_DrawShape(dverts_arena, dvert_idx_arena, shape, LinearFromSrgb(color), 32, V_DrawFlag_Line);
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i32 detail = 32;
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S_Shape shape = S_MulXformShape(ent->world_xf, ent->local_shape);
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V_DrawShape(dverts_arena, dvert_idx_arena, shape, LinearFromSrgb(color), detail, V_DrawFlag_Line);
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}
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}
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@ -10,7 +10,7 @@ void V_DrawPoly(Arena *verts_arena, Arena *idx_arena, Vec2Array points, Vec4 col
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{
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TempArena scratch = BeginScratchNoConflict();
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{
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f32 half_thickness = 1;
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f32 half_thickness = 0.5;
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i32 lines_count = verts_count == 2 ? 1 : verts_count;
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i32 line_verts_count = lines_count * 4;
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i32 idx_count = lines_count * 6;
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