add debug scoreboard

This commit is contained in:
jacob 2026-01-18 18:53:37 -06:00
parent 746ef6913b
commit fa96c54104
3 changed files with 184 additions and 109 deletions

View File

@ -1561,71 +1561,27 @@ void P_StepFrame(P_Frame *frame)
for (P_Ent *ent0 = P_FirstEnt(frame); !P_IsEntNil(ent0); ent0 = P_NextEnt(ent0))
{
P_Shape shape0 = P_WorldShapeFromEnt(ent0);
for (P_Ent *ent1 = P_FirstEnt(frame); !P_IsEntNil(ent1); ent1 = P_NextEnt(ent1))
if (ent0->is_guy)
{
if (ent1 > ent0)
P_Shape shape0 = P_WorldShapeFromEnt(ent0);
for (P_Ent *ent1 = P_FirstEnt(frame); !P_IsEntNil(ent1); ent1 = P_NextEnt(ent1))
{
P_Shape shape1 = P_WorldShapeFromEnt(ent1);
// TODO: World query
P_CollisionResult collision = P_CollisionResultFromShapes(shape0, shape1);
if (collision.collision_points_count > 0)
if (ent1->is_guy && ent1 > ent0)
{
// FIXME: Key lookup
P_Constraint *constraint = 0;
P_Shape shape1 = P_WorldShapeFromEnt(ent1);
// TODO: World query
P_CollisionResult collision = P_CollisionResultFromShapes(shape0, shape1);
if (collision.collision_points_count > 0)
{
b32 match = 0;
for (i64 constraint_idx = 0; constraint_idx < frame->constraints_count; ++constraint_idx)
// FIXME: Key lookup
P_Constraint *constraint = 0;
{
constraint = &frame->constraints[constraint_idx];
if (P_MatchKey(constraint->ent0, ent0->key) && P_MatchKey(constraint->ent1, ent1->key))
{
match = 1;
break;
}
}
if (!match)
{
if (frame->constraints_count < frame->max_constraints)
{
constraint = &frame->constraints[frame->constraints_count];
frame->constraints_count += 1;
ZeroStruct(constraint);
}
}
}
if (constraint)
{
constraint->last_touched_tick = frame->tick;
constraint->normal = collision.collision_normal;
// constraint->friction = SqrtF32(ent0->friction * ent1->friction);
constraint->friction = 0;
// TODO: Real masses
f32 inv_m0 = 10;
f32 inv_m1 = 10;
f32 inv_i0 = 0;
f32 inv_i1 = 0;
constraint->ent0 = ent0->key;
constraint->ent1 = ent1->key;
// constraint->static_center1 = shape1.center_of_mass;
constraint->inv_m0 = inv_m0;
constraint->inv_m1 = inv_m1;
constraint->inv_i0 = inv_i0;
constraint->inv_i1 = inv_i1;
// Delete old contacts that are no longer present
for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx)
{
P_ContactPoint *contact = &constraint->points[contact_point_idx];
u32 id = contact->id;
b32 match = 0;
for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx)
for (i64 constraint_idx = 0; constraint_idx < frame->constraints_count; ++constraint_idx)
{
if (collision.collision_points[collision_point_idx].id == id)
constraint = &frame->constraints[constraint_idx];
if (P_MatchKey(constraint->ent0, ent0->key) && P_MatchKey(constraint->ent1, ent1->key))
{
match = 1;
break;
@ -1633,60 +1589,107 @@ void P_StepFrame(P_Frame *frame)
}
if (!match)
{
// Delete contact by replacing with last in array
*contact = constraint->points[constraint->points_count - 1];
constraint->points_count -= 1;
contact_point_idx -= 1;
if (frame->constraints_count < frame->max_constraints)
{
constraint = &frame->constraints[frame->constraints_count];
frame->constraints_count += 1;
ZeroStruct(constraint);
}
}
}
// Create / update contacts from collision
for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx)
if (constraint)
{
P_CollisionPoint collision_point = collision.collision_points[collision_point_idx];
constraint->last_touched_tick = frame->tick;
constraint->normal = collision.collision_normal;
// constraint->friction = SqrtF32(ent0->friction * ent1->friction);
constraint->friction = 0;
u32 id = collision_point.id;
P_ContactPoint *contact = 0;
// TODO: Real masses
f32 inv_m0 = 10;
f32 inv_m1 = 10;
f32 inv_i0 = 0;
f32 inv_i1 = 0;
constraint->ent0 = ent0->key;
constraint->ent1 = ent1->key;
// constraint->static_center1 = shape1.center_of_mass;
constraint->inv_m0 = inv_m0;
constraint->inv_m1 = inv_m1;
constraint->inv_i0 = inv_i0;
constraint->inv_i1 = inv_i1;
// Delete old contacts that are no longer present
for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx)
{
for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx)
P_ContactPoint *contact = &constraint->points[contact_point_idx];
u32 id = contact->id;
b32 match = 0;
for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx)
{
P_ContactPoint *tmp = &constraint->points[contact_point_idx];
if (tmp->id == id)
if (collision.collision_points[collision_point_idx].id == id)
{
contact = tmp;
match = 1;
break;
}
}
if (!contact)
if (!match)
{
contact = &constraint->points[constraint->points_count];
constraint->points_count += 1;
ZeroStruct(contact);
// Delete contact by replacing with last in array
*contact = constraint->points[constraint->points_count - 1];
constraint->points_count -= 1;
contact_point_idx -= 1;
}
}
contact->id = id;
Vec2 vcp0 = SubVec2(collision_point.p, shape0.center_of_mass);
Vec2 vcp1 = SubVec2(collision_point.p, shape1.center_of_mass);
// Create / update contacts from collision
for (i32 collision_point_idx = 0; collision_point_idx < collision.collision_points_count; ++collision_point_idx)
{
P_CollisionPoint collision_point = collision.collision_points[collision_point_idx];
contact->vcp0 = vcp0;
contact->vcp1 = vcp1;
contact->starting_separation = collision_point.separation;
u32 id = collision_point.id;
P_ContactPoint *contact = 0;
{
for (i32 contact_point_idx = 0; contact_point_idx < constraint->points_count; ++contact_point_idx)
{
P_ContactPoint *tmp = &constraint->points[contact_point_idx];
if (tmp->id == id)
{
contact = tmp;
break;
}
}
if (!contact)
{
contact = &constraint->points[constraint->points_count];
constraint->points_count += 1;
ZeroStruct(contact);
}
}
contact->id = id;
// // Debug draw
// {
// // P_Ent *ent0 = P_EntFromKey(frame, constraint->ent0);
// // P_Ent *ent1 = P_EntFromKey(frame, constraint->ent1);
// Vec2 normal = constraint->normal;
// Vec2 center0 = Zi;
// Vec2 center1 = Zi;
// if (!P_IsEntNil(ent0)) center0 = P_WorldShapeFromEnt(ent0).center_of_mass;
// if (!P_IsEntNil(ent1)) center1 = P_WorldShapeFromEnt(ent1).center_of_mass;
// Vec2 p0 = AddVec2(center0, vcp0);
// Vec2 p1 = AddVec2(center1, vcp1);
// P_DebugDrawPoint(p0, Color_Cyan);
// P_DebugDrawLine(p0, AddVec2(p0, normal), Color_White);
// }
Vec2 vcp0 = SubVec2(collision_point.p, shape0.center_of_mass);
Vec2 vcp1 = SubVec2(collision_point.p, shape1.center_of_mass);
contact->vcp0 = vcp0;
contact->vcp1 = vcp1;
contact->starting_separation = collision_point.separation;
// // Debug draw
// {
// // P_Ent *ent0 = P_EntFromKey(frame, constraint->ent0);
// // P_Ent *ent1 = P_EntFromKey(frame, constraint->ent1);
// Vec2 normal = constraint->normal;
// Vec2 center0 = Zi;
// Vec2 center1 = Zi;
// if (!P_IsEntNil(ent0)) center0 = P_WorldShapeFromEnt(ent0).center_of_mass;
// if (!P_IsEntNil(ent1)) center1 = P_WorldShapeFromEnt(ent1).center_of_mass;
// Vec2 p0 = AddVec2(center0, vcp0);
// Vec2 p1 = AddVec2(center1, vcp1);
// P_DebugDrawPoint(p0, Color_Cyan);
// P_DebugDrawLine(p0, AddVec2(p0, normal), Color_White);
// }
}
}
}
}
@ -1973,7 +1976,7 @@ void P_StepFrame(P_Frame *frame)
}
//////////////////////////////
//- Spawn new bullets
//- Fire bullets
// TODO: Remove this
@ -1981,7 +1984,7 @@ void P_StepFrame(P_Frame *frame)
P_EntList bullets_to_spawn = Zi;
for (P_Ent *firer = P_FirstEnt(frame); !P_IsEntNil(firer); firer = P_NextEnt(firer))
{
if (firer->control.fire_held)
if (firer->is_guy && firer->control.fire_held)
// if (firer->fire_presses)
{
// i64 fire_delta_ns = frame->time_ns - firer->last_fire_ns;

View File

@ -623,7 +623,10 @@ void S_TickForever(WaveLaneCtx *lane)
// TODO: Real reset
for (P_Ent *ent = P_FirstEnt(world_frame); !P_IsEntNil(ent); ent = P_NextEnt(ent))
{
ent->exists = 0;
if (!ent->is_player)
{
ent->exists = 0;
}
}
} break;
//- Edit entity
@ -919,10 +922,13 @@ void S_TickForever(WaveLaneCtx *lane)
String snapshot = Zi;
snapshot.text = BB_GetWrittenRaw(&packer_bbw) + snapshot_start;
snapshot.len = snapshot_end - snapshot_start;
NET_Send(net_pipe, client->net_key, snapshot, NET_SendFlag_Raw);
// FIXME: Send raw snapshots
// NET_Send(net_pipe, client->net_key, snapshot, NET_SendFlag_Raw);
NET_Send(net_pipe, client->net_key, snapshot, NET_SendFlag_None);
// Sanity check to catch whenever we end up packing too much information
// into a single raw snapshot, causing it to drop. Not an actual error,
// but signals we may have botched the packing code or need tighter
// compression
Assert(snapshot.len <= NET_PacketSize);
}
}
delta_node = next_delta_node;

View File

@ -2379,6 +2379,73 @@ void V_TickForever(WaveLaneCtx *lane)
UI_PopCP(UI_TopCP());
}
//////////////////////////////
//- Build scoreboard UI
if (frame->held_buttons[Button_Tab])
{
Struct(BoardRow)
{
BoardRow *next;
String name;
};
i64 players_count = 0;
i64 board_rows_count = 0;
BoardRow *first_board_row = 0;
BoardRow *last_board_row = 0;
for (P_Ent *player = P_FirstEnt(sim_world->last_frame); !P_IsEntNil(player); player = P_NextEnt(player))
{
if (player->is_player)
{
players_count += 1;
BoardRow *row = PushStruct(frame->arena, BoardRow);
{
SllQueuePush(first_board_row, last_board_row, row);
board_rows_count += 1;
}
String name = P_StringFromEnt(player);
row->name= name;
}
}
UI_Key board_key = UI_KeyF("scoreboard");
Vec4 board_bg = VEC4(0, 0, 0, 0.50);
UI_Size board_width = UI_FNT(50, 0);
UI_Size board_height = UI_FNT(20, 0);
Vec2 pos = VEC2(frame->ui_dims.x / 2, 50);
UI_SetNext(Anchor, UI_Region_Top);
UI_SetNext(Width, board_width);
UI_SetNext(Height, board_height);
UI_SetNext(FloatingPos, pos);
UI_SetNext(BackgroundColor, board_bg);
UI_SetNext(Flags, UI_BoxFlag_Floating);
UI_PushCP(UI_BuildColumnEx(board_key));
{
for (BoardRow *board_row = first_board_row; board_row; board_row = board_row->next)
{
String name = board_row->name;
UI_SetNext(Tint, 0);
UI_PushCP(UI_BuildRow());
{
UI_SetNext(FontSize, UI_Top(FontSize) * theme.h2);
UI_BuildLabelF("Player: \"%F\"", FmtString(name));
}
UI_PopCP(UI_TopCP());
if (board_row->next)
{
UI_BuildDivider(UI_PIX(1, 1), theme.col.divider, Axis_Y);
}
}
}
UI_PopCP(UI_TopCP());
}
//////////////////////////////
//- Build console UI
@ -2656,10 +2723,6 @@ void V_TickForever(WaveLaneCtx *lane)
P_Msg *msg = P_PushMsg(P_MsgKind_EntEdit, Lit("guy"));
msg->key = local_guy->key;
msg->pos = guy_pos;
if (P_IsKeyNil(msg->key))
{
msg->key = P_RandKey();
}
}
} break;
@ -3088,10 +3151,13 @@ void V_TickForever(WaveLaneCtx *lane)
String snapshot = Zi;
snapshot.text = BB_GetWrittenRaw(&packer_bbw) + snapshot_start;
snapshot.len = snapshot_end - snapshot_start;
NET_Send(net_pipe, frame->sim_key, snapshot, NET_SendFlag_Raw);
// FIXME: Send raw snapshots
// NET_Send(net_pipe, frame->sim_key, snapshot, NET_SendFlag_Raw);
NET_Send(net_pipe, frame->sim_key, snapshot, NET_SendFlag_None);
// Sanity check to catch whenever we end up packing too much information
// into a single raw snapshot, causing it to drop. Not an actual error,
// but signals we may have botched the packing code or need tighter
// compression
Assert(snapshot.len <= NET_PacketSize);
}
}
delta_node = next_delta_node;