#include "sim_step.h" #include "sim_ent.h" #include "sim.h" #include "sys.h" #include "util.h" #include "sprite.h" #include "math.h" #include "scratch.h" #include "atomic.h" #include "app.h" #include "log.h" #include "phys.h" #include "collider.h" #include "rand.h" #include "space.h" #include "bitbuff.h" #include "host.h" /* ========================== * * Sim accel * ========================== */ struct sim_accel sim_accel_alloc(void) { struct sim_accel accel = ZI; accel.space = space_alloc(SPACE_CELL_SIZE, SPACE_CELL_BINS_SQRT); return accel; } void sim_accel_release(struct sim_accel *accel) { space_release(accel->space); } void sim_accel_reset(struct sim_snapshot *ss, struct sim_accel *accel) { space_reset(accel->space); /* Reset ent space handles */ for (u64 sim_ent_index = 0; sim_ent_index < ss->num_ents_reserved; ++sim_ent_index) { struct sim_ent *ent = &ss->ents[sim_ent_index]; if (ent->valid) { MEMZERO_STRUCT(&ent->space_handle); } } } /* ========================== * * Test * ========================== */ /* TODO: Remove this */ INTERNAL struct sim_ent *spawn_test_employee(struct sim_step_ctx *ctx) { struct sim_snapshot *world = ctx->world; struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); /* Player */ struct sim_ent *employee = sim_ent_nil(); //if (!ctx->extra_spawn) { { struct sim_ent *e = sim_ent_alloc_sync_src(root); struct v2 pos = V2(1, -1); //struct v2 size = V2(0.5, 0.5); //struct v2 size = V2(0.5, 0.25); struct v2 size = V2(1.0, 1.0); //f32 r = PI / 4; f32 r = 0; { sim_ent_enable_prop(e, SEPROP_TEST); e->sprite = sprite_tag_from_path(LIT("res/graphics/tim.ase")); e->mass_unscaled = 10; e->inertia_unscaled = 5; } //e->sprite = sprite_tag_from_path(LIT("res/graphics/box_rounded.ase")); //e->sprite_span_name = LIT("idle.unarmed"); //e->sprite_span_name = LIT("idle.one_handed"); e->sprite_span_name = LIT("idle.two_handed"); e->layer = SIM_LAYER_SHOULDERS; e->local_collider.points[0] = V2(0, 0); e->local_collider.count = 1; e->local_collider.radius = 0.25f; struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); //xf.bx.y = -1.f; sim_ent_set_xform(e, xf); e->linear_ground_friction = 250; e->angular_ground_friction = 200; e->friction = 0; //e->control_force = 500; e->control_force = 1200; e->control_force_max_speed = 7; //e->control_torque = 5000; e->control_torque = F32_INFINITY; sim_ent_enable_prop(e, SEPROP_PHYSICAL_DYNAMIC); employee = e; } /* Player weapon */ if (employee->valid) { struct sim_ent *e = sim_ent_alloc_sync_src(employee); e->sprite = sprite_tag_from_path(LIT("res/graphics/gun.ase")); sim_ent_enable_prop(e, SEPROP_ATTACHED); e->attach_slice = LIT("attach.wep"); e->layer = SIM_LAYER_RELATIVE_WEAPON; sim_ent_enable_prop(e, SEPROP_WEAPON_LAUNCHER); e->trigger_delay = 1.0f / 10.0f; //e->trigger_delay = 1.0f / 100.0f; employee->equipped = e->id; } return employee; } INTERNAL struct sim_ent *spawn_test_camera(struct sim_snapshot *world, struct sim_ent *follow) { struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); struct sim_ent *camera_ent = sim_ent_nil(); if (follow->valid) { camera_ent = sim_ent_alloc_sync_src(root); sim_ent_set_xform(camera_ent, XFORM_IDENT); sim_ent_enable_prop(camera_ent, SEPROP_CAMERA); sim_ent_enable_prop(camera_ent, SEPROP_CAMERA_ACTIVE); camera_ent->camera_follow = follow->id; f32 width = (f32)DEFAULT_CAMERA_WIDTH; f32 height = (f32)DEFAULT_CAMERA_HEIGHT; camera_ent->camera_quad_xform = XFORM_TRS(.s = V2(width, height)); } return camera_ent; } INTERNAL struct sim_ent *spawn_test_explosion(struct sim_snapshot *world, struct v2 pos, f32 radius) { struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); struct sim_ent *ent = sim_ent_alloc_sync_src(root); sim_ent_set_xform(ent, XFORM_POS(pos)); sim_ent_enable_prop(ent, SEPROP_EXPLOSION); ent->explosion_radius = radius; sim_ent_enable_prop(ent, SEPROP_SENSOR); ent->local_collider.count = 1; ent->local_collider.radius = radius; return ent; } INTERNAL void test_teleport(struct sim_ent *ent, struct v2 pos) { ++ent->continuity_gen; struct xform xf = sim_ent_get_xform(ent); xf.og = pos; sim_ent_set_xform(ent, xf); } INTERNAL void spawn_test_entities(struct sim_step_ctx *ctx, struct v2 offset) { struct sim_snapshot *world = ctx->world; struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); (UNUSED)offset; root->mass_unscaled = F32_INFINITY; root->inertia_unscaled = F32_INFINITY; #if 0 /* Enemy */ if (ctx->is_master) { struct sim_ent *e = sim_ent_alloc_sync_src(root); struct v2 pos = V2(1, -2); pos = v2_add(pos, offset); f32 r = 0; struct v2 size = V2(1, 1); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); sim_ent_set_xform(e, xf); e->sprite = sprite_tag_from_path(LIT("res/graphics/tim.ase")); e->sprite_collider_slice = LIT("shape"); e->layer = SIM_LAYER_SHOULDERS; sim_ent_enable_prop(e, SEPROP_PHYSICAL_DYNAMIC); e->mass_unscaled = 100; e->inertia_unscaled = 10; e->linear_ground_friction = 250; e->angular_ground_friction = 200; } #endif /* Enemy */ if (ctx->is_master) { struct sim_ent *e = spawn_test_employee(ctx); struct xform xf = sim_ent_get_xform(e); xf.og = offset; sim_ent_set_xform(e, xf); } /* Big box */ #if 0 { struct sim_ent *e = sim_ent_alloc_local(root); struct v2 pos = V2(1, -0.5); pos = v2_add(pos, offset); f32 r = 0; struct v2 size = V2(0.5, 0.25); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); sim_ent_set_xform(e, xf); e->sprite = sprite_tag_from_path(LIT("res/graphics/box.ase")); e->sprite_collider_slice = LIT("shape"); e->layer = SIM_LAYER_SHOULDERS; sim_ent_enable_prop(e, SEPROP_PHYSICAL_DYNAMIC); e->mass_unscaled = 100; e->inertia_unscaled = 50; e->linear_ground_friction = 100; e->angular_ground_friction = 50; } #endif /* Tiny box */ #if 0 { struct sim_ent *e = sim_ent_alloc_sync_src(root); struct v2 pos = V2(1, -0.5); pos = v2_add(pos, offset); f32 r = PI / 4; struct v2 size = V2(0.5, 0.25); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); sim_ent_set_xform(e, xf); e->sprite = sprite_tag_from_path(LIT("res/graphics/bullet.ase")); e->sprite_collider_slice = LIT("shape"); e->layer = SIM_LAYER_SHOULDERS; sim_ent_enable_prop(e, SEPROP_PHYSICAL_DYNAMIC); e->mass_unscaled = 0.5; e->inertia_unscaled = 1000; e->linear_ground_friction = 0.001; } #endif } INTERNAL void test_clear_level(struct sim_step_ctx *ctx) { struct sim_snapshot *world = ctx->world; for (u64 j = 0; j < world->num_ents_reserved; ++j) { struct sim_ent *ent = &world->ents[j]; if (ent->valid) { sim_ent_enable_prop(ent, SEPROP_RELEASE); } } } /* ========================== * * Respond to physics collisions * ========================== */ INTERNAL PHYS_COLLISION_CALLBACK_FUNC_DEF(on_collision, data, step_ctx) { struct sim_snapshot *world = step_ctx->world; struct sim_ent *e0 = sim_ent_from_id(world, data->e0); struct sim_ent *e1 = sim_ent_from_id(world, data->e1); struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); if (sim_ent_should_simulate(e0) && sim_ent_should_simulate(e1)) { /* Bullet impact */ if (sim_ent_has_prop(e0, SEPROP_BULLET)) { struct v2 normal = data->normal; /* Impact normal */ struct v2 vrel = data->vrel; /* Impact velocity */ struct sim_ent *bullet = e0; struct sim_ent *target = e1; struct sim_ent *src = sim_ent_from_id(world, bullet->bullet_src); /* Process collision if bullet already spent or * target share same top level parent */ if (!bullet->bullet_has_hit && !sim_ent_id_eq(src->top, target->top)) { struct v2 point = data->point; /* Update tracer */ struct sim_ent *tracer = sim_ent_from_id(world, bullet->bullet_tracer); if (sim_ent_should_simulate(tracer)) { struct xform xf = sim_ent_get_xform(tracer); xf.og = point; sim_ent_set_xform(tracer, xf); sim_ent_set_linear_velocity(tracer, V2(0, 0)); } /* Update target */ struct v2 knockback = v2_mul(v2_norm(vrel), bullet->bullet_knockback); sim_ent_apply_linear_impulse(target, knockback, point); /* Create test blood */ /* TODO: Remove this */ { struct xform xf = XFORM_TRS(.t = point, .r = rand_f64_from_state(&step_ctx->rand, 0, TAU)); struct sim_ent *decal = sim_ent_alloc_sync_src(root); decal->sprite = sprite_tag_from_path(LIT("res/graphics/blood.ase")); decal->sprite_tint = RGBA_32_F(1, 1, 1, 0.25f); decal->layer = SIM_LAYER_FLOOR_DECALS; sim_ent_set_xform(decal, xf); f32 perp_range = 0.5; struct v2 linear_velocity = v2_mul(normal, 0.5); linear_velocity = v2_add(linear_velocity, v2_mul(v2_perp(normal), rand_f64_from_state(&step_ctx->rand, -perp_range, perp_range))); f32 angular_velocity_range = 5; f32 angular_velocity = rand_f64_from_seed(&step_ctx->rand, -angular_velocity_range, angular_velocity_range); sim_ent_enable_prop(decal, SEPROP_PHYSICAL_KINEMATIC); sim_ent_set_linear_velocity(decal, linear_velocity); sim_ent_set_angular_velocity(decal, angular_velocity); decal->linear_damping = 5.0f; decal->angular_damping = 5.0f; } /* Create explosion */ if (bullet->bullet_impact_explosion_radius > 0) { spawn_test_explosion(world, point, bullet->bullet_impact_explosion_radius); } /* Update bullet */ bullet->bullet_has_hit = true; sim_ent_enable_prop(bullet, SEPROP_RELEASE); } } /* Explosion blast collision */ if (sim_ent_has_prop(e0, SEPROP_EXPLOSION) && (e0->explosion_tick == world->tick || e0->explosion_tick == 0)) { struct sim_ent *exp = e0; struct sim_ent *victim = e1; exp->explosion_tick = world->tick; //sim_ent_disable_prop(exp, SEPROP_SENSOR); struct xform xf = sim_ent_get_xform(exp); f32 radius = exp->explosion_radius; struct collider_shape origin_collider = ZI; origin_collider.count = 1; struct xform victim_xf = sim_ent_get_xform(victim); struct collider_closest_points_result closest_points = collider_closest_points(&origin_collider, &victim->local_collider, xf, victim_xf); struct v2 dir = v2_sub(closest_points.p1, closest_points.p0); f32 distance = v2_len(dir); if (closest_points.colliding) { dir = v2_neg(dir); distance = 0; } else { distance = v2_len(dir); } /* TODO: Blast obstruction */ if (distance <= radius) { /* TODO: Exponential decay */ f32 strength = 100; f32 ratio = (radius - distance) / radius; struct v2 impulse = v2_with_len(dir, strength * ratio); sim_ent_apply_linear_impulse(victim, impulse, closest_points.p1); } } } } /* ========================== * * Update * ========================== */ void sim_step(struct sim_step_ctx *ctx) { __prof; struct temp_arena scratch = scratch_begin_no_conflict(); b32 is_master = ctx->is_master; struct sim_snapshot *world = ctx->world; struct sim_client_store *client_store = world->client->store; struct sim_client *world_client = world->client; struct sim_client *user_input_client = ctx->user_input_client; struct sim_client *publish_client = ctx->publish_client; struct sim_client *master_client = ctx->master_client; i64 sim_dt_ns = ctx->sim_dt_ns; /* ========================== * * Begin frame * ========================== */ world->sim_dt_ns = max_i64(0, sim_dt_ns); world->sim_time_ns += world->sim_dt_ns; f32 sim_dt = SECONDS_FROM_NS(world->sim_dt_ns); struct sprite_scope *sprite_frame_scope = sprite_scope_begin(); struct sim_ent *root = sim_ent_from_id(world, SIM_ENT_ROOT_ID); root->owner = world->client->player_id; /* ========================== * * Sync ents from cmd producing clients * ========================== */ { /* FIXME: Ensure only cmds are synced to master player */ for (u64 client_index = 0; client_index < client_store->num_clients_reserved; ++client_index) { struct sim_client *client = &client_store->clients[client_index]; if (client->valid && client != master_client && client != world_client && client != publish_client) { struct sim_ent *player = sim_ent_from_id(world, client->player_id); /* Create player if necessary */ if (is_master && !player->valid) { /* FIXME: Player never released upon disconnect */ player = sim_ent_alloc_sync_src(root); player->player_client_handle = client->handle; sim_ent_enable_prop(player, SEPROP_PLAYER); player->predictor = player->id; sim_ent_enable_prop(player, SEPROP_ACTIVE); client->player_id = player->id; if (client == user_input_client) { user_input_client->player_id = player->id; world_client->player_id = player->id; world->local_player = player->id; player->owner = player->id; sim_ent_enable_prop(player, SEPROP_PLAYER_IS_MASTER); } logf_info("Created player with id %F for sim client %F. is_master: %F", FMT_UID(player->id.uid), FMT_HANDLE(client->handle), FMT_UINT(sim_ent_has_prop(player, SEPROP_PLAYER_IS_MASTER))); } /* Update rtt */ if (is_master && player->valid) { player->player_last_rtt_ns = client->last_rtt_ns; player->player_average_rtt_seconds -= player->player_average_rtt_seconds / 200; player->player_average_rtt_seconds += SECONDS_FROM_NS(client->last_rtt_ns) / 200; } /* Sync ents from client */ if (player->valid) { struct sim_snapshot *src_ss = sim_snapshot_from_tick(client, world->tick); if (src_ss->valid) { sim_snapshot_sync_ents(world, src_ss, player->id, 0); } } } } /* Mark all incoming ents as sync dsts */ for (u64 i = 0; i < world->num_ents_reserved; ++i) { struct sim_ent *ent = &world->ents[i]; if (ent->valid && sim_ent_has_prop(ent, SEPROP_SYNC_SRC) && !sim_ent_id_eq(ent->owner, world_client->player_id)) { sim_ent_disable_prop(ent, SEPROP_SYNC_SRC); sim_ent_enable_prop(ent, SEPROP_SYNC_DST); } } /* Mark incoming cmds with correct client */ for (u64 i = 0; i < world->num_ents_reserved; ++i) { struct sim_ent *ent = &world->ents[i]; if (ent->valid && sim_ent_has_prop(ent, SEPROP_CMD) && sim_ent_has_prop(ent, SEPROP_SYNC_DST)) { ent->cmd_player = ent->owner; } } /* Mark any locally created CMDs as sync sources */ if (!is_master) { for (u64 i = 0; i < world->num_ents_reserved; ++i) { struct sim_ent *ent = &world->ents[i]; if (sim_ent_is_valid_and_active(ent) && sim_ent_has_prop(ent, SEPROP_CMD)) { if (!sim_ent_id_is_nil(ent->cmd_player) && sim_ent_id_eq(ent->cmd_player, world->local_player)) { sim_ent_enable_prop(ent, SEPROP_SYNC_SRC); } } } } } /* ========================== * * Release entities at beginning of frame * ========================== */ sim_ent_release_all_with_prop(world, SEPROP_RELEASE); sim_accel_reset(world, ctx->accel); /* ========================== * * Activate entities * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!ent->valid) continue; if (sim_ent_has_prop(ent, SEPROP_SYNC_DST) && !sim_ent_is_owner(ent) && !sim_ent_should_predict(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_ACTIVE)) { u64 atick = ent->activation_tick; if (atick != 0 || world->tick >= atick) { sim_ent_activate(ent, world->tick); } } } /* ========================== * * Reset triggered entities * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_TRIGGER_NEXT_TICK)) { sim_ent_disable_prop(ent, SEPROP_TRIGGER_NEXT_TICK); sim_ent_enable_prop(ent, SEPROP_TRIGGERED_THIS_TICK); } else if (sim_ent_has_prop(ent, SEPROP_TRIGGERED_THIS_TICK)) { sim_ent_disable_prop(ent, SEPROP_TRIGGERED_THIS_TICK); } } /* ========================== * * Process client cmds * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *cmd_ent = &world->ents[ent_index]; if (!is_master && !sim_ent_should_simulate(cmd_ent)) continue; if (sim_ent_has_prop(cmd_ent, SEPROP_CMD)) { struct sim_ent *player = sim_ent_from_id(world, cmd_ent->cmd_player); if (sim_ent_should_simulate(player)) { b32 persist_cmd = false; if (!is_master && !sim_ent_id_eq(player->id, world->local_player)) { /* We are not the master and the command is not our own, skip processing */ continue; } enum sim_cmd_kind kind = cmd_ent->cmd_kind; switch (kind) { case SIM_CMD_KIND_CONTROL: { /* Player's will send control cmds a lot, so keep it around to prevent re-creating it each time */ persist_cmd = true; /* Process control cmd for client */ struct sim_control old_control = player->player_control; struct sim_control *control = &player->player_control; *control = cmd_ent->cmd_control; { player->player_cursor_pos = control->dbg_cursor; player->player_dbg_drag_start = false; player->player_dbg_drag_stop = false; if (v2_len_sq(control->move) > 1) { /* Cap movement vector magnitude at 1 */ control->move = v2_norm(control->move); } player->player_hovered_ent = cmd_ent->cmd_control_hovered_ent; u32 flags = control->flags; if (flags & SIM_CONTROL_FLAG_DRAG) { if (!(old_control.flags & SIM_CONTROL_FLAG_DRAG)) { player->player_dbg_drag_start = true; } } else { if (old_control.flags & SIM_CONTROL_FLAG_DRAG) { player->player_dbg_drag_stop = true; } } if (flags & SIM_CONTROL_FLAG_CLEAR_ALL) { if (is_master && !(old_control.flags & SIM_CONTROL_FLAG_CLEAR_ALL)) { test_clear_level(ctx); } } if (flags & SIM_CONTROL_FLAG_SPAWN_TEST) { if (!(old_control.flags & SIM_CONTROL_FLAG_SPAWN_TEST)) { logf_info("Spawning (test)"); u32 count = 1; f32 spread = 0; for (u32 j = 0; j < count; ++j) { struct v2 pos = player->player_cursor_pos; pos.y += (((f32)j / (f32)count) - 0.5) * spread; spawn_test_entities(ctx, pos); } } } if (flags & SIM_CONTROL_FLAG_EXPLODE_TEST) { if (!(old_control.flags & SIM_CONTROL_FLAG_EXPLODE_TEST)) { logf_info("Explosion (test)"); spawn_test_explosion(world, player->player_cursor_pos, 1); } } if (flags & SIM_CONTROL_FLAG_TELEPORT_TEST) { if (!(old_control.flags & SIM_CONTROL_FLAG_TELEPORT_TEST)) { logf_info("Teleport (test)"); struct sim_ent *ent = sim_ent_from_id(world, player->player_control_ent); if (ent->valid) { test_teleport(ent, player->player_cursor_pos); } } } if (flags & SIM_CONTROL_FLAG_TILE_TEST) { #if 0 if (is_master) { struct v2 cursor_pos = player->player_cursor_pos; /* FIXME: Negative indices */ struct v2i32 tile_pos = V2I32(cursor_pos.x * SIM_TILES_PER_UNIT_SQRT, cursor_pos.y * SIM_TILES_PER_UNIT_SQRT); struct v2i32 chunk_pos = V2I32(tile_pos.x * SIM_TILES_PER_CHUNK_SQRT, tile_pos.y * SIM_TILES_PER_CHUNK_SQRT); struct v2i32 tile_pos_in_chunk = V2I32(tile_pos.x % SIM_TILES_PER_CHUNK_SQRT, tile_pos.y % SIM_TILES_PER_CHUNK_SQRT); struct sim_ent_id chunk_id = sim_ent_chunk_id_from_chunk_pos(player->id, chunk_pos); struct sim_ent *chunk_ent = sim_ent_from_id(world, chunk_id); if (!chunk_ent->valid) { chunk_ent = sim_ent_alloc_sync_src_with_id(root, chunk_id); sim_ent_enable_prop(chunk_ent, SEPROP_TILE_CHUNK); } struct string old_data = sim_ent_get_tile_chunk_data(chunk_ent); struct string new_data = ZI; new_data.len = SIM_TILES_PER_CHUNK_SQRT * SIM_TILES_PER_CHUNK_SQRT; new_data.text = arena_push_array_no_zero(scratch.arena, u8, new_data.len); if (old_data.len == new_data.len) { MEMCPY(new_data.text, old_data.text, new_data.len); } else { MEMZERO(new_data.text, new_data.len); } u64 tile_index = tile_pos_in_chunk.x + (tile_pos_in_chunk.y * SIM_TILES_PER_CHUNK_SQRT); new_data.text[tile_index] = SIM_TILE_KIND_TEST; sim_ent_set_tile_chunk_data(chunk_ent, new_data); } #endif } } } break; #if 0 case SIM_CMD_KIND_CHAT: { struct sim_data_key msg_key = cmd_ent->cmd_chat_msg; struct string msg = sim_data_from_key(sim_data_store, msg_key); if (msg.len > 0) { struct sim_ent *chat_ent = sim_ent_alloc_sync_src(root); sim_ent_enable_prop(chat_ent, SEPROP_CHAT); chat_ent->chat_player = player->id; chat_ent->chat_msg = msg_key; } } break; #endif default: { /* Invalid cmd kind */ ASSERT(false); } break; } /* Release cmd */ if (!persist_cmd) { sim_ent_enable_prop(cmd_ent, SEPROP_RELEASE); } } } } /* ========================== * * Create client player ents * ========================== */ if (is_master) { for (u64 i = 0; i < world->num_ents_reserved; ++i) { struct sim_ent *ent = &world->ents[i]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_PLAYER)) { /* FIXME: Ents never released when client disconnects */ struct sim_ent *control_ent = sim_ent_from_id(world, ent->player_control_ent); if (!control_ent->valid) { control_ent = spawn_test_employee(ctx); control_ent->predictor = ent->id; sim_ent_enable_prop(control_ent, SEPROP_CONTROLLED); ent->player_control_ent = control_ent->id; control_ent->controlling_player = ent->id; } struct sim_ent *camera_ent = sim_ent_from_id(world, ent->player_camera_ent); if (!camera_ent->valid) { camera_ent = spawn_test_camera(world, control_ent); camera_ent->predictor = ent->id; ent->player_camera_ent = camera_ent->id; } } } } /* ========================== * * Update entity control from client control * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_CONTROLLED)) { struct sim_ent *player = sim_ent_from_id(world, ent->controlling_player); if (player->valid) { ent->control = player->player_control; /* TODO: Move this */ if (ent->control.flags & SIM_CONTROL_FLAG_FIRE) { sim_ent_enable_prop(ent, SEPROP_TRIGGERING_EQUIPPED); } else { sim_ent_disable_prop(ent, SEPROP_TRIGGERING_EQUIPPED); } } } } /* ========================== * * Update entities from sprite * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sprite_tag_is_nil(ent->sprite)) continue; struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); /* Update animation */ { struct sprite_sheet_span span = sprite_sheet_get_span(sheet, ent->sprite_span_name); if (ent->animation_last_frame_change_time_ns == 0) { ent->animation_last_frame_change_time_ns = SECONDS_FROM_NS(world->sim_time_ns); } f64 time_in_frame = SECONDS_FROM_NS(world->sim_time_ns - ent->animation_last_frame_change_time_ns); u64 frame_index = ent->animation_frame; if (frame_index < span.start || frame_index > span.end) { frame_index = span.start; } if (span.end > span.start) { struct sprite_sheet_frame frame = sprite_sheet_get_frame(sheet, frame_index); while (time_in_frame > frame.duration) { time_in_frame -= frame.duration; ++frame_index; if (frame_index > span.end) { /* Loop animation */ frame_index = span.start; } frame = sprite_sheet_get_frame(sheet, frame_index); ent->animation_last_frame_change_time_ns = world->sim_time_ns; } } ent->animation_frame = frame_index; } /* Update sprite local xform */ { struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, LIT("pivot"), ent->animation_frame); struct v2 sprite_size = v2_div(sheet->frame_size, (f32)IMAGE_PIXELS_PER_UNIT); struct v2 dir = v2_mul_v2(sprite_size, slice.dir); f32 rot = v2_angle(dir) + PI / 2; struct xform xf = XFORM_IDENT; xf = xform_rotated(xf, -rot); xf = xform_scaled(xf, sprite_size); xf = xform_translated(xf, v2_neg(slice.center)); ent->sprite_local_xform = xf; } /* Update collider from sprite */ if (ent->sprite_collider_slice.len > 0) { struct xform cxf = ent->sprite_local_xform; struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, ent->sprite_collider_slice, ent->animation_frame); ent->local_collider = collider_from_quad(xform_mul_quad(cxf, quad_from_rect(slice.rect))); } /* Test collider */ #if 0 if (sim_ent_has_prop(ent, SEPROP_TEST)) { //if ((true)) { #if 0 ent->local_collider.points[0] = V2(0, 0); ent->local_collider.count = 1; ent->local_collider.radius = 0.5; #elif 0 ent->local_collider.points[0] = v2_with_len(V2(0.08f, 0.17f), 0.15f); ent->local_collider.points[1] = v2_with_len(V2(-0.07f, -0.2f), 0.15f); ent->local_collider.count = 2; ent->local_collider.radius = 0.075f; #elif 1 #if 0 /* "Bad" winding order */ ent->local_collider.points[0] = V2(-0.15, 0.15); ent->local_collider.points[1] = V2(0.15, 0.15); ent->local_collider.points[2] = V2(0, -0.15); #else ent->local_collider.points[0] = V2(0, -0.15); ent->local_collider.points[1] = V2(0.15, 0.15); ent->local_collider.points[2] = V2(-0.15, 0.15); #endif ent->local_collider.count = 3; ent->local_collider.radius = 0.25; //ent->local_collider.radius = math_fabs(math_sin(ctx->tick.time) / 3); #else //ent->local_collider.radius = 0.5; ent->local_collider.radius = 0.25; //ent->local_collider.radius = 0.; #endif } #endif } /* ========================== * * Update attachments * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_ATTACHED)) continue; struct sim_ent *parent = sim_ent_from_id(world, ent->parent); struct sprite_tag parent_sprite = parent->sprite; struct sprite_sheet *parent_sheet = sprite_sheet_from_tag_await(sprite_frame_scope, parent_sprite); struct xform parent_sprite_xf = parent->sprite_local_xform; struct sprite_sheet_slice attach_slice = sprite_sheet_get_slice(parent_sheet, ent->attach_slice, parent->animation_frame); struct v2 attach_pos = xform_mul_v2(parent_sprite_xf, attach_slice.center); struct v2 attach_dir = xform_basis_mul_v2(parent_sprite_xf, attach_slice.dir); struct xform xf = sim_ent_get_local_xform(ent); xf.og = attach_pos; xf = xform_basis_with_rotation_world(xf, v2_angle(attach_dir) + PI / 2); sim_ent_set_local_xform(ent, xf); } /* ========================== * * Test * ========================== */ #if 0 for (u64 ent_index = 0; ent_index < ss_blended->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &ss_blended->ents[ent_index]; if (!sim_ent_is_valid_and_active(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_TEST)) continue; #if 0 if (!ent->test_initialized) { ent->test_initialized = true; ent->test_start_local_xform = sim_ent_get_local_xform(ent); ent->test_start_sprite_xform = ent->sprite_local_xform; } f32 t = (f32)time; struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3); f32 r = t * 3; struct v2 s = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1); (UNUSED)og; (UNUSED)r; (UNUSED)s; og = v2_add(og, ent->test_start_local_xform.og); r += xform_get_rotation(ent->test_start_local_xform); s = v2_add(s, xform_get_scale(ent->test_start_local_xform)); struct xform xf = sim_ent_get_local_xform(ent); xf.og = og; xf = xform_rotated_to(xf, r); xf = xform_scaled_to(xf, s); sim_ent_set_local_xform(ent, xf); #else f32 t = (f32)time; struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3); f32 rot = t * PI / 3; struct v2 scale = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1); (UNUSED)og; (UNUSED)rot; (UNUSED)scale; struct xform xf = sim_ent_get_local_xform(ent); xf = xform_rotated_to(xf, rot); xf = xform_scaled_to(xf, scale); sim_ent_set_local_xform(ent, xf); #endif } #endif /* ========================== * * Trigger equipped * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_TRIGGERING_EQUIPPED)) { struct sim_ent *eq = sim_ent_from_id(world, ent->equipped); if (sim_ent_should_simulate(eq)) { sim_ent_enable_prop(eq, SEPROP_TRIGGERED_THIS_TICK); } } } /* ========================== * * Process triggered entities * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_TRIGGERED_THIS_TICK)) continue; if ((world->sim_time_ns - ent->last_triggered_ns < NS_FROM_SECONDS(ent->trigger_delay)) && ent->last_triggered_ns != 0) continue; ent->last_triggered_ns = world->sim_time_ns; /* Fire smg */ if (sim_ent_has_prop(ent, SEPROP_WEAPON_SMG)) { struct sprite_tag sprite = ent->sprite; u32 animation_frame = ent->animation_frame; struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, sprite); struct xform sprite_local_xform = ent->sprite_local_xform; struct sprite_sheet_slice out_slice = sprite_sheet_get_slice(sheet, LIT("out"), animation_frame); struct v2 rel_pos = xform_mul_v2(sprite_local_xform, out_slice.center); struct v2 rel_dir = xform_basis_mul_v2(sprite_local_xform, out_slice.dir); /* Spawn bullet */ struct sim_ent *bullet; { bullet = sim_ent_alloc_sync_src(root); bullet->bullet_src = ent->id; bullet->bullet_src_pos = rel_pos; bullet->bullet_src_dir = rel_dir; //bullet->bullet_impulse = 0.75f; bullet->bullet_impulse = 2.0f; //bullet->bullet_knockback = 10; bullet->mass_unscaled = 0.04f; bullet->inertia_unscaled = 0.00001f; bullet->layer = SIM_LAYER_BULLETS; #if 1 /* Point collider */ bullet->local_collider.points[0] = V2(0, 0); bullet->local_collider.count = 1; #else bullet->sprite = sprite_tag_from_path(LIT("res/graphics/bullet.ase")); bullet->sprite_collider_slice = LIT("shape"); #endif sim_ent_enable_prop(bullet, SEPROP_BULLET); sim_ent_enable_prop(bullet, SEPROP_SENSOR); } /* Spawn tracer */ { struct sim_ent *tracer = sim_ent_alloc_sync_src(root); tracer->tracer_fade_duration = 0.025f; tracer->layer = SIM_LAYER_TRACERS; sim_ent_enable_prop(tracer, SEPROP_TRACER); bullet->bullet_tracer = tracer->id; } } /* Fire launcher */ if (sim_ent_has_prop(ent, SEPROP_WEAPON_LAUNCHER)) { struct sprite_tag sprite = ent->sprite; u32 animation_frame = ent->animation_frame; struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, sprite); struct xform sprite_local_xform = ent->sprite_local_xform; struct sprite_sheet_slice out_slice = sprite_sheet_get_slice(sheet, LIT("out"), animation_frame); struct v2 rel_pos = xform_mul_v2(sprite_local_xform, out_slice.center); struct v2 rel_dir = xform_basis_mul_v2(sprite_local_xform, out_slice.dir); /* Spawn bullet */ struct sim_ent *bullet; { bullet = sim_ent_alloc_sync_src(root); bullet->bullet_src = ent->id; bullet->bullet_src_pos = rel_pos; bullet->bullet_src_dir = rel_dir; //bullet->bullet_impulse = 0.75f; bullet->bullet_impulse = 0.75; bullet->bullet_knockback = 10; bullet->bullet_impact_explosion_radius = 1.0; bullet->mass_unscaled = 0.04f; bullet->inertia_unscaled = 0.00001f; bullet->layer = SIM_LAYER_BULLETS; /* Point collider */ bullet->local_collider.points[0] = V2(0, 0); bullet->local_collider.count = 1; bullet->local_collider.radius = 0.05; sim_ent_enable_prop(bullet, SEPROP_BULLET); sim_ent_enable_prop(bullet, SEPROP_SENSOR); } /* Spawn tracer */ { struct sim_ent *tracer = sim_ent_alloc_sync_src(root); tracer->tracer_fade_duration = 0.025f; tracer->layer = SIM_LAYER_TRACERS; sim_ent_enable_prop(tracer, SEPROP_TRACER); bullet->bullet_tracer = tracer->id; } } } /* ========================== * * Create & update motor joints from control move * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_CONTROLLED)) { struct sim_ent *joint_ent = sim_ent_from_id(world, ent->move_joint); if (is_master && !sim_ent_is_valid_and_active(joint_ent)) { joint_ent = sim_ent_alloc_sync_src(root); joint_ent->predictor = ent->predictor; joint_ent->mass_unscaled = F32_INFINITY; joint_ent->inertia_unscaled = F32_INFINITY; sim_ent_enable_prop(joint_ent, SEPROP_MOTOR_JOINT); sim_ent_enable_prop(joint_ent, SEPROP_ACTIVE); ent->move_joint = joint_ent->id; struct phys_motor_joint_def def = ZI; def.e0 = joint_ent->id; /* Re-using joint entity as e0 */ def.e1 = ent->id; def.correction_rate = 0; def.max_force = ent->control_force; def.max_torque = 0; joint_ent->motor_joint_data = phys_motor_joint_from_def(def); } if (sim_ent_should_simulate(joint_ent)) { sim_ent_set_xform(joint_ent, XFORM_IDENT); /* Reset joint ent position */ sim_ent_set_linear_velocity(joint_ent, v2_mul(v2_clamp_len(ent->control.move, 1), ent->control_force_max_speed)); } } } /* ========================== * * Create & update motor joints from control focus (aim) * ========================== */ #if SIM_PLAYER_AIM for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (sim_ent_has_prop(ent, SEPROP_CONTROLLED)) { struct xform xf = sim_ent_get_xform(ent); struct xform sprite_xf = xform_mul(xf, ent->sprite_local_xform); /* Retrieve / create aim joint */ struct sim_ent *joint_ent = sim_ent_from_id(world, ent->aim_joint); if (is_master && !sim_ent_is_valid_and_active(joint_ent)) { joint_ent = sim_ent_alloc_sync_src(root); joint_ent->predictor = ent->predictor; joint_ent->mass_unscaled = F32_INFINITY; joint_ent->inertia_unscaled = F32_INFINITY; sim_ent_enable_prop(joint_ent, SEPROP_PHYSICAL_KINEMATIC); /* Since we'll be setting velocity manually */ sim_ent_enable_prop(joint_ent, SEPROP_MOTOR_JOINT); sim_ent_enable_prop(joint_ent, SEPROP_ACTIVE); ent->aim_joint = joint_ent->id; struct phys_motor_joint_def def = ZI; def.e0 = joint_ent->id; /* Re-using joint entity as e0 */ def.e1 = ent->id; def.max_force = 0; def.max_torque = ent->control_torque; joint_ent->motor_joint_data = phys_motor_joint_from_def(def); } if (sim_ent_should_simulate(joint_ent)) { /* Set correction rate dynamically since motor velocity is only set for one frame */ joint_ent->motor_joint_data.correction_rate = 10 * sim_dt; /* Solve for final angle using law of sines */ f32 new_angle; { struct v2 ent_pos = xf.og; struct v2 focus_pos = v2_add(ent_pos, ent->control.focus); struct v2 sprite_hold_pos; struct v2 sprite_hold_dir; { struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, LIT("attach.wep"), ent->animation_frame); sprite_hold_pos = slice.center; sprite_hold_dir = slice.dir; } struct v2 hold_dir = xform_basis_mul_v2(sprite_xf, sprite_hold_dir); struct v2 hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos); if (v2_eq(hold_pos, ent_pos)) { /* If hold pos is same as origin (E.G if pivot is being used as hold pos), then move hold pos forward a tad to avoid issue */ sprite_hold_pos = v2_add(sprite_hold_pos, V2(0, -1)); hold_pos = xform_mul_v2(sprite_xf, sprite_hold_pos); } f32 forward_hold_angle_offset; { struct xform xf_unrotated = xform_basis_with_rotation_world(xf, 0); struct v2 hold_pos_unrotated = xform_mul_v2(xf_unrotated, xform_mul_v2(ent->sprite_local_xform, sprite_hold_pos)); forward_hold_angle_offset = v2_angle_from_dirs(V2(0, -1), v2_sub(hold_pos_unrotated, xf_unrotated.og)); } struct v2 hold_ent_dir = v2_sub(ent_pos, hold_pos); struct v2 focus_ent_dir = v2_sub(ent_pos, focus_pos); f32 hold_ent_len = v2_len(hold_ent_dir); f32 focus_ent_len = v2_len(focus_ent_dir); f32 final_hold_angle_btw_ent_and_focus = v2_angle_from_dirs(hold_ent_dir, hold_dir); f32 final_focus_angle_btw_ent_and_hold = math_asin((math_sin(final_hold_angle_btw_ent_and_focus) * hold_ent_len) / focus_ent_len); f32 final_ent_angle_btw_focus_and_hold = PI - (final_focus_angle_btw_ent_and_hold + final_hold_angle_btw_ent_and_focus); new_angle = math_unwind_angle(v2_angle_from_dirs(V2(0, -1), v2_sub(focus_pos, ent_pos)) + final_ent_angle_btw_focus_and_hold - forward_hold_angle_offset); } f32 new_vel = 0; if (!F32_IS_NAN(new_angle)) { const f32 angle_error_allowed = 0.001f; struct xform joint_xf = sim_ent_get_xform(joint_ent); f32 diff = math_unwind_angle(new_angle - xform_get_rotation(joint_xf)); if (math_fabs(diff) > angle_error_allowed) { /* Instantly snap joint ent to new angle */ new_vel = diff / sim_dt; } } sim_ent_set_angular_velocity(joint_ent, new_vel); } } } #endif /* ========================== * * Create motor joints from ground friction (gravity) * ========================== */ #if 1 for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_PHYSICAL_DYNAMIC)) continue; struct sim_ent *joint_ent = sim_ent_from_id(world, ent->ground_friction_joint); struct phys_motor_joint_def def = ZI; def.e0 = root->id; def.e1 = ent->id; def.correction_rate = 0; def.max_force = ent->linear_ground_friction; def.max_torque = ent->angular_ground_friction; if (joint_ent->motor_joint_data.max_force != def.max_force || joint_ent->motor_joint_data.max_torque != def.max_torque) { if (is_master && !sim_ent_is_valid_and_active(joint_ent)) { joint_ent = sim_ent_alloc_sync_src(root); joint_ent->predictor = ent->predictor; sim_ent_enable_prop(joint_ent, SEPROP_MOTOR_JOINT); sim_ent_enable_prop(joint_ent, SEPROP_ACTIVE); joint_ent->motor_joint_data = phys_motor_joint_from_def(def); ent->ground_friction_joint = joint_ent->id; } } } #endif /* ========================== * * Create mouse joints from client debug drag * ========================== */ if (is_master) { for (u64 i = 0; i < world->num_ents_reserved; ++i) { struct sim_ent *player = &world->ents[i]; if (!sim_ent_should_simulate(player)) continue; if (!sim_ent_has_prop(player, SEPROP_PLAYER)) continue; struct v2 cursor = player->player_cursor_pos; b32 start_dragging = player->player_dbg_drag_start; b32 stop_dragging = player->player_dbg_drag_stop; struct sim_ent *joint_ent = sim_ent_from_id(world, player->player_dbg_drag_joint_ent); struct sim_ent *target_ent = sim_ent_from_id(world, joint_ent->mouse_joint_data.target); if (stop_dragging) { target_ent = sim_ent_nil(); } else if (start_dragging) { target_ent = sim_ent_from_id(world, player->player_hovered_ent); } if (sim_ent_should_simulate(target_ent)) { if (!sim_ent_is_valid_and_active(joint_ent)) { /* FIXME: Joint ent may never release */ joint_ent = sim_ent_alloc_local(root); joint_ent->mass_unscaled = F32_INFINITY; joint_ent->inertia_unscaled = F32_INFINITY; player->player_dbg_drag_joint_ent = joint_ent->id; sim_ent_enable_prop(joint_ent, SEPROP_MOUSE_JOINT); sim_ent_enable_prop(joint_ent, SEPROP_ACTIVE); } struct xform xf = sim_ent_get_xform(target_ent); f32 mass = target_ent->mass_unscaled * math_fabs(xform_get_determinant(xf)); struct phys_mouse_joint_def def = ZI; def.target = target_ent->id; if (sim_ent_id_eq(joint_ent->mouse_joint_data.target, target_ent->id)) { def.point_local_start = joint_ent->mouse_joint_data.point_local_start; } else { def.point_local_start = xform_invert_mul_v2(xf, cursor); } def.point_local_end = xform_invert_mul_v2(xf, cursor); def.max_force = mass * 1000; joint_ent->mouse_joint_data = phys_mouse_joint_from_def(def); } else if (sim_ent_is_valid_and_active(joint_ent)) { joint_ent->mouse_joint_data.target = target_ent->id; } } } /* ========================== * * Physics step * ========================== */ { struct phys_step_ctx phys = ZI; phys.sim_step_ctx = ctx; phys.pre_solve_callback = on_collision; phys_step(&phys, sim_dt); } /* ========================== * * Update tracers * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_TRACER)) continue; struct v2 end = sim_ent_get_xform(ent).og; struct v2 tick_velocity = v2_mul(ent->tracer_start_velocity, sim_dt); struct v2 gradient_start = v2_add(ent->tracer_gradient_start, tick_velocity); struct v2 gradient_end = v2_add(ent->tracer_gradient_end, tick_velocity); if (v2_dot(tick_velocity, v2_sub(gradient_start, end)) > 0) { /* Tracer has disappeared */ sim_ent_enable_prop(ent, SEPROP_RELEASE); } ent->tracer_gradient_start = gradient_start; ent->tracer_gradient_end = gradient_end; } /* ========================== * * Initialize bullet kinematics from sources * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_BULLET)) continue; if (ent->activation_tick == world->tick) { struct sim_ent *src = sim_ent_from_id(world, ent->bullet_src); struct xform src_xf = sim_ent_get_xform(src); struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos); struct v2 impulse = xform_basis_mul_v2(src_xf, ent->bullet_src_dir); impulse = v2_with_len(impulse, ent->bullet_impulse); #if 0 /* Add shooter velocity to bullet */ { /* TODO: Add angular velocity as well? */ struct sim_ent *top = sim_ent_from_id(ss_blended, src->top); impulse = v2_add(impulse, v2_mul(top->linear_velocity, dt)); } #endif struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(impulse) + PI / 2); sim_ent_set_xform(ent, xf); sim_ent_enable_prop(ent, SEPROP_PHYSICAL_KINEMATIC); sim_ent_apply_linear_impulse_to_center(ent, impulse); /* Initialize tracer */ struct sim_ent *tracer = sim_ent_from_id(world, ent->bullet_tracer); if (sim_ent_should_simulate(tracer)) { sim_ent_set_xform(tracer, xf); sim_ent_enable_prop(tracer, SEPROP_PHYSICAL_KINEMATIC); sim_ent_set_linear_velocity(tracer, ent->linear_velocity); tracer->tracer_start = pos; tracer->tracer_start_velocity = ent->linear_velocity; tracer->tracer_gradient_end = pos; tracer->tracer_gradient_start = v2_sub(pos, v2_mul(ent->linear_velocity, tracer->tracer_fade_duration)); } /* Spawn quake */ { struct sim_ent *quake = sim_ent_alloc_sync_src(root); sim_ent_set_xform(quake, XFORM_POS(pos)); quake->quake_intensity = 0.2f; quake->quake_fade = quake->quake_intensity / 0.1f; sim_ent_enable_prop(quake, SEPROP_QUAKE); } } } /* ========================== * * Update cameras * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_CAMERA)) continue; struct xform xf = sim_ent_get_xform(ent); /* Camera follow */ { struct sim_ent *follow = sim_ent_from_id(world, ent->camera_follow); f32 aspect_ratio = 1.0; { struct xform quad_xf = xform_mul(sim_ent_get_xform(ent), ent->camera_quad_xform); struct v2 camera_size = xform_get_scale(quad_xf); if (!v2_is_zero(camera_size)) { aspect_ratio = camera_size.x / camera_size.y; } } f32 ratio_y = 0.33f; f32 ratio_x = ratio_y / aspect_ratio; struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y)); struct v2 camera_focus_pos = v2_add(sim_ent_get_xform(follow).og, camera_focus_dir); ent->camera_xform_target = xf; ent->camera_xform_target.og = camera_focus_pos; /* Lerp camera */ if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) { f32 t = 1 - math_pow(2.f, -20.f * (f32)sim_dt); xf = xform_lerp(xf, ent->camera_xform_target, t); } else { /* Skip lerp */ xf = ent->camera_xform_target; } ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1; } /* Camera shake */ { /* TODO: Update based on distance to quake */ ent->shake = 0; for (u64 quake_ent_index = 0; quake_ent_index < world->num_ents_reserved; ++quake_ent_index) { struct sim_ent *quake = &world->ents[quake_ent_index]; if (!sim_ent_should_simulate(quake)) continue; if (!sim_ent_has_prop(quake, SEPROP_QUAKE)) continue; ent->shake += quake->quake_intensity; } } sim_ent_set_xform(ent, xf); } /* ========================== * * Update quakes * ========================== */ for (u64 ent_index = 0; ent_index < world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &world->ents[ent_index]; if (!sim_ent_should_simulate(ent)) continue; if (!sim_ent_has_prop(ent, SEPROP_QUAKE)) continue; ent->quake_intensity = max_f32(0, ent->quake_intensity - (ent->quake_fade * sim_dt)); if (ent->quake_intensity <= 0) { sim_ent_enable_prop(ent, SEPROP_RELEASE); } } /* ========================== * * Update relative layers * ========================== */ { struct temp_arena temp = arena_temp_begin(scratch.arena); struct sim_ent **stack = arena_push_no_zero(temp.arena, struct sim_ent *); u64 stack_count = 1; *stack = root; while (stack_count > 0) { struct sim_ent *parent; arena_pop(temp.arena, struct sim_ent *, &parent); --stack_count; i32 parent_layer = parent->final_layer; for (struct sim_ent *child = sim_ent_from_id(world, parent->first); child->valid; child = sim_ent_from_id(world, child->next)) { if (sim_ent_should_simulate(child)) { child->final_layer = parent_layer + child->layer; *arena_push_no_zero(temp.arena, struct sim_ent *) = child; ++stack_count; } } } arena_temp_end(temp); } /* ========================== * * Release entities at end of frame * ========================== */ sim_ent_release_all_with_prop(world, SEPROP_RELEASE); /* ========================== * * Sync to publish client * ========================== */ if (publish_client->valid && world->tick > publish_client->last_tick) { struct sim_snapshot *prev_pub_world = sim_snapshot_from_tick(publish_client, publish_client->last_tick); struct sim_snapshot *pub_world = sim_snapshot_alloc(publish_client, prev_pub_world, world->tick); /* Sync */ sim_snapshot_sync_ents(pub_world, world, world_client->player_id, 0); /* Mark all synced ents as both sync dsts & sync srcs */ for (u64 ent_index = 2; ent_index < pub_world->num_ents_reserved; ++ent_index) { struct sim_ent *ent = &pub_world->ents[ent_index]; if (ent->valid) { sim_ent_enable_prop(ent, SEPROP_SYNC_DST); sim_ent_enable_prop(ent, SEPROP_SYNC_SRC); } } pub_world->sim_dt_ns = world->sim_dt_ns; pub_world->sim_time_ns = world->sim_time_ns; pub_world->continuity_gen = world->continuity_gen; pub_world->phys_iteration = world->phys_iteration; pub_world->local_player = world->local_player; } /* ========================== * * End frame * ========================== */ sprite_scope_end(sprite_frame_scope); scratch_end(scratch); }