#define SIM_ENT_NIL_ID ((EntityId) { UID(0, 0) }) #define SIM_ENT_ROOT_ID ((EntityId) { UID(0xaaaaaaaaaaaaaaaa, 0xaaaaaaaaaaaaaaaa) }) typedef i32 EntProp; enum { SEPROP_ACTIVE, SEPROP_RELEASE, SEPROP_SYNC_SRC, /* This entity is networked to other clients */ SEPROP_SYNC_DST, /* This entity is not locally created, and will sync with incoming net src ents */ SEPROP_PLAYER, SEPROP_PLAYER_IS_MASTER, SEPROP_CMD, SEPROP_TILE_CHUNK, SEPROP_WALL, /* Physics collision */ SEPROP_SENSOR, /* This entity's collisions generate contacts */ SEPROP_SOLID, /* This entity's collisions generate contacts to be solved by the physics system (overrides SEPROP_SENSOR) */ SEPROP_TOI, /* This entity's collisions are processed using TOI (time of impact) for precise collisions */ /* Physics movement */ SEPROP_KINEMATIC, /* This entity reacts to velocity */ SEPROP_DYNAMIC, /* This entity reacts to velocity and forces (overrides SEPROP_KINEMATIC) */ SEPROP_CONTROLLED, SEPROP_COLLISION_DEBUG, SEPROP_CONTACT_CONSTRAINT, SEPROP_MOTOR_JOINT, SEPROP_MOUSE_JOINT, SEPROP_WELD_JOINT, SEPROP_CAMERA, SEPROP_CAMERA_ACTIVE, SEPROP_BULLET, SEPROP_WEAPON_SMG, SEPROP_WEAPON_LAUNCHER, SEPROP_WEAPON_CHUCKER, SEPROP_CHUCKER_ZONE, SEPROP_EXPLOSION, SEPROP_TRACER, SEPROP_QUAKE, SEPROP_ATTACHED, /* Test props */ SEPROP_TEST, SEPROP_TEST_SOUND_EMITTER, SEPROP_LIGHT_TEST, SEPROP_COUNT }; Struct(Entity) { Snapshot *ss; /* ====================================================================== */ /* Metadata */ b32 valid; /* Is this ent allocated in memory that can be written to (can always be read) */ EntityId id; u64 props[(SEPROP_COUNT + 63) / 64]; u64 continuity_gen; /* Is this the root ent */ b32 is_root; /* Is ent a child of the root ent */ b32 is_top; /* The id of the top level parent of the ent tree (if ent is top then this point to itself) */ EntityId top; /* Tree */ EntityId parent; EntityId next; EntityId prev; EntityId first; EntityId last; /* Lists keyed by index in snapshot ent array */ u32 next_in_id_bin; u32 prev_in_id_bin; u32 next_free; /* ====================================================================== */ /* Sync */ /* SEPROP_SYNC_SRC */ /* SEPROP_SYNC_DST */ /* Id of the player that owns simulation for this entity */ EntityId owner; /* Id of the player that should predict simulation of this this entity locally */ EntityId predictor; /* ====================================================================== */ /* Position */ /* Use xform getters & setters to access. */ Xform _local_xform; /* Transform in relation to parent ent (or the world if ent has no parent) */ Xform _xform; /* Calculated from ent tree */ b32 _is_xform_dirty; /* ====================================================================== */ /* Activation */ /* If 0, the ent will auto activate at start of next tick if not already active. */ u64 activation_tick; /* ====================================================================== */ /* Layer */ i32 layer; i32 final_layer; /* Calculated each tick from ent tree */ /* ====================================================================== */ /* Cmd */ /* SEPROP_CMD */ CmdKind cmd_kind; EntityId cmd_player; /* FIXME: Lerp */ /* Control cmd */ ControlData cmd_control; EntityId cmd_control_hovered_ent; /* Chat cmd */ //String cmd_chat_msg; /* ====================================================================== */ /* Chat */ /* SEPROP_CHAT */ EntityId chat_player; //String chat_msg; /* ====================================================================== */ /* Tile */ /* SEPROP_TILE_CHUNK */ /* FIXME: Move out of here */ u8 tile_chunk_tiles[SIM_TILES_PER_CHUNK_SQRT * SIM_TILES_PER_CHUNK_SQRT]; Vec2I32 tile_chunk_index; /* ====================================================================== */ /* Client */ /* SEPROP_PLAYER */ /* FIXME: Lerp */ ClientHandle player_client_handle; /* The client handle on the master sim's machine */ ControlData player_control; Vec2 player_cursor_pos; EntityId player_hovered_ent; EntityId player_control_ent; EntityId player_camera_ent; EntityId player_dbg_drag_joint_ent; b32 player_dbg_drag_start; b32 player_dbg_drag_stop; /* Client round-trip-time to server */ i64 player_last_rtt_ns; f64 player_average_rtt_seconds; /* ====================================================================== */ /* Collider */ Vec2 collision_dir; /* If set, then only collisions coming from this direction will generate contacts (used for walls to prevent ghost collisions) */ CLD_Shape local_collider; #if COLLIDER_DEBUG CollisionDebugData collision_debug_data; #endif SpaceEntryHandle space_handle; /* ====================================================================== */ /* Constraints / joints */ /* SEPROP_CONSTRAINT_CONTACT */ ContactConstraint contact_constraint_data; /* SEPROP_MOTOR_JOINT */ MotorJoint motor_joint_data; /* SEPROP_MOUSE_JOINT */ MouseJoint mouse_joint_data; /* SEPROP_WELD_JOINT */ WeldJoint weld_joint_data; /* ====================================================================== */ /* Control */ /* SEPROP_CONTROLLED */ EntityId controlling_player; f32 control_force; /* How much force is applied to achieve desired control movement */ f32 control_force_max_speed; /* Maximum linear velocity achieved by force (m/s) */ f32 control_torque; /* How much torque is applied when turning towards desired focus */ ControlData control; EntityId move_joint; EntityId aim_joint; /* ====================================================================== */ /* Physics */ /* SEPROP_DYNAMIC */ //f32 density; /* Density in kg/m^2 */ f32 friction; f32 mass_unscaled; /* Mass of ent in kg before any transformations */ f32 inertia_unscaled; /* Inertia of ent in kg*m^2 before any transformations */ EntityId ground_friction_joint; f32 linear_ground_friction; f32 angular_ground_friction; /* Use sim_ent_set_linear_velocity & sim_ent_set_angular_velocity to set */ Vec2 linear_velocity; /* m/s */ f32 angular_velocity; /* rad/s */ Vec2 force; f32 torque; f32 linear_damping; f32 angular_damping; /* ====================================================================== */ /* Sprite */ S_Tag sprite; String sprite_span_name; u32 sprite_tint; Vec3 sprite_emittance; String sprite_collider_slice; /* Collider will sync to bounds of this slice if set */ Xform sprite_local_xform; /* Sprite transform in relation to ent */ /* ====================================================================== */ /* Animation */ /* SEPROP_ANIMATING */ i64 animation_last_frame_change_time_ns; u32 animation_frame; /* ====================================================================== */ /* Attachment */ /* SEPROP_ATTACHED */ /* Slice name on the parent ent's sprite to attach to */ String attach_slice; /* ====================================================================== */ /* Equip */ EntityId equipped; /* ====================================================================== */ /* Chucker */ /* SEPROP_WEAPON_CHUCKER */ EntityId chucker_zone; EntityId chucker_joint; /* ====================================================================== */ /* Chucker zone */ /* SEPROP_CHUCKER_ZONE */ EntityId chucker_zone_ent; u64 chucker_zone_ent_tick; /* ====================================================================== */ /* Triggerable */ i32 num_primary_triggers; i32 num_secondary_triggers; f32 primary_fire_delay; f32 secondary_fire_delay; i64 last_primary_fire_ns; i64 last_secondary_fire_ns; /* ====================================================================== */ /* Trigger */ /* How many times has this trigger been triggered this tick */ i64 triggered_count; /* Other triggers to activate when this entity has been triggered */ //EntityId trigger_out_left; //EntityId trigger_out_right; /* ====================================================================== */ /* Bullet */ EntityId bullet_src; EntityId bullet_tracer; Vec2 bullet_src_pos; Vec2 bullet_src_dir; f32 bullet_launch_velocity; f32 bullet_knockback; f32 bullet_explosion_strength; f32 bullet_explosion_radius; b32 bullet_has_hit; /* ====================================================================== */ /* Explosion */ f32 explosion_strength; f32 explosion_radius; /* ====================================================================== */ /* Tracer */ /* SEPROP_TRACER */ Vec2 tracer_start; Vec2 tracer_start_velocity; f32 tracer_fade_duration; /* Time for tracer to fade from opacity of 1 to 0 */ /* calculated each frame */ Vec2 tracer_gradient_start; Vec2 tracer_gradient_end; /* ====================================================================== */ /* Quake */ /* SEPROP_QUAKE */ f32 quake_intensity; f32 quake_frequency; f32 quake_fade; /* How much intensity to lose per second */ /* ====================================================================== */ /* Testing */ /* SEPROP_TEST */ b32 test_initialized; Xform test_start_local_xform; Xform test_start_sprite_xform; /* SEPROP_TEST_SOUND_EMITTER */ String sound_name; MIX_TrackDesc sound_desc; MIX_Handle sound_handle; /* ====================================================================== */ /* Camera */ /* SEPROP_CAMERA */ EntityId camera_follow; Xform camera_quad_xform; f32 camera_lerp; /* Rate at which camera xform approaches target xform */ u32 camera_lerp_continuity_gen; Xform camera_xform_target; /* Calculated from camera_follow */ u32 camera_applied_lerp_continuity_gen_plus_one; /* Calculated */ f32 shake; }; Struct(EntArray) { Entity *ents; u64 count; }; Struct(EntPropArray) { EntProp *props; u64 count; }; Struct(EntBin) { u32 first; u32 last; }; /* ========================== * * Nil * ========================== */ Inline Entity *sim_ent_nil(void) { extern Readonly Entity **_g_sim_ent_nil; return *_g_sim_ent_nil; } /* ========================== * * Id helpers * ========================== */ Inline b32 sim_ent_id_eq(EntityId a, EntityId b) { return EqUid(a.uid, b.uid); } Inline b32 sim_ent_id_is_nil(EntityId id) { return EqUid(id.uid, SIM_ENT_NIL_ID.uid); } /* ========================== * * Property helpers * ========================== */ Inline void sim_ent_enable_prop(Entity *ent, EntProp prop) { u64 index = prop / 64; u64 bit = prop % 64; ent->props[index] |= ((u64)1 << bit); } Inline void sim_ent_disable_prop(Entity *ent, EntProp prop) { u64 index = prop / 64; u64 bit = prop % 64; ent->props[index] &= ~((u64)1 << bit); } Inline b32 sim_ent_has_prop(Entity *ent, EntProp prop) { u64 index = prop / 64; u64 bit = prop % 64; return !!(ent->props[index] & ((u64)1 << bit)); } Inline b32 sim_ent_is_valid_and_active(Entity *ent) { return ent->valid && sim_ent_has_prop(ent, SEPROP_ACTIVE); } Inline b32 sim_ent_should_predict(Entity *ent) { return sim_ent_id_eq(ent->predictor, ent->ss->local_player); } Inline b32 sim_ent_is_owner(Entity *ent) { return sim_ent_id_eq(ent->owner, ent->ss->local_player); } Inline b32 sim_ent_should_simulate(Entity *ent) { b32 result = 0; if (sim_ent_is_valid_and_active(ent)) { result = 1; if (sim_ent_has_prop(ent, SEPROP_SYNC_DST)) { EntityId local_player = ent->ss->local_player; result = sim_ent_id_eq(local_player, ent->owner) || sim_ent_id_eq(local_player, ent->predictor); } } return result; } /* ========================== * * Entity functions * ========================== */ /* Acquire */ Entity *sim_ent_acquire_raw(Snapshot *ss, Entity *parent, EntityId id); Entity *sim_ent_acquire_local(Entity *parent); Entity *sim_ent_acquire_local_with_id(Entity *parent, EntityId id); Entity *sim_ent_acquire_sync_src(Entity *parent); Entity *sim_ent_acquire_sync_src_with_id(Entity *parent, EntityId id); Entity *sim_ent_acquire_sync_dst(Entity *parent, EntityId ent_id, EntityId owner_id); void sim_ent_release_raw(Entity *ent); void sim_ent_release(Entity *ent); void sim_ent_release_all_with_prop(Snapshot *ss, EntProp prop); /* Activate */ void sim_ent_activate(Entity *ent, u64 current_tick); /* Id */ void sim_ent_set_id(Entity *ent, EntityId id); Entity *sim_ent_from_id(Snapshot *ss, EntityId id); EntityId sim_ent_random_id(void); EntityId sim_ent_contact_constraint_id_from_contacting_ids(EntityId player_id, EntityId id0, EntityId id1); EntityId sim_ent_collision_debug_id_from_ids(EntityId player_id, EntityId id0, EntityId id1); EntityId sim_ent_tile_chunk_id_from_tile_chunk_index(Vec2I32 chunk_start); /* Query */ Entity *sim_ent_find_first_match_one(Snapshot *ss, EntProp prop); Entity *sim_ent_find_first_match_all(Snapshot *ss, EntPropArray props); /* Tree */ void sim_ent_link_parent(Entity *parent, Entity *child); void sim_ent_unlink_from_parent(Entity *ent); /* Xform */ Xform sim_ent_get_xform(Entity *ent); Xform sim_ent_get_local_xform(Entity *ent); void sim_ent_set_xform(Entity *ent, Xform xf); void sim_ent_set_local_xform(Entity *ent, Xform xf); /* Movement */ void sim_ent_set_linear_velocity(Entity *ent, Vec2 velocity); void sim_ent_set_angular_velocity(Entity *ent, f32 velocity); void sim_ent_apply_linear_impulse(Entity *ent, Vec2 impulse, Vec2 world_point); void sim_ent_apply_linear_impulse_to_center(Entity *ent, Vec2 impulse); void sim_ent_apply_force_to_center(Entity *ent, Vec2 force); void sim_ent_apply_angular_impulse(Entity *ent, f32 impulse); void sim_ent_apply_torque(Entity *ent, f32 torque); /* Tile */ Entity *sim_tile_chunk_from_chunk_index(Snapshot *ss, Vec2I32 chunk_index); Entity *sim_tile_chunk_from_world_tile_index(Snapshot *ss, Vec2I32 world_tile_index); TileKind sim_get_chunk_tile(Entity *chunk_ent, Vec2I32 local_tile_index); /* Lerp */ void sim_ent_lerp(Entity *e, Entity *e0, Entity *e1, f64 blend); /* Sync */ void sim_ent_sync_acquire_tree(Entity *local_parent, Entity *remote, EntityId remote_player); void sim_ent_sync(Entity *local, Entity *remote); /* Encode / decode */ void sim_ent_encode(BB_Writer *bw, Entity *e0, Entity *e1); void sim_ent_decode(BB_Reader *br, Entity *e);