872 lines
22 KiB
C
872 lines
22 KiB
C
////////////////////////////////
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//~ Acquire
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Entity *AcquireRaw(Snapshot *ss, Entity *parent, EntityId id)
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{
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Assert(parent->valid);
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Assert(ss->valid);
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Assert(ss == parent->ss);
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Entity *ent;
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if (ss->first_free_ent > 0 && ss->first_free_ent < ss->num_ents_reserved)
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{
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/* Reuse from free list */
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ent = &ss->ents[ss->first_free_ent];
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ss->first_free_ent = ent->next_free;
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}
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else
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{
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/* Make new */
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ent = PushStructNoZero(ss->ents_arena, Entity);
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++ss->num_ents_reserved;
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}
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*ent = *NilEntity();
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ent->ss = ss;
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ent->valid = 1;
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ent->owner = ss->client->player_id;
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ent->_is_xform_dirty = 1;
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++ss->num_ents_allocated;
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SetEntityId(ent, id);
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Link(ent, parent);
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return ent;
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}
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/* Acquires a new entity that will not sync */
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Entity *AcquireLocal(Entity *parent)
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{
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Snapshot *ss = parent->ss;
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Entity *e = AcquireRaw(ss, parent, RandomId());
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e->owner = ss->local_player;
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return e;
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}
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Entity *AcquireLocalWithId(Entity *parent, EntityId id)
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{
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Snapshot *ss = parent->ss;
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Entity *e = AcquireRaw(ss, parent, id);
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e->owner = ss->local_player;
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return e;
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}
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/* Acquires a new entity to be synced to clients */
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Entity *AcquireSyncSrc(Entity *parent)
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{
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Snapshot *ss = parent->ss;
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Entity *e = AcquireRaw(ss, parent, RandomId());
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EnableProp(e, Prop_SyncSrc);
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e->owner = ss->local_player;
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return e;
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}
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Entity *AcquireSyncSrcWithId(Entity *parent, EntityId id)
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{
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Snapshot *ss = parent->ss;
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Entity *e = AcquireRaw(ss, parent, id);
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EnableProp(e, Prop_SyncSrc);
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e->owner = ss->local_player;
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return e;
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}
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/* Acquires a new entity that will sync with incoming net src ents containing id, and coming from the specified owner */
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Entity *AcquireSyncDst(Entity *parent, EntityId ent_id, EntityId owner_id)
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{
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Snapshot *ss = parent->ss;
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Entity *e = AcquireRaw(ss, parent, ent_id);
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EnableProp(e, Prop_SyncDst);
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e->owner = owner_id;
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return e;
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}
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////////////////////////////////
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//~ Release
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void ReleaseRaw(Entity *ent)
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{
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Snapshot *ss = ent->ss;
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/* Release children */
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Entity *child = EntityFromId(ss, ent->first);
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while (child->valid)
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{
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Entity *next = EntityFromId(ss, child->next);
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ReleaseRaw(child);
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child = next;
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}
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/* Release uid */
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SetEntityId(ent, NilEntityId);
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/* Release */
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ent->valid = 0;
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ent->next_free = ss->first_free_ent;
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ss->first_free_ent = IndexFromEntity(ss, ent);
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--ss->num_ents_allocated;
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}
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void Release(Entity *ent)
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{
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Snapshot *ss = ent->ss;
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Entity *parent = EntityFromId(ss, ent->parent);
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if (parent->valid)
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{
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Unlink(ent);
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}
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ReleaseRaw(ent);
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}
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void ReleaseAllWithProp(Snapshot *ss, Prop prop)
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{
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TempArena scratch = BeginScratchNoConflict();
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Entity **ents_to_release = PushDry(scratch.arena, Entity *);
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u64 ents_to_release_count = 0;
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for (u64 ent_index = 0; ent_index < ss->num_ents_reserved; ++ent_index)
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{
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Entity *ent = &ss->ents[ent_index];
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if (ent->valid && HasProp(ent, prop))
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{
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*PushStructNoZero(scratch.arena, Entity *) = ent;
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++ents_to_release_count;
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}
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}
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/* Release from snapshot */
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/* TODO: Breadth first iteration to only release parent entities (since
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* child entities will be released along with parent anyway) */
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for (u64 i = 0; i < ents_to_release_count; ++i)
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{
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Entity *ent = ents_to_release[i];
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if (ent->valid && !ent->is_root && !HasProp(ent, Prop_Cmd) && !HasProp(ent, Prop_Player))
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{
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Release(ent);
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}
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}
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EndScratch(scratch);
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}
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////////////////////////////////
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//~ Activate
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void Activate(Entity *ent, u64 current_tick)
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{
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EnableProp(ent, Prop_Active);
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ent->activation_tick = current_tick;
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++ent->continuity_gen;
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}
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////////////////////////////////
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//~ Entity id
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u32 IndexFromEntity(Snapshot *ss, Entity *ent)
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{
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return ent - ss->ents;
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}
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Entity *EntityFromIndex(Snapshot *ss, u32 index)
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{
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if (index > 0 && index < ss->num_ents_reserved)
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{
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return &ss->ents[index];
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}
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else
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{
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return NilEntity();
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}
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}
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EntBin *BinFromId(Snapshot *ss, EntityId id)
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{
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return &ss->id_bins[id.uid.lo % ss->num_id_bins];
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}
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/* NOTE: This should only really happen during ent allocation (it doesn't make sense for an allocated ent's id to change) */
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void SetEntityId(Entity *ent, EntityId id)
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{
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Snapshot *ss = ent->ss;
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EntityId old_id = ent->id;
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if (!EqId(old_id, id))
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{
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/* Release old from lookup */
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if (!IsNilId(old_id))
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{
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EntBin *bin = BinFromId(ss, old_id);
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u32 prev_index = 0;
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u32 next_index = 0;
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u32 search_index = bin->first;
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Entity *prev = NilEntity();
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Entity *next = NilEntity();
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Entity *search = EntityFromIndex(ss, search_index);
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while (search->valid)
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{
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next_index = search->next_in_id_bin;
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next = EntityFromIndex(ss, next_index);
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if (EqId(search->id, old_id))
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{
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break;
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}
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prev_index = search_index;
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prev = search;
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search_index = next_index;
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search = next;
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}
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/* Old id not in bin, this should be impossible. */
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Assert(search->valid);
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if (prev->valid)
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{
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prev->next_in_id_bin = next_index;
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}
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else
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{
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bin->first = next_index;
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}
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if (next->valid)
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{
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next->prev_in_id_bin = prev_index;
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}
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else
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{
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bin->last = prev_index;
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}
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}
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/* Insert new id into lookup */
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if (!IsNilId(id))
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{
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#if RtcIsEnabled
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{
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Entity *existing = EntityFromId(ss, id);
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/* Collision should be extremely unlikely under normal circumstances, there's probably a logic error somewhere. */
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Assert(!existing->valid);
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}
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#endif
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EntBin *bin = BinFromId(ss, id);
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u32 ent_index = IndexFromEntity(ss, ent);
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Entity *last = EntityFromIndex(ss, bin->last);
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if (last->valid)
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{
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last->next_in_id_bin = ent_index;
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ent->prev_in_id_bin = bin->last;
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}
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else
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{
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bin->first = ent_index;
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ent->prev_in_id_bin = 0;
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}
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bin->last = ent_index;
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}
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ent->id = id;
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}
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}
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Entity *EntityFromId(Snapshot *ss, EntityId id)
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{
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Entity *result = NilEntity();
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if (!IsNilId(id) && ss->valid)
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{
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EntBin *bin = BinFromId(ss, id);
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for (Entity *e = EntityFromIndex(ss, bin->first); e->valid; e = EntityFromIndex(ss, e->next_in_id_bin))
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{
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if (EqId(e->id, id))
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{
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result = e;
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break;
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}
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}
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}
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return result;
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}
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EntityId RandomId(void)
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{
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EntityId result = ZI;
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result.uid = UidFromTrueRand();
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return result;
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}
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/* Returns the deterministic id of the contact constraint ent id that should be produced from e0 & e1 colliding */
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EntityId ContactConstraintIdFromContactingIds(EntityId player_id, EntityId id0, EntityId id1)
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{
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EntityId result = ZI;
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result.uid = ContactBasisUid;
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result.uid = CombineUid(result.uid, player_id.uid);
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result.uid = CombineUid(result.uid, id0.uid);
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result.uid = CombineUid(result.uid, id1.uid);
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return result;
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}
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/* Returns the deterministic id of the debug contact constraint ent id that should be produced from e0 & e1 colliding */
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EntityId CollisionDebugIdFromIds(EntityId player_id, EntityId id0, EntityId id1)
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{
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EntityId result = ZI;
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result.uid = CollisionDebugBasisUid;
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result.uid = CombineUid(result.uid, player_id.uid);
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result.uid = CombineUid(result.uid, id0.uid);
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result.uid = CombineUid(result.uid, id1.uid);
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return result;
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}
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/* Returns the deterministic id of the tile chunk that should be produced at chunk pos */
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EntityId TileChunkIdFromIndex(Vec2I32 chunk_index)
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{
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EntityId result = ZI;
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result.uid = TileChunkBasisUid;
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result.uid = CombineUid(result.uid, UID(RandU64FromSeed(chunk_index.x), RandU64FromSeed(chunk_index.y)));
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return result;
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}
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////////////////////////////////
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//~ Query
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Entity *FirstWithProp(Snapshot *ss, Prop prop)
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{
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u64 count = ss->num_ents_reserved;
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Entity *entities = ss->ents;
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for (u64 ent_index = 0; ent_index < count; ++ent_index)
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{
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Entity *ent = &entities[ent_index];
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if (ent->valid && HasProp(ent, prop))
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{
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return ent;
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}
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}
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return NilEntity();
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}
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Entity *FirstWithAllProps(Snapshot *ss, PropArray props)
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{
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u64 count = ss->num_ents_reserved;
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Entity *entities = ss->ents;
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for (u64 ent_index = 0; ent_index < count; ++ent_index)
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{
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Entity *ent = &entities[ent_index];
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if (ent->valid)
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{
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b32 all = 1;
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for (u64 i = 0; i < props.count; ++i)
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{
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if (!HasProp(ent, props.props[i]))
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{
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all = 0;
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break;
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}
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}
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if (all)
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{
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return ent;
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}
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}
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}
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return NilEntity();
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}
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////////////////////////////////
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//~ Tree
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void Link(Entity *ent, Entity *parent)
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{
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Snapshot *ss = ent->ss;
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Entity *old_parent = EntityFromId(ss, ent->parent);
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if (old_parent->valid)
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{
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/* Unlink from current parent */
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Unlink(ent);
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}
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EntityId ent_id = ent->id;
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EntityId last_child_id = parent->last;
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Entity *last_child = EntityFromId(ss, last_child_id);
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if (last_child->valid)
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{
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ent->prev = last_child_id;
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last_child->next = ent_id;
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}
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else
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{
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parent->first = ent_id;
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}
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parent->last = ent_id;
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if (parent->is_root)
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{
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ent->is_top = 1;
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ent->top = ent_id;
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}
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else
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{
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ent->top = parent->top;
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}
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ent->parent = parent->id;
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}
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/* NOTE: Entity will be dangling after calling this, should re-link to root ent. */
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void Unlink(Entity *ent)
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{
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Snapshot *ss = ent->ss;
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EntityId parent_id = ent->parent;
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Entity *parent = EntityFromId(ss, parent_id);
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Entity *prev = EntityFromId(ss, ent->prev);
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Entity *next = EntityFromId(ss, ent->next);
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/* Unlink from parent & siblings */
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if (prev->valid)
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{
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prev->next = next->id;
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}
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else
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{
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parent->first = next->id;
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}
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if (next->valid)
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{
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next->prev = prev->id;
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}
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else
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{
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parent->last = prev->id;
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}
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ent->prev = NilEntityId;
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ent->next = NilEntityId;
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}
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////////////////////////////////
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//~ Xform
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void MarkChildXformsDirty(Snapshot *ss, Entity *ent)
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{
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for (Entity *child = EntityFromId(ss, ent->first); child->valid; child = EntityFromId(ss, child->next))
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{
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if (child->_is_xform_dirty)
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{
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break;
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}
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else
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{
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child->_is_xform_dirty = 1;
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MarkChildXformsDirty(ss, child);
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}
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}
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}
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Xform XformFromEntity_(Snapshot *ss, Entity *ent)
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{
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Xform xf;
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if (ent->_is_xform_dirty)
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{
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if (ent->is_top)
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{
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xf = ent->_local_xform;
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}
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else
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{
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Entity *parent = EntityFromId(ss, ent->parent);
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xf = XformFromEntity_(ss, parent);
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xf = MulXform(xf, ent->_local_xform);
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ent->_xform = xf;
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ent->_is_xform_dirty = 0;
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}
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ent->_xform = xf;
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ent->_is_xform_dirty = 0;
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}
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else
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{
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xf = ent->_xform;
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}
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return xf;
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}
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Xform XformFromEntity(Entity *ent)
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{
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Xform xf;
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if (ent->_is_xform_dirty)
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{
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if (ent->is_top)
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{
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xf = ent->_local_xform;
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}
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else
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{
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Snapshot *ss = ent->ss;
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Entity *parent = EntityFromId(ss, ent->parent);
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xf = XformFromEntity_(ss, parent);
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xf = MulXform(xf, ent->_local_xform);
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ent->_xform = xf;
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ent->_is_xform_dirty = 0;
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}
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ent->_xform = xf;
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ent->_is_xform_dirty = 0;
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}
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else
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{
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xf = ent->_xform;
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}
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return xf;
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}
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Xform LocalXformFromEntity(Entity *ent)
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{
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return ent->_local_xform;
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}
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void SetXform(Entity *ent, Xform xf)
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{
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if (!EqXform(xf, ent->_xform))
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{
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Snapshot *ss = ent->ss;
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/* Update local xform */
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if (ent->is_top)
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{
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ent->_local_xform = xf;
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}
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else
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{
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Entity *parent = EntityFromId(ss, ent->parent);
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Xform parent_global = XformFromEntity_(ss, parent);
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ent->_local_xform = MulXform(InvertXform(parent_global), xf);
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}
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ent->_xform = xf;
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ent->_is_xform_dirty = 0;
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MarkChildXformsDirty(ss, ent);
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}
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}
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void SetLocalXform(Entity *ent, Xform xf)
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{
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if (!EqXform(xf, ent->_local_xform))
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{
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ent->_local_xform = xf;
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ent->_is_xform_dirty = 1;
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MarkChildXformsDirty(ent->ss, ent);
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}
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}
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////////////////////////////////
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//~ Movement
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void SetLinearVelocity(Entity *ent, Vec2 velocity)
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{
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if (HasProp(ent, Prop_Kinematic) || HasProp(ent, Prop_Dynamic))
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{
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ent->linear_velocity = ClampVec2Len(velocity, SIM_MAX_LINEAR_VELOCITY);
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}
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}
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void SetAngularVelocity(Entity *ent, f32 velocity)
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{
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if (HasProp(ent, Prop_Kinematic) || HasProp(ent, Prop_Dynamic))
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{
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ent->angular_velocity = ClampF32(velocity, -SIM_MAX_ANGULAR_VELOCITY, SIM_MAX_ANGULAR_VELOCITY);
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}
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}
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void ApplyLinearImpulse(Entity *ent, Vec2 impulse, Vec2 point)
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{
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if (HasProp(ent, Prop_Dynamic))
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{
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Xform xf = XformFromEntity(ent);
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Vec2 center = xf.og;
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f32 scale = AbsF32(DeterminantFromXform(xf));
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f32 inv_mass = 1.f / (ent->mass_unscaled * scale);
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f32 inv_inertia = 1.f / (ent->inertia_unscaled * scale);
|
|
|
|
Vec2 vcp = SubVec2(point, center);
|
|
SetLinearVelocity(ent, AddVec2(ent->linear_velocity, MulVec2(impulse, inv_mass)));
|
|
SetAngularVelocity(ent, WedgeVec2(vcp, impulse) * inv_inertia);
|
|
}
|
|
}
|
|
|
|
void ApplyLinearImpulseToCenter(Entity *ent, Vec2 impulse)
|
|
{
|
|
if (HasProp(ent, Prop_Dynamic))
|
|
{
|
|
Xform xf = XformFromEntity(ent);
|
|
f32 scale = AbsF32(DeterminantFromXform(xf));
|
|
f32 inv_mass = 1.f / (ent->mass_unscaled * scale);
|
|
|
|
SetLinearVelocity(ent, AddVec2(ent->linear_velocity, MulVec2(impulse, inv_mass)));
|
|
}
|
|
}
|
|
|
|
void ApplyForceToCenter(Entity *ent, Vec2 force)
|
|
{
|
|
if (HasProp(ent, Prop_Dynamic))
|
|
{
|
|
ent->force = AddVec2(ent->force, force);
|
|
}
|
|
}
|
|
|
|
void ApplyAngularImpulse(Entity *ent, f32 impulse)
|
|
{
|
|
if (HasProp(ent, Prop_Dynamic))
|
|
{
|
|
Xform xf = XformFromEntity(ent);
|
|
f32 scale = AbsF32(DeterminantFromXform(xf));
|
|
f32 inv_inertia = 1.f / (ent->inertia_unscaled * scale);
|
|
SetAngularVelocity(ent, ent->angular_velocity + impulse * inv_inertia);
|
|
}
|
|
}
|
|
|
|
void ApplyTorque(Entity *ent, f32 torque)
|
|
{
|
|
if (HasProp(ent, Prop_Dynamic))
|
|
{
|
|
ent->torque += torque;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Tile
|
|
|
|
Entity *TileChunkFromChunkIndex(Snapshot *ss, Vec2I32 chunk_index)
|
|
{
|
|
EntityId chunk_id = TileChunkIdFromIndex(chunk_index);
|
|
Entity *chunk_ent = EntityFromId(ss, chunk_id);
|
|
return chunk_ent;
|
|
}
|
|
|
|
Entity *TileChunkFromWorldTileIndex(Snapshot *ss, Vec2I32 world_tile_index)
|
|
{
|
|
Vec2I32 chunk_index = TileChunkIndexFromWorldTileIndex(world_tile_index);
|
|
Entity *chunk_ent = TileChunkFromChunkIndex(ss, chunk_index);
|
|
return chunk_ent;
|
|
}
|
|
|
|
TileKind TileKindFromChunk(Entity *chunk_ent, Vec2I32 local_tile_index)
|
|
{
|
|
TileKind result = chunk_ent->tile_chunk_tiles[local_tile_index.x + (local_tile_index.y * SIM_TILES_PER_CHUNK_SQRT)];
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Lerp
|
|
|
|
void LerpEntity(Entity *e, Entity *e0, Entity *e1, f64 blend)
|
|
{
|
|
if (IsValidAndActive(e0) && IsValidAndActive(e1)
|
|
&& EqId(e0->id, e1->id)
|
|
&& e0->continuity_gen == e1->continuity_gen)
|
|
{
|
|
e->_local_xform = LerpXform(e0->_local_xform, e1->_local_xform, blend);
|
|
|
|
if (e->is_top)
|
|
{
|
|
/* TODO: Cache parent & child xforms in sim */
|
|
Xform e0_xf = XformFromEntity(e0);
|
|
Xform e1_xf = XformFromEntity(e1);
|
|
SetXform(e, LerpXform(e0_xf, e1_xf, blend));
|
|
}
|
|
|
|
e->control_force = LerpF32(e0->control_force, e1->control_force, blend);
|
|
e->control_torque = LerpF32(e0->control_torque, e1->control_torque, blend);
|
|
|
|
e->linear_velocity = LerpVec2(e0->linear_velocity, e1->linear_velocity, blend);
|
|
e->angular_velocity = LerpAngleF32(e0->angular_velocity, e1->angular_velocity, blend);
|
|
|
|
e->control.move = LerpVec2(e0->control.move, e1->control.move, blend);
|
|
e->control.focus = LerpVec2(e0->control.focus, e1->control.focus, blend);
|
|
|
|
e->sprite_local_xform = LerpXform(e0->sprite_local_xform, e1->sprite_local_xform, blend);
|
|
e->animation_last_frame_change_time_ns = LerpI64(e0->animation_last_frame_change_time_ns, e1->animation_last_frame_change_time_ns, (f64)blend);
|
|
e->animation_frame = (u32)RoundF32ToI32(LerpF32(e0->animation_frame, e1->animation_frame, blend));
|
|
|
|
e->camera_quad_xform = LerpXform(e0->camera_quad_xform, e1->camera_quad_xform, blend);
|
|
e->camera_xform_target = LerpXform(e0->camera_xform_target, e1->camera_xform_target, blend);
|
|
e->shake = LerpF32(e0->shake, e1->shake, blend);
|
|
|
|
e->tracer_gradient_start = LerpVec2(e0->tracer_gradient_start, e1->tracer_gradient_start, blend);
|
|
e->tracer_gradient_end = LerpVec2(e0->tracer_gradient_end, e1->tracer_gradient_end, blend);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Sync
|
|
|
|
/* Walks a local & remote ent tree and allocates any missing net dst ents from remote src ents */
|
|
void CreateMissingEntitiesFromSnapshots(Entity *local_parent, Entity *remote, EntityId remote_player)
|
|
{
|
|
__prof;
|
|
if (HasProp(remote, Prop_SyncSrc))
|
|
{
|
|
Snapshot *local_ss = local_parent->ss;
|
|
Snapshot *remote_ss = remote->ss;
|
|
|
|
EntityId id = remote->id;
|
|
Entity *local_ent = EntityFromId(local_ss, id);
|
|
if (!local_ent->valid)
|
|
{
|
|
local_ent = AcquireSyncDst(local_parent, id, remote_player);
|
|
}
|
|
for (Entity *remote_child = EntityFromId(remote_ss, remote->first); remote_child->valid; remote_child = EntityFromId(remote_ss, remote_child->next))
|
|
{
|
|
CreateMissingEntitiesFromSnapshots(local_ent, remote_child, remote_player);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Copies data between two synced entities */
|
|
void SyncEntity(Entity *local, Entity *remote)
|
|
{
|
|
Entity old = *local;
|
|
CopyStruct(local, remote);
|
|
|
|
/* Why would 2 ents w/ different uids ever be synced? */
|
|
Assert(EqId(local->id, old.id));
|
|
|
|
local->ss = old.ss;
|
|
local->id = old.id;
|
|
|
|
/* Keep local tree */
|
|
local->parent = old.parent;
|
|
local->prev = old.prev;
|
|
local->next = old.next;
|
|
local->first = old.first;
|
|
local->last = old.last;
|
|
local->top = old.top;
|
|
local->owner = old.owner;
|
|
|
|
/* Keep indices */
|
|
local->next_in_id_bin = old.next_in_id_bin;
|
|
local->prev_in_id_bin = old.prev_in_id_bin;
|
|
local->next_free = old.next_free;
|
|
|
|
DisableProp(local, Prop_SyncSrc);
|
|
EnableProp(local, Prop_SyncDst);
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Encode / decode
|
|
|
|
#if 1
|
|
|
|
////////////////////////////////
|
|
//~ Encode
|
|
|
|
void EncodeEntity(BB_Writer *bw, Entity *e0, Entity *e1)
|
|
{
|
|
Snapshot *ss = e1->ss;
|
|
/* FIXME: Things like xforms need to be retreived manually rather than memcopied. */
|
|
|
|
/* TODO: Granular delta encoding */
|
|
|
|
u64 pos = 0;
|
|
e1->ss = e0->ss;
|
|
while (pos < sizeof(*e1))
|
|
{
|
|
u64 chunk_size = MinU64(pos + 8, sizeof(*e1)) - pos;
|
|
u8 *chunk0 = (u8 *)e0 + pos;
|
|
u8 *chunk1 = (u8 *)e1 + pos;
|
|
if (BB_WriteBit(bw, !EqBytes(chunk0, chunk1, chunk_size)))
|
|
{
|
|
u64 bits = 0;
|
|
CopyBytes(&bits, chunk1, chunk_size);
|
|
BB_WriteUBits(bw, bits, 64);
|
|
}
|
|
pos += 8;
|
|
}
|
|
e1->ss = ss;
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Decode
|
|
|
|
void DecodeEntity(BB_Reader *br, Entity *e)
|
|
{
|
|
Snapshot *old_ss = e->ss;
|
|
{
|
|
u64 pos = 0;
|
|
while (pos < sizeof(*e))
|
|
{
|
|
u8 *chunk = (u8 *)e + pos;
|
|
if (BB_ReadBit(br))
|
|
{
|
|
u64 chunk_size = MinU64(pos + 8, sizeof(*e)) - pos;
|
|
u64 bits = BB_ReadUBits(br, 64);
|
|
CopyBytes(chunk, &bits, chunk_size);
|
|
}
|
|
pos += 8;
|
|
}
|
|
}
|
|
e->ss = old_ss;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
////////////////////////////////
|
|
//~ Encode
|
|
|
|
void EncodeEntity(BB_Writer *bw, Entity *e0, Entity *e1)
|
|
{
|
|
Snapshot *ss = e1->ss;
|
|
|
|
|
|
/* FIXME: Things like xforms need to be retreived manually rather than memcopied.
|
|
* This will also be true for things like ent handles once uids are implemented. */
|
|
|
|
/* TODO: Granular delta encoding */
|
|
|
|
u64 pos = 0;
|
|
e1->ss = e0->ss;
|
|
while (pos < sizeof(*e1))
|
|
{
|
|
u64 chunk_size = MinU64(pos + 8, sizeof(*e1)) - pos;
|
|
u8 *chunk0 = (u8 *)e0 + pos;
|
|
u8 *chunk1 = (u8 *)e1 + pos;
|
|
if (EqBytes(chunk0, chunk1, chunk_size))
|
|
{
|
|
BB_WriteBit(bw, 0);
|
|
}
|
|
else
|
|
{
|
|
BB_WriteBit(bw, 1);
|
|
u64 bits = 0;
|
|
CopyBytes(&bits, chunk1, chunk_size);
|
|
BB_WriteUBits(bw, bits, 64);
|
|
}
|
|
pos += 8;
|
|
}
|
|
e1->ss = ss;
|
|
}
|
|
|
|
////////////////////////////////
|
|
//~ Decode
|
|
|
|
void DecodeEntity(BB_Reader *br, Entity *e)
|
|
{
|
|
Entity decoded = *e;
|
|
{
|
|
u64 pos = 0;
|
|
while (pos < sizeof(decoded))
|
|
{
|
|
u8 *chunk = (u8 *)&decoded + pos;
|
|
if (BB_ReadBit(br))
|
|
{
|
|
u64 chunk_size = MinU64(pos + 8, sizeof(decoded)) - pos;
|
|
u64 bits = BB_ReadUBits(br, 64);
|
|
CopyBytes(chunk, &bits, chunk_size);
|
|
}
|
|
pos += 8;
|
|
}
|
|
}
|
|
decoded.ss = e->ss;
|
|
|
|
EntityId old_id = e->id;
|
|
EntityId new_id = decoded.id;
|
|
CopyStruct(e, &decoded);
|
|
e->id = old_id;
|
|
if (!EqId(old_id, new_id))
|
|
{
|
|
SetEntityId(e, new_id);
|
|
}
|
|
}
|
|
#endif
|