perf improvements in systems
parent
b4c62e0827
commit
b4d09018ab
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@ -15,8 +15,8 @@ if(MSVC)
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endif()
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if (EMSCRIPTEN)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -g -s USE_GLFW=3 --profiling -s ASSERTIONS=1 -s WASM=1 -s INITIAL_MEMORY=268435456 -s FORCE_FILESYSTEM=1 --preload-file ${CMAKE_SOURCE_DIR}/art@art/ --shell-file ${CMAKE_SOURCE_DIR}/web/eco2d.html")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 --profiling -s ASSERTIONS=1 -s WASM=1 -s INITIAL_MEMORY=268435456 -s FORCE_FILESYSTEM=1 --preload-file ${CMAKE_SOURCE_DIR}/art@art/ --shell-file ${CMAKE_SOURCE_DIR}/web/eco2d.html")
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set(CMAKE_EXECUTABLE_SUFFIX ".html") # This line is used to set your executable to build with the emscripten html template so that you can directly open it.
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set(CMAKE_COMPILE_WARNING_AS_ERROR OFF)
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endif ()
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@ -29,7 +29,7 @@ typedef struct {
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#define DBG_FONT_SIZE 22
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#define DBG_FONT_SPACING DBG_FONT_SIZE * 1.2f
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#define DBG_START_XPOS 15
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#define DBG_START_YPOS 200
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#define DBG_START_YPOS 30
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#define DBG_LIST_XPOS_OFFSET 10
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#define DBG_SHADOW_OFFSET_XPOS 1
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#define DBG_SHADOW_OFFSET_YPOS 1
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@ -100,7 +100,7 @@ void DEBUG_draw_entities(uint64_t key, entity_view * data) {
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float x = data->x;
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float y = data->y;
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const char *title = TextFormat("Bot %d", key);
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int title_w = MeasureTextEco(title, font_size, font_spacing);
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float title_w = MeasureTextEco(title, font_size, font_spacing);
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DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-font_size-fixed_title_offset, title_w+title_bg_offset, font_size, ColorAlpha(GRAY, data->tran_time));
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DrawTextEco(title, x-title_w/2.f, y-size-font_size-fixed_title_offset, font_size, ColorAlpha(BLACK, data->tran_time), font_spacing);
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DrawCircleEco(x, y, size, ColorAlpha(PURPLE, data->tran_time));
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@ -25,40 +25,42 @@ void IntegratePositions(ecs_iter_t *it) {
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profile(PROF_INTEGRATE_POS) {
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Position *p = ecs_field(it, Position, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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for (int i = 0; i < it->count; i++) {
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// NOTE(zaklaus): world bounds
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{
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float w = (float)world_dim();
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p[i].x = zpl_clamp(p[i].x, 0, w-1);
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p[i].y = zpl_clamp(p[i].y, 0, w-1);
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}
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#if PHY_BLOCK_COLLISION==1
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// NOTE(zaklaus): X axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y);
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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if (flags & BLOCK_FLAG_COLLISION) {
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v[i].x = physics_correction(lookup.ox, v[i].x, bounce);
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if (zpl_abs(v[i].x) >= 0.001f || zpl_abs(v[i].y) >= 0.001f) {
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// NOTE(zaklaus): world bounds
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{
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float w = (float)world_dim();
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p[i].x = zpl_clamp(p[i].x, 0, w-1);
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p[i].y = zpl_clamp(p[i].y, 0, w-1);
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}
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}
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// NOTE(zaklaus): Y axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y+PHY_LOOKAHEAD(v[i].y));
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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if (flags & BLOCK_FLAG_COLLISION) {
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v[i].y = physics_correction(lookup.oy, v[i].y, bounce);
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#if PHY_BLOCK_COLLISION==1
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// NOTE(zaklaus): X axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x+PHY_LOOKAHEAD(v[i].x), p[i].y);
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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if (flags & BLOCK_FLAG_COLLISION) {
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v[i].x = physics_correction(lookup.ox, v[i].x, bounce);
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}
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}
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// NOTE(zaklaus): Y axis
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{
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y+PHY_LOOKAHEAD(v[i].y));
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uint32_t flags = blocks_get_flags(lookup.bid);
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float bounce = blocks_get_bounce(lookup.bid);
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if (flags & BLOCK_FLAG_COLLISION) {
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v[i].y = physics_correction(lookup.oy, v[i].y, bounce);
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}
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}
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#endif
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p[i].x += v[i].x * safe_dt(it);
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p[i].y += v[i].y * safe_dt(it);
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}
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#endif
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p[i].x += v[i].x * safe_dt(it);
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p[i].y += v[i].y * safe_dt(it);
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{
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debug_v2 a = {p[i].x, p[i].y};
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debug_v2 b = {p[i].x+v[i].x, p[i].y+v[i].y};
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@ -70,10 +72,10 @@ void IntegratePositions(ecs_iter_t *it) {
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void UpdateTrackerPos(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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for (int i = 0; i < it->count; i++){
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librg_entity_chunk_set(world_tracker(), it->entities[i], librg_chunk_from_realpos(world_tracker(), p[i].x, p[i].y, 0));
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{
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debug_v2 a = {p[i].x-2.5f, p[i].y-2.5f};
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debug_v2 b = {p[i].x+2.5f, p[i].y+2.5f};
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@ -88,12 +90,12 @@ void UpdateTrackerPos(ecs_iter_t *it) {
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void HurtOnHazardBlock(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Health *h = ecs_field(it, Health, 2);
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for (int i = 0; i < it->count; i++) {
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world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y);
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if (blocks_get_flags(l.bid) & BLOCK_FLAG_HAZARD) {
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if (h->pain_time < 0.0f) {
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h->pain_time = HAZARD_BLOCK_TIME;
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if (h->pain_time < 0.0f) {
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h->pain_time = HAZARD_BLOCK_TIME;
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world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y);
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if (blocks_get_flags(l.bid) & BLOCK_FLAG_HAZARD) {
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h->hp -= HAZARD_BLOCK_DMG;
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h->hp = zpl_max(0.0f, h->hp);
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}
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@ -107,7 +109,7 @@ void HurtOnHazardBlock(ecs_iter_t *it) {
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void RegenerateHP(ecs_iter_t *it) {
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Health *h = ecs_field(it, Health, 1);
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for (int i = 0; i < it->count; i++) {
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if (h[i].pain_time < 0.0f) {
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if (h[i].heal_time < 0.0f && h[i].hp < h[i].max_hp) {
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@ -126,7 +128,7 @@ void RegenerateHP(ecs_iter_t *it) {
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void ResetActivators(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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for (int i = 0; i < it->count; i++) {
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in[i].use = false;
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in[i].swap = false;
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@ -139,8 +141,9 @@ void ResetActivators(ecs_iter_t *it) {
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void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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for (int i = 0; i < it->count; i++) {
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if (zpl_abs(v[i].x) < 0.001f && zpl_abs(v[i].y) < 0.001f) continue;
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world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
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float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
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float friction = blocks_get_friction(lookup.bid);
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@ -148,7 +151,7 @@ void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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float vely = blocks_get_vely(lookup.bid);
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v[i].x = zpl_lerp(v[i].x, zpl_max(0.0f, zpl_abs(velx))*zpl_sign(velx), PHY_WALK_DRAG*drag*friction*safe_dt(it));
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v[i].y = zpl_lerp(v[i].y, zpl_max(0.0f, zpl_abs(vely))*zpl_sign(vely), PHY_WALK_DRAG*drag*friction*safe_dt(it));
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if ( zpl_abs(v[i].x) > ENTITY_ACTION_VELOCITY_THRESHOLD
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|| zpl_abs(v[i].y) > ENTITY_ACTION_VELOCITY_THRESHOLD) {
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entity_wake(it->entities[i]);
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@ -160,18 +163,18 @@ void ApplyWorldDragOnVelocity(ecs_iter_t *it) {
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void PlayerClosestInteractable(ecs_iter_t *it){
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Input *in = ecs_field(it, Input, 1);
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for (int i = 0; i < it->count; ++i) {
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size_t ents_count;
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int64_t *ents = world_chunk_fetch_entities_realpos(in[i].bx, in[i].by, &ents_count);
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ecs_entity_t closest_pick = 0;
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float min_pick = ZPL_F32_MAX;
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for (size_t j = 0; j < ents_count; j++) {
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const Position *p2 = ecs_get(it->world, ents[j], Position);
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if (!p2) continue;
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float dx = p2->x - in[i].bx;
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float dy = p2->y - in[i].by;
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float range = zpl_sqrt(dx*dx + dy*dy);
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@ -180,9 +183,9 @@ void PlayerClosestInteractable(ecs_iter_t *it){
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closest_pick = ents[j];
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}
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}
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in[i].pick_ent = closest_pick;
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if (in[i].pick)
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in[i].sel_ent = (in[i].sel_ent == closest_pick) ? 0 : closest_pick;
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}
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@ -199,21 +202,21 @@ void DisableWorldEdit(ecs_iter_t *it) {
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void SystemsImport(ecs_world_t *ecs) {
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ECS_MODULE(ecs, Systems);
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ECS_SYSTEM(ecs, EnableWorldEdit, EcsOnLoad);
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ECS_SYSTEM(ecs, MovementImpulse, EcsOnLoad, components.Input, components.Velocity, components.Position, !components.IsInVehicle);
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ECS_SYSTEM(ecs, DemoNPCMoveAround, EcsOnLoad, components.Velocity, components.DemoNPC);
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ECS_SYSTEM(ecs, ApplyWorldDragOnVelocity, EcsOnUpdate, components.Position, components.Velocity);
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ECS_SYSTEM(ecs, HurtOnHazardBlock, EcsOnUpdate, components.Position, components.Health);
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ECS_SYSTEM(ecs, RegenerateHP, EcsOnUpdate, components.Health);
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ECS_SYSTEM(ecs, VehicleHandling, EcsOnUpdate, components.Vehicle, components.Position, components.Velocity);
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ECS_SYSTEM(ecs, IntegratePositions, EcsOnValidate, components.Position, components.Velocity);
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ECS_SYSTEM(ecs, EnterVehicle, EcsPostUpdate, components.Input, components.Position, !components.IsInVehicle);
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ECS_SYSTEM(ecs, LeaveVehicle, EcsPostUpdate, components.Input, components.IsInVehicle, components.Velocity);
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ECS_SYSTEM(ecs, PlayerClosestInteractable, EcsPostUpdate, components.Input);
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ECS_SYSTEM(ecs, PickItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
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ECS_SYSTEM(ecs, DropItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
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@ -222,13 +225,13 @@ void SystemsImport(ecs_world_t *ecs) {
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ECS_SYSTEM(ecs, UseItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
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ECS_SYSTEM(ecs, InspectContainers, EcsPostUpdate, components.Input, !components.IsInVehicle);
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ECS_SYSTEM(ecs, HarvestIntoContainers, EcsPostUpdate, components.ItemContainer, components.Position);
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ECS_SYSTEM(ecs, ResetActivators, EcsPostUpdate, components.Input);
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ECS_SYSTEM(ecs, UpdateTrackerPos, EcsPostUpdate, components.Position, components.Velocity);
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ECS_SYSTEM(ecs, ClearVehicle, EcsUnSet, components.Vehicle);
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ECS_SYSTEM(ecs, DisableWorldEdit, EcsPostUpdate);
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}
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