refactor(gameplay): replace entt components with SparseVector for player data

Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
This commit is contained in:
2026-07-27 20:21:44 +08:00
parent 6d0e60e241
commit 15d5af34b9
9 changed files with 477 additions and 208 deletions

View File

@@ -3,7 +3,6 @@
#include "Cubed/camera.hpp"
#include "Cubed/debug_collector.hpp"
#include "Cubed/gameplay/client_world.hpp"
#include "Cubed/gameplay/entity.hpp"
#include "Cubed/render/renderer.hpp"
#include "Cubed/render/renderer_constants.hpp"
#include "Cubed/scene/world_scene.hpp"
@@ -292,17 +291,18 @@ void WorldRenderer::render_outline(ClientWorld& world) {
void WorldRenderer::shadow_entity(ClientWorld& world,
const glm::mat4& light_matrix) {
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
auto& shader = m_renderer.get_shader("depth_model");
shader.use();
shader.set_loc("lightSpaceMatrix", light_matrix);
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
world.world_scene().camera());
}
m_player_renderer.shadow_render(shader, world);
/*
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
world.world_scene().camera());
}*/
m_player_renderer.render(shader, world, true);
}
void WorldRenderer::shadow_map_generate(ClientWorld& world) {
@@ -714,15 +714,17 @@ void WorldRenderer::render_entity(ClientWorld& world) {
m_depth_map_texture->bind(0);
glEnable(GL_DEPTH_TEST);
auto& registry = world.get_registry();
/*
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().render_model(model.name, transform.pos,
world.world_scene().camera());
}
*/
m_player_renderer.render(shader, world);
m_player_renderer.render(shader, world, false);
}
glm::vec3 WorldRenderer::quantize_sun_direction(const glm::vec3& lightdir,