mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
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:
@@ -8,10 +8,12 @@
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#include "Cubed/gameplay/client_player.hpp"
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#include "Cubed/gameplay/game_time.hpp"
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#include "Cubed/gameplay/network_client.hpp"
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#include "Cubed/gameplay/player_data.hpp"
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#include "Cubed/gameplay/world.hpp"
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#include "Cubed/input/event.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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#include "Cubed/tools/priority_thread_pool.hpp"
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#include "Cubed/tools/sparse_vector.hpp"
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#include <absl/container/flat_hash_set.h>
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#include <deque>
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@@ -20,15 +22,6 @@
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#include <tbb/concurrent_unordered_map.h>
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namespace Cubed {
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struct PlayerRenderData {
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std::string name;
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std::string uuid;
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glm::vec3 render_pos;
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float yaw;
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float pitch;
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Gait gait;
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float angle;
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};
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class WorldScene;
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class ClientWorld : public World {
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public:
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@@ -146,7 +139,10 @@ private:
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std::vector<glm::vec4> m_planes;
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std::jthread m_client_thread;
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mutable std::shared_mutex m_registry_mutex;
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mutable std::shared_mutex m_players_date_mutex;
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using PlayerHandle = SparseVector<PlayerData>::Handle;
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SparseVector<PlayerData> m_players_data;
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std::unordered_map<std::string, PlayerHandle> m_players_handle;
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tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
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tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
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@@ -5,11 +5,18 @@
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#include <glm/glm.hpp>
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#include <string>
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namespace Cubed {
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struct Transform {
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glm::vec3 pos{0, 0, 0};
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glm::vec3 render_pos{0, 0, 0};
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using ModelID = uint32_t;
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struct Position {
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glm::vec3 value{0.0f};
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};
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struct WalkPose {
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Gait gait = Gait::STOP;
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// for arm roll caculate
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float walk_time = 0.0f;
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// for sound play
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float moving_time = 0.0f;
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};
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@@ -19,26 +26,22 @@ struct EntityInfo {
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};
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struct Model {
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std::string name;
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ModelID id;
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};
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struct Health {
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float hp = 0;
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float hp = 20;
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float max_hp = 20;
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};
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struct ViewAngles {
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float render_yaw = 0.0f;
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struct Orientation {
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float yaw = 0.0f;
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float render_pitch = 0.0f;
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float pitch = 0.0f;
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float angle = 0.0f;
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float roll = 0.0f;
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};
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struct Velocity {
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float dx = 0.0f;
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float dy = 0.0f;
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float dz = 0.0f;
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glm::vec3 value{0.0f};
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};
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struct HitBoxes {
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20
include/Cubed/gameplay/player_data.hpp
Normal file
20
include/Cubed/gameplay/player_data.hpp
Normal file
@@ -0,0 +1,20 @@
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#pragma once
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#include "Cubed/gameplay/entity.hpp"
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namespace Cubed {
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struct PlayerData {
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Position pos{};
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Position render_pos{};
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EntityInfo entity{};
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WalkPose walk{};
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Orientation angle{};
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Orientation render_angle{};
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};
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struct PlayerRenderData {
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EntityInfo info{};
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Position render_pos{};
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Orientation angle{};
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Gait gait{};
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};
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} // namespace Cubed
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@@ -13,8 +13,7 @@ public:
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PlayerRenderer(Renderer& renderer);
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~PlayerRenderer();
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void init();
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void render(const Shader& shader, ClientWorld& world);
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void shadow_render(const Shader& shader, ClientWorld& world);
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void render(const Shader& shader, ClientWorld& world, bool shadow_render);
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private:
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struct PlayerVertex {
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318
include/Cubed/tools/sparse_vector.hpp
Normal file
318
include/Cubed/tools/sparse_vector.hpp
Normal file
@@ -0,0 +1,318 @@
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#pragma once
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
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#include <iterator>
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#include <optional>
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#include <utility>
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#include <vector>
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namespace Cubed {
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template <typename T> class SparseVector {
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private:
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std::vector<std::optional<T>> m_data;
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std::vector<uint32_t> m_free_list;
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std::vector<uint32_t> m_generation;
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std::vector<uint32_t> m_dense;
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std::vector<uint32_t> m_dense_index;
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public:
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struct Handle {
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uint32_t index;
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uint32_t generation;
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uint64_t value() const noexcept {
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return (uint64_t(index) << 32) | generation;
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}
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bool operator==(const Handle&) const = default;
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struct Hash {
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size_t operator()(const Handle& h) const noexcept {
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return h.value();
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}
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};
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};
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using value_type = T;
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using reference = T&;
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using const_reference = const T&;
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using pointer = T*;
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using size_type = size_t;
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class iterator { // NOLINT
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private:
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SparseVector* m_owner;
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size_t m_index;
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public:
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using iterator_category = std::random_access_iterator_tag;
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using iterator_concept = std::random_access_iterator_tag;
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using value_type = T;
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using difference_type = std::ptrdiff_t;
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using pointer = T*;
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using reference = T&;
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iterator(SparseVector* owner, size_t index)
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: m_owner(owner), m_index(index) {}
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reference operator*() {
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return m_owner->m_data[m_owner->m_dense[m_index]].value();
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}
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pointer operator->() { return &(**this); }
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iterator& operator++() {
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++m_index;
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return *this;
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}
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iterator operator++(int) {
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iterator tmp = *this;
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++(*this);
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return tmp;
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}
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iterator& operator--() {
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--m_index;
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return *this;
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}
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iterator operator--(int) {
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iterator tmp = *this;
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--(*this);
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return tmp;
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}
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bool operator==(const iterator& other) const {
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return m_owner == other.m_owner && m_index == other.m_index;
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}
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bool operator!=(const iterator& other) const {
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return !(*this == other);
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}
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iterator operator+(difference_type n) const {
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return iterator(m_owner, m_index + n);
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}
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iterator operator-(difference_type n) const {
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return iterator(m_owner, m_index - n);
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}
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difference_type operator-(const iterator& other) const {
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return static_cast<difference_type>(m_index) -
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static_cast<difference_type>(other.m_index);
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}
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iterator& operator+=(difference_type n) {
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m_index += n;
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return *this;
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}
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iterator& operator-=(difference_type n) {
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m_index -= n;
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return *this;
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}
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reference operator[](difference_type n) const { return *(*this + n); }
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bool operator<(const iterator& other) const {
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return m_index < other.m_index;
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}
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bool operator>(const iterator& other) const {
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return m_index > other.m_index;
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}
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bool operator<=(const iterator& other) const {
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return m_index <= other.m_index;
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}
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bool operator>=(const iterator& other) const {
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return m_index >= other.m_index;
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}
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friend iterator operator+(difference_type n, const iterator& it) {
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return it + n;
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}
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};
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class const_iterator { // NOLINT
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private:
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const SparseVector* m_owner;
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size_t m_index;
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public:
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using iterator_category = std::random_access_iterator_tag;
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using iterator_concept = std::random_access_iterator_tag;
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using value_type = T;
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using difference_type = std::ptrdiff_t;
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using pointer = const T*;
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using reference = const T&;
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const_iterator(const SparseVector* owner, size_t index)
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: m_owner(owner), m_index(index) {}
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reference operator*() const {
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return m_owner->m_data[m_owner->m_dense[m_index]].value();
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}
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pointer operator->() const { return &(**this); }
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const_iterator& operator++() {
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++m_index;
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return *this;
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}
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const_iterator operator++(int) {
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const_iterator tmp = *this;
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++(*this);
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return tmp;
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}
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const_iterator& operator--() {
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--m_index;
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return *this;
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}
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const_iterator operator--(int) {
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const_iterator tmp = *this;
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--(*this);
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return tmp;
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}
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bool operator==(const const_iterator& other) const {
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return m_owner == other.m_owner && m_index == other.m_index;
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}
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bool operator!=(const const_iterator& other) const {
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return !(*this == other);
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}
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const_iterator operator+(difference_type n) const {
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return const_iterator(m_owner, m_index + n);
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}
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const_iterator operator-(difference_type n) const {
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return const_iterator(m_owner, m_index - n);
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}
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difference_type operator-(const const_iterator& other) const {
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return static_cast<difference_type>(m_index) -
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static_cast<difference_type>(other.m_index);
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}
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const_iterator& operator+=(difference_type n) {
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m_index += n;
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return *this;
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}
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const_iterator& operator-=(difference_type n) {
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m_index -= n;
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return *this;
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}
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reference operator[](difference_type n) const { return *(*this + n); }
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bool operator<(const const_iterator& other) const {
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return m_index < other.m_index;
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}
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bool operator>(const const_iterator& other) const {
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return m_index > other.m_index;
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}
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bool operator<=(const const_iterator& other) const {
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return m_index <= other.m_index;
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}
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bool operator>=(const const_iterator& other) const {
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return m_index >= other.m_index;
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}
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friend const_iterator operator+(difference_type n,
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const const_iterator& it) {
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return it + n;
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}
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};
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template <class U> Handle insert(U&& value) {
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uint32_t id;
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if (!m_free_list.empty()) {
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id = m_free_list.back();
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m_free_list.pop_back();
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m_data[id].emplace(std::forward<U>(value));
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m_dense_index[id] = m_dense.size();
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} else {
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id = m_data.size();
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m_data.push_back(std::forward<U>(value));
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m_generation.push_back(1);
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m_dense_index.emplace_back(m_dense.size());
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}
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m_dense.push_back(id);
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return {id, m_generation[id]};
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}
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template <typename... Args> Handle emplace(Args&&... args) {
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return insert(T(std::forward<Args>(args)...));
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}
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void erase(Handle h) {
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if (!exists(h)) {
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return;
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}
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uint32_t id = h.index;
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m_free_list.push_back(id);
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uint32_t index = m_dense_index[id];
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uint32_t last_id = m_dense.back();
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m_dense[index] = last_id;
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m_dense_index[last_id] = index;
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m_dense.pop_back();
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m_data[id].reset();
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++m_generation[id];
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}
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T& operator[](Handle h) {
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assert(exists(h));
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return m_data[h.index].value();
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}
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const T& operator[](Handle h) const {
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assert(exists(h));
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return m_data[h.index].value();
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}
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bool exists(Handle h) const {
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return h.index < m_generation.size() &&
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m_generation[h.index] == h.generation;
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}
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void reserve(size_t n) {
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m_data.reserve(n);
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m_generation.reserve(n);
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m_dense.reserve(n);
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m_dense_index.reserve(n);
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}
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size_t size() const { return m_dense.size(); }
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bool empty() const { return m_dense.empty(); }
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iterator begin() { return iterator(this, 0); }
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iterator end() { return iterator(this, m_dense.size()); }
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const_iterator begin() const { return const_iterator(this, 0); }
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const_iterator end() const { return const_iterator(this, m_dense.size()); }
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const_iterator cbegin() const { return begin(); }
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const_iterator cend() const { return end(); }
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};
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} // namespace Cubed
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@@ -96,6 +96,5 @@ target_sources(${PROJECT_NAME}
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render/model_manager.cpp
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render/model_renderer.cpp
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gameplay/chunk.cpp
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gameplay/move_system.cpp
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gameplay/hitbox_manager.cpp
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)
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@@ -295,13 +295,11 @@ void ClientWorld::report_block_change(const glm::ivec3& pos,
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unsigned id) const {
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if (id != 0) {
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AABB block_box = get_block_aabb(pos);
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std::shared_lock lock(m_registry_mutex);
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std::shared_lock lock(m_players_date_mutex);
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for (auto& [key, player] : m_player_entities) {
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auto [transform, entity_info] =
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m_registry.get<Transform, EntityInfo>(player);
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for (const auto& player : m_players_data) {
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AABB box = ClientPlayer::get_aabb(transform.pos);
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AABB box = ClientPlayer::get_aabb(player.pos.value);
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if (box.intersects(block_box)) {
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return;
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}
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@@ -333,22 +331,31 @@ void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
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auto pitch = rsp.pitch();
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auto yaw = rsp.yaw();
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{
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std::lock_guard lock(m_registry_mutex);
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std::lock_guard lock(m_players_date_mutex);
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glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
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auto it = m_player_entities.find(rsp.uuid());
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if (it == m_player_entities.end()) {
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auto entity =
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create_entity(EntityInfo{rsp.name(), rsp.uuid()},
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Transform{pos, pos, get_gait_from_id(rsp.gait())},
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ViewAngles{yaw, yaw, pitch, pitch});
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m_player_entities.try_emplace(rsp.uuid(), entity);
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auto it = m_players_handle.find(rsp.uuid());
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if (it == m_players_handle.end()) {
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PlayerData data{};
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data.entity.name = rsp.name();
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data.entity.uuid = rsp.uuid();
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data.angle.pitch = pitch;
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data.angle.yaw = yaw;
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data.render_angle.pitch = pitch;
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data.render_angle.yaw = yaw;
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data.pos.value = pos;
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data.render_pos.value = pos;
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data.walk.gait = get_gait_from_id(rsp.gait());
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auto handle = m_players_data.emplace(std::move(data));
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m_players_handle.try_emplace(rsp.uuid(), handle);
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} else {
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auto& transform = m_registry.get<Transform>(it->second);
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transform.pos = pos;
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transform.gait = get_gait_from_id(rsp.gait());
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auto& view_angles = m_registry.get<ViewAngles>(it->second);
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view_angles.yaw = yaw;
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view_angles.pitch = pitch;
|
||||
auto it = m_players_handle.find(rsp.uuid());
|
||||
if (it != m_players_handle.end()) {
|
||||
auto& data = m_players_data[it->second];
|
||||
data.pos.value = pos;
|
||||
data.walk.gait = get_gait_from_id(rsp.gait());
|
||||
data.angle.yaw = yaw;
|
||||
data.angle.pitch = pitch;
|
||||
}
|
||||
}
|
||||
// Logger::info("Player {} pos Update", rsp.name());
|
||||
}
|
||||
@@ -364,13 +371,13 @@ void ClientWorld::receive_player_logout(const LogoutRsp& rsp) {
|
||||
return;
|
||||
}
|
||||
{
|
||||
std::lock_guard lock(m_registry_mutex);
|
||||
auto it = m_player_entities.find(rsp.uuid());
|
||||
if (it == m_player_entities.end()) {
|
||||
std::lock_guard lock(m_players_date_mutex);
|
||||
auto it = m_players_handle.find(rsp.uuid());
|
||||
if (it == m_players_handle.end()) {
|
||||
Logger::warn("Player {} not find", rsp.uuid());
|
||||
} else {
|
||||
m_registry.destroy(it->second);
|
||||
m_player_entities.erase(rsp.uuid());
|
||||
m_players_data.erase(it->second);
|
||||
m_players_handle.erase(it);
|
||||
Logger::info("Player {} erase", rsp.uuid());
|
||||
}
|
||||
}
|
||||
@@ -480,8 +487,6 @@ void ClientWorld::init(std::string_view player_name,
|
||||
Logger::info("Send Login Request");
|
||||
m_client->send(make_packet(req), 0);
|
||||
m_audio.play_bgm();
|
||||
create_entity(Transform{glm::vec3{0.0f, 100.0f, 0.0f}},
|
||||
Model{"model/creature/pig.glb"});
|
||||
}
|
||||
|
||||
void ClientWorld::receive_login_rsp(LoginRsp& rsp) {
|
||||
@@ -876,43 +881,43 @@ void ClientWorld::update(float delta_time) {
|
||||
|
||||
void ClientWorld::update_players(float dt) {
|
||||
|
||||
auto update_renderinfo = [this, dt](entt::entity player) {
|
||||
auto& transform = m_registry.get<Transform>(player);
|
||||
transform.render_pos =
|
||||
glm::mix(transform.render_pos, transform.pos, 0.15f);
|
||||
if (Math::distance2(transform.render_pos, m_player.get_player_pos()) >
|
||||
auto update_renderinfo = [this, dt](PlayerData& player) {
|
||||
player.render_pos.value =
|
||||
glm::mix(player.render_pos.value, player.pos.value, 0.15f);
|
||||
if (Math::distance2(player.render_pos.value,
|
||||
m_player.get_player_pos()) >
|
||||
m_rendering_distance * CHUNK_SIZE * m_rendering_distance *
|
||||
CHUNK_SIZE) {
|
||||
return;
|
||||
}
|
||||
auto& view_angles = m_registry.get<ViewAngles>(player);
|
||||
view_angles.render_yaw =
|
||||
glm::mix(view_angles.render_yaw, view_angles.yaw, 0.15);
|
||||
view_angles.render_pitch =
|
||||
glm::mix(view_angles.render_pitch, view_angles.pitch, 0.15);
|
||||
player.render_angle.yaw =
|
||||
glm::mix(player.render_angle.yaw, player.angle.yaw, 0.15);
|
||||
player.render_angle.pitch =
|
||||
glm::mix(player.render_angle.pitch, player.angle.pitch, 0.15);
|
||||
|
||||
if (transform.gait == Gait::WALK || transform.gait == Gait::RUN) {
|
||||
if (player.walk.gait == Gait::WALK || player.walk.gait == Gait::RUN) {
|
||||
|
||||
transform.walk_time += dt;
|
||||
player.walk.walk_time += dt;
|
||||
|
||||
float speed = transform.gait == Gait::RUN ? 14.0f : 8.0f;
|
||||
float amp = transform.gait == Gait::RUN ? 50.0f : 35.0f;
|
||||
float speed = player.walk.gait == Gait::RUN ? 14.0f : 8.0f;
|
||||
float amp = player.walk.gait == Gait::RUN ? 50.0f : 35.0f;
|
||||
// float amp = 90.0f;
|
||||
view_angles.angle =
|
||||
glm::sin(transform.walk_time * speed) * glm::radians(amp);
|
||||
} else if (transform.gait == Gait::STOP) {
|
||||
player.render_angle.roll =
|
||||
glm::sin(player.walk.walk_time * speed) * glm::radians(amp);
|
||||
} else if (player.walk.gait == Gait::STOP) {
|
||||
float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
|
||||
view_angles.angle = glm::mix(view_angles.angle, 0.0f, t);
|
||||
player.render_angle.roll =
|
||||
glm::mix(player.render_angle.roll, 0.0f, t);
|
||||
}
|
||||
|
||||
// walking sound
|
||||
if (transform.gait == Gait::STOP) {
|
||||
transform.moving_time = 0.0f;
|
||||
if (player.walk.gait == Gait::STOP) {
|
||||
player.walk.moving_time = 0.0f;
|
||||
} else {
|
||||
transform.moving_time += dt;
|
||||
player.walk.moving_time += dt;
|
||||
}
|
||||
auto play_walk_sound = [&]() {
|
||||
glm::ivec3 block = glm::floor(transform.render_pos);
|
||||
glm::ivec3 block = glm::floor(player.render_pos.value);
|
||||
block.y -= 1;
|
||||
BlockType id = get_block_tpye(block);
|
||||
if (id == 0) {
|
||||
@@ -920,31 +925,32 @@ void ClientWorld::update_players(float dt) {
|
||||
}
|
||||
std::string name = BlockManager::name_form_id(id);
|
||||
std::string sound = "block/" + name + "/walk.ogg";
|
||||
m_audio.play_3d(sound, transform.render_pos);
|
||||
m_audio.play_3d(sound, player.render_pos.value);
|
||||
};
|
||||
if (transform.gait == Gait::WALK) {
|
||||
if (transform.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
|
||||
transform.moving_time = 0.0f;
|
||||
if (player.walk.gait == Gait::WALK) {
|
||||
if (player.walk.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
|
||||
player.walk.moving_time = 0.0f;
|
||||
play_walk_sound();
|
||||
}
|
||||
}
|
||||
if (transform.gait == Gait::RUN) {
|
||||
if (transform.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
|
||||
transform.moving_time = 0.0f;
|
||||
if (player.walk.gait == Gait::RUN) {
|
||||
if (player.walk.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
|
||||
player.walk.moving_time = 0.0f;
|
||||
play_walk_sound();
|
||||
}
|
||||
}
|
||||
auto& player_info = m_registry.get<EntityInfo>(player);
|
||||
m_render_player_data.emplace_back(
|
||||
player_info.name, player_info.uuid, transform.render_pos,
|
||||
view_angles.render_yaw, view_angles.render_pitch, transform.gait,
|
||||
view_angles.angle);
|
||||
PlayerRenderData render_data;
|
||||
render_data.render_pos = player.render_pos;
|
||||
render_data.angle = player.render_angle;
|
||||
render_data.gait = player.walk.gait;
|
||||
render_data.info = player.entity;
|
||||
m_render_player_data.emplace_back(std::move(render_data));
|
||||
};
|
||||
|
||||
{
|
||||
std::lock_guard lock(m_registry_mutex);
|
||||
std::lock_guard lock(m_players_date_mutex);
|
||||
|
||||
for (auto& [_, player] : m_player_entities) {
|
||||
for (auto& player : m_players_data) {
|
||||
update_renderinfo(player);
|
||||
}
|
||||
{
|
||||
@@ -963,11 +969,15 @@ void ClientWorld::update_players(float dt) {
|
||||
float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
|
||||
angle = glm::mix(angle, 0.0f, t);
|
||||
}
|
||||
|
||||
m_render_player_data.emplace_back(
|
||||
m_player.get_name(), m_player.get_uuid(),
|
||||
m_player.get_player_pos(), m_player.yaw(), m_player.pitch(),
|
||||
m_player.get_gait(), m_player.angle());
|
||||
PlayerRenderData render_data{};
|
||||
render_data.render_pos.value = m_player.get_player_pos();
|
||||
render_data.angle.yaw = m_player.yaw();
|
||||
render_data.angle.pitch = m_player.pitch();
|
||||
render_data.angle.roll = angle;
|
||||
render_data.gait = m_player.get_gait();
|
||||
render_data.info.name = m_player.get_name();
|
||||
render_data.info.uuid = m_player.get_uuid();
|
||||
m_render_player_data.emplace_back(std::move(render_data));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -189,7 +189,8 @@ void PlayerRenderer::init() {
|
||||
m_inited = true;
|
||||
}
|
||||
|
||||
void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
|
||||
void PlayerRenderer::render(const Shader& shader, ClientWorld& world,
|
||||
bool shadow_render) {
|
||||
if (!m_inited) {
|
||||
Logger::error("Player Renderer isn't init");
|
||||
return;
|
||||
@@ -205,7 +206,7 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
|
||||
|
||||
for (auto& player : players) {
|
||||
|
||||
if (player.uuid == m_player.get_uuid()) {
|
||||
if (player.info.uuid == m_player.get_uuid()) {
|
||||
if (camera.is_first_person()) {
|
||||
continue;
|
||||
}
|
||||
@@ -213,14 +214,14 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
|
||||
|
||||
glm::mat4 model(1.0f);
|
||||
|
||||
model = glm::translate(model, player.render_pos);
|
||||
model = glm::translate(model, player.render_pos.value);
|
||||
|
||||
// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
|
||||
// glm::rotate(..., +yaw, Y) follows the OpenGL right‑handed coordinate
|
||||
// system, where a positive angle means counter‑clockwise rotation.
|
||||
// Therefore the model must use -yaw to align with the direction of
|
||||
// m_front.
|
||||
model = glm::rotate(model, glm::radians(-player.yaw + 180.0f),
|
||||
model = glm::rotate(model, glm::radians(-player.angle.yaw + 180.0f),
|
||||
glm::vec3(0, 1, 0));
|
||||
model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
|
||||
|
||||
@@ -234,99 +235,16 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
|
||||
return mat;
|
||||
};
|
||||
|
||||
for (int i = 0; i < BODY_PART_NUM; i++) {
|
||||
switch (i) {
|
||||
case 0: {
|
||||
glm::mat4 head_model = model;
|
||||
head_model = glm::translate(head_model, HEAD_PIVOT);
|
||||
head_model =
|
||||
glm::rotate(head_model, glm::radians(-player.pitch),
|
||||
glm::vec3(1, 0, 0));
|
||||
head_model = glm::translate(head_model, -HEAD_PIVOT);
|
||||
glm::mat4 head_mv = m_v_mat * head_model;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(head_mv)));
|
||||
shader.set_loc("modelMatrix", head_model);
|
||||
shader.set_loc("mv_matrix", head_mv);
|
||||
} break;
|
||||
case 1: {
|
||||
glm::mat4 mv_mat = m_v_mat * model;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(mv_mat)));
|
||||
shader.set_loc("modelMatrix", model);
|
||||
shader.set_loc("mv_matrix", mv_mat);
|
||||
} break;
|
||||
case 2: { // left arm
|
||||
glm::mat4 model_mat =
|
||||
make_rotated(LEFT_ARM_PIVOT, player.angle);
|
||||
glm::mat4 mv_mat = m_v_mat * model_mat;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(mv_mat)));
|
||||
shader.set_loc("modelMatrix", model_mat);
|
||||
shader.set_loc("mv_matrix", mv_mat);
|
||||
} break;
|
||||
case 3: { // right arm
|
||||
glm::mat4 model_mat =
|
||||
make_rotated(RIGHT_ARM_PIVOT, -player.angle);
|
||||
glm::mat4 mv_mat = m_v_mat * model_mat;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(mv_mat)));
|
||||
shader.set_loc("modelMatrix", model_mat);
|
||||
shader.set_loc("mv_matrix", mv_mat);
|
||||
} break;
|
||||
case 4: { // left leg
|
||||
glm::mat4 model_mat =
|
||||
make_rotated(LEFT_LEG_PIVOT, -player.angle);
|
||||
glm::mat4 mv_mat = m_v_mat * model_mat;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(mv_mat)));
|
||||
shader.set_loc("modelMatrix", model_mat);
|
||||
shader.set_loc("mv_matrix", mv_mat);
|
||||
} break;
|
||||
case 5: { // right leg
|
||||
glm::mat4 model_mat =
|
||||
make_rotated(RIGHT_LEG_PIVOT, player.angle);
|
||||
auto set_loc = [&](glm::mat4& model_matrix) {
|
||||
if (!shadow_render) {
|
||||
glm::mat4 model_view = m_v_mat * model_matrix;
|
||||
|
||||
glm::mat4 mv_mat = m_v_mat * model_mat;
|
||||
shader.set_loc("norm_matrix",
|
||||
glm::transpose(glm::inverse(mv_mat)));
|
||||
shader.set_loc("modelMatrix", model_mat);
|
||||
shader.set_loc("mv_matrix", mv_mat);
|
||||
} break;
|
||||
glm::transpose(glm::inverse(model_view)));
|
||||
shader.set_loc("mv_matrix", model_view);
|
||||
}
|
||||
|
||||
glBindVertexArray(m_vao[i]);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
|
||||
if (!m_inited) {
|
||||
Logger::error("Player Renderer isn't init");
|
||||
return;
|
||||
}
|
||||
|
||||
auto& players = world.render_player_data();
|
||||
|
||||
for (auto& player : players) {
|
||||
glm::mat4 model(1.0f);
|
||||
|
||||
model = glm::translate(model, player.render_pos);
|
||||
|
||||
// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
|
||||
|
||||
model = glm::rotate(model, glm::radians(-player.yaw + 180.0f),
|
||||
glm::vec3(0, 1, 0));
|
||||
model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
|
||||
|
||||
auto make_rotated = [&](glm::vec3 pivot, float angle) {
|
||||
glm::mat4 mat = model;
|
||||
mat = glm::translate(mat, pivot);
|
||||
mat = glm::rotate(mat, angle, glm::vec3(1, 0, 0));
|
||||
mat = glm::translate(mat, -pivot);
|
||||
return mat;
|
||||
shader.set_loc("modelMatrix", model_matrix);
|
||||
};
|
||||
|
||||
for (int i = 0; i < BODY_PART_NUM; i++) {
|
||||
@@ -335,33 +253,37 @@ void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
|
||||
glm::mat4 head_model = model;
|
||||
head_model = glm::translate(head_model, HEAD_PIVOT);
|
||||
head_model =
|
||||
glm::rotate(head_model, glm::radians(-player.pitch),
|
||||
glm::rotate(head_model, glm::radians(-player.angle.pitch),
|
||||
glm::vec3(1, 0, 0));
|
||||
head_model = glm::translate(head_model, -HEAD_PIVOT);
|
||||
shader.set_loc("modelMatrix", head_model);
|
||||
set_loc(head_model);
|
||||
} break;
|
||||
case 1: {
|
||||
shader.set_loc("modelMatrix", model);
|
||||
set_loc(model);
|
||||
} break;
|
||||
case 2: { // left arm
|
||||
shader.set_loc("modelMatrix",
|
||||
make_rotated(LEFT_ARM_PIVOT, player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(LEFT_ARM_PIVOT, player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 3: { // right arm
|
||||
shader.set_loc("modelMatrix",
|
||||
make_rotated(RIGHT_ARM_PIVOT, -player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(RIGHT_ARM_PIVOT, -player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 4: { // left leg
|
||||
shader.set_loc("modelMatrix",
|
||||
|
||||
make_rotated(LEFT_LEG_PIVOT, -player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(LEFT_LEG_PIVOT, -player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 5: { // right leg
|
||||
shader.set_loc("modelMatrix",
|
||||
glm::mat4 matrix =
|
||||
make_rotated(RIGHT_LEG_PIVOT, player.angle.roll);
|
||||
|
||||
make_rotated(RIGHT_LEG_PIVOT, player.angle));
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
}
|
||||
|
||||
glBindVertexArray(m_vao[i]);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());
|
||||
|
||||
@@ -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,
|
||||
|
||||
Reference in New Issue
Block a user