Commit Graph

4 Commits

Author SHA1 Message Date
90273e87f2 refactor(gameplay): integrate model and hitbox ID system into Entity
- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]
2026-07-28 14:28:22 +08:00
1e106d75a3 refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem
Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.
2026-07-28 11:43:10 +08:00
bd1a9557a5 refactor: move movement logic into SpeedSystem and Entity components 2026-07-28 10:54:13 +08:00
a5c1c7d4aa refactor(gameplay): extract Entity base class from ClientPlayer
Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.
2026-07-28 09:27:28 +08:00