Minimize number of colliders by tracing walls.
This commit is contained in:
parent
3de4b69030
commit
48e6b9ff61
116
src/map.rs
116
src/map.rs
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@ -34,6 +34,10 @@ pub struct MapObstruction;
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#[reflect(Component)]
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pub struct Portal;
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#[derive(Clone, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct SpawnColliderPerTile(pub bool);
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#[derive(Clone, Debug, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct SpawnColliders(pub bool);
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@ -113,6 +117,7 @@ impl Default for PortalBundle {
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pub struct MapBundle {
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pub map: Map,
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pub spawn_colliders: SpawnColliders,
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pub spawn_collider_per_tile: SpawnColliderPerTile,
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pub spawn_portals: SpawnPortals,
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pub children: Children,
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pub transform: Transform,
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@ -193,17 +198,19 @@ impl MapFilter for GridBuilder {
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fn spawn_colliders(
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mut commands: Commands,
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maps: Query<(Entity, &Map, &SpawnColliders), Changed<SpawnColliders>>,
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maps: Query<(Entity, &Map, &SpawnColliders, &SpawnColliderPerTile), Changed<SpawnColliders>>,
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) {
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for (map_entity, map, spawn_colliders) in maps.iter() {
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for (map_entity, map, spawn_colliders, spawn_collider_per_tile) in maps.iter() {
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if **spawn_colliders {
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commands.entity(map_entity).remove::<SpawnColliders>();
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commands.entity(map_entity).remove::<SpawnColliderPerTile>();
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commands.entity(map_entity).insert_bundle(RigidBodyBundle {
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body_type: RigidBodyType::Static,
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..Default::default()
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});
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for x in 0..map.width {
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if **spawn_collider_per_tile {
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for y in 0..map.height {
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for x in 0..map.width {
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let tile = map.at(x, y);
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if tile.blocks_motion() {
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let id = commands
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@ -213,7 +220,8 @@ fn spawn_colliders(
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})
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.insert(ColliderParent {
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handle: map_entity.handle(),
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pos_wrt_parent: Vec2::new(x as f32 + 0.5, y as f32 + 0.5).into(),
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pos_wrt_parent: Vec2::new(x as f32 + 0.5, y as f32 + 0.5)
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.into(),
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})
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.insert(MapObstruction)
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.id();
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@ -223,6 +231,106 @@ fn spawn_colliders(
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}
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}
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}
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} else {
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let mut has_body = vec![vec![false; map.height as usize]; map.width as usize];
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let mut bottom_left = None;
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let mut bottom_right = None;
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for y in 0..map.height {
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for x in 0..map.width {
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// println!("Checking ({}, {})", x, y);
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if bottom_left.is_some() {
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if has_body[x][y] {
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// println!("Hit another body, setting bottom right");
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bottom_right = Some((x, y));
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} else if map.at(x, y).is_walkable() {
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/*println!(
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"Hit an empty tile, setting bottom right to ({}, {})",
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x - 1,
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y
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);*/
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bottom_right = Some((x - 1, y));
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}
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}
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if map.at(x, y).is_blocked() && !has_body[x][y] {
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//println!("Blocked, setting has_body");
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has_body[x][y] = true;
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if bottom_left.is_none() {
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//println!("Setting bottom left");
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bottom_left = Some((x, y));
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}
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if bottom_left.is_some() && x == map.width - 1 {
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//println!("Hit right edge, setting bottom right");
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bottom_right = Some((x, y));
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}
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}
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if let (Some(bl), Some(br)) = (bottom_left, bottom_right) {
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//println!("Got bottom, checking if can extend up");
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let mut top_left = bl.clone();
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let mut top_right = br.clone();
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if y != map.height - 1 {
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let mut can_extend_up = true;
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for y in bl.1 + 1..map.height {
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for x in bl.0..=br.0 {
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//println!("Extension check: ({}, {})", x, y);
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if map.at(x, y).is_walkable() {
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//println!("Can't, empty tile");
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can_extend_up = false;
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break;
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}
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}
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if can_extend_up {
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//println!("Can extend up, setting has_body");
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top_left.1 += 1;
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top_right.1 += 1;
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for x in top_left.0..=top_right.0 {
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has_body[x][top_left.1] = true;
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}
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} else {
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break;
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}
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}
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}
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let mut width = br.0 as f32 - bl.0 as f32;
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if width == 0. {
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width = 1.;
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}
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let half_width = width / 2.;
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let mut height = top_left.1 as f32 - bl.1 as f32;
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if height == 0. {
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height = 1.;
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}
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let half_height = height / 2.;
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/*println!(
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"Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}",
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top_left, top_right, bl, br
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);*/
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let center = (bl.0 as f32 + half_width, br.1 as f32 + half_height);
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let x = center.0;
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let y = center.1;
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/*println!(
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"Create shape at {:?} of width {} and height {}",
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center, width, height
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);*/
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let id = commands
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.spawn_bundle(ColliderBundle {
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shape: ColliderShape::cuboid(half_width, half_height),
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..Default::default()
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})
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.insert(ColliderParent {
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handle: map_entity.handle(),
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pos_wrt_parent: Vec2::new(x, y).into(),
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})
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.insert(MapObstruction)
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.id();
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if map.at(x as usize, y as usize).blocks_visibility() {
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commands.entity(id).insert(BlocksVisibility);
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}
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bottom_left = None;
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bottom_right = None;
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}
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}
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}
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}
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for room in &map.rooms {
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let shape =
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ColliderShape::cuboid((room.width() / 2) as f32, (room.height() / 2) as f32);
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