Move flecs out of engine, reorganize systems
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@@ -5,30 +5,53 @@
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#include <math.h>
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#include <raymath.h>
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void entityRemoved(ecs_iter_t *it) {
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static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entityAdded(ecs_iter_t *it) {
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}
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void entityUpdatePhysics(ecs_iter_t *it) {
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void entitySpatialRemoved(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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//MoveForce *force = ecs_field(it, MoveForce, 3);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 3);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2);
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for (i32 i = 0; i < it->count; i++) {
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//bzSpatialGridUpdate(game->entityGrid, spatialID[i], pos[i].x, pos[i].y, size[i].x, size[i].y);
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ecs_entity_t *e = bzSpatialGridGetData(game->entityGrid, spatialID[i]);
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BZ_ASSERT(*e == it->entities[i]);
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f32 posX = pos[i].x - size[i].x * 0.5f;
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f32 posY = pos[i].y - size[i].y * 0.5f;
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bzSpatialGridUpdate(game->entityGrid, spatialID[i], posX, posY, size[i].x, size[i].y);
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bzSpatialGridRemove(game->entityGrid, spatialID[i]);
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}
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}
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void pathRemoved(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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PathData *cur = path[i].paths;
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while (cur) {
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bzObjectPoolRelease(pool, cur);
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cur = cur->next;
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}
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}
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}
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void entityUpdateKinematic(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
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SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
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}
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void entityFollowPath(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
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SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
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Path *path = ecs_field(it, Path, 6);
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}
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void updateAnimations(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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@@ -66,9 +89,11 @@ static void render(ecs_iter_t *it) {
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void renderTerrain(ecs_iter_t *it) {
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render(it);
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}
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void renderBuildings(ecs_iter_t *it) {
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render(it);
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}
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void renderEntities(ecs_iter_t *it) {
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render(it);
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}
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@@ -84,68 +109,8 @@ void renderColliders(ecs_iter_t *it) {
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}
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}
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void updatePos(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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TargetPosition *target = ecs_field(it, TargetPosition, 2);
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TextureRegion *t = ecs_field(it, TextureRegion, 3);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 d = Vector2Subtract(target[i], pos[i]);
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if (Vector2LengthSqr(d) < 1) {
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ecs_remove(ECS, it->entities[i], TargetPosition);
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}
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Vector2 dN = Vector2Normalize(d);
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dN = Vector2Scale(dN, 20);
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t[i].flipX = dN.x < 0;
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pos[i].x += dN.x * it->delta_time;
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pos[i].y += dN.y * it->delta_time;
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}
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}
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#include <stdlib.h>
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void targetFinish(ecs_iter_t *it) {
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const Game *game = ecs_singleton_get(ECS, Game);
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if (game == NULL) return;
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t e = it->entities[i];
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Path *path = ecs_get_mut(it->world, e, Path);
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if (path->curWaypoint >= path->paths->numWaypoints) {
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PathData *finished = path->paths;
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path->paths = finished->next;
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path->curWaypoint = 0;
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bzObjectPoolRelease(game->pools.pathData, finished);
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// Finished
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if (path->paths == NULL) {
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ecs_remove(it->world, e, Path);
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continue;
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}
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}
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TargetPosition target = path->paths->waypoints[path->curWaypoint];
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path->curWaypoint++;
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target.x += rand() % (4 + 1 + 2) -2;
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ecs_set(it->world, e, TargetPosition, {target.x, target.y});
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}
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}
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void startPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t e = it->entities[i];
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if (path->paths == NULL) {
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ecs_remove(it->world, e, Path);
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continue;
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}
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ecs_set(it->world, e, TargetPosition, {path[i].paths->waypoints[0].x, path[i].paths->waypoints[0].y});
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path[i].curWaypoint = 1;
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}
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}
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void drawDebugPath(ecs_iter_t *it) {
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void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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