Remove colliderAllocated flag
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parent
0a75b0ada3
commit
eb9db31d31
18 changed files with 44 additions and 117 deletions
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@ -172,19 +172,19 @@ void DrawComponent::client_send_erase_set(DrawingProgram& drawP, const std::unor
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void DrawComponent::finalize_update(DrawingProgram& drawP, bool invalidateCache) {
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if(invalidateCache && collabListInfo.lock())
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drawP.compCache.preupdate_component(collabListInfo.lock());
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create_collider(drawP.colliderAllocated);
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create_collider();
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}
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bool DrawComponent::collides_with_world_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, bool colliderAllocated) {
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return collides_with(camCoords, checkAgainstWorld, camCoords.world_collider_to_coords<SCollision::ColliderCollection<float>>(checkAgainstWorld), colliderAllocated);
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bool DrawComponent::collides_with_world_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld) {
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return collides_with(camCoords, checkAgainstWorld, camCoords.world_collider_to_coords<SCollision::ColliderCollection<float>>(checkAgainstWorld));
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}
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bool DrawComponent::collides_with_cam_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<float>& checkAgainstCam, bool colliderAllocated) {
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return collides_with(camCoords, camCoords.collider_to_world<SCollision::ColliderCollection<WorldScalar>>(checkAgainstCam), checkAgainstCam, colliderAllocated);
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bool DrawComponent::collides_with_cam_coords(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<float>& checkAgainstCam) {
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return collides_with(camCoords, camCoords.collider_to_world<SCollision::ColliderCollection<WorldScalar>>(checkAgainstCam), checkAgainstCam);
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}
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// We could just send one of the checkAgainst colliders, since they represent the same thing, but sending both saves on redundant transformations, since we can save both of the versions on the executor side
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bool DrawComponent::collides_with(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam, bool colliderAllocated) {
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bool DrawComponent::collides_with(const CoordSpaceHelper& camCoords, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam) {
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if((camCoords.inverseScale << DRAWCOMP_MAX_SHIFT_BEFORE_DISAPPEAR) < coords.inverseScale) // Object is too large, just dismiss the collision
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return false;
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else if((camCoords.inverseScale >> DRAWCOMP_COLLIDE_MIN_SHIFT_TINY) >= coords.inverseScale) {
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@ -200,7 +200,7 @@ bool DrawComponent::collides_with(const CoordSpaceHelper& camCoords, const SColl
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[&coords = coords](const WorldScalar& a) {
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return coords.scalar_to_space(a);
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});
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return collides_within_coords(c, colliderAllocated);
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return collides_within_coords(c);
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}
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}
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