4coder/non-source/test_data/lots_of_files/handmade_world.h

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2018-03-16 18:19:11 +00:00
#if !defined(HANDMADE_WORLD_H)
/* ========================================================================
$File: $
$Date: $
$Revision: $
$Creator: Casey Muratori $
$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
======================================================================== */
introspect(category:"world") struct world_position
{
// TODO(casey): It seems like we have to store ChunkX/Y/Z with each
// entity because even though the sim region gather doesn't need it
// at first, and we could get by without it, entity references pull
// in entities WITHOUT going through their world_chunk, and thus
// still need to know the ChunkX/Y/Z
s32 ChunkX;
s32 ChunkY;
s32 ChunkZ;
// NOTE(casey): These are the offsets from the chunk center
v3 Offset_;
};
// TODO(casey): Could make this just tile_chunk and then allow multiple tile chunks per X/Y/Z
struct world_entity_block
{
uint32 EntityCount;
uint32 LowEntityIndex[16];
world_entity_block *Next;
};
struct world_chunk
{
int32 ChunkX;
int32 ChunkY;
int32 ChunkZ;
// TODO(casey): Profile this and determine if a pointer would be better here!
world_entity_block FirstBlock;
world_chunk *NextInHash;
};
struct world
{
v3 ChunkDimInMeters;
world_entity_block *FirstFree;
// TODO(casey): WorldChunkHash should probably switch to pointers IF
// tile entity blocks continue to be stored en masse directly in the tile chunk!
// NOTE(casey): A the moment, this must be a power of two!
world_chunk ChunkHash[4096];
};
#define HANDMADE_WORLD_H
#endif