321 lines
9.7 KiB
C++
321 lines
9.7 KiB
C++
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/* ========================================================================
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$File: $
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$Date: $
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$Revision: $
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$Creator: Casey Muratori $
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$Notice: (C) Copyright 2015 by Molly Rocket, Inc. All Rights Reserved. $
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======================================================================== */
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// TODO(casey): Think about what the real safe margin is!
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#define TILE_CHUNK_SAFE_MARGIN (INT32_MAX/64)
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#define TILE_CHUNK_UNINITIALIZED INT32_MAX
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#define TILES_PER_CHUNK 8
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inline world_position
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NullPosition(void)
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{
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world_position Result = {};
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Result.ChunkX = TILE_CHUNK_UNINITIALIZED;
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return(Result);
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}
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inline bool32
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IsValid(world_position P)
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{
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bool32 Result = (P.ChunkX != TILE_CHUNK_UNINITIALIZED);
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return(Result);
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}
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inline bool32
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IsCanonical(real32 ChunkDim, real32 TileRel)
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{
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// TODO(casey): Fix floating point math so this can be exact?
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real32 Epsilon = 0.01f;
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bool32 Result = ((TileRel >= -(0.5f*ChunkDim + Epsilon)) &&
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(TileRel <= (0.5f*ChunkDim + Epsilon)));
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return(Result);
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}
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inline bool32
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IsCanonical(world *World, v3 Offset)
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{
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bool32 Result = (IsCanonical(World->ChunkDimInMeters.x, Offset.x) &&
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IsCanonical(World->ChunkDimInMeters.y, Offset.y) &&
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IsCanonical(World->ChunkDimInMeters.z, Offset.z));
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return(Result);
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}
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inline bool32
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AreInSameChunk(world *World, world_position *A, world_position *B)
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{
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Assert(IsCanonical(World, A->Offset_));
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Assert(IsCanonical(World, B->Offset_));
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bool32 Result = ((A->ChunkX == B->ChunkX) &&
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(A->ChunkY == B->ChunkY) &&
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(A->ChunkZ == B->ChunkZ));
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return(Result);
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}
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inline world_chunk *
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GetWorldChunk(world *World, int32 ChunkX, int32 ChunkY, int32 ChunkZ,
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memory_arena *Arena = 0)
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{
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TIMED_FUNCTION();
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Assert(ChunkX > -TILE_CHUNK_SAFE_MARGIN);
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Assert(ChunkY > -TILE_CHUNK_SAFE_MARGIN);
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Assert(ChunkZ > -TILE_CHUNK_SAFE_MARGIN);
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Assert(ChunkX < TILE_CHUNK_SAFE_MARGIN);
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Assert(ChunkY < TILE_CHUNK_SAFE_MARGIN);
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Assert(ChunkZ < TILE_CHUNK_SAFE_MARGIN);
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// TODO(casey): BETTER HASH FUNCTION!!!!
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uint32 HashValue = 19*ChunkX + 7*ChunkY + 3*ChunkZ;
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uint32 HashSlot = HashValue & (ArrayCount(World->ChunkHash) - 1);
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Assert(HashSlot < ArrayCount(World->ChunkHash));
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world_chunk *Chunk = World->ChunkHash + HashSlot;
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do
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{
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if((ChunkX == Chunk->ChunkX) &&
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(ChunkY == Chunk->ChunkY) &&
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(ChunkZ == Chunk->ChunkZ))
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{
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break;
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}
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if(Arena && (Chunk->ChunkX != TILE_CHUNK_UNINITIALIZED) && (!Chunk->NextInHash))
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{
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Chunk->NextInHash = PushStruct(Arena, world_chunk);
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Chunk = Chunk->NextInHash;
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Chunk->ChunkX = TILE_CHUNK_UNINITIALIZED;
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}
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if(Arena && (Chunk->ChunkX == TILE_CHUNK_UNINITIALIZED))
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{
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Chunk->ChunkX = ChunkX;
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Chunk->ChunkY = ChunkY;
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Chunk->ChunkZ = ChunkZ;
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Chunk->NextInHash = 0;
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break;
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}
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Chunk = Chunk->NextInHash;
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} while(Chunk);
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return(Chunk);
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}
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internal void
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InitializeWorld(world *World, v3 ChunkDimInMeters)
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{
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World->ChunkDimInMeters = ChunkDimInMeters;
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World->FirstFree = 0;
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for(uint32 ChunkIndex = 0;
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ChunkIndex < ArrayCount(World->ChunkHash);
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++ChunkIndex)
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{
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World->ChunkHash[ChunkIndex].ChunkX = TILE_CHUNK_UNINITIALIZED;
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World->ChunkHash[ChunkIndex].FirstBlock.EntityCount = 0;
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}
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}
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inline void
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RecanonicalizeCoord(real32 ChunkDim, int32 *Tile, real32 *TileRel)
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{
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// TODO(casey): Need to do something that doesn't use the divide/multiply method
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// for recanonicalizing because this can end up rounding back on to the tile
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// you just came from.
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// NOTE(casey): Wrapping IS NOT ALLOWED, so all coordinates are assumed to be
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// within the safe margin!
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// TODO(casey): Assert that we are nowhere near the edges of the world.
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int32 Offset = RoundReal32ToInt32(*TileRel / ChunkDim);
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*Tile += Offset;
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*TileRel -= Offset*ChunkDim;
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Assert(IsCanonical(ChunkDim, *TileRel));
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}
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inline world_position
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MapIntoChunkSpace(world *World, world_position BasePos, v3 Offset)
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{
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world_position Result = BasePos;
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Result.Offset_ += Offset;
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RecanonicalizeCoord(World->ChunkDimInMeters.x, &Result.ChunkX, &Result.Offset_.x);
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RecanonicalizeCoord(World->ChunkDimInMeters.y, &Result.ChunkY, &Result.Offset_.y);
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RecanonicalizeCoord(World->ChunkDimInMeters.z, &Result.ChunkZ, &Result.Offset_.z);
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return(Result);
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}
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inline v3
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Subtract(world *World, world_position *A, world_position *B)
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{
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v3 dTile = {(real32)A->ChunkX - (real32)B->ChunkX,
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(real32)A->ChunkY - (real32)B->ChunkY,
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(real32)A->ChunkZ - (real32)B->ChunkZ};
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v3 Result = Hadamard(World->ChunkDimInMeters, dTile) + (A->Offset_ - B->Offset_);
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return(Result);
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}
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inline world_position
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CenteredChunkPoint(uint32 ChunkX, uint32 ChunkY, uint32 ChunkZ)
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{
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world_position Result = {};
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Result.ChunkX = ChunkX;
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Result.ChunkY = ChunkY;
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Result.ChunkZ = ChunkZ;
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return(Result);
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}
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inline world_position
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CenteredChunkPoint(world_chunk *Chunk)
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{
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world_position Result = CenteredChunkPoint(Chunk->ChunkX, Chunk->ChunkY, Chunk->ChunkZ);
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return(Result);
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}
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inline void
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ChangeEntityLocationRaw(memory_arena *Arena, world *World, uint32 LowEntityIndex,
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world_position *OldP, world_position *NewP)
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{
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TIMED_FUNCTION();
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// TODO(casey): If this moves an entity into the camera bounds, should it automatically
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// go into the high set immediately?
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// If it moves _out_ of the camera bounds, should it be removed from the high set
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// immediately?
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Assert(!OldP || IsValid(*OldP));
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Assert(!NewP || IsValid(*NewP));
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if(OldP && NewP && AreInSameChunk(World, OldP, NewP))
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{
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// NOTE(casey): Leave entity where it is
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}
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else
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{
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if(OldP)
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{
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// NOTE(casey): Pull the entity out of its old entity block
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world_chunk *Chunk = GetWorldChunk(World, OldP->ChunkX, OldP->ChunkY, OldP->ChunkZ);
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Assert(Chunk);
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if(Chunk)
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{
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bool32 NotFound = true;
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world_entity_block *FirstBlock = &Chunk->FirstBlock;
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for(world_entity_block *Block = FirstBlock;
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Block && NotFound;
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Block = Block->Next)
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{
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for(uint32 Index = 0;
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(Index < Block->EntityCount) && NotFound;
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++Index)
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{
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if(Block->LowEntityIndex[Index] == LowEntityIndex)
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{
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Assert(FirstBlock->EntityCount > 0);
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Block->LowEntityIndex[Index] =
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FirstBlock->LowEntityIndex[--FirstBlock->EntityCount];
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if(FirstBlock->EntityCount == 0)
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{
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if(FirstBlock->Next)
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{
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world_entity_block *NextBlock = FirstBlock->Next;
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*FirstBlock = *NextBlock;
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NextBlock->Next = World->FirstFree;
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World->FirstFree = NextBlock;
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}
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}
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NotFound = false;
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}
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}
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}
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}
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}
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if(NewP)
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{
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// NOTE(casey): Insert the entity into its new entity block
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world_chunk *Chunk = GetWorldChunk(World, NewP->ChunkX, NewP->ChunkY, NewP->ChunkZ, Arena);
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Assert(Chunk);
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world_entity_block *Block = &Chunk->FirstBlock;
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if(Block->EntityCount == ArrayCount(Block->LowEntityIndex))
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{
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// NOTE(casey): We're out of room, get a new block!
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world_entity_block *OldBlock = World->FirstFree;
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if(OldBlock)
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{
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World->FirstFree = OldBlock->Next;
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}
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else
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{
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OldBlock = PushStruct(Arena, world_entity_block);
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}
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*OldBlock = *Block;
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Block->Next = OldBlock;
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Block->EntityCount = 0;
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}
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Assert(Block->EntityCount < ArrayCount(Block->LowEntityIndex));
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Block->LowEntityIndex[Block->EntityCount++] = LowEntityIndex;
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}
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}
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}
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internal void
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ChangeEntityLocation(memory_arena *Arena, world *World,
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uint32 LowEntityIndex, low_entity *LowEntity,
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world_position NewPInit)
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{
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TIMED_FUNCTION();
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world_position *OldP = 0;
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world_position *NewP = 0;
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if(!IsSet(&LowEntity->Sim, EntityFlag_Nonspatial) && IsValid(LowEntity->P))
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{
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OldP = &LowEntity->P;
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}
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if(IsValid(NewPInit))
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{
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NewP = &NewPInit;
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}
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ChangeEntityLocationRaw(Arena, World, LowEntityIndex, OldP, NewP);
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if(NewP)
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{
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LowEntity->P = *NewP;
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ClearFlags(&LowEntity->Sim, EntityFlag_Nonspatial);
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}
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else
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{
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LowEntity->P = NullPosition();
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AddFlags(&LowEntity->Sim, EntityFlag_Nonspatial);
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}
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}
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