update on_physics_update & update standard components
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@ -133,21 +133,17 @@ return {
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::continue::
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end
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end,
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physics_update = function(tps, parts, part)
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physics_update = function(delta)
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for uid, entity in pairs(entities) do
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if uid % parts ~= part then
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goto continue
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end
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for _, component in pairs(entity.components) do
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local callback = component.on_physics_update
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if not component.__disabled and callback then
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local result, err = pcall(callback, tps)
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local result, err = pcall(callback, delta)
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if err then
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debug.error(err)
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end
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end
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end
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::continue::
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end
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end,
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render = function(delta)
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@ -151,9 +151,7 @@ function set_flight(flag) flight = flag end
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local prev_angle = (vec2.angle({dir[3], dir[1]})) % 360
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function on_physics_update(tps)
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local delta = (1.0 / tps)
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function on_physics_update(delta)
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local grounded = body:is_grounded()
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body:set_vdamping(flight)
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body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
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@ -51,8 +51,7 @@ local function process_player_inputs(pid, delta)
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end
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end
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function on_physics_update(tps)
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local delta = (1.0 / tps)
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function on_physics_update(delta)
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local pid = entity:get_player()
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if pid ~= -1 then
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local pos = tsf:get_pos()
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@ -95,7 +95,6 @@ void LevelController::update(float delta, bool pause) {
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if (!pause) {
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// update all objects that needed
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blocks->update(delta, settings.chunks.padding.get());
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level->entities->updatePhysics(delta);
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level->entities->update(delta);
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for (const auto& [_, player] : *level->players) {
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if (player->isSuspended()) {
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@ -139,7 +139,7 @@ namespace scripting {
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void on_entity_fall(const Entity& entity);
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void on_entity_save(const Entity& entity);
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void on_entities_update(int tps, int parts, int part);
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void on_entities_physics_update(int tps, int parts, int part);
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void on_entities_physics_update(float delta);
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void on_entities_render(float delta);
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void on_sensor_enter(const Entity& entity, size_t index, entityid_t oid);
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void on_sensor_exit(const Entity& entity, size_t index, entityid_t oid);
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@ -279,13 +279,11 @@ void scripting::on_entities_update(int tps, int parts, int part) {
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lua::pop(L);
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}
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void scripting::on_entities_physics_update(int tps, int parts, int part) {
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void scripting::on_entities_physics_update(float delta) {
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auto L = lua::get_main_state();
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lua::get_from(L, STDCOMP, "physics_update", true);
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lua::pushinteger(L, tps);
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lua::pushinteger(L, parts);
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lua::pushinteger(L, part);
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lua::call_nothrow(L, 3, 0);
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lua::pushnumber(L, delta);
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lua::call_nothrow(L, 1, 0);
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lua::pop(L);
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}
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@ -27,8 +27,7 @@ static debug::Logger logger("entities");
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Entities::Entities(Level& level)
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: level(level),
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sensorsTickClock(20, 3),
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updateTickClock(20, 3),
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physicsTickClock(60, 1) {
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updateTickClock(20, 3) {
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}
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std::optional<Entity> Entities::get(entityid_t id) {
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@ -323,13 +322,8 @@ void Entities::update(float delta) {
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updateTickClock.getPart()
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);
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}
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if (physicsTickClock.update(delta)) {
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scripting::on_entities_physics_update(
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physicsTickClock.getTickRate(),
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physicsTickClock.getParts(),
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physicsTickClock.getPart()
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);
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}
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updatePhysics(delta);
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scripting::on_entities_physics_update(delta);
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}
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static void debug_render_skeleton(
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@ -39,7 +39,6 @@ class Entities {
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entityid_t nextID = 1;
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util::Clock sensorsTickClock;
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util::Clock updateTickClock;
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util::Clock physicsTickClock;
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void updateSensors(
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Rigidbody& body, const Transform& tsf, std::vector<Sensor*>& sensors
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@ -10,7 +10,7 @@ Clock::Clock(int tickRate, int tickParts)
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bool Clock::update(float delta) {
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tickTimer += delta;
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float delay = 1.0f / float(tickRate);
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float delay = 1.0f / static_cast<float>(tickRate);
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if (tickTimer > delay || tickPartsUndone) {
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if (tickPartsUndone) {
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tickPartsUndone--;
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