Reduce rewind data being stored

main
Elijah Voigt 2 months ago
parent ccfaf30b81
commit 94383709c3

@ -130,13 +130,9 @@ enum PlayerState {
// A tape tracking the bird's state every frame // A tape tracking the bird's state every frame
#[derive(Component, Default)] #[derive(Component, Default)]
struct Tape { struct Tape {
accumulated_translations: Vec<AccumulatedTranslation>,
linear_velocities: Vec<LinearVelocity>, linear_velocities: Vec<LinearVelocity>,
angular_velocities: Vec<AngularVelocity>, angular_velocities: Vec<AngularVelocity>,
external_angular_impulses: Vec<ExternalAngularImpulse>,
external_forces: Vec<ExternalForce>,
external_impulses: Vec<ExternalImpulse>, external_impulses: Vec<ExternalImpulse>,
external_torques: Vec<ExternalTorque>,
positions: Vec<Position>, positions: Vec<Position>,
rotations: Vec<Rotation>, rotations: Vec<Rotation>,
} }
@ -418,7 +414,7 @@ struct RewindSfx;
#[derive(Component)] #[derive(Component)]
struct RewindButton; struct RewindButton;
fn init_ui(mut commands: Commands, mut server: ResMut<AssetServer>) { fn init_ui(mut commands: Commands, server: Res<AssetServer>) {
commands commands
.spawn(( .spawn((
Node { Node {
@ -525,10 +521,6 @@ fn init_ui(mut commands: Commands, mut server: ResMut<AssetServer>) {
}) })
.observe(hide_credits); .observe(hide_credits);
fn start_game(_trigger: Trigger<Pointer<Click>>, mut next: ResMut<NextState<PlayerState>>) {
next.set(PlayerState::Alive);
}
commands.spawn(( commands.spawn((
Node { Node {
align_self: AlignSelf::Center, align_self: AlignSelf::Center,
@ -738,13 +730,9 @@ fn record(
#[cfg(debug_assertions)] state: Res<State<PlayerState>>, #[cfg(debug_assertions)] state: Res<State<PlayerState>>,
mut birds: Query< mut birds: Query<
( (
&AccumulatedTranslation,
&LinearVelocity, &LinearVelocity,
&AngularVelocity, &AngularVelocity,
&ExternalAngularImpulse,
&ExternalForce,
&ExternalImpulse, &ExternalImpulse,
&ExternalTorque,
&Position, &Position,
&Rotation, &Rotation,
&mut Tape, &mut Tape,
@ -760,14 +748,10 @@ fn record(
birds birds
.iter_mut() .iter_mut()
.for_each(|(at, lv, av, eai, ef, ei, et, p, r, mut tape)| { .for_each(|(lv, av, ei, p, r, mut tape)| {
tape.accumulated_translations.push(*at);
tape.linear_velocities.push(*lv); tape.linear_velocities.push(*lv);
tape.angular_velocities.push(*av); tape.angular_velocities.push(*av);
tape.external_angular_impulses.push(*eai);
tape.external_forces.push(*ef);
tape.external_impulses.push(*ei); tape.external_impulses.push(*ei);
tape.external_torques.push(*et);
tape.positions.push(*p); tape.positions.push(*p);
tape.rotations.push(*r); tape.rotations.push(*r);
}); });
@ -778,13 +762,9 @@ fn rewind(
mut next: ResMut<NextState<PlayerState>>, mut next: ResMut<NextState<PlayerState>>,
mut birds: Query< mut birds: Query<
( (
&mut AccumulatedTranslation,
&mut LinearVelocity, &mut LinearVelocity,
&mut AngularVelocity, &mut AngularVelocity,
&mut ExternalAngularImpulse,
&mut ExternalForce,
&mut ExternalImpulse, &mut ExternalImpulse,
&mut ExternalTorque,
&mut Position, &mut Position,
&mut Rotation, &mut Rotation,
&mut Tape, &mut Tape,
@ -800,26 +780,15 @@ fn rewind(
); );
birds.iter_mut().for_each( birds.iter_mut().for_each(
|(mut at, mut lv, mut av, mut eai, mut ef, mut ei, mut et, mut p, mut r, mut tape)| { |(mut lv, mut av, mut ei, mut p, mut r, mut tape)| {
if tape.positions.is_empty() { if tape.positions.is_empty() {
next.set(PlayerState::Pause); next.set(PlayerState::Pause);
} else { } else {
// TODO: Only record/restore variables that we manage!
at.0 = tape.accumulated_translations.pop().unwrap().0;
lv.0 = tape.linear_velocities.pop().unwrap().0; lv.0 = tape.linear_velocities.pop().unwrap().0;
av.0 = tape.angular_velocities.pop().unwrap().0; av.0 = tape.angular_velocities.pop().unwrap().0;
eai.set_impulse(tape.external_angular_impulses.pop().unwrap().impulse());
ef.set_force(tape.external_forces.pop().unwrap().force());
ei.set_impulse(tape.external_impulses.pop().unwrap().impulse()); ei.set_impulse(tape.external_impulses.pop().unwrap().impulse());
et.set_torque(tape.external_torques.pop().unwrap().torque());
p.0 = tape.positions.pop().unwrap().0; p.0 = tape.positions.pop().unwrap().0;
*r = { *r = tape.rotations.pop().unwrap();
let curr = tape.rotations.pop().unwrap();
Rotation {
cos: curr.cos,
sin: curr.sin,
}
};
frames.0 += 1; frames.0 += 1;
} }
}, },

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