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fix: entities frustum-culling not uses hitbox size (it uses entity scale only)
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x86-64 AppImage / build-appimage (ubuntu-22.04) (push) Waiting to run
Build / Build (push) Waiting to run
Macos Build / build-dmg (push) Waiting to run
Windows Build (CLang) / build-windows (clang, windows-latest) (push) Waiting to run
MSVC Build / build-windows (windows-2022) (push) Waiting to run
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1 changed files with 5 additions and 3 deletions
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@ -480,15 +480,17 @@ void Entities::render(
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const Frustum* frustum,
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const Frustum* frustum,
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entityid_t fpsEntity
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entityid_t fpsEntity
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) {
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) {
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auto view = registry->view<EntityId, Transform, rigging::Skeleton>();
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auto view = registry->view<EntityId, Transform, rigging::Skeleton, Rigidbody>();
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for (auto [entity, eid, transform, skeleton] : view.each()) {
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for (auto [entity, eid, transform, skeleton, rigidbody] : view.each()) {
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if (eid.uid == fpsEntity) {
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if (eid.uid == fpsEntity) {
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continue;
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continue;
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}
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}
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const auto& def = eid.def;
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const auto& def = eid.def;
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const auto& pos = transform.pos;
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const auto& pos = transform.pos;
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const auto& size = transform.size;
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const auto& size = transform.size;
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if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {
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const auto& halfSize = rigidbody.hitbox.getHalfSize();
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// todo: more correct frustum culling
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if (frustum && !frustum->isBoxVisible(pos - halfSize, pos + halfSize)) {
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continue;
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continue;
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}
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}
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