refactor world renderer a bit

This commit is contained in:
MihailRis 2026-02-02 22:40:54 +03:00
parent b69c92b330
commit 5380bcf013
13 changed files with 257 additions and 203 deletions

View file

@ -341,6 +341,16 @@ void Entities::update(float delta) {
}
updatePhysics(delta);
scripting::on_entities_physics_update(delta);
auto view = registry->view<Transform, rigging::Skeleton>();
for (auto [entity, transform, skeleton] : view.each()) {
if (transform.dirty) {
transform.refresh();
}
if (skeleton.interpolation.isEnabled()) {
skeleton.interpolation.updateTimer(delta);
}
}
}
static void debug_render_skeleton(
@ -415,8 +425,6 @@ void Entities::render(
const Assets& assets,
ModelBatch& batch,
const Frustum* frustum,
float delta,
bool pause,
entityid_t fpsEntity
) {
auto view = registry->view<EntityId, Transform, rigging::Skeleton>();
@ -424,12 +432,6 @@ void Entities::render(
if (eid.uid == fpsEntity) {
continue;
}
if (transform.dirty) {
transform.refresh();
}
if (skeleton.interpolation.isEnabled()) {
skeleton.interpolation.updateTimer(delta);
}
const auto& pos = transform.pos;
const auto& size = transform.size;
if (frustum && !frustum->isBoxVisible(pos - size, pos + size)) {