Switch all conditions to use bit operations
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parent
6d6534a477
commit
ec37297790
25
dod.c
25
dod.c
@ -6,11 +6,16 @@
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#include <assert.h>
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#include <string.h>
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#define MOVABLE_TAG_SHIFT 0
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#define RENDERABLE_TAG_SHIFT 1
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#define COLLIDER_TAG_SHIFT 2
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#define INSIDE_ZONE_TAG_SHIFT 3
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enum EntityTag {
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ENTITY_TAG_MOVABLE = 1 << 0,
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ENTITY_TAG_RENDERABLE = 1 << 1,
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ENTITY_TAG_COLLIDER = 1 << 2,
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ENTITY_TAG_INSIDE_ZONE = 1 << 3,
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ENTITY_TAG_MOVABLE = 1 << MOVABLE_TAG_SHIFT,
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ENTITY_TAG_RENDERABLE = 1 << RENDERABLE_TAG_SHIFT,
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ENTITY_TAG_COLLIDER = 1 << COLLIDER_TAG_SHIFT,
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ENTITY_TAG_INSIDE_ZONE = 1 << INSIDE_ZONE_TAG_SHIFT,
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};
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typedef struct Entity Entity;
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@ -83,10 +88,10 @@ int main(void) {
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VelocityInitialiser velocity_initialisers[2] = {init_velocity, zero_velocity};
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for (u64 i = 0; i < manager.count; ++i) {
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u8 is_zone = i < ZONE_COUNT;
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u8 is_zone = (i - ZONE_COUNT) >> 63;
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manager.entities[i].id = i;
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manager.tags[i] = (ENTITY_TAG_COLLIDER & (is_zone << 2)) | ENTITY_TAG_MOVABLE | ENTITY_TAG_RENDERABLE;
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manager.tags[i] = (ENTITY_TAG_COLLIDER & (is_zone << COLLIDER_TAG_SHIFT)) | ENTITY_TAG_MOVABLE | ENTITY_TAG_RENDERABLE;
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init_position(&(manager.rects[i].position), &state);
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scale_initialisers[is_zone](&(manager.rects[i].scale), &state);
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@ -175,10 +180,10 @@ void update_positions(u8 *tags, Rect *rects, Velocity *velocities, u64 count) {
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for (u64 i = ZONE_COUNT; i < count; ++i) {
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tags[i] &= inside_zone_mask;
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for (u64 j = 0; j < ZONE_COUNT; ++j) {
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tags[i] |= collides(&rects[i], &rects[j]) << 3;
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tags[i] |= collides(&rects[i], &rects[j]) << INSIDE_ZONE_TAG_SHIFT;
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}
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index = (tags[i] & ENTITY_TAG_INSIDE_ZONE) == ENTITY_TAG_INSIDE_ZONE;
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index = (tags[i] & ENTITY_TAG_INSIDE_ZONE) >> INSIDE_ZONE_TAG_SHIFT;
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rects[i].position.x += velocities[i].x * multipliers[index];
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rects[i].position.y += velocities[i].y * multipliers[index];
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@ -203,8 +208,8 @@ void render_entities(const u8 *tags, const Rect *rects, u64 count) {
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persistent Color colors[2] = {FG_COLOR, ZONE_COLOR};
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for (u64 i = 0; i < count; ++i) {
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u8 func_index = (tags[i] & ENTITY_TAG_COLLIDER) == ENTITY_TAG_COLLIDER;
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u8 color_index = func_index || (tags[i] & ENTITY_TAG_INSIDE_ZONE) == ENTITY_TAG_INSIDE_ZONE;
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u8 func_index = (tags[i] & ENTITY_TAG_COLLIDER) >> COLLIDER_TAG_SHIFT;
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u8 color_index = func_index | ((tags[i] & ENTITY_TAG_INSIDE_ZONE) >> INSIDE_ZONE_TAG_SHIFT);
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renderers[func_index](
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rects[i].position.x,
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