ludic/packages/ludic.physics/water.ludic
Orkuncakilkaya fffedf71d0 ludic.physics, ludic.character, ludic.vehicles: fact records reused, and phys_sink allocates nothing
The per-frame sweep over physics, character, vehicles and nav found three fact makers that made a record per fact: contacts and splashes, the character's and the vehicles'. Each keeps a pool now, as wildlife's and npc's do (q_unheld). phys_sink, asked on every removal, built two new lists each time; it filters into a kept spare pair and swaps. ludic.nav's paths and crowds already allocate nothing, and none of the four builds a string per call. What remains at load, reset or a world swap is not per frame. vehicle_feed takes its state mut. vehicles_test: 1000 fed facts, drained turn by turn, use at most 4 records. All packages 421.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 02:03:09 +03:00

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# water.ludic - a body that floats: each step it is buoyed against the surface PhysWater gives,
# carried by its current, and slowed by its drags. Reaching the water is a PHYS_SPLASH fact.
const PH_K: int = 4
# buoyancy 1 floats level with the surface, more rides higher; drags in 1/s
export function phys_float(physics_st: mut PhysicsState, id: int, buoyancy: float, linear_drag: float, angular_drag: float) -> void {
ph_buffers()
phys_sink(physics_st, id)
push(physics_st.ph_floats, id)
push(physics_st.ph_float_k, buoyancy)
push(physics_st.ph_float_k, linear_drag)
push(physics_st.ph_float_k, angular_drag)
push(physics_st.ph_float_k, 0.0)
}
# no longer floats (it is still a body); every removal asks, so the lists are filtered into a kept
# spare pair and swapped, never made anew
export function phys_sink(physics_st: mut PhysicsState, id: int) -> void {
if physics_st.ph_floats == null { return }
let ids = physics_st.ph_floats2
let ks = physics_st.ph_float_k2
List.clear(ids)
List.clear(ks)
for i in 0 .. len(physics_st.ph_floats) {
if physics_st.ph_floats[i] != id {
push(ids, physics_st.ph_floats[i])
for k in 0 .. PH_K { push(ks, physics_st.ph_float_k[i * PH_K + k]) }
}
}
physics_st.ph_floats2 = physics_st.ph_floats
physics_st.ph_float_k2 = physics_st.ph_float_k
physics_st.ph_floats = ids
physics_st.ph_float_k = ks
}
export function phys_floating(physics_st: PhysicsState, id: int) -> bool {
if physics_st.ph_floats == null { return false }
for i in 0 .. len(physics_st.ph_floats) { if physics_st.ph_floats[i] == id { return true } }
return false
}
function ph_buoy_all(physics_st: mut PhysicsState) -> void {
let dt = physics_st.ph_step
for i in 0 .. len(physics_st.ph_floats) {
let id = physics_st.ph_floats[i]
if jph_body_read(physics_st.ph_world, id, physics_st.ph_vals) == 0 {
ph_buoy_one(physics_st, i, id, physics_st.ph_vals[0], physics_st.ph_vals[2], dt)
}
}
}
function ph_buoy_one(physics_st: mut PhysicsState, i: int, id: int, x: float, z: float, dt: float) -> void {
let sy = PhysWater.height(x, z)
if sy <= PHYS_NONE { return }
let k = i * PH_K
let cx = PhysWater.current_x(x, z)
let cz = PhysWater.current_z(x, z)
let kk = physics_st.ph_float_k
let wet = jph_body_buoyancy(physics_st.ph_world, id, sy, 0.0, 1.0, 0.0, kk[k], kk[k + 1], kk[k + 2], cx, cz, dt)
if wet == 1 and kk[k + 3] == 0.0 { ph_splash(physics_st, id, x, sy, z) }
physics_st.ph_float_k[k + 3] = float(wet)
}
function ph_splash(physics_st: mut PhysicsState, id: int, x: float, y: float, z: float) -> void {
let f = ph_fact_record(physics_st)
f.what = PHYS_SPLASH
f.a = id
f.b = -1
f.speed = 0.0
f.x = x; f.y = y; f.z = z
q_push(phys_facts(physics_st), f)
}