mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 00:07:46 -06:00
feat: add batching & merging of lines in debug rendering
This commit is contained in:
@@ -31,6 +31,7 @@ use bevy_ecs::schedule::common_conditions::resource_changed;
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use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
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use bevy_ecs::world::World;
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use glam::UVec2;
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use sdl2::event::EventType;
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use sdl2::event::EventType;
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use sdl2::image::LoadTexture;
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use sdl2::image::LoadTexture;
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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@@ -42,7 +43,7 @@ use crate::{
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asset::{get_asset_bytes, Asset},
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asset::{get_asset_bytes, Asset},
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events::GameCommand,
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events::GameCommand,
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map::render::MapRenderer,
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map::render::MapRenderer,
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systems::debug::TtfAtlasResource,
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systems::debug::{BatchedLinesResource, TtfAtlasResource},
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systems::input::{Bindings, CursorPosition},
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systems::input::{Bindings, CursorPosition},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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texture::sprite::{AtlasMapper, SpriteAtlas},
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};
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};
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@@ -299,6 +300,10 @@ impl Game {
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let scale =
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(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
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world.insert_resource(BatchedLinesResource::new(&map, scale));
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world.insert_resource(Self::create_ghost_animations(&atlas)?);
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world.insert_resource(Self::create_ghost_animations(&atlas)?);
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world.insert_resource(map);
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world.insert_resource(map);
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world.insert_resource(GlobalState { exit: false });
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world.insert_resource(GlobalState { exit: false });
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@@ -13,6 +13,7 @@ use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, Texture};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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use sdl2::video::Window;
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use smallvec::SmallVec;
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use smallvec::SmallVec;
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use std::collections::{HashMap, HashSet};
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use tracing::warn;
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use tracing::warn;
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#[derive(Resource, Default, Debug, Copy, Clone)]
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#[derive(Resource, Default, Debug, Copy, Clone)]
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@@ -30,6 +31,118 @@ pub struct DebugTextureResource(pub Texture);
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/// Resource to hold the TTF text atlas
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/// Resource to hold the TTF text atlas
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pub struct TtfAtlasResource(pub TtfAtlas);
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pub struct TtfAtlasResource(pub TtfAtlas);
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/// Resource to hold pre-computed batched line segments
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#[derive(Resource, Default, Debug, Clone)]
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pub struct BatchedLinesResource {
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horizontal_lines: Vec<(i32, i32, i32)>, // (y, x_start, x_end)
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vertical_lines: Vec<(i32, i32, i32)>, // (x, y_start, y_end)
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}
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impl BatchedLinesResource {
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/// Computes and caches batched line segments for the map graph
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pub fn new(map: &Map, scale: f32) -> Self {
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let mut horizontal_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
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let mut vertical_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
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let mut processed_edges: HashSet<(u16, u16)> = HashSet::new();
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// Process all edges and group them by axis
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for (start_node_id, edge) in map.graph.edges() {
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// Acquire a stable key for the edge (from < to)
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let edge_key = (start_node_id.min(edge.target), start_node_id.max(edge.target));
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// Skip if we've already processed this edge in the reverse direction
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if processed_edges.contains(&edge_key) {
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continue;
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}
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processed_edges.insert(edge_key);
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let start_pos = map.graph.get_node(start_node_id).unwrap().position;
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let end_pos = map.graph.get_node(edge.target).unwrap().position;
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let start = transform_position_with_offset(start_pos, scale);
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let end = transform_position_with_offset(end_pos, scale);
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// Determine if this is a horizontal or vertical line
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if (start.y - end.y).abs() < 2 {
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// Horizontal line (allowing for slight vertical variance)
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let y = start.y;
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let x_min = start.x.min(end.x);
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let x_max = start.x.max(end.x);
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horizontal_segments.entry(y).or_default().push((x_min, x_max));
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} else if (start.x - end.x).abs() < 2 {
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// Vertical line (allowing for slight horizontal variance)
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let x = start.x;
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let y_min = start.y.min(end.y);
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let y_max = start.y.max(end.y);
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vertical_segments.entry(x).or_default().push((y_min, y_max));
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}
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}
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/// Merges overlapping or adjacent segments into continuous lines
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fn merge_segments(segments: Vec<(i32, i32)>) -> Vec<(i32, i32)> {
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if segments.is_empty() {
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return Vec::new();
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}
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let mut merged = Vec::new();
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let mut current_start = segments[0].0;
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let mut current_end = segments[0].1;
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for &(start, end) in segments.iter().skip(1) {
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if start <= current_end + 1 {
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// Adjacent or overlapping
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current_end = current_end.max(end);
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} else {
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merged.push((current_start, current_end));
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current_start = start;
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current_end = end;
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}
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}
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merged.push((current_start, current_end));
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merged
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}
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// Convert to flat vectors for fast iteration during rendering
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let horizontal_lines = horizontal_segments
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.into_iter()
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.flat_map(|(y, mut segments)| {
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segments.sort_unstable_by_key(|(start, _)| *start);
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let merged = merge_segments(segments);
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merged.into_iter().map(move |(x_start, x_end)| (y, x_start, x_end))
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})
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.collect::<Vec<_>>();
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let vertical_lines = vertical_segments
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.into_iter()
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.flat_map(|(x, mut segments)| {
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segments.sort_unstable_by_key(|(start, _)| *start);
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let merged = merge_segments(segments);
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merged.into_iter().map(move |(y_start, y_end)| (x, y_start, y_end))
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})
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.collect::<Vec<_>>();
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Self {
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horizontal_lines,
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vertical_lines,
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}
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}
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pub fn render(&self, canvas: &mut Canvas<Window>) {
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// Render horizontal lines
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for &(y, x_start, x_end) in &self.horizontal_lines {
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let points = [Point::new(x_start, y), Point::new(x_end, y)];
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let _ = canvas.draw_lines(&points[..]);
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}
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// Render vertical lines
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for &(x, y_start, y_end) in &self.vertical_lines {
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let points = [Point::new(x, y_start), Point::new(x, y_end)];
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let _ = canvas.draw_lines(&points[..]);
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}
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}
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}
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/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
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/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
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fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
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fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
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((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
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((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
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@@ -93,6 +206,7 @@ pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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batched_lines: Res<BatchedLinesResource>,
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debug_state: Res<DebugState>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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map: Res<Map>,
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@@ -157,22 +271,13 @@ pub fn debug_render_system(
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}
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}
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debug_canvas.set_draw_color(Color {
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debug_canvas.set_draw_color(Color {
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a: f32_to_u8(0.4),
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a: f32_to_u8(0.6),
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..Color::RED
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..Color::RED
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});
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});
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debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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for (start_node, end_node) in map.graph.edges() {
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let start_node_model = map.graph.get_node(start_node).unwrap();
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let end_node = map.graph.get_node(end_node.target).unwrap().position;
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// Transform positions using common method
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// Use cached batched line segments
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let start = transform_position_with_offset(start_node_model.position, scale);
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batched_lines.render(debug_canvas);
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let end = transform_position_with_offset(end_node, scale);
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debug_canvas
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.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
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.unwrap();
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}
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{
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{
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let rects: Vec<_> = map
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let rects: Vec<_> = map
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