Refactor EntityList and prevent World to invalidate its own handles between updates
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@@ -48,7 +48,15 @@ namespace Ndk
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{
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m_forceRenderQueueInvalidation = true; //< Hackfix until lights and particles are handled by culling list
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m_cameras.Remove(entity);
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for (auto it = m_cameras.begin(); it != m_cameras.end(); ++it)
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{
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if (it->GetObject() == entity)
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{
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m_cameras.erase(it);
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break;
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}
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}
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m_directionalLights.Remove(entity);
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m_drawables.Remove(entity);
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m_lights.Remove(entity);
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@@ -74,14 +82,23 @@ namespace Ndk
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if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_cameras.Insert(entity);
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m_cameras.emplace_back(entity);
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std::sort(m_cameras.begin(), m_cameras.end(), [](const EntityHandle& handle1, const EntityHandle& handle2)
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{
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return handle1->GetComponent<CameraComponent>().GetLayer() < handle2->GetComponent<CameraComponent>().GetLayer();
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});
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}
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else
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m_cameras.Remove(entity);
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{
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for (auto it = m_cameras.begin(); it != m_cameras.end(); ++it)
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{
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if (it->GetObject() == entity)
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{
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m_cameras.erase(it);
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break;
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}
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}
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}
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if (entity->HasComponent<GraphicsComponent>() && entity->HasComponent<NodeComponent>())
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{
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@@ -181,7 +198,7 @@ namespace Ndk
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GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
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graphicsComponent.EnsureBoundingVolumeUpdate();
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}
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bool forceInvalidation = false;
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std::size_t visibilityHash = m_drawableCulling.Cull(camComponent.GetFrustum(), &forceInvalidation);
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