Sdk/World: Fix entity block handling

This commit is contained in:
Lynix 2017-04-21 21:27:27 +02:00
parent 3c99782643
commit 4f6706284e
2 changed files with 5 additions and 1 deletions

View File

@ -266,6 +266,7 @@ namespace Ndk
{
m_aliveEntities = std::move(world.m_aliveEntities);
m_dirtyEntities = std::move(world.m_dirtyEntities);
m_entityBlocks = std::move(world.m_entityBlocks);
m_freeIdList = std::move(world.m_freeIdList);
m_killedEntities = std::move(world.m_killedEntities);
m_orderedSystems = std::move(world.m_orderedSystems);
@ -285,7 +286,7 @@ namespace Ndk
inline void World::Invalidate()
{
m_dirtyEntities.Resize(m_entities.size(), false);
m_dirtyEntities.Resize(m_entityBlocks.size(), false);
m_dirtyEntities.Set(true); // Activation of all bits
}

View File

@ -68,6 +68,8 @@ namespace Ndk
m_freeIdList.pop_back();
entBlock = &m_entities[id];
entBlock->handle.Reset(&entBlock->entity); //< Reset handle (as it was reset when entity got destroyed)
m_entityBlocks[id] = entBlock;
}
else
@ -114,6 +116,7 @@ namespace Ndk
// First, destruction of entities, then handles
// This is made to avoid that handle warn uselessly entities before their destruction
m_entities.clear();
m_entityBlocks.clear();
m_aliveEntities.Clear();
m_dirtyEntities.Clear();