Remove Nazara SDK

This commit is contained in:
Jérôme Leclercq
2021-07-07 22:56:50 +02:00
parent 8bef707de2
commit 5aa63831e8
103 changed files with 12 additions and 9433 deletions

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Application.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Core/StringExt.hpp>
#include <regex>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Application
* \brief NDK class that represents the application, it offers a set of tools to ease the development
*/
/*!
* \brief Constructs an Application object with command-line arguments
*
* Pass the argc and argv arguments from the main function.
*
* Command-line arguments can be retrieved by application methods
*
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
Application::Application(int argc, char* argv[]) :
Application()
{
ParseCommandline(argc, argv);
}
/*!
* \brief Runs the application by updating worlds, taking care about windows, ...
*/
bool Application::Run()
{
if (m_shouldQuit)
return false;
m_updateTime = m_updateClock.Restart() / 1'000'000.f;
for (World& world : m_worlds)
world.Update(m_updateTime);
return true;
}
void Application::ClearWorlds()
{
m_worlds.clear();
}
void Application::ParseCommandline(int argc, char* argv[])
{
std::regex optionRegex(R"(-(\w+))");
std::regex valueRegex(R"(-(\w+)\s*=\s*(.+))");
std::smatch results;
for (int i = 1; i < argc; ++i)
{
std::string argument(argv[i]);
if (std::regex_match(argument, results, valueRegex))
{
std::string key = Nz::ToLower(results[1].str());
std::string value(results[2].str());
m_parameters[key] = value;
NazaraDebug("Registred parameter from command-line: " + key + "=" + value);
}
else if (std::regex_match(argument, results, optionRegex))
{
std::string option(results[1].str());
m_options.insert(option);
NazaraDebug("Registred option from command-line: " + option);
}
else
NazaraWarning("Ignored command-line argument #" + Nz::NumberToString(i) + " \"" + argument + '"');
}
}
Application* Application::s_application = nullptr;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/BaseComponent.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::BaseComponent
* \brief NDK class that represents the common base of all components
*
* \remark This class is meant to be purely abstract, for type erasure
*/
BaseComponent::~BaseComponent() = default;
/*!
* \brief Operation to perform when component is attached to an entity
*/
void BaseComponent::OnAttached()
{
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void BaseComponent::OnComponentAttached(BaseComponent& component)
{
NazaraUnused(component);
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void BaseComponent::OnComponentDetached(BaseComponent& component)
{
NazaraUnused(component);
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void BaseComponent::OnDetached()
{
}
/*!
* \brief Operation to perform when the entity is destroyed and we're still attached to it
*
* \remark This is always called before the entity proper destruction, and thus its components.
*/
void BaseComponent::OnEntityDestruction()
{
}
/*!
* \brief Operation to perform when the entity is disabled
*
* \remark Disabling an entity will remove it from systems it belongs to, but sometimes the entity will need to do
* additional work in order to be properly disabled (i.e.: disabling physics simulation & collisions)
*/
void BaseComponent::OnEntityDisabled()
{
}
/*!
* \brief Operation to perform when the entity is disabled
*
* \remark Enabling an entity will add it back to systems it belongs to, but sometimes the entity will need to do
* additional work in order to be properly re-enabled (i.e.: enabling physics simulation & collisions)
*/
void BaseComponent::OnEntityEnabled()
{
}
std::vector<BaseComponent::ComponentEntry> BaseComponent::s_entries;
std::unordered_map<ComponentId, ComponentIndex> BaseComponent::s_idToIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/BaseSystem.hpp>
#include <NazaraSDK/World.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::BaseSystem
* \brief NDK class that represents the common base of all systems
*
* \remark This class is meant to be purely abstract, for type erasure
*/
/*!
* \brief Destructs the object and unregisters it-self on every entities
*/
BaseSystem::~BaseSystem()
{
for (const EntityHandle& entity : m_entities)
entity->UnregisterSystem(m_systemIndex);
}
/*!
* \brief Checks whether the key of the entity matches the lock of the system
* \return true If it is the case
*
* \param Pointer to the entity
*/
bool BaseSystem::Filters(const Entity* entity) const
{
if (!entity)
return false;
const Nz::Bitset<>& components = entity->GetComponentBits();
m_filterResult.PerformsAND(m_requiredComponents, components);
if (m_filterResult != m_requiredComponents)
return false; // At least one required component is not available
m_filterResult.PerformsAND(m_excludedComponents, components);
if (m_filterResult.TestAny())
return false; // At least one excluded component is available
// If we have a list of needed components
if (m_requiredAnyComponents.TestAny())
{
if (!m_requiredAnyComponents.Intersects(components))
return false;
}
return true;
}
/*!
* \brief Sets the update order of this system
*
* The system update order is used by the world it belongs to in order to know in which order they should be updated, as some application logic may rely a specific update order.
* A system with a greater update order (ex: 1) is guaranteed to be updated after a system with a lesser update order (ex: -1), otherwise the order is unspecified (and is not guaranteed to be stable).
*
* \param updateOrder The relative update order of the system
*
* \remark The update order is only used by World::Update(float) and does not have any effect regarding a call to BaseSystem::Update(float)
*
* \see GetUpdateOrder
*/
void BaseSystem::SetUpdateOrder(int updateOrder)
{
m_updateOrder = updateOrder;
if (m_world)
m_world->InvalidateSystemOrder();
}
/*!
* \brief Operation to perform when entity is added to the system
*
* \param Pointer to the entity
*/
void BaseSystem::OnEntityAdded(Entity* entity)
{
NazaraUnused(entity);
}
/*!
* \brief Operation to perform when entity is removed to the system
*
* \param Pointer to the entity
*/
void BaseSystem::OnEntityRemoved(Entity* entity)
{
NazaraUnused(entity);
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void BaseSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
NazaraUnused(entity);
NazaraUnused(justAdded);
}
SystemIndex BaseSystem::s_nextIndex;
}

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/ClientApplication.hpp>
#include <Nazara/Core/Log.hpp>
#include <regex>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ClientApplication
* \brief NDK class that represents a client-side application, it offers a set of tools to ease the development
*/
/*!
* \brief Constructs an ClientApplication object with command-line arguments
*
* Pass the argc and argv arguments from the main function.
*
* Command-line arguments can be retrieved by application methods
*
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
ClientApplication::ClientApplication(int argc, char* argv[]) :
ClientApplication()
{
ParseCommandline(argc, argv);
}
/*!
* \brief Runs the application by updating worlds, taking care about windows, ...
*/
bool ClientApplication::Run()
{
if (!Application::Run())
return false;
bool hasAtLeastOneActiveWindow = false;
auto it = m_windows.begin();
while (it != m_windows.end())
{
Nz::Window& window = *it->window;
window.ProcessEvents();
if (!window.IsOpen(true))
{
it = m_windows.erase(it);
continue;
}
hasAtLeastOneActiveWindow = true;
++it;
}
if (m_exitOnClosedWindows && !hasAtLeastOneActiveWindow)
return false;
return true;
}
ClientApplication* ClientApplication::s_clientApplication = nullptr;
}

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// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/ClientSdk.hpp>
#include <Nazara/Audio/Audio.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Physics2D/Physics2D.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Platform/Platform.hpp>
#include <Nazara/Utility/Utility.hpp>
#include <NazaraSDK/Algorithm.hpp>
#include <NazaraSDK/BaseSystem.hpp>
#include <NazaraSDK/Sdk.hpp>
#include <NazaraSDK/Components/ListenerComponent.hpp>
#include <NazaraSDK/Systems/ListenerSystem.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Sdk
* \brief NDK class that represents the software development kit, a set of tools made to ease the conception of application
*/
/*!
* \brief Initializes the Sdk module
* \return true if initialization is successful
*
* \remark Produces a NazaraNotice
*/
ClientSdk::ClientSdk(Config /*config*/) :
ModuleBase("ClientSDK", this)
{
Nz::ErrorFlags errFlags(Nz::ErrorMode::ThrowException, true);
// Client components
InitializeComponent<ListenerComponent>("NdkList");
// Systems
// Client systems
InitializeSystem<ListenerSystem>();
}
/*!
* \brief Uninitializes the Sdk module
*
* \remark Produces a NazaraNotice
*/
ClientSdk::~ClientSdk() = default;
ClientSdk* ClientSdk::s_instance = nullptr;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/CollisionComponent2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NazaraSDK/World.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <NazaraSDK/Systems/PhysicsSystem2D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent2D
* \brief NDK class that represents a two-dimensional collision geometry
*/
/*!
* \brief Gets the collision box representing the entity
* \return The physics collision box
*/
Nz::Rectf CollisionComponent2D::GetAABB() const
{
return GetRigidBody()->GetAABB();
}
/*!
* \brief Gets the position offset between the actual rigid body center of mass position and the origin of the geometry
* \return Position offset
*/
const Nz::Vector2f& CollisionComponent2D::GetGeomOffset() const
{
return GetRigidBody()->GetPositionOffset();
}
/*!
* \brief Convenience function to align center of geometry to a specific point
*
* \param geomOffset Position offset
*
* \remark This does not change the center of mass
*/
void CollisionComponent2D::Recenter(const Nz::Vector2f& origin)
{
const Nz::RigidBody2D* rigidBody = GetRigidBody();
SetGeomOffset(origin - rigidBody->GetAABB().GetCenter() + rigidBody->GetPositionOffset());
}
/*!
* \brief Sets geometry for the entity
*
* \param geom Geometry used for collisions
*/
void CollisionComponent2D::SetGeom(std::shared_ptr<Nz::Collider2D> geom, bool recomputeMoment, bool recomputeMassCenter)
{
m_geom = std::move(geom);
GetRigidBody()->SetGeom(m_geom, recomputeMoment, recomputeMassCenter);
}
/*!
* \brief Sets the position offset between the actual rigid body center of mass position and the origin of the geometry
*
* \param geomOffset Position offset
*/
void CollisionComponent2D::SetGeomOffset(const Nz::Vector2f& geomOffset)
{
GetRigidBody()->SetPositionOffset(geomOffset);
}
/*!
* \brief Initializes the static body
*
* \remark Produces a NazaraAssert if entity is invalid
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent2D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a physics system");
Nz::PhysWorld2D& physWorld = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
m_staticBody = std::make_unique<Nz::RigidBody2D>(&physWorld, 0.f, m_geom);
m_staticBody->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
else
matrix.MakeIdentity();
m_staticBody->SetPosition(Nz::Vector2f(matrix.GetTranslation()));
}
Nz::RigidBody2D* CollisionComponent2D::GetRigidBody()
{
if (m_entity->HasComponent<PhysicsComponent2D>())
{
PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
return physComponent.GetRigidBody();
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
return m_staticBody.get();
}
}
const Nz::RigidBody2D* CollisionComponent2D::GetRigidBody() const
{
if (m_entity->HasComponent<PhysicsComponent2D>())
{
PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
return physComponent.GetRigidBody();
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
return m_staticBody.get();
}
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent2D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent2D>())
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CollisionComponent2D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent2D>(component))
m_staticBody.reset();
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CollisionComponent2D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent2D>(component))
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent2D::OnDetached()
{
m_staticBody.reset();
}
ComponentIndex CollisionComponent2D::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/CollisionComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NazaraSDK/World.hpp>
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
#include <NazaraSDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent3D
* \brief NDK class that represents the component for collision (meant for static objects)
*/
/*!
* \brief Sets geometry for the entity
*
* \param geom Geometry used for collisions
*
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
*/
void CollisionComponent3D::SetGeom(std::shared_ptr<Nz::Collider3D> geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent3D>())
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
physComponent.GetRigidBody()->SetGeom(m_geom);
}
else
{
NazaraAssert(m_staticBody, "An entity without physics component should have a static body");
m_staticBody->SetGeom(m_geom);
}
}
/*!
* \brief Initializes the static body
*
* \remark Produces a NazaraAssert if entity is invalid
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent3D::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld, "Entity must have world");
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& physWorld = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
m_staticBody = std::make_unique<Nz::RigidBody3D>(&physWorld, m_geom);
m_staticBody->EnableAutoSleep(false);
m_staticBody->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent3D::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent3D>())
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CollisionComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent3D>(component))
m_staticBody.reset();
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CollisionComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent3D>(component))
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent3D::OnDetached()
{
m_staticBody.reset();
}
void CollisionComponent3D::OnEntityDisabled()
{
if (m_staticBody)
m_staticBody->EnableSimulation(false);
}
void CollisionComponent3D::OnEntityEnabled()
{
if (m_staticBody)
m_staticBody->EnableSimulation(true);
}
ComponentIndex CollisionComponent3D::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/ConstraintComponent2D.hpp>
namespace Ndk
{
ConstraintComponent2D::ConstraintComponent2D(const ConstraintComponent2D& /*joint*/)
{
}
bool ConstraintComponent2D::RemoveConstraint(Nz::Constraint2D* constraintPtr)
{
auto it = std::find_if(m_constraints.begin(), m_constraints.end(), [constraintPtr](const ConstraintData& constraintData) { return constraintData.constraint.get() == constraintPtr; });
if (it != m_constraints.end())
m_constraints.erase(it);
return !m_constraints.empty();
}
ComponentIndex ConstraintComponent2D::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/LifetimeComponent.hpp>
namespace Ndk
{
ComponentIndex LifetimeComponent::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/ListenerComponent.hpp>
namespace Ndk
{
ComponentIndex ListenerComponent::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/NodeComponent.hpp>
namespace Ndk
{
ComponentIndex NodeComponent::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NazaraSDK/World.hpp>
#include <NazaraSDK/Components/CollisionComponent2D.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Systems/PhysicsSystem2D.hpp>
#include <memory>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsComponent2D
* \brief NDK class that represents a physics point, without any collision
*/
/*!
* \brief Operation to perform when component is attached to an entity
*
* \remark Produces a NazaraAssert if the world does not have a physics system
*/
void PhysicsComponent2D::OnAttached()
{
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem2D>(), "World must have a 2D physics system");
Nz::PhysWorld2D& world = entityWorld->GetSystem<PhysicsSystem2D>().GetPhysWorld();
Nz::Vector2f positionOffset;
std::shared_ptr<Nz::Collider2D> geom;
if (m_entity->HasComponent<CollisionComponent2D>())
{
const CollisionComponent2D& entityCollision = m_entity->GetComponent<CollisionComponent2D>();
geom = entityCollision.GetGeom();
positionOffset = entityCollision.GetStaticBody()->GetPositionOffset(); //< Calling GetGeomOffset would retrieve current component which is not yet initialized
}
else
positionOffset = Nz::Vector2f::Zero();
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
else
matrix.MakeIdentity();
m_object = std::make_unique<Nz::RigidBody2D>(&world, 1.f, geom);
m_object->SetPositionOffset(positionOffset);
m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
if (m_entity->HasComponent<NodeComponent>())
{
auto& entityNode = m_entity->GetComponent<NodeComponent>();
m_object->SetPosition(Nz::Vector2f(entityNode.GetPosition()));
m_object->SetRotation(entityNode.GetRotation().To2DAngle());
}
if (m_pendingStates.valid)
ApplyPhysicsState(*m_object);
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent2D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<CollisionComponent2D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(static_cast<CollisionComponent2D&>(component).GetGeom(), false, false);
}
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent2D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<CollisionComponent2D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(std::make_shared<Nz::NullCollider2D>(), false, false);
}
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void PhysicsComponent2D::OnDetached()
{
if (m_object)
{
CopyPhysicsState(*m_object);
m_object.reset();
}
}
void PhysicsComponent2D::OnEntityDestruction()
{
// Kill rigidbody before entity destruction to force contact callbacks to be called while the entity is still valid
m_object.reset();
}
void PhysicsComponent2D::OnEntityDisabled()
{
NazaraAssert(m_object, "Invalid physics object");
m_object->EnableSimulation(false);
}
void PhysicsComponent2D::OnEntityEnabled()
{
NazaraAssert(m_object, "Invalid physics object");
m_object->EnableSimulation(true);
}
ComponentIndex PhysicsComponent2D::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NazaraSDK/World.hpp>
#include <NazaraSDK/Components/CollisionComponent3D.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Systems/PhysicsSystem3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsComponent3D
* \brief NDK class that represents the component for physics (meant for dynamic objects)
*/
/*!
* \brief Operation to perform when component is attached to an entity
*
* \remark Produces a NazaraAssert if the world does not have a physics system
*/
void PhysicsComponent3D::OnAttached()
{
World* entityWorld = m_entity->GetWorld();
NazaraAssert(entityWorld->HasSystem<PhysicsSystem3D>(), "World must have a physics system");
Nz::PhysWorld3D& world = entityWorld->GetSystem<PhysicsSystem3D>().GetWorld();
std::shared_ptr<Nz::Collider3D> geom;
if (m_entity->HasComponent<CollisionComponent3D>())
geom = m_entity->GetComponent<CollisionComponent3D>().GetGeom();
Nz::Matrix4f matrix;
if (m_entity->HasComponent<NodeComponent>())
matrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
else
matrix.MakeIdentity();
m_object = std::make_unique<Nz::RigidBody3D>(&world, geom, matrix);
m_object->SetUserdata(reinterpret_cast<void*>(static_cast<std::ptrdiff_t>(m_entity->GetId())));
if (m_pendingStates.valid)
ApplyPhysicsState(*m_object);
else
m_object->SetMass(1.f);
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent3D::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(static_cast<CollisionComponent3D&>(component).GetGeom());
}
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent3D::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<CollisionComponent3D>(component))
{
NazaraAssert(m_object, "Invalid object");
m_object->SetGeom(std::make_shared<Nz::NullCollider3D>());
}
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void PhysicsComponent3D::OnDetached()
{
if (m_object)
{
CopyPhysicsState(*m_object);
m_object.reset();
}
}
void PhysicsComponent3D::OnEntityDestruction()
{
// Kill rigid body before entity destruction to force contact callbacks to be called while the entity is still valid
m_object.reset();
}
void PhysicsComponent3D::OnEntityDisabled()
{
NazaraAssert(m_object, "Invalid physics object");
m_object->EnableSimulation(false);
}
void PhysicsComponent3D::OnEntityEnabled()
{
NazaraAssert(m_object, "Invalid physics object");
m_object->EnableSimulation(true);
}
ComponentIndex PhysicsComponent3D::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Components/VelocityComponent.hpp>
namespace Ndk
{
ComponentIndex VelocityComponent::componentIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Entity.hpp>
#include <NazaraSDK/BaseComponent.hpp>
#include <NazaraSDK/World.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Entity
* \brief NDK class that represents an entity in a world
*/
// Must exists in .cpp file because of BaseComponent unique_ptr
Entity::Entity(Entity&&) noexcept = default;
/*!
* \brief Constructs a Entity object linked to a world and with an id
*
* \param world World in which the entity interact
* \param id Identifier of the entity
*/
Entity::Entity(World* world, EntityId id) :
m_world(world),
m_id(id)
{
}
/*!
* \brief Destructs the object and calls Destroy
*
* \see Destroy
*/
Entity::~Entity()
{
if (m_world && m_valid)
Destroy();
}
/*!
* \brief Adds a component to the entity
* \return A reference to the newly added component
*
* \param componentPtr Component to add to the entity
*
* \remark Produces a NazaraAssert if component is nullptr
*/
BaseComponent& Entity::AddComponent(std::unique_ptr<BaseComponent>&& componentPtr)
{
NazaraAssert(componentPtr, "Component must be valid");
ComponentIndex index = componentPtr->GetIndex();
// We ensure that the vector has enough space
if (index >= m_components.size())
m_components.resize(index + 1);
// Affectation and return of the component
m_components[index] = std::move(componentPtr);
m_componentBits.UnboundedSet(index);
m_removedComponentBits.UnboundedReset(index);
Invalidate();
// We get the new component and we alert other existing components of the new one
BaseComponent& component = *m_components[index].get();
component.SetEntity(this);
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
{
if (i != index)
m_components[i]->OnComponentAttached(component);
}
// If we are currently disabled, inform the component
if (!m_enabled)
component.OnEntityDisabled();
return component;
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \remark The close is enable by default, even if the original is disabled
* \remark Produces a NazaraAssert if the entity is not valid
*/
const EntityHandle& Entity::Clone() const
{
NazaraAssert(IsValid(), "Invalid entity");
return m_world->CloneEntity(m_id);
}
/*!
* \brief Detaches a component from the entity
* \return An owning pointer to the component
*
* Instantly detaches a component from the entity and returns it, allowing to attach it to another entity
*
* \remark Unlike RemoveComponent, this function instantly removes the component
*/
std::unique_ptr<BaseComponent> Entity::DropComponent(ComponentIndex index)
{
if (!HasComponent(index))
return nullptr;
// We get the component and we alert existing components of the deleted one
std::unique_ptr<BaseComponent> component = std::move(m_components[index]);
m_components[index].reset();
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
{
if (i != index)
m_components[i]->OnComponentDetached(*component);
}
m_componentBits.Reset(index);
m_removedComponentBits.UnboundedReset(index);
component->SetEntity(nullptr);
return component;
}
/*!
* \brief Enables the entity
*
* \param enable Should the entity be enabled
*/
void Entity::Enable(bool enable)
{
if (m_enabled != enable)
{
m_enabled = enable;
if (m_enabled)
{
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
m_components[i]->OnEntityEnabled();
OnEntityEnabled(this);
}
else
{
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
m_components[i]->OnEntityDisabled();
OnEntityDisabled(this);
}
Invalidate();
}
}
/*!
* \brief Kills the entity
*/
void Entity::Kill()
{
m_world->KillEntity(this);
}
/*!
* \brief Invalidates the entity
*/
void Entity::Invalidate()
{
// We alert everyone that we have been updated
m_world->Invalidate(m_id);
}
/*!
* \brief Checks if the entity has been killed this update
* \return True if the entity is currently dying and will be dead at next world refresh
*/
bool Entity::IsDying() const
{
return m_world->IsEntityDying(m_id);
}
/*!
* \brief Creates the entity
*/
void Entity::Create()
{
m_enabled = true;
m_valid = true;
}
/*!
* \brief Destroys the entity
*/
void Entity::Destroy()
{
OnEntityDestruction(this);
OnEntityDestruction.Clear();
// We prepare components for entity destruction (some components needs this to handle some final callbacks while the entity is still valid)
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
m_components[i]->OnEntityDestruction();
// Detach components while they're still attached to systems
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
m_components[i]->SetEntity(nullptr);
// We alert each system
for (std::size_t index = m_systemBits.FindFirst(); index != m_systemBits.npos; index = m_systemBits.FindNext(index))
{
auto sysIndex = static_cast<Ndk::SystemIndex>(index);
if (m_world->HasSystem(sysIndex))
{
BaseSystem& system = m_world->GetSystem(sysIndex);
system.RemoveEntity(this);
}
}
m_systemBits.Clear();
// Destroy components
m_components.clear();
m_componentBits.Reset();
// Free every handle
UnregisterAllHandles();
// Remove from every list
for (EntityList* list : m_containedInLists)
list->NotifyEntityDestruction(this);
m_containedInLists.clear();
m_valid = false;
}
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/EntityList.hpp>
#include <NazaraSDK/World.hpp>
namespace Ndk
{
/*!
* \brief Construct a new entity list by copying another one
*/
EntityList::EntityList(const EntityList& entityList) :
m_entityBits(entityList.m_entityBits),
m_world(entityList.m_world)
{
for (const Ndk::EntityHandle& entity : *this)
entity->RegisterEntityList(this);
if (m_world)
m_world->RegisterEntityList(this);
}
/*!
* \brief Construct a new entity list by moving a list into this one
*/
EntityList::EntityList(EntityList&& entityList) noexcept :
m_entityBits(std::move(entityList.m_entityBits)),
m_world(entityList.m_world)
{
for (const Ndk::EntityHandle& entity : *this)
{
entity->UnregisterEntityList(&entityList);
entity->RegisterEntityList(this);
}
if (m_world)
{
m_world->UnregisterEntityList(&entityList);
m_world->RegisterEntityList(this);
entityList.m_world = nullptr;
}
}
EntityList::~EntityList()
{
for (const Ndk::EntityHandle& entity : *this)
entity->UnregisterEntityList(this);
if (m_world)
m_world->UnregisterEntityList(this);
}
/*!
* \brief Clears the set from every entities
*
* \remark This resets the implicit world member, allowing you to insert entities from a different world than previously
*/
void EntityList::Clear()
{
for (const Ndk::EntityHandle& entity : *this)
entity->UnregisterEntityList(this);
m_entityBits.Clear();
if (m_world)
{
m_world->UnregisterEntityList(this);
m_world = nullptr;
}
}
/*!
* \brief Inserts the entity into the set
*
* Marks an entity as present in this entity list, it must belongs to the same world as others entities contained in this list.
*
* \param entity Valid pointer to an entity
*
* \remark If entity is already contained, no action is performed
* \remark If any entity has been inserted since construction (or last Clear call), the entity must belong to the same world as the previously inserted entities
*/
void EntityList::Insert(Entity* entity)
{
NazaraAssert(entity, "Invalid entity");
if (!Has(entity))
{
entity->RegisterEntityList(this);
m_entityBits.UnboundedSet(entity->GetId(), true);
if (!m_world)
{
m_world = entity->GetWorld();
m_world->RegisterEntityList(this);
}
}
}
EntityList& EntityList::operator=(const EntityList& entityList)
{
if (m_world)
m_world->UnregisterEntityList(this);
for (const Ndk::EntityHandle& entity : *this)
entity->UnregisterEntityList(this);
m_entityBits = entityList.m_entityBits;
m_world = entityList.m_world;
for (const Ndk::EntityHandle& entity : *this)
entity->RegisterEntityList(this);
if (m_world)
m_world->RegisterEntityList(this);
return *this;
}
EntityList& EntityList::operator=(EntityList&& entityList) noexcept
{
if (this == &entityList)
return *this;
if (m_world)
m_world->UnregisterEntityList(this);
for (const Ndk::EntityHandle& entity : *this)
entity->UnregisterEntityList(this);
m_entityBits = std::move(entityList.m_entityBits);
m_world = entityList.m_world;
if (m_world)
{
m_world->UnregisterEntityList(&entityList);
m_world->RegisterEntityList(this);
entityList.m_world = nullptr;
}
for (const Ndk::EntityHandle& entity : *this)
{
entity->UnregisterEntityList(&entityList);
entity->RegisterEntityList(this);
}
return *this;
}
const EntityHandle& EntityList::iterator::operator*() const
{
return m_list->GetWorld()->GetEntity(static_cast<EntityId>(m_nextEntityId));
}
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Sdk.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <NazaraSDK/Algorithm.hpp>
#include <NazaraSDK/BaseSystem.hpp>
#include <NazaraSDK/Components/CollisionComponent2D.hpp>
#include <NazaraSDK/Components/CollisionComponent3D.hpp>
#include <NazaraSDK/Components/LifetimeComponent.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
#include <NazaraSDK/Components/VelocityComponent.hpp>
#include <NazaraSDK/Components/ConstraintComponent2D.hpp>
#include <NazaraSDK/Systems/LifetimeSystem.hpp>
#include <NazaraSDK/Systems/PhysicsSystem2D.hpp>
#include <NazaraSDK/Systems/PhysicsSystem3D.hpp>
#include <NazaraSDK/Systems/VelocitySystem.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Sdk
* \brief NDK class that represents the software development kit, a set of tools made to ease the conception of application
*/
Sdk::Sdk(Config /*config*/) :
ModuleBase("SDK", this)
{
Nz::ErrorFlags errFlags(Nz::ErrorMode::ThrowException, true);
// SDK Initialization
// Components
BaseComponent::Initialize();
// Shared components
InitializeComponent<CollisionComponent2D>("NdkColl2");
InitializeComponent<CollisionComponent3D>("NdkColl3");
InitializeComponent<LifetimeComponent>("NdkLiftm");
InitializeComponent<NodeComponent>("NdkNode");
InitializeComponent<PhysicsComponent2D>("NdkPhys2");
InitializeComponent<PhysicsComponent3D>("NdkPhys3");
InitializeComponent<VelocityComponent>("NdkVeloc");
InitializeComponent<VelocityComponent>("NdkCons2");
// Systems
BaseSystem::Initialize();
// Shared systems
InitializeSystem<LifetimeSystem>();
InitializeSystem<PhysicsSystem2D>();
InitializeSystem<PhysicsSystem3D>();
InitializeSystem<VelocitySystem>();
}
Sdk::~Sdk()
{
// Components
BaseComponent::Uninitialize();
// Systems
BaseSystem::Uninitialize();
}
Sdk* Sdk::s_instance;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/State.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::State
* \brief NDK class that represents a state of your application
*/
State::~State() = default;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/LifetimeSystem.hpp>
#include <NazaraSDK/Components/LifetimeComponent.hpp>
namespace Ndk
{
LifetimeSystem::LifetimeSystem()
{
Requires<LifetimeComponent>();
}
void LifetimeSystem::OnUpdate(float elapsedTime)
{
for (const Ndk::EntityHandle& entity : GetEntities())
{
auto& lifetime = entity->GetComponent<LifetimeComponent>();
if (lifetime.UpdateLifetime(elapsedTime))
entity->Kill();
}
}
SystemIndex LifetimeSystem::systemIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/ListenerSystem.hpp>
#include <Nazara/Audio/Audio.hpp>
#include <NazaraSDK/Components/ListenerComponent.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <cassert>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ListenerSystem
* \brief NDK class that represents the audio system
*
* \remark This system is enabled if the entity owns the trait: ListenerComponent and NodeComponent
*/
/*!
* \brief Constructs an ListenerSystem object by default
*/
ListenerSystem::ListenerSystem()
{
Requires<ListenerComponent, NodeComponent>();
SetUpdateOrder(100); //< Update last, after every movement is done
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void ListenerSystem::OnUpdate(float elapsedTime)
{
std::size_t activeListenerCount = 0;
Nz::Audio* audio = Nz::Audio::Instance();
assert(audio);
for (const Ndk::EntityHandle& entity : GetEntities())
{
// Is the listener actif ?
const ListenerComponent& listener = entity->GetComponent<ListenerComponent>();
if (!listener.IsActive())
continue;
Nz::Vector3f oldPos = audio->GetListenerPosition();
// We get the position and the rotation to affect these to the listener
const NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::Vector3f newPos = node.GetPosition(Nz::CoordSys::Global);
audio->SetListenerPosition(newPos);
audio->SetListenerRotation(node.GetRotation(Nz::CoordSys::Global));
// Compute listener velocity based on their old/new position
Nz::Vector3f velocity = (newPos - oldPos) / elapsedTime;
audio->SetListenerVelocity(velocity);
activeListenerCount++;
}
if (activeListenerCount > 1)
NazaraWarning(Nz::NumberToString(activeListenerCount) + " listeners were active in the same update loop");
}
SystemIndex ListenerSystem::systemIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/PhysicsSystem2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NazaraSDK/World.hpp>
#include <NazaraSDK/Components/CollisionComponent2D.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsSystem2D
* \brief NDK class that represents a two-dimensional physics system
*
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent3D or PhysicsComponent3D
* \remark Static objects do not have a velocity specified by the physical engine
*/
/*!
* \brief Constructs an PhysicsSystem object by default
*/
PhysicsSystem2D::PhysicsSystem2D()
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent2D, PhysicsComponent2D>();
Excludes<PhysicsComponent3D>();
}
void PhysicsSystem2D::CreatePhysWorld() const
{
NazaraAssert(!m_physWorld, "Physics world should not be created twice");
m_physWorld = std::make_unique<Nz::PhysWorld2D>();
}
void PhysicsSystem2D::DebugDraw(const DebugDrawOptions& options, bool drawShapes, bool drawConstraints, bool drawCollisions)
{
Nz::PhysWorld2D::DebugDrawOptions worldOptions{ options.constraintColor, options.collisionPointColor, options.shapeOutlineColor };
if (options.colorCallback)
{
worldOptions.colorCallback = [&options, this](Nz::RigidBody2D& body, std::size_t shapeIndex, void* userdata)
{
return options.colorCallback(GetEntityFromBody(body), shapeIndex, userdata);
};
}
worldOptions.circleCallback = options.circleCallback;
worldOptions.dotCallback = options.dotCallback;
worldOptions.polygonCallback = options.polygonCallback;
worldOptions.segmentCallback = options.segmentCallback;
worldOptions.thickSegmentCallback = options.thickSegmentCallback;
worldOptions.userdata = options.userdata;
GetPhysWorld().DebugDraw(worldOptions, drawShapes, drawConstraints, drawCollisions);
}
const EntityHandle& PhysicsSystem2D::GetEntityFromBody(const Nz::RigidBody2D& body) const
{
auto entityId = static_cast<EntityId>(reinterpret_cast<std::uintptr_t>(body.GetUserdata()));
auto& world = GetWorld();
NazaraAssert(world.IsEntityIdValid(entityId), "All Bodies of this world must be part of the physics world by using PhysicsComponent");
return world.GetEntity(entityId);
}
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, EntityHandle* nearestBody)
{
Nz::RigidBody2D* body;
bool res = GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &body);
(*nearestBody) = GetEntityFromBody(*body);
return res;
}
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result)
{
Nz::PhysWorld2D::NearestQueryResult queryResult;
if (GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult))
{
result->nearestBody = GetEntityFromBody(*queryResult.nearestBody);
result->closestPoint = std::move(queryResult.closestPoint);
result->fraction = std::move(queryResult.fraction);
result->distance = queryResult.distance;
return true;
}
else
return false;
}
void PhysicsSystem2D::RaycastQuery(const Nz::Vector2f & from, const Nz::Vector2f & to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const RaycastHit&)>& callback)
{
return GetPhysWorld().RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, [this, &callback](const Nz::PhysWorld2D::RaycastHit& hitInfo)
{
callback({
GetEntityFromBody(*hitInfo.nearestBody),
hitInfo.hitPos,
hitInfo.hitNormal,
hitInfo.fraction
});
});
}
bool PhysicsSystem2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
{
std::vector<Nz::PhysWorld2D::RaycastHit> queryResult;
bool res = GetPhysWorld().RaycastQuery(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& hitResult : queryResult)
{
hitInfos->push_back({
GetEntityFromBody(*hitResult.nearestBody),
std::move(hitResult.hitPos),
std::move(hitResult.hitNormal),
hitResult.fraction
});
}
return res;
}
bool PhysicsSystem2D::RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo)
{
Nz::PhysWorld2D::RaycastHit queryResult;
if (GetPhysWorld().RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult))
{
hitInfo->body = GetEntityFromBody(*queryResult.nearestBody);
hitInfo->hitPos = std::move(queryResult.hitPos);
hitInfo->hitNormal = std::move(queryResult.hitNormal);
hitInfo->fraction = queryResult.fraction;
return true;
}
else
return false;
}
void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, const std::function<void(const EntityHandle&)>& callback)
{
return GetPhysWorld().RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, [this, &callback](Nz::RigidBody2D* body)
{
callback(GetEntityFromBody(*body));
});
}
void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)
{
std::vector<Nz::RigidBody2D*> queryResult;
GetPhysWorld().RegionQuery(boundingBox, collisionGroup, categoryMask, collisionMask, &queryResult);
for (auto& body : queryResult)
{
bodies->emplace_back(GetEntityFromBody(*body));
}
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void PhysicsSystem2D::OnEntityValidation(Entity* entity, bool justAdded)
{
if (entity->HasComponent<PhysicsComponent2D>())
{
if (entity->GetComponent<PhysicsComponent2D>().IsNodeSynchronizationEnabled())
m_dynamicObjects.Insert(entity);
else
m_dynamicObjects.Remove(entity);
m_staticObjects.Remove(entity);
}
else
{
m_dynamicObjects.Remove(entity);
m_staticObjects.Insert(entity);
// If entities just got added to the system, teleport them to their NodeComponent position/rotation
// This will prevent the physics engine to mess with the scene while correcting position/rotation
if (justAdded)
{
auto& collision = entity->GetComponent<CollisionComponent2D>();
auto& node = entity->GetComponent<NodeComponent>();
Nz::RigidBody2D* physObj = collision.GetStaticBody();
physObj->SetPosition(Nz::Vector2f(node.GetPosition(Nz::CoordSys::Global)));
//physObj->SetRotation(node.GetRotation());
}
}
if (!m_physWorld)
CreatePhysWorld();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void PhysicsSystem2D::OnUpdate(float elapsedTime)
{
if (!m_physWorld)
return;
m_physWorld->Step(elapsedTime);
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
{
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent2D& phys = entity->GetComponent<PhysicsComponent2D>();
Nz::RigidBody2D* body = phys.GetRigidBody();
node.SetRotation(body->GetRotation(), Nz::CoordSys::Global);
node.SetPosition(Nz::Vector3f(body->GetPosition(), node.GetPosition(Nz::CoordSys::Global).z), Nz::CoordSys::Global);
}
float invElapsedTime = 1.f / elapsedTime;
for (const Ndk::EntityHandle& entity : m_staticObjects)
{
CollisionComponent2D& collision = entity->GetComponent<CollisionComponent2D>();
NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::RigidBody2D* body = collision.GetStaticBody();
Nz::Vector2f oldPosition = body->GetPosition();
Nz::Vector2f newPosition = Nz::Vector2f(node.GetPosition(Nz::CoordSys::Global));
// To move static objects and ensure their collisions, we have to specify them a velocity
// (/!\: the physical engine does not apply the speed on static objects)
if (newPosition != oldPosition)
{
body->SetPosition(newPosition);
body->SetVelocity((newPosition - oldPosition) * invElapsedTime);
}
else
body->SetVelocity(Nz::Vector2f::Zero());
Nz::RadianAnglef oldRotation = body->GetRotation();
Nz::RadianAnglef newRotation = node.GetRotation(Nz::CoordSys::Global).To2DAngle();
if (newRotation != oldRotation)
{
body->SetRotation(oldRotation);
body->SetAngularVelocity((newRotation - oldRotation) * invElapsedTime);
}
else
body->SetAngularVelocity(Nz::RadianAnglef::Zero());
}
}
void PhysicsSystem2D::RegisterCallbacks(unsigned int collisionId, Callback callbacks)
{
Nz::PhysWorld2D::Callback worldCallbacks;
if (callbacks.endCallback)
{
worldCallbacks.endCallback = [this, cb = std::move(callbacks.endCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.preSolveCallback)
{
worldCallbacks.preSolveCallback = [this, cb = std::move(callbacks.preSolveCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.postSolveCallback)
{
worldCallbacks.postSolveCallback = [this, cb = std::move(callbacks.postSolveCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.startCallback)
{
worldCallbacks.startCallback = [this, cb = std::move(callbacks.startCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
worldCallbacks.userdata = callbacks.userdata;
m_physWorld->RegisterCallbacks(collisionId, worldCallbacks);
}
void PhysicsSystem2D::RegisterCallbacks(unsigned int collisionIdA, unsigned int collisionIdB, Callback callbacks)
{
Nz::PhysWorld2D::Callback worldCallbacks;
if (callbacks.endCallback)
{
worldCallbacks.endCallback = [this, cb = std::move(callbacks.endCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.preSolveCallback)
{
worldCallbacks.preSolveCallback = [this, cb = std::move(callbacks.preSolveCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.postSolveCallback)
{
worldCallbacks.postSolveCallback = [this, cb = std::move(callbacks.postSolveCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
if (callbacks.startCallback)
{
worldCallbacks.startCallback = [this, cb = std::move(callbacks.startCallback)](Nz::PhysWorld2D& /*world*/, Nz::Arbiter2D& arbiter, Nz::RigidBody2D& bodyA, Nz::RigidBody2D& bodyB, void* userdata)
{
return cb(*this, arbiter, GetEntityFromBody(bodyA), GetEntityFromBody(bodyB), userdata);
};
}
worldCallbacks.userdata = callbacks.userdata;
m_physWorld->RegisterCallbacks(collisionIdA, collisionIdB, worldCallbacks);
}
SystemIndex PhysicsSystem2D::systemIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/PhysicsSystem3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
#include <NazaraSDK/Components/CollisionComponent3D.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsSystem
* \brief NDK class that represents the physics system
*
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent3D or PhysicsComponent3D
* \remark Static objects do not have a velocity specified by the physical engine
*/
/*!
* \brief Constructs an PhysicsSystem object by default
*/
PhysicsSystem3D::PhysicsSystem3D()
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent3D, PhysicsComponent3D>();
Excludes<PhysicsComponent2D>();
}
void PhysicsSystem3D::CreatePhysWorld() const
{
NazaraAssert(!m_world, "Physics world should not be created twice");
m_world = std::make_unique<Nz::PhysWorld3D>();
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void PhysicsSystem3D::OnEntityValidation(Entity* entity, bool justAdded)
{
if (entity->HasComponent<PhysicsComponent3D>())
{
if (entity->GetComponent<PhysicsComponent3D>().IsNodeSynchronizationEnabled())
m_dynamicObjects.Insert(entity);
else
m_dynamicObjects.Remove(entity);
m_staticObjects.Remove(entity);
}
else
{
m_dynamicObjects.Remove(entity);
m_staticObjects.Insert(entity);
// If entities just got added to the system, teleport them to their NodeComponent position/rotation
// This will prevent the physics engine to mess with the scene while correcting position/rotation
if (justAdded)
{
auto& collision = entity->GetComponent<CollisionComponent3D>();
auto& node = entity->GetComponent<NodeComponent>();
Nz::RigidBody3D* physObj = collision.GetStaticBody();
physObj->SetPosition(node.GetPosition(Nz::CoordSys::Global));
physObj->SetRotation(node.GetRotation(Nz::CoordSys::Global));
}
}
if (!m_world)
CreatePhysWorld();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void PhysicsSystem3D::OnUpdate(float elapsedTime)
{
if (!m_world)
return;
m_world->Step(elapsedTime);
for (const Ndk::EntityHandle& entity : m_dynamicObjects)
{
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
Nz::RigidBody3D* physObj = phys.GetRigidBody();
node.SetRotation(physObj->GetRotation(), Nz::CoordSys::Global);
node.SetPosition(physObj->GetPosition(), Nz::CoordSys::Global);
}
float invElapsedTime = 1.f / elapsedTime;
for (const Ndk::EntityHandle& entity : m_staticObjects)
{
CollisionComponent3D& collision = entity->GetComponent<CollisionComponent3D>();
NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::RigidBody3D* physObj = collision.GetStaticBody();
Nz::Quaternionf oldRotation = physObj->GetRotation();
Nz::Vector3f oldPosition = physObj->GetPosition();
Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys::Global);
Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys::Global);
// To move static objects and ensure their collisions, we have to specify them a velocity
// (/!\: the physical motor does not apply the speed on static objects)
if (newPosition != oldPosition)
{
physObj->SetPosition(newPosition);
physObj->SetLinearVelocity((newPosition - oldPosition) * invElapsedTime);
}
else
physObj->SetLinearVelocity(Nz::Vector3f::Zero());
if (newRotation != oldRotation)
{
Nz::Quaternionf transition = newRotation * oldRotation.GetConjugate();
Nz::EulerAnglesf angles = transition.ToEulerAngles();
Nz::Vector3f angularVelocity((angles.pitch * invElapsedTime).ToRadians(), (angles.yaw * invElapsedTime).ToRadians(), (angles.roll * invElapsedTime).ToRadians());
physObj->SetRotation(oldRotation);
physObj->SetAngularVelocity(angularVelocity);
}
else
physObj->SetAngularVelocity(Nz::Vector3f::Zero());
}
}
SystemIndex PhysicsSystem3D::systemIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/Systems/VelocitySystem.hpp>
#include <NazaraSDK/Components/NodeComponent.hpp>
#include <NazaraSDK/Components/PhysicsComponent2D.hpp>
#include <NazaraSDK/Components/PhysicsComponent3D.hpp>
#include <NazaraSDK/Components/VelocityComponent.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::VelocitySystem
* \brief NDK class that represents the velocity system
*
* \remark This system is enabled if the entity owns the traits NodeComponent and VelocityComponent
* but it's disabled with the traits: PhysicsComponent2D, PhysicsComponent3D
*/
/*!
* \brief Constructs an VelocitySystem object by default
*/
VelocitySystem::VelocitySystem()
{
Excludes<PhysicsComponent2D, PhysicsComponent3D>();
Requires<NodeComponent, VelocityComponent>();
SetUpdateOrder(10); //< Since some systems may want to stop us
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void VelocitySystem::OnUpdate(float elapsedTime)
{
for (const Ndk::EntityHandle& entity : GetEntities())
{
NodeComponent& node = entity->GetComponent<NodeComponent>();
const VelocityComponent& velocity = entity->GetComponent<VelocityComponent>();
node.Move(velocity.linearVelocity * elapsedTime, velocity.coordSys);
}
}
SystemIndex VelocitySystem::systemIndex;
}

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// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/World.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Error.hpp>
#include <NazaraSDK/BaseComponent.hpp>
#include <NazaraSDK/Systems/LifetimeSystem.hpp>
#include <NazaraSDK/Systems/PhysicsSystem2D.hpp>
#include <NazaraSDK/Systems/PhysicsSystem3D.hpp>
#include <NazaraSDK/Systems/VelocitySystem.hpp>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::World
* \brief NDK class that represents a world
*/
/*!
* \brief Destructs the object and calls Clear
*
* \see Clear
*/
World::~World() noexcept
{
// The destruct must be done in an ordered way
Clear();
}
/*!
* \brief Creates an entity in the world
* \return The entity created
*/
const EntityHandle& World::CreateEntity()
{
EntityId id;
EntityBlock* entBlock;
std::size_t freeEntityId = m_freeEntityIds.FindFirst();
if (freeEntityId != m_freeEntityIds.npos)
{
// We get an identifier
m_freeEntityIds.Reset(freeEntityId); //< Remove id from free entity id
id = static_cast<EntityId>(freeEntityId);
entBlock = &m_entities[id];
entBlock->handle.Reset(&entBlock->entity); //< Reset handle (as it was reset when entity got destroyed)
m_entityBlocks[id] = entBlock;
}
else
{
// We allocate a new entity
id = static_cast<Ndk::EntityId>(m_entityBlocks.size());
if (m_entities.capacity() > m_entities.size())
{
NazaraAssert(m_waitingEntities.empty(), "There should be no waiting entities if space is available in main container");
m_entities.emplace_back(Entity(this, id)); //< We can't make our vector create the entity due to the scope
entBlock = &m_entities.back();
}
else
{
// Pushing to entities would reallocate vector and thus, invalidate EntityHandles (which we don't want until world update)
// To prevent this, allocate them into a separate vector and move them at update
// For now, we are counting on m_entities grow strategy to keep allocation frequency low
m_waitingEntities.emplace_back(std::make_unique<EntityBlock>(Entity(this, id)));
entBlock = m_waitingEntities.back().get();
}
if (id >= m_entityBlocks.size())
m_entityBlocks.resize(id + 1);
m_entityBlocks[id] = entBlock;
}
// We initialize the entity and we add it to the list of alive entities
entBlock->entity.Create();
m_aliveEntities.Insert(&entBlock->entity);
return entBlock->handle;
}
/*!
* \brief Clears the world from every entities
*
* \remark Every handles are correctly invalidated, entities are immediately invalidated
*/
void World::Clear() noexcept
{
// Destroy every valid entity first, to ensure entities are still accessible by ID while being destroyed
for (EntityBlock* entBlock : m_entityBlocks)
{
if (entBlock->entity.IsValid())
entBlock->entity.Destroy();
}
m_entityBlocks.clear();
// Reset world for entity lists
for (EntityList* list : m_referencedByLists)
list->SetWorld(nullptr);
m_referencedByLists.clear();
m_entities.clear();
m_waitingEntities.clear();
m_aliveEntities.Clear();
m_dirtyEntities.front.Clear();
m_freeEntityIds.Clear();
m_killedEntities.front.Clear();
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \param id Identifier of the entity
*
* \remark Cloning a disabled entity will produce an enabled clone
*/
const EntityHandle& World::CloneEntity(EntityId id)
{
const EntityHandle& original = GetEntity(id);
if (!original)
{
NazaraError("Invalid entity ID");
return EntityHandle::InvalidHandle;
}
return CloneEntity(original);
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \param original Entity handle
*
* \remark Cloning a disabled entity will produce an enabled clone
*/
const EntityHandle& World::CloneEntity(const EntityHandle& original)
{
const EntityHandle& clone = CreateEntity();
if (!original->IsEnabled())
clone->Disable();
const Nz::Bitset<>& componentBits = original->GetComponentBits();
for (std::size_t i = componentBits.FindFirst(); i != componentBits.npos; i = componentBits.FindNext(i))
clone->AddComponent(original->GetComponent(ComponentIndex(i)).Clone());
clone->Enable();
return clone;
}
/*!
* \brief Refreshes the world
*
* This function will perform all pending operations in the following order:
* - Reorder systems according to their update order if needed
* - Moving newly created entities (whose which allocate never-used id) data and handles to normal entity list, this will invalidate references to world EntityHandle
* - Destroying dead entities and allowing their ids to be used by newly created entities
* - Update dirty entities, destroying their removed components and filtering them along systems
*
* \remark This is called automatically by Update and you most likely won't need to call it yourself
* \remark Calling this outside of Update will not increase the profiler values
*
* \see GetProfilerData
* \see Update
*/
void World::Refresh()
{
if (!m_orderedSystemsUpdated)
ReorderSystems();
// Move waiting entities to entity list
if (!m_waitingEntities.empty())
{
constexpr std::size_t MinEntityCapacity = 10; //< We want to be able to grow maximum entity count by at least ten without going to the waiting list
m_entities.reserve(m_entities.size() + m_waitingEntities.size() + MinEntityCapacity);
for (auto& blockPtr : m_waitingEntities)
m_entities.push_back(std::move(*blockPtr));
m_waitingEntities.clear();
// Update entity blocks pointers
for (std::size_t i = 0; i < m_entities.size(); ++i)
m_entityBlocks[i] = &m_entities[i];
}
// Handle killed entities before last call
std::swap(m_killedEntities.front, m_killedEntities.back);
for (std::size_t i = m_killedEntities.back.FindFirst(); i != m_killedEntities.back.npos; i = m_killedEntities.back.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
Entity* entity = &m_entityBlocks[i]->entity;
// Destruction of the entity (invalidation of handle by the same way)
entity->Destroy();
// Send back the identifier of the entity to the free queue
m_freeEntityIds.UnboundedSet(i);
}
m_killedEntities.back.Clear();
// Handle of entities which need an update from the systems
std::swap(m_dirtyEntities.front, m_dirtyEntities.back);
for (std::size_t i = m_dirtyEntities.back.FindFirst(); i != m_dirtyEntities.back.npos; i = m_dirtyEntities.back.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
Entity* entity = &m_entityBlocks[i]->entity;
// Check entity validity (as it could have been reported as dirty and killed during the same iteration)
if (!entity->IsValid())
continue;
Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.back.npos; j = removedComponents.FindNext(j))
entity->DropComponent(static_cast<Ndk::ComponentIndex>(j));
for (auto& system : m_orderedSystems)
{
// Is our entity already part of this system?
bool partOfSystem = system->HasEntity(entity);
// Should it be part of it?
if (entity->IsEnabled() && system->Filters(entity))
{
// Yes it should, add it to the system if not already done and validate it (again)
if (!partOfSystem)
system->AddEntity(entity);
system->ValidateEntity(entity, !partOfSystem);
}
else
{
// No it shouldn't, remove it if it's part of the system
if (partOfSystem)
system->RemoveEntity(entity);
}
}
}
m_dirtyEntities.back.Clear();
}
/*!
* \brief Updates the world
* \param elapsedTime Delta time used for the update
*
* This function Refreshes the world and calls the Update function of every active system part of it with the elapsedTime value.
* It also increase the profiler data with the elapsed time passed in Refresh and every system update.
*/
void World::Update(float elapsedTime)
{
if (m_isProfilerEnabled)
{
Nz::UInt64 t1 = Nz::GetElapsedMicroseconds();
Refresh();
Nz::UInt64 t2 = Nz::GetElapsedMicroseconds();
m_profilerData.refreshTime += t2 - t1;
for (auto& systemPtr : m_orderedSystems)
{
systemPtr->Update(elapsedTime);
Nz::UInt64 t3 = Nz::GetElapsedMicroseconds();
m_profilerData.updateTime[systemPtr->GetIndex()] += t3 - t2;
t2 = t3;
}
m_profilerData.updateCount++;
}
else
{
Refresh();
for (auto& systemPtr : m_orderedSystems)
systemPtr->Update(elapsedTime);
}
}
void World::ReorderSystems()
{
m_orderedSystems.clear();
for (auto& systemPtr : m_systems)
{
if (systemPtr)
m_orderedSystems.push_back(systemPtr.get());
}
std::sort(m_orderedSystems.begin(), m_orderedSystems.end(), [] (BaseSystem* first, BaseSystem* second)
{
return first->GetUpdateOrder() < second->GetUpdateOrder();
});
m_orderedSystemsUpdated = true;
}
}