Sdk/BaseComponent: Add OnEntityDestruction callback
Also fixes physics component callbacks (OnContactEnd by example) being fired while entity is destroyed
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@ -47,6 +47,7 @@ namespace Ndk
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virtual void OnComponentAttached(BaseComponent& component);
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virtual void OnComponentDetached(BaseComponent& component);
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virtual void OnDetached();
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virtual void OnEntityDestruction();
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void SetEntity(Entity* entity);
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@ -55,6 +55,7 @@ namespace Ndk
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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void OnEntityDestruction() override;
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std::unique_ptr<Nz::RigidBody2D> m_object;
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};
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@ -62,6 +62,7 @@ namespace Ndk
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void OnComponentAttached(BaseComponent& component) override;
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void OnComponentDetached(BaseComponent& component) override;
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void OnDetached() override;
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void OnEntityDestruction() override;
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std::unique_ptr<Nz::RigidBody3D> m_object;
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};
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@ -54,6 +54,15 @@ namespace Ndk
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{
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}
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/*!
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* \brief Operation to perform when the entity is destroyed and we're still attached to it
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*
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* \remark This is always called before the entity proper destruction, and thus its components.
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*/
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void BaseComponent::OnEntityDestruction()
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{
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}
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std::vector<BaseComponent::ComponentEntry> BaseComponent::s_entries;
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std::unordered_map<ComponentId, ComponentIndex> BaseComponent::s_idToIndex;
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}
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@ -88,5 +88,11 @@ namespace Ndk
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m_object.reset();
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}
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void PhysicsComponent2D::OnEntityDestruction()
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{
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// Kill rigidbody before entity destruction to force contact callbacks to be called while the entity is still valid
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m_object.reset();
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}
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ComponentIndex PhysicsComponent2D::componentIndex;
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}
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@ -88,5 +88,12 @@ namespace Ndk
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m_object.reset();
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}
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void PhysicsComponent3D::OnEntityDestruction()
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{
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// Kill rigid body before entity destruction to force contact callbacks to be called while the entity is still valid
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m_object.reset();
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}
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ComponentIndex PhysicsComponent3D::componentIndex;
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}
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@ -145,6 +145,10 @@ namespace Ndk
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void Entity::Destroy()
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{
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// We prepare components for entity destruction (some components needs this to handle some final callbacks while the entity is still valid)
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for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
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m_components[i]->OnEntityDestruction();
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// We alert each system
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for (std::size_t index = m_systemBits.FindFirst(); index != m_systemBits.npos; index = m_systemBits.FindNext(index))
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{
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