Merge branch 'master' into physics3d-material
This commit is contained in:
@@ -107,8 +107,7 @@ namespace Ndk
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if (m_shouldQuit)
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return false;
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m_updateTime = m_updateClock.GetSeconds();
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m_updateClock.Restart();
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m_updateTime = m_updateClock.Restart() / 1'000'000.f;
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for (World& world : m_worlds)
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world.Update(m_updateTime);
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@@ -179,6 +179,12 @@ namespace Ndk
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world.BindMethod("CreateEntity", &World::CreateEntity);
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world.BindMethod("CreateEntities", &World::CreateEntities);
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world.BindMethod("Clear", &World::Clear);
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world.BindMethod("DisableProfiler", &World::DisableProfiler);
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world.BindMethod("EnableProfiler", &World::EnableProfiler);
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world.BindMethod("IsProfilerEnabled", &World::IsProfilerEnabled);
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world.BindMethod("Refresh", &World::Refresh);
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world.BindMethod("ResetProfiler", &World::ResetProfiler);
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world.BindMethod("Update", &World::Update);
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world.BindMethod("IsValidHandle", &WorldHandle::IsValid);
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}
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@@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
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#include <NDK/World.hpp>
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <NDK/BaseComponent.hpp>
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#include <NDK/Systems/PhysicsSystem2D.hpp>
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@@ -61,11 +62,14 @@ namespace Ndk
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{
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EntityId id;
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EntityBlock* entBlock;
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if (!m_freeIdList.empty())
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std::size_t freeEntityId = m_freeEntityIds.FindFirst();
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if (freeEntityId != m_freeEntityIds.npos)
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{
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// We get an identifier
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id = m_freeIdList.back();
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m_freeIdList.pop_back();
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m_freeEntityIds.Reset(freeEntityId); //< Remove id from free entity id
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id = static_cast<EntityId>(freeEntityId);
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entBlock = &m_entities[id];
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entBlock->handle.Reset(&entBlock->entity); //< Reset handle (as it was reset when entity got destroyed)
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@@ -81,7 +85,7 @@ namespace Ndk
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{
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NazaraAssert(m_waitingEntities.empty(), "There should be no waiting entities if space is available in main container");
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m_entities.push_back(Entity(this, id)); //< We can't use emplace_back due to the scope
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m_entities.emplace_back(Entity(this, id)); //< We can't make our vector create the entity due to the scope
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entBlock = &m_entities.back();
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}
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else
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@@ -124,11 +128,11 @@ namespace Ndk
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m_entityBlocks.clear();
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m_entities.clear();
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m_freeIdList.clear();
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m_waitingEntities.clear();
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m_aliveEntities.Clear();
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m_dirtyEntities.Clear();
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m_freeEntityIds.Clear();
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m_killedEntities.Clear();
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}
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@@ -166,12 +170,21 @@ namespace Ndk
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}
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/*!
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* \brief Updates the world
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* \brief Refreshes the world
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*
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* \remark Produces a NazaraAssert if an entity is invalid
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* This function will perform all pending operations in the following order:
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* - Reorder systems according to their update order if needed
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* - Moving newly created entities (whose which allocate never-used id) data and handles to normal entity list, this will invalidate references to world EntityHandle
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* - Destroying dead entities and allowing their ids to be used by newly created entities
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* - Update dirty entities, destroying their removed components and filtering them along systems
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*
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* \remark This is called automatically by Update and you most likely won't need to call it yourself
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* \remark Calling this outside of Update will not increase the profiler values
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*
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* \see GetProfilerData
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* \see Update
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*/
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void World::Update()
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void World::Refresh()
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{
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if (!m_orderedSystemsUpdated)
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ReorderSystems();
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@@ -203,7 +216,7 @@ namespace Ndk
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entity->Destroy();
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// Send back the identifier of the entity to the free queue
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m_freeIdList.push_back(entity->GetId());
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m_freeEntityIds.UnboundedSet(entity->GetId());
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}
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m_killedEntities.Reset();
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@@ -248,6 +261,43 @@ namespace Ndk
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m_dirtyEntities.Reset();
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}
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/*!
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* \brief Updates the world
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* \param elapsedTime Delta time used for the update
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*
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* This function Refreshes the world and calls the Update function of every active system part of it with the elapsedTime value.
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* It also increase the profiler data with the elapsed time passed in Refresh and every system update.
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*/
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void World::Update(float elapsedTime)
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{
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if (m_isProfilerEnabled)
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{
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Nz::UInt64 t1 = Nz::GetElapsedMicroseconds();
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Refresh();
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Nz::UInt64 t2 = Nz::GetElapsedMicroseconds();
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m_profilerData.refreshTime += t2 - t1;
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for (auto& systemPtr : m_orderedSystems)
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{
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systemPtr->Update(elapsedTime);
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Nz::UInt64 t3 = Nz::GetElapsedMicroseconds();
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m_profilerData.updateTime[systemPtr->GetIndex()] += t3 - t2;
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t2 = t3;
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}
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m_profilerData.updateCount++;
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}
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else
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{
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Refresh();
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for (auto& systemPtr : m_orderedSystems)
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systemPtr->Update(elapsedTime);
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}
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}
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void World::ReorderSystems()
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{
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m_orderedSystems.clear();
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