Added systems
It's now officially an ECS, yay! Former-commit-id: e2aacaa5c9fd362921cf3d064e346d11f942bd59
This commit is contained in:
parent
bc40fbb02f
commit
e91313b62d
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@ -12,7 +12,9 @@
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namespace Ndk
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{
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template<unsigned int N> ComponentId BuildComponentId(const char (&id)[N]);
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template<unsigned int N> SystemId BuildSystemId(const char (&id)[N]);
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template<typename ComponentType> constexpr ComponentId GetComponentId();
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template<typename SystemType> constexpr SystemId GetSystemId();
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}
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#include <Ndk/Algorithm.inl>
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@ -19,9 +19,27 @@ namespace Ndk
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return componentId;
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}
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template<unsigned int N>
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SystemId BuildSystemId(const char (&id)[N])
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{
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static_assert(N-1 <= sizeof(ComponentId), "ID too long for this size of component id");
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ComponentId componentId = 0;
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for (int i = 0; i < N; ++i)
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componentId |= static_cast<ComponentId>(id[i]) << i*8;
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return componentId;
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}
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template<typename ComponentType>
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constexpr ComponentId GetComponentId()
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{
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return ComponentType::ComponentId;
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}
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template<typename SystemType>
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constexpr SystemId GetSystemId()
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{
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return SystemType::SystemId;
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}
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}
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@ -0,0 +1,68 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#pragma once
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#ifndef NDK_BASESYSTEM_HPP
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#define NDK_BASESYSTEM_HPP
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#include <Nazara/Core/Bitset.hpp>
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#include <NDK/EntityHandle.hpp>
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#include <vector>
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#include <unordered_set>
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namespace Ndk
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{
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class World;
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class NDK_API BaseSystem
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{
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friend class Entity;
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friend World;
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public:
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BaseSystem(SystemId systemId);
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virtual ~BaseSystem();
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virtual BaseSystem* Clone() const = 0;
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bool Filters(const EntityHandle& entity) const;
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const std::vector<EntityHandle>& GetEntities() const;
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SystemId GetId() const;
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World& GetWorld() const;
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bool HasEntity(const EntityHandle& entity) const;
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protected:
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template<typename ComponentType> void Excludes();
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template<typename ComponentType1, typename ComponentType2, typename... Rest> void Excludes();
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void ExcludesComponent(ComponentId componentId);
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template<typename ComponentType> void Requires();
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template<typename ComponentType1, typename ComponentType2, typename... Rest> void Requires();
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void RequiresComponent(ComponentId componentId);
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private:
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void AddEntity(const EntityHandle& entity);
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virtual void OnEntityAdded(const EntityHandle& entity);
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virtual void OnEntityRemoved(const EntityHandle& entity);
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void RemoveEntity(const EntityHandle& entity);
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void SetWorld(World& world);
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std::vector<EntityHandle> m_entities;
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NzBitset<nzUInt64> m_entityBits;
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std::unordered_set<ComponentId> m_excludedComponents;
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std::unordered_set<ComponentId> m_requiredComponents;
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SystemId m_systemId;
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World* m_world;
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};
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}
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#include <NDK/BaseSystem.inl>
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#endif // NDK_BASESYSTEM_HPP
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@ -0,0 +1,104 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <Nazara/Core/Error.hpp>
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#include <type_traits>
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namespace Ndk
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{
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inline BaseSystem::BaseSystem(SystemId systemId) :
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m_systemId(systemId)
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{
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}
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inline const std::vector<EntityHandle>& BaseSystem::GetEntities() const
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{
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return m_entities;
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}
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inline SystemId BaseSystem::GetId() const
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{
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return m_systemId;
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}
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inline World& BaseSystem::GetWorld() const
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{
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return *m_world;
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}
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inline bool BaseSystem::HasEntity(const EntityHandle& entity) const
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{
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return m_entityBits.UnboundedTest(entity->GetId());
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}
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template<typename ComponentType>
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void BaseSystem::Excludes()
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{
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static_assert(std::is_base_of<BaseComponent, ComponentType>(), "ComponentType is not a component");
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ExcludesComponent(GetComponentId<ComponentType>());
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}
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template<typename ComponentType1, typename ComponentType2, typename... Rest>
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void BaseSystem::Excludes()
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{
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Excludes<ComponentType1>();
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Excludes<ComponentType2, Rest...>();
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}
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inline void BaseSystem::ExcludesComponent(ComponentId componentId)
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{
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m_excludedComponents.insert(componentId);
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}
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template<typename ComponentType>
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void BaseSystem::Requires()
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{
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static_assert(std::is_base_of<BaseComponent, ComponentType>(), "ComponentType is not a component");
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RequiresComponent(GetComponentId<ComponentType>());
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}
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template<typename ComponentType1, typename ComponentType2, typename... Rest>
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void BaseSystem::Requires()
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{
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Requires<ComponentType1>();
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Requires<ComponentType2, Rest...>();
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}
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inline void BaseSystem::RequiresComponent(ComponentId componentId)
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{
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m_requiredComponents.insert(componentId);
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}
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inline void BaseSystem::AddEntity(const EntityHandle& entity)
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{
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m_entities.push_back(entity);
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m_entityBits.UnboundedSet(entity->GetId(), true);
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entity->RegisterSystem(m_systemId);
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OnEntityAdded(entity);
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}
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inline void BaseSystem::RemoveEntity(const EntityHandle& entity)
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{
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auto it = std::find(m_entities.begin(), m_entities.end(), entity);
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NazaraAssert(it != m_entities.end(), "Entity is not part of this system");
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// Pour éviter de déplacer beaucoup de handles, on swap le dernier avec celui à supprimer
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std::swap(*it, m_entities.back());
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m_entities.pop_back(); // On le sort du vector
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m_entityBits.Reset(entity->GetId());
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entity->UnregisterSystem(m_systemId);
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OnEntityRemoved(entity); // Et on appelle le callback
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}
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inline void BaseSystem::SetWorld(World& world)
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{
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m_world = &world;
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}
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}
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@ -12,6 +12,7 @@
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include <unordered_set>
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namespace Ndk
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{
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@ -20,6 +21,7 @@ namespace Ndk
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class NDK_API Entity
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{
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friend class BaseSystem;
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friend EntityHandle;
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friend World;
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@ -59,10 +61,13 @@ namespace Ndk
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void Destroy();
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void RegisterHandle(EntityHandle* handle);
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void RegisterSystem(SystemId systemId);
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void UnregisterHandle(EntityHandle* handle);
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void UnregisterSystem(SystemId systemId);
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std::vector<EntityHandle*> m_handles;
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std::unordered_map<ComponentId, std::unique_ptr<BaseComponent>> m_components;
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std::unordered_set<SystemId> m_systems;
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EntityId m_id;
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World* m_world;
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bool m_valid;
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@ -85,6 +85,11 @@ namespace Ndk
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m_handles.push_back(handle);
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}
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inline void Entity::RegisterSystem(SystemId systemId)
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{
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m_systems.insert(systemId);
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}
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inline void Entity::UnregisterHandle(EntityHandle* handle)
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{
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///DOC: Un handle ne doit être libéré qu'une fois, et doit faire partie de la liste, sous peine de crash
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@ -94,4 +99,9 @@ namespace Ndk
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std::swap(*it, m_handles.back());
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m_handles.pop_back();
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}
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inline void Entity::UnregisterSystem(SystemId systemId)
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{
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m_systems.erase(systemId);
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}
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}
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@ -59,6 +59,7 @@ namespace Ndk
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{
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using ComponentId = nzUInt32;
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using EntityId = nzUInt32;
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using SystemId = nzUInt32;
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}
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#endif // NDK_PREREQUESITES_HPP
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@ -0,0 +1,27 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#pragma once
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#ifndef NDK_SYSTEM_HPP
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#define NDK_SYSTEM_HPP
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#include <NDK/BaseSystem.hpp>
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namespace Ndk
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{
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template<typename ComponentType>
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class System : public BaseSystem
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{
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public:
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System();
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virtual ~System();
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BaseSystem* Clone() const override;
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};
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}
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#include <NDK/System.inl>
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#endif // NDK_SYSTEM_HPP
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@ -0,0 +1,27 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <Ndk/Algorithm.hpp>
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#include <type_traits>
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namespace Ndk
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{
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template<typename SystemType>
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System<SystemType>::System() :
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BaseSystem(GetSystemId<SystemType>())
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{
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}
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template<typename SystemType>
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System<SystemType>::~System() = default;
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template<typename SystemType>
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BaseSystem* System<SystemType>::Clone() const
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{
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///FIXME: Pas encore supporté par GCC (4.9.2)
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//static_assert(std::is_trivially_copy_constructible<SystemType>::value, "SystemType should be copy-constructible");
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return new SystemType(static_cast<const SystemType&>(*this));
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}
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}
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#include <Nazara/Core/NonCopyable.hpp>
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#include <NDK/Entity.hpp>
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#include <NDK/EntityHandle.hpp>
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#include <NDK/System.hpp>
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#include <algorithm>
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#include <memory>
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#include <vector>
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#include <unordered_map>
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namespace Ndk
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{
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class NDK_API World : NzNonCopyable
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{
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friend Entity;
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public:
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using EntityList = std::vector<EntityHandle>;
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World() = default;
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~World();
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BaseSystem& AddSystem(std::unique_ptr<BaseSystem>&& system);
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template<typename SystemType, typename... Args> SystemType& AddSystem(Args&&... args);
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EntityHandle CreateEntity();
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EntityList CreateEntities(unsigned int count);
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void Clear();
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const EntityHandle& GetEntity(EntityId id);
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BaseSystem& GetSystem(SystemId systemId);
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template<typename SystemType> SystemType& GetSystem();
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bool HasSystem(SystemId systemId) const;
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template<typename SystemType> bool HasSystem() const;
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void KillEntity(const EntityHandle& entity);
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void KillEntities(const EntityList& list);
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@ -37,9 +50,16 @@ namespace Ndk
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bool IsEntityValid(const EntityHandle& entity) const;
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bool IsEntityIdValid(EntityId id) const;
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void RemoveAllSystems();
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void RemoveSystem(SystemId systemId);
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template<typename SystemType> void RemoveSystem();
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void Update();
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private:
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void MarkAllAsDirty();
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void MarkAsDirty(EntityId id);
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struct EntityBlock
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{
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EntityBlock(Entity&& e) :
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@ -53,7 +73,9 @@ namespace Ndk
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std::vector<EntityId> m_freeIdList;
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std::vector<EntityBlock> m_entities;
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std::unordered_map<SystemId, std::unique_ptr<BaseSystem>> m_systems;
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EntityList m_aliveEntities;
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NzBitset<nzUInt64> m_dirtyEntities;
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NzBitset<nzUInt64> m_killedEntities;
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};
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}
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@ -3,9 +3,35 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <Nazara/Core/Error.hpp>
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#include <type_traits>
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namespace Ndk
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{
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inline BaseSystem& World::AddSystem(std::unique_ptr<BaseSystem>&& system)
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{
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NazaraAssert(system, "System must be valid");
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SystemId systemId = system->GetId();
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// Affectation et retour du système
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m_systems[systemId] = std::move(system);
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m_systems[systemId]->SetWorld(*this);
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MarkAllAsDirty(); // On force une mise à jour de toutes les entités
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return *m_systems[systemId].get();
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}
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template<typename SystemType, typename... Args>
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SystemType& World::AddSystem(Args&&... args)
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{
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static_assert(std::is_base_of<BaseSystem, SystemType>(), "SystemType is not a component");
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// Allocation et affectation du component
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std::unique_ptr<SystemType> ptr(new SystemType(std::forward(args)...));
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return static_cast<SystemType&>(AddSystem(std::move(ptr)));
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}
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inline World::EntityList World::CreateEntities(unsigned int count)
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{
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EntityList list;
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@ -17,6 +43,41 @@ namespace Ndk
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return list;
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}
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inline BaseSystem& World::GetSystem(SystemId systemId)
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{
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///DOC: Le système doit être présent
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NazaraAssert(HasSystem(systemId), "This system is not part of the world");
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BaseSystem* system = m_systems[systemId].get();
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NazaraAssert(system, "Invalid system pointer");
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return *system;
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}
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template<typename SystemType>
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SystemType& World::GetSystem()
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{
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///DOC: Le système doit être présent
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static_assert(std::is_base_of<BaseSystem, SystemType>(), "SystemType is not a system");
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SystemId systemId = GetSystemId<SystemType>();
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return static_cast<SystemType&>(GetSystem(systemId));
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}
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inline bool World::HasSystem(SystemId systemId) const
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{
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return m_systems.count(systemId) > 0;
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}
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template<typename SystemType>
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bool World::HasSystem() const
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{
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static_assert(std::is_base_of<BaseSystem, SystemType>(), "SystemType is not a component");
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SystemId systemId = GetSystemId<SystemType>();
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return HasSystem(systemId);
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}
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inline void World::KillEntities(const EntityList& list)
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{
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for (const EntityHandle& entity : list)
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@ -32,4 +93,36 @@ namespace Ndk
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{
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return id < m_entities.size() && m_entities[id].entity.IsValid();
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}
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inline void World::RemoveAllSystems()
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{
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m_systems.clear();
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}
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inline void World::RemoveSystem(SystemId systemId)
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{
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///DOC: N'a aucun effet si le système n'est pas présent
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if (HasSystem(systemId))
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m_systems[systemId].reset();
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}
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template<typename SystemType>
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void World::RemoveSystem()
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{
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static_assert(std::is_base_of<BaseSystem, SystemType>(), "SystemType is not a system");
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SystemId systemId = GetSystemId<SystemType>();
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RemoveSystem(systemId);
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}
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inline void World::MarkAllAsDirty()
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{
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m_dirtyEntities.Resize(m_entities.size(), false);
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m_dirtyEntities.Set(true); // Activation de tous les bits
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}
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inline void World::MarkAsDirty(EntityId id)
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{
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m_dirtyEntities.UnboundedSet(id, true);
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}
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}
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@ -0,0 +1,41 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <NDK/BaseSystem.hpp>
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namespace Ndk
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||||
{
|
||||
BaseSystem::~BaseSystem()
|
||||
{
|
||||
for (const EntityHandle& entity : m_entities)
|
||||
entity->UnregisterSystem(m_systemId);
|
||||
}
|
||||
|
||||
bool BaseSystem::Filters(const EntityHandle& entity) const
|
||||
{
|
||||
for (ComponentId component : m_requiredComponents)
|
||||
{
|
||||
if (!entity->HasComponent(component))
|
||||
return false; // Au moins un component requis n'est pas présent
|
||||
}
|
||||
|
||||
for (ComponentId component : m_excludedComponents)
|
||||
{
|
||||
if (entity->HasComponent(component))
|
||||
return false; // Au moins un component exclu est présent
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BaseSystem::OnEntityAdded(const EntityHandle& entity)
|
||||
{
|
||||
NazaraUnused(entity);
|
||||
}
|
||||
|
||||
void BaseSystem::OnEntityRemoved(const EntityHandle& entity)
|
||||
{
|
||||
NazaraUnused(entity);
|
||||
}
|
||||
}
|
||||
|
|
@ -32,6 +32,9 @@ namespace Ndk
|
|||
// Affectation et retour du component
|
||||
m_components[componentId] = std::move(component);
|
||||
|
||||
// On informe le monde que nous avons besoin d'une mise à jour
|
||||
m_world->MarkAsDirty(m_id);
|
||||
|
||||
return *m_components[componentId].get();
|
||||
}
|
||||
|
||||
|
|
@ -53,13 +56,21 @@ namespace Ndk
|
|||
void Entity::RemoveAllComponents()
|
||||
{
|
||||
m_components.clear();
|
||||
|
||||
// On informe le monde que nous avons besoin d'une mise à jour
|
||||
m_world->MarkAsDirty(m_id);
|
||||
}
|
||||
|
||||
void Entity::RemoveComponent(ComponentId componentId)
|
||||
{
|
||||
///DOC: N'a aucun effet si le component n'est pas présent
|
||||
if (HasComponent(componentId))
|
||||
{
|
||||
m_components[componentId].reset();
|
||||
|
||||
// On informe le monde que nous avons besoin d'une mise à jour
|
||||
m_world->MarkAsDirty(m_id);
|
||||
}
|
||||
}
|
||||
|
||||
void Entity::Create()
|
||||
|
|
@ -71,6 +82,17 @@ namespace Ndk
|
|||
{
|
||||
m_valid = false;
|
||||
|
||||
// On informe chaque système
|
||||
for (SystemId systemId : m_systems)
|
||||
{
|
||||
if (m_world->HasSystem(systemId))
|
||||
{
|
||||
BaseSystem& system = m_world->GetSystem(systemId);
|
||||
system.RemoveEntity(CreateHandle());
|
||||
}
|
||||
}
|
||||
m_systems.clear();
|
||||
|
||||
// On informe chaque handle de notre destruction pour éviter qu'il ne continue de pointer sur nous
|
||||
for (EntityHandle* handle : m_handles)
|
||||
handle->OnEntityDestroyed();
|
||||
|
|
|
|||
|
|
@ -106,5 +106,41 @@ namespace Ndk
|
|||
m_aliveEntities.pop_back();
|
||||
}
|
||||
m_killedEntities.Reset();
|
||||
|
||||
for (unsigned int i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
|
||||
{
|
||||
NazaraAssert(i < m_entities.size(), "Entity index out of range");
|
||||
|
||||
EntityBlock& block = m_entities[i];
|
||||
Entity& entity = block.entity;
|
||||
EntityHandle& handle = m_aliveEntities[block.aliveIndex];
|
||||
|
||||
// Aucun intérêt de traiter une entité n'existant plus
|
||||
if (entity.IsValid())
|
||||
{
|
||||
for (auto& systemPair : m_systems)
|
||||
{
|
||||
BaseSystem* system = systemPair.second.get();
|
||||
|
||||
// L'entité est-elle enregistrée comme faisant partie du système ?
|
||||
bool partOfSystem = system->HasEntity(handle);
|
||||
if (system->Filters(handle))
|
||||
{
|
||||
// L'entité doit faire partie du système, est-ce que c'est déjà le cas ?
|
||||
if (!partOfSystem)
|
||||
// Non, rajoutons-là
|
||||
system->AddEntity(handle);
|
||||
}
|
||||
else
|
||||
{
|
||||
// L'entité ne doit pas faire partie du système, était-ce le cas ?
|
||||
if (partOfSystem)
|
||||
// Oui, enlevons-là
|
||||
system->RemoveEntity(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_dirtyEntities.Reset();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue