272 lines
6.7 KiB
C++
272 lines
6.7 KiB
C++
// Copyright (C) 2017 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/World.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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#include <NDK/Systems/PhysicsSystem3D.hpp>
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#include <NDK/Systems/VelocitySystem.hpp>
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#ifndef NDK_SERVER
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#include <NDK/Systems/ListenerSystem.hpp>
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#include <NDK/Systems/ParticleSystem.hpp>
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#include <NDK/Systems/RenderSystem.hpp>
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#endif
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::World
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* \brief NDK class that represents a world
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*/
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/*!
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* \brief Destructs the object and calls Clear
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*
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* \see Clear
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*/
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World::~World() noexcept
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{
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// The destruct must be done in an ordered way
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Clear();
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}
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/*!
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* \brief Adds default systems to the world
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*/
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void World::AddDefaultSystems()
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{
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AddSystem<PhysicsSystem2D>();
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AddSystem<PhysicsSystem3D>();
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AddSystem<VelocitySystem>();
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#ifndef NDK_SERVER
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AddSystem<ListenerSystem>();
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AddSystem<ParticleSystem>();
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AddSystem<RenderSystem>();
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#endif
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}
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/*!
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* \brief Creates an entity in the world
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* \return The entity created
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*/
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const EntityHandle& World::CreateEntity()
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{
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EntityId id;
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if (!m_freeIdList.empty())
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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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}
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else
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{
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// We allocate a new entity
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id = static_cast<Ndk::EntityId>(m_entities.size());
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// We can't use emplace_back due to the scope
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m_entities.push_back(Entity(this, id));
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}
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// We initialise the entity and we add it to the list of alive entities
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Entity& entity = m_entities[id].entity;
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entity.Create();
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m_aliveEntities.emplace_back(&entity);
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m_entities[id].aliveIndex = m_aliveEntities.size() - 1;
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return m_aliveEntities.back();
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}
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/*!
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* \brief Clears the world from every entities
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*
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* \remark Every handles are correctly invalidated, entities are immediately invalidated
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*/
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void World::Clear() noexcept
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{
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// First, destruction of entities, then handles
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// This is made to avoid that handle warn uselessly entities before their destruction
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m_entities.clear();
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m_aliveEntities.clear();
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m_dirtyEntities.Clear();
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m_killedEntities.Clear();
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}
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/*!
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* \brief Clones the entity
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* \return The clone newly created
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*
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* \param id Identifier of the entity
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*
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* \remark Produces a NazaraError if the entity to clone does not exist
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*/
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const EntityHandle& World::CloneEntity(EntityId id)
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{
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EntityHandle original = GetEntity(id);
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if (!original)
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{
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NazaraError("Invalid entity ID");
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return EntityHandle::InvalidHandle;
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}
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EntityHandle clone = CreateEntity();
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const Nz::Bitset<>& componentBits = original->GetComponentBits();
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for (std::size_t i = componentBits.FindFirst(); i != componentBits.npos; i = componentBits.FindNext(i))
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{
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std::unique_ptr<BaseComponent> component(original->GetComponent(ComponentIndex(i)).Clone());
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clone->AddComponent(std::move(component));
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}
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return GetEntity(clone->GetId());
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}
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/*!
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* \brief Kills an entity
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*
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* \param Pointer to the entity
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*
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* \remark No change is done if entity is invalid
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*/
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void World::KillEntity(Entity* entity)
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{
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if (IsEntityValid(entity))
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m_killedEntities.UnboundedSet(entity->GetId(), true);
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}
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/*!
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* \brief Gets an entity
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* \return A constant reference to the modified entity
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*
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* \param id Identifier of the entity
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*
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* \remark Produces a NazaraError if entity identifier is not valid
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*/
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const EntityHandle& World::GetEntity(EntityId id)
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{
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if (IsEntityIdValid(id))
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return m_aliveEntities[m_entities[id].aliveIndex];
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else
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{
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NazaraError("Invalid ID");
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return EntityHandle::InvalidHandle;
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}
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}
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/*!
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* \brief Updates the world
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*
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* \remark Produces a NazaraAssert if an entity is invalid
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*/
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void World::Update()
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{
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if (!m_orderedSystemsUpdated)
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ReorderSystems();
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// Handle killed entities before last call
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for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
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{
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EntityBlock& block = m_entities[i];
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Entity& entity = block.entity;
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NazaraAssert(entity.IsValid(), "Entity must be valid");
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// Destruction of the entity (invalidation of handle by the same way)
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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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// We take out the handle from the list of alive entities
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// With the idiom swap and pop
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NazaraAssert(block.aliveIndex < m_aliveEntities.size(), "Alive index out of range");
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if (block.aliveIndex < m_aliveEntities.size() - 1) // If it's not the last handle
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{
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EntityHandle& lastHandle = m_aliveEntities.back();
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EntityHandle& myHandle = m_aliveEntities[block.aliveIndex];
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myHandle = std::move(lastHandle);
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// We don't forget to update the index associated to the entity
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m_entities[myHandle->GetId()].aliveIndex = block.aliveIndex;
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}
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m_aliveEntities.pop_back();
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}
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m_killedEntities.Reset();
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// Handle of entities which need an update from the systems
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for (std::size_t i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
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{
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NazaraAssert(i < m_entities.size(), "Entity index out of range");
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Entity* entity = &m_entities[i].entity;
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// Check entity validity (as it could have been reported as dirty and killed during the same iteration)
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if (!entity->IsValid())
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continue;
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Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
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for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.npos; j = removedComponents.FindNext(j))
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entity->DestroyComponent(static_cast<Ndk::ComponentIndex>(j));
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removedComponents.Reset();
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for (auto& system : m_orderedSystems)
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{
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// Is our entity already part of this system?
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bool partOfSystem = system->HasEntity(entity);
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// Should it be part of it?
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if (entity->IsEnabled() && system->Filters(entity))
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{
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// Yes it should, add it to the system if not already done and validate it (again)
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if (!partOfSystem)
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system->AddEntity(entity);
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system->ValidateEntity(entity, !partOfSystem);
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}
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else
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{
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// No, it shouldn't, remove it if it's part of the system
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if (partOfSystem)
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system->RemoveEntity(entity);
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}
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}
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}
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m_dirtyEntities.Reset();
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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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for (auto& systemPtr : m_systems)
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{
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if (systemPtr)
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m_orderedSystems.push_back(systemPtr.get());
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}
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std::sort(m_orderedSystems.begin(), m_orderedSystems.end(), [] (BaseSystem* first, BaseSystem* second)
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{
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return first->GetUpdateOrder() < second->GetUpdateOrder();
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});
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m_orderedSystemsUpdated = true;
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}
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}
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