259 lines
6.9 KiB
C++
259 lines
6.9 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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EntityBlock* entBlock;
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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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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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m_entityBlocks[id] = entBlock;
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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_entityBlocks.size());
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if (m_entities.capacity() > m_entities.size())
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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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entBlock = &m_entities.back();
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}
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else
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{
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// Pushing to entities would reallocate vector and thus, invalidate EntityHandles (which we don't want until world update)
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// To prevent this, allocate them into a separate vector and move them at update
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// For now, we are counting on m_entities grow strategy to keep allocation frequency low
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m_waitingEntities.emplace_back(std::make_unique<EntityBlock>(Entity(this, id)));
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entBlock = m_waitingEntities.back().get();
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}
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if (id >= m_entityBlocks.size())
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m_entityBlocks.resize(id + 1);
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m_entityBlocks[id] = entBlock;
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}
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// We initialize the entity and we add it to the list of alive entities
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entBlock->entity.Create();
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m_aliveEntities.Insert(&entBlock->entity);
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return entBlock->handle;
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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_entityBlocks.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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const 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 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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// Move waiting entities to entity list
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if (!m_waitingEntities.empty())
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{
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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
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m_entities.reserve(m_entities.size() + m_waitingEntities.size() + MinEntityCapacity);
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for (auto& blockPtr : m_waitingEntities)
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m_entities.push_back(std::move(*blockPtr));
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m_waitingEntities.clear();
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// Update entity blocks pointers
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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m_entityBlocks[i] = &m_entities[i];
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}
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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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NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
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Entity* entity = &m_entityBlocks[i]->entity;
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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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}
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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_entityBlocks.size(), "Entity index out of range");
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Entity* entity = &m_entityBlocks[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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