NazaraEngine/SDK/src/NDK/World.cpp

321 lines
8.9 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NDK/World.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Error.hpp>
#include <NDK/BaseComponent.hpp>
#include <NDK/Systems/PhysicsSystem2D.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <NDK/Systems/VelocitySystem.hpp>
#ifndef NDK_SERVER
#include <NDK/Systems/DebugSystem.hpp>
#include <NDK/Systems/ListenerSystem.hpp>
#include <NDK/Systems/ParticleSystem.hpp>
#include <NDK/Systems/RenderSystem.hpp>
#endif
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::World
* \brief NDK class that represents a world
*/
/*!
* \brief Destructs the object and calls Clear
*
* \see Clear
*/
World::~World() noexcept
{
// The destruct must be done in an ordered way
Clear();
}
/*!
* \brief Adds default systems to the world
*/
void World::AddDefaultSystems()
{
AddSystem<PhysicsSystem2D>();
AddSystem<PhysicsSystem3D>();
AddSystem<VelocitySystem>();
#ifndef NDK_SERVER
AddSystem<DebugSystem>();
AddSystem<ListenerSystem>();
AddSystem<ParticleSystem>();
AddSystem<RenderSystem>();
#endif
}
/*!
* \brief Creates an entity in the world
* \return The entity created
*/
const EntityHandle& World::CreateEntity()
{
EntityId id;
EntityBlock* entBlock;
std::size_t freeEntityId = m_freeEntityIds.FindFirst();
if (freeEntityId != m_freeEntityIds.npos)
{
// We get an identifier
m_freeEntityIds.Reset(freeEntityId); //< Remove id from free entity id
id = static_cast<EntityId>(freeEntityId);
entBlock = &m_entities[id];
entBlock->handle.Reset(&entBlock->entity); //< Reset handle (as it was reset when entity got destroyed)
m_entityBlocks[id] = entBlock;
}
else
{
// We allocate a new entity
id = static_cast<Ndk::EntityId>(m_entityBlocks.size());
if (m_entities.capacity() > m_entities.size())
{
NazaraAssert(m_waitingEntities.empty(), "There should be no waiting entities if space is available in main container");
m_entities.emplace_back(Entity(this, id)); //< We can't make our vector create the entity due to the scope
entBlock = &m_entities.back();
}
else
{
// Pushing to entities would reallocate vector and thus, invalidate EntityHandles (which we don't want until world update)
// To prevent this, allocate them into a separate vector and move them at update
// For now, we are counting on m_entities grow strategy to keep allocation frequency low
m_waitingEntities.emplace_back(std::make_unique<EntityBlock>(Entity(this, id)));
entBlock = m_waitingEntities.back().get();
}
if (id >= m_entityBlocks.size())
m_entityBlocks.resize(id + 1);
m_entityBlocks[id] = entBlock;
}
// We initialize the entity and we add it to the list of alive entities
entBlock->entity.Create();
m_aliveEntities.Insert(&entBlock->entity);
return entBlock->handle;
}
/*!
* \brief Clears the world from every entities
*
* \remark Every handles are correctly invalidated, entities are immediately invalidated
*/
void World::Clear() noexcept
{
// Destroy every valid entity first, to ensure entities are still accessible by ID while being destroyed
for (EntityBlock* entBlock : m_entityBlocks)
{
if (entBlock->entity.IsValid())
entBlock->entity.Destroy();
}
m_entityBlocks.clear();
m_entities.clear();
m_waitingEntities.clear();
m_aliveEntities.Clear();
m_dirtyEntities.Clear();
m_freeEntityIds.Clear();
m_killedEntities.Clear();
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \param id Identifier of the entity
*
* \remark Cloning a disabled entity will produce an enabled clone
*/
const EntityHandle& World::CloneEntity(EntityId id)
{
const EntityHandle& original = GetEntity(id);
if (!original)
{
NazaraError("Invalid entity ID");
return EntityHandle::InvalidHandle;
}
const EntityHandle& clone = CreateEntity();
if (!original->IsEnabled())
clone->Disable();
const Nz::Bitset<>& componentBits = original->GetComponentBits();
for (std::size_t i = componentBits.FindFirst(); i != componentBits.npos; i = componentBits.FindNext(i))
{
std::unique_ptr<BaseComponent> component(original->GetComponent(ComponentIndex(i)).Clone());
clone->AddComponent(std::move(component));
}
clone->Enable();
return clone;
}
/*!
* \brief Refreshes the world
*
* This function will perform all pending operations in the following order:
* - Reorder systems according to their update order if needed
* - Moving newly created entities (whose which allocate never-used id) data and handles to normal entity list, this will invalidate references to world EntityHandle
* - Destroying dead entities and allowing their ids to be used by newly created entities
* - Update dirty entities, destroying their removed components and filtering them along systems
*
* \remark This is called automatically by Update and you most likely won't need to call it yourself
* \remark Calling this outside of Update will not increase the profiler values
*
* \see GetProfilerData
* \see Update
*/
void World::Refresh()
{
if (!m_orderedSystemsUpdated)
ReorderSystems();
// Move waiting entities to entity list
if (!m_waitingEntities.empty())
{
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
m_entities.reserve(m_entities.size() + m_waitingEntities.size() + MinEntityCapacity);
for (auto& blockPtr : m_waitingEntities)
m_entities.push_back(std::move(*blockPtr));
m_waitingEntities.clear();
// Update entity blocks pointers
for (std::size_t i = 0; i < m_entities.size(); ++i)
m_entityBlocks[i] = &m_entities[i];
}
// Handle killed entities before last call
for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
Entity* entity = &m_entityBlocks[i]->entity;
// Destruction of the entity (invalidation of handle by the same way)
entity->Destroy();
// Send back the identifier of the entity to the free queue
m_freeEntityIds.UnboundedSet(entity->GetId());
}
m_killedEntities.Reset();
// Handle of entities which need an update from the systems
for (std::size_t i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
Entity* entity = &m_entityBlocks[i]->entity;
// Check entity validity (as it could have been reported as dirty and killed during the same iteration)
if (!entity->IsValid())
continue;
Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.npos; j = removedComponents.FindNext(j))
entity->DestroyComponent(static_cast<Ndk::ComponentIndex>(j));
removedComponents.Reset();
for (auto& system : m_orderedSystems)
{
// Is our entity already part of this system?
bool partOfSystem = system->HasEntity(entity);
// Should it be part of it?
if (entity->IsEnabled() && system->Filters(entity))
{
// Yes it should, add it to the system if not already done and validate it (again)
if (!partOfSystem)
system->AddEntity(entity);
system->ValidateEntity(entity, !partOfSystem);
}
else
{
// No it shouldn't, remove it if it's part of the system
if (partOfSystem)
system->RemoveEntity(entity);
}
}
}
m_dirtyEntities.Reset();
}
/*!
* \brief Updates the world
* \param elapsedTime Delta time used for the update
*
* This function Refreshes the world and calls the Update function of every active system part of it with the elapsedTime value.
* It also increase the profiler data with the elapsed time passed in Refresh and every system update.
*/
void World::Update(float elapsedTime)
{
if (m_isProfilerEnabled)
{
Nz::UInt64 t1 = Nz::GetElapsedMicroseconds();
Refresh();
Nz::UInt64 t2 = Nz::GetElapsedMicroseconds();
m_profilerData.refreshTime += t2 - t1;
for (auto& systemPtr : m_orderedSystems)
{
systemPtr->Update(elapsedTime);
Nz::UInt64 t3 = Nz::GetElapsedMicroseconds();
m_profilerData.updateTime[systemPtr->GetIndex()] += t3 - t2;
t2 = t3;
}
m_profilerData.updateCount++;
}
else
{
Refresh();
for (auto& systemPtr : m_orderedSystems)
systemPtr->Update(elapsedTime);
}
}
void World::ReorderSystems()
{
m_orderedSystems.clear();
for (auto& systemPtr : m_systems)
{
if (systemPtr)
m_orderedSystems.push_back(systemPtr.get());
}
std::sort(m_orderedSystems.begin(), m_orderedSystems.end(), [] (BaseSystem* first, BaseSystem* second)
{
return first->GetUpdateOrder() < second->GetUpdateOrder();
});
m_orderedSystemsUpdated = true;
}
}