EntityWrapper to uniquely identify entities and make using them a little easier

This commit is contained in:
2016-01-14 15:43:19 +01:00
parent 28392def79
commit d34470256b
20 changed files with 106 additions and 72 deletions
@@ -5,16 +5,14 @@ void CollidableOctreeSystem::Update(World* world, double dt)
m_Octree->ClearDynamicObjects();
}
void CollidableOctreeSystem::UpdateComponent(World* world, ComponentWrapper& cCollidable, double dt)
void CollidableOctreeSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
{
EntityID entity = cCollidable.EntityID;
if (world->HasComponent(entity, "AABB")) {
boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(world, entity);
if (entity.HasComponent("AABB")) {
boost::optional<AABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
if (absoluteAABB) {
m_Octree->AddDynamicObject(*absoluteAABB);
}
} else if (world->HasComponent(entity, "Model")) {
} else if (entity.HasComponent("Model")) {
// TODO: Derive AABB from model
}
}
+5 -5
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@@ -283,15 +283,15 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
return true;
}
boost::optional<AABB> EntityAbsoluteAABB(World* world, EntityID entity)
boost::optional<AABB> EntityAbsoluteAABB(EntityWrapper& entity)
{
if (!world->HasComponent(entity, "AABB")) {
if (!entity.HasComponent("AABB")) {
return boost::none;
}
ComponentWrapper& cAABB = world->GetComponent(entity, "AABB");
glm::vec3 absPosition = RenderQueueFactory::AbsolutePosition(world, entity);
glm::vec3 absScale = RenderQueueFactory::AbsoluteScale(world, entity);
ComponentWrapper& cAABB = entity["AABB"];
glm::vec3 absPosition = RenderQueueFactory::AbsolutePosition(entity.World, entity.ID);
glm::vec3 absScale = RenderQueueFactory::AbsoluteScale(entity.World, entity.ID);
glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"];
glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale;
return AABB::FromOriginSize(origin, size);
+3 -4
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@@ -2,14 +2,13 @@
#include "Collision/CollisionSystem.h"
#include "Core/AABB.h"
void CollisionSystem::UpdateComponent(World* world, ComponentWrapper& cAABB, double dt)
void CollisionSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
{
EntityID entity = cAABB.EntityID;
boost::optional<AABB> boundingBox = Collision::EntityAbsoluteAABB(world, entity);
boost::optional<AABB> boundingBox = Collision::EntityAbsoluteAABB(entity);
if (!boundingBox) {
return;
}
ComponentWrapper& cTransform = world->GetComponent(entity, "Transform");
ComponentWrapper& cTransform = entity["Transform"];
AABB& boxA = *boundingBox;
//Press 'Z' to enable/disable collision.
+4 -4
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@@ -3,22 +3,22 @@
#include "Core/AABB.h"
#include "Rendering/Model.h"
void TriggerSystem::UpdateComponent(World* world, ComponentWrapper& cTrigger, double dt)
void TriggerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
{
//Currently only players can trigger things.
auto players = world->GetComponents("Player");
if (players == nullptr) {
return;
}
EntityID tId = cTrigger.EntityID;
boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(world, tId);
EntityID tId = component.EntityID;
boost::optional<AABB> triggerBox = Collision::EntityAbsoluteAABB(entity);
//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
if (!triggerBox) {
return;
}
for (auto& pc : *players) {
EntityID pId = pc.EntityID;
boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(world, pId);
boost::optional<AABB> playerBox = Collision::EntityAbsoluteAABB(EntityWrapper(world, pId));
//The player can't trigger anything without an AABB.
if (!playerBox) {
continue;
+28
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@@ -0,0 +1,28 @@
#include "Core/EntityWrapper.h"
#include "Core/World.h"
bool EntityWrapper::operator==(const EntityWrapper& e)
{
return (this->World == e.World) && (this->ID == e.ID);
}
bool EntityWrapper::HasComponent(const std::string& componentName)
{
return World->HasComponent(ID, componentName);
}
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
if (World->HasComponent(ID, componentName)) {
return World->GetComponent(ID, componentName);
} else {
LOG_WARNING("EntityWrapper implicitly attached \"%s\" component to #%i as a result of a fetch request!", componentName.c_str(), ID);
return World->AttachComponent(ID, componentName);
}
}
EntityWrapper::operator EntityID()
{
return this->ID;
}