Basic and working entity system with a really ugly test case

This commit is contained in:
sippeangelo
2015-12-03 15:07:35 +01:00
parent c7430a9338
commit d3d2e594fe
11 changed files with 286 additions and 135 deletions
+54
View File
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#include "Core/World.h"
World::~World()
{
for (auto& pool : m_ComponentPools) {
delete pool.second;
}
}
EntityID World::CreateEntity(EntityID parent /*= 0*/)
{
EntityID newEntity = generateEntityID();
m_EntityParents[newEntity] = parent;
if (parent != 0) {
m_EntityChildren.insert(std::make_pair(parent, newEntity));
}
return newEntity;
}
void World::RegisterComponent(ComponentInfo& ci)
{
m_ComponentPools[ci.Name] = new ComponentPool(ci);
}
ComponentWrapper World::AttachComponent(EntityID entity, std::string componentType)
{
ComponentPool* pool = m_ComponentPools.at(componentType);
const ComponentInfo& ci = pool->ComponentInfo();
// Allocate space for the component
ComponentWrapper c = pool->Allocate(entity);
// Write default values
memcpy(c.Data, ci.Defaults.get(), ci.Meta.Stride);
return c;
}
ComponentWrapper World::GetComponent(EntityID entity, std::string componentType)
{
ComponentPool* pool = m_ComponentPools.at(componentType);
return pool->GetByEntity(entity);
}
const ComponentPool& World::GetComponents(std::string componentType)
{
return *m_ComponentPools.at(componentType);
}
EntityID World::generateEntityID()
{
// TODO: Make EntityID generation smarter
return m_CurrentEntityID++;
}