#include "World.h" void World::RecycleEntityID(EntityID id) { m_RecycledEntityIDs.push(id); } EntityID World::GenerateEntityID() { if (!m_RecycledEntityIDs.empty()) { EntityID id = m_RecycledEntityIDs.top(); m_RecycledEntityIDs.pop(); return id; } else { return ++m_LastEntityID; } } void World::RecursiveUpdate(std::shared_ptr system, double dt, EntityID parentEntity) { for (auto pair : m_EntityParents) { EntityID child = pair.first; EntityID parent = pair.second; if (parent == parentEntity) { system->UpdateEntity(dt, child, parent); RecursiveUpdate(system, dt, child); } } } void World::Update(double dt) { for (auto pair : m_Systems) { auto system = pair.second; system->Update(dt); RecursiveUpdate(system, dt, 0); } ProcessEntityRemovals(); } //std::vector GetEntityChildren(EntityID entity); //{ // std::vector children; // auto range = m_SceneGraph.equal_range(entity); // for (auto it = range.first; it != range.second; ++it) // children.push_back(it->second); // return children; //} EntityID World::GetEntityParent(EntityID entity) { auto it = m_EntityParents.find(entity); return it == m_EntityParents.end() ? 0 : it->second; } bool World::ValidEntity(EntityID entity) { return m_EntityParents.find(entity) != m_EntityParents.end(); } void World::RemoveEntity(EntityID entity) { m_EntitiesToRemove.push_back(entity); for (auto pair : m_EntityParents) { if (pair.second == entity) { m_EntitiesToRemove.push_back(pair.first); } } } void World::ProcessEntityRemovals() { for (auto entity : m_EntitiesToRemove) { m_EntityParents.erase(entity); // Remove components for (auto pair : m_EntityComponents[entity]) { auto type = pair.first; auto component = pair.second; // Trigger events for (auto pair : m_Systems) { auto system = pair.second; system->OnComponentRemoved(type, component.get()); } m_ComponentsOfType[type].remove(component); } m_EntityComponents.erase(entity); // HACK: Disabled Entity ID recycling since something, somewhere doesn't care and makes us crash //RecycleEntityID(entity); } m_EntitiesToRemove.clear(); } EntityID World::CreateEntity(EntityID parent /*= 0*/) { EntityID newEntity = GenerateEntityID(); m_EntityParents.insert(std::pair(newEntity, parent)); return newEntity; } World::~World() { } World::World() { m_LastEntityID = 0; } void World::Initialize() { RegisterSystems(); AddSystems(); for (auto system : m_Systems) { system.second->Initialize(); } RegisterComponents(); } std::shared_ptr World::AddComponent(EntityID entity, std::string componentType) { return AddComponent(entity, componentType); } void World::AddSystem(std::string systemType) { m_Systems[systemType] = std::shared_ptr(m_SystemFactory.Create(systemType)); }