Adapted Escape the Dawn engine.
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Executable
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#include "PrecompiledHeader.h"
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#include "World.h"
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void World::RecycleEntityID(EntityID id)
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{
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m_RecycledEntityIDs.push(id);
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}
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EntityID World::GenerateEntityID()
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{
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if (!m_RecycledEntityIDs.empty()) {
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EntityID id = m_RecycledEntityIDs.top();
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m_RecycledEntityIDs.pop();
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return id;
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} else {
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return ++m_LastEntityID;
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}
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}
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void World::RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity)
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{
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for (auto pair : m_EntityParents) {
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EntityID child = pair.first;
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EntityID parent = pair.second;
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if (parent == parentEntity) {
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system->UpdateEntity(dt, child, parent);
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RecursiveUpdate(system, dt, child);
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}
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}
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}
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void World::Update(double dt)
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{
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for (auto pair : m_Systems) {
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auto system = pair.second;
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system->Update(dt);
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RecursiveUpdate(system, dt, 0);
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}
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ProcessEntityRemovals();
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}
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//std::vector<EntityID> GetEntityChildren(EntityID entity);
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//{
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// std::vector<EntityID> children;
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// auto range = m_SceneGraph.equal_range(entity);
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// for (auto it = range.first; it != range.second; ++it)
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// children.push_back(it->second);
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// return children;
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//}
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EntityID World::GetEntityParent(EntityID entity)
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{
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auto it = m_EntityParents.find(entity);
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return it == m_EntityParents.end() ? 0 : it->second;
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}
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bool World::ValidEntity(EntityID entity)
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{
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return m_EntityParents.find(entity) != m_EntityParents.end();
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}
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void World::RemoveEntity(EntityID entity)
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{
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m_EntitiesToRemove.push_back(entity);
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for (auto pair : m_EntityParents) {
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if (pair.second == entity) {
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m_EntitiesToRemove.push_back(pair.first);
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}
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}
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}
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void World::ProcessEntityRemovals()
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{
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for (auto entity : m_EntitiesToRemove) {
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m_EntityParents.erase(entity);
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// Remove components
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for (auto pair : m_EntityComponents[entity]) {
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auto type = pair.first;
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auto component = pair.second;
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// Trigger events
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for (auto pair : m_Systems) {
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auto system = pair.second;
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system->OnComponentRemoved(type, component.get());
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}
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m_ComponentsOfType[type].remove(component);
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}
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m_EntityComponents.erase(entity);
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RecycleEntityID(entity);
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}
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m_EntitiesToRemove.clear();
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}
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EntityID World::CreateEntity(EntityID parent /*= 0*/)
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{
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EntityID newEntity = GenerateEntityID();
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m_EntityParents.insert(std::pair<EntityID, EntityID>(newEntity, parent));
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return newEntity;
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}
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World::~World()
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{
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}
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World::World()
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{
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m_LastEntityID = 0;
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}
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void World::Initialize()
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{
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RegisterSystems();
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AddSystems();
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for (auto system : m_Systems) {
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system.second->Initialize();
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}
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RegisterComponents();
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}
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std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
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{
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return AddComponent<Component>(entity, componentType);
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}
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void World::AddSystem(std::string systemType)
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{
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m_Systems[systemType] = std::shared_ptr<System>(m_SystemFactory.Create(systemType));
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}
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