engine/src/scene.cpp

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#include "scene.hpp"
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#include "components/transform.hpp"
#include "components/renderable.hpp"
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#include "components/collider.hpp"
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#include "systems/transform.hpp"
#include "systems/render.hpp"
#include "systems/collisions.hpp"
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namespace engine {
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Scene::Scene(Application* app)
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: app_(app)
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{
// event system
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event_system_ = std::make_unique<EventSystem>();
// ecs configuration:
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registerComponent<TransformComponent>();
registerComponent<RenderableComponent>();
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registerComponent<ColliderComponent>();
// Order here matters:
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RegisterSystem<TransformSystem>();
RegisterSystem<PhysicsSystem>();
RegisterSystem<RenderSystem>();
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}
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Scene::~Scene()
{
}
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uint32_t Scene::CreateEntity(const std::string& tag, uint32_t parent)
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{
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uint32_t id = next_entity_id_++;
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signatures_.emplace(id, std::bitset<kMaxComponents>{});
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auto t = AddComponent<TransformComponent>(id);
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t->position = {0.0f, 0.0f, 0.0f};
t->rotation = {};
t->scale = {1.0f, 1.0f, 1.0f};
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t->tag = tag;
t->parent = parent;
return id;
}
uint32_t Scene::getEntity(const std::string& tag, uint32_t parent)
{
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return GetSystem<TransformSystem>()->getChildEntity(parent, tag);
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}
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size_t Scene::GetComponentSignaturePosition(size_t hash)
{
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return component_signature_positions_.at(hash);
}
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void Scene::Update(float ts)
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{
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for (auto& [name, system] : systems_) {
system->OnUpdate(ts);
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}
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event_system_->DespatchEvents(); // clears event queue
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}
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}