2022-11-30 00:46:03 +00:00
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#include "scene.hpp"
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2023-01-02 17:24:20 +00:00
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#include "components/transform.hpp"
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#include "components/renderable.hpp"
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2023-01-18 14:42:09 +00:00
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#include "components/collider.hpp"
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2023-01-02 17:24:20 +00:00
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#include "systems/transform.hpp"
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#include "systems/render.hpp"
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2023-01-28 00:24:04 +00:00
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#include "systems/collisions.hpp"
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2022-12-20 23:51:04 +00:00
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2022-11-30 00:46:03 +00:00
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namespace engine {
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2022-12-20 23:51:04 +00:00
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Scene::Scene(Application* app)
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: m_app(app)
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2022-11-30 00:46:03 +00:00
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{
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2023-01-02 17:24:20 +00:00
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registerComponent<TransformComponent>();
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registerComponent<RenderableComponent>();
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2023-01-18 14:42:09 +00:00
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registerComponent<ColliderComponent>();
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// Order here matters:
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2023-01-02 17:24:20 +00:00
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registerSystem<TransformSystem>();
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2023-01-18 14:42:09 +00:00
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registerSystem<PhysicsSystem>();
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2023-01-02 17:24:20 +00:00
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registerSystem<RenderSystem>();
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2022-11-30 00:46:03 +00:00
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}
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2022-11-30 10:36:50 +00:00
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Scene::~Scene() {}
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2023-01-02 17:24:20 +00:00
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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 = m_nextEntityID++;
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m_signatures.emplace(id, std::bitset<MAX_COMPONENTS>{});
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auto t = addComponent<TransformComponent>(id);
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2023-01-02 21:11:29 +00:00
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t->position = {0.0f, 0.0f, 0.0f};
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t->rotation = {};
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t->scale = {1.0f, 1.0f, 1.0f};
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2023-01-02 17:24:20 +00:00
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t->tag = tag;
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t->parent = parent;
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return id;
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}
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uint32_t Scene::getEntity(const std::string& tag, uint32_t parent)
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{
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return getSystem<TransformSystem>()->getChildEntity(parent, tag);
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}
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2023-01-08 15:22:44 +00:00
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size_t Scene::getComponentSignaturePosition(size_t hash)
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{
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return m_componentSignaturePositions.at(hash);
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}
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2022-12-15 10:07:22 +00:00
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void Scene::update(float ts)
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{
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2022-12-22 11:27:16 +00:00
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2023-01-02 17:24:20 +00:00
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for (auto& [name, system] : m_systems) {
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system->onUpdate(ts);
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}
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2022-12-15 10:07:22 +00:00
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}
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2022-12-14 22:50:17 +00:00
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}
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