/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2018 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "TransformComponents.h" #include "engine/EntityManager.h" #include #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor TransformComponents::TransformComponents(MemoryAllocator& allocator) :Components(allocator, sizeof(Entity) + sizeof(Transform)) { // Allocate memory for the components data allocate(INIT_NB_ALLOCATED_COMPONENTS); } // Allocate memory for a given number of components void TransformComponents::allocate(uint32 nbComponentsToAllocate) { assert(nbComponentsToAllocate > mNbAllocatedComponents); // Size for the data of a single component (in bytes) const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize; // Allocate memory void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes); assert(newBuffer != nullptr); // New pointers to components data Entity* newEntities = static_cast(newBuffer); Transform* newTransforms = reinterpret_cast(newEntities + nbComponentsToAllocate); // If there was already components before if (mNbComponents > 0) { // Copy component data from the previous buffer to the new one memcpy(newTransforms, mTransforms, mNbComponents * sizeof(Transform)); memcpy(newEntities, mBodies, mNbComponents * sizeof(Entity)); // Deallocate previous memory mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize); } mBuffer = newBuffer; mBodies = newEntities; mTransforms = newTransforms; mNbAllocatedComponents = nbComponentsToAllocate; } // Add a component void TransformComponents::addComponent(Entity bodyEntity, bool isSleeping, const TransformComponent& component) { // Prepare to add new component (allocate memory if necessary and compute insertion index) uint32 index = prepareAddComponent(isSleeping); // Insert the new component data new (mBodies + index) Entity(bodyEntity); new (mTransforms + index) Transform(component.transform); // Map the entity with the new component lookup index mMapEntityToComponentIndex.add(Pair(bodyEntity, index)); mNbComponents++; assert(mDisabledStartIndex <= mNbComponents); assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Move a component from a source to a destination index in the components array // The destination location must contain a constructed object void TransformComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) { const Entity entity = mBodies[srcIndex]; // Copy the data of the source component to the destination location new (mBodies + destIndex) Entity(mBodies[srcIndex]); new (mTransforms + destIndex) Transform(mTransforms[srcIndex]); // Destroy the source component destroyComponent(srcIndex); assert(!mMapEntityToComponentIndex.containsKey(entity)); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(entity, destIndex)); assert(mMapEntityToComponentIndex[mBodies[destIndex]] == destIndex); } // Swap two components in the array void TransformComponents::swapComponents(uint32 index1, uint32 index2) { // Copy component 1 data Entity entity1(mBodies[index1]); Transform transform1(mTransforms[index1]); // Destroy component 1 destroyComponent(index1); moveComponentToIndex(index2, index1); // Reconstruct component 1 at component 2 location new (mBodies + index2) Entity(entity1); new (mTransforms + index2) Transform(transform1); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(entity1, index2)); assert(mMapEntityToComponentIndex[mBodies[index1]] == index1); assert(mMapEntityToComponentIndex[mBodies[index2]] == index2); assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Destroy a component at a given index void TransformComponents::destroyComponent(uint32 index) { Components::destroyComponent(index); assert(mMapEntityToComponentIndex[mBodies[index]] == index); mMapEntityToComponentIndex.remove(mBodies[index]); mBodies[index].~Entity(); mTransforms[index].~Transform(); }