/******************************************************************************** * 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 "EntityManager.h" #include "Entity.h" using namespace reactphysics3d; // Constructor EntityManager::EntityManager(MemoryAllocator& allocator) :mGenerations(allocator), mFreeIndices(allocator) { } // Create a new entity Entity EntityManager::createEntity() { uint32 index; // If there are already enough free indices to start using them if (mFreeIndices.size() > Entity::MINIMUM_FREE_INDICES) { // Recycle an index from the free indices index = mFreeIndices.getFront(); mFreeIndices.popFront(); } else { // We start at generation 0 mGenerations.add(0); // Create a new indice index = static_cast(mGenerations.size()) - 1; assert(index < (1 << Entity::ENTITY_INDEX_BITS)); } // Return a new entity return Entity(index, mGenerations[index]); } // Destroy an entity void EntityManager::destroyEntity(Entity entity) { const uint32 index = entity.getIndex(); // Increment the generation of this index mGenerations[index]++; // Add the index into the deque of free indices mFreeIndices.addBack(index); }