/******************************************************************************** * 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) :mMemoryAllocator(allocator), mNbComponents(0), mNbAllocatedComponents(0), mSleepingStartIndex(0), mBuffer(nullptr), mMapEntityToComponentIndex(allocator) { // Allocate memory for the components data allocate(INIT_ALLOCATED_COMPONENTS); } // Destructor TransformComponents::~TransformComponents() { if (mNbAllocatedComponents > 0) { // Destroy all the remaining components for (uint32 i = 0; i < mNbComponents; i++) { destroyComponent(i); } // Size for the data of a single component (in bytes) const size_t totalSizeBytes = mNbAllocatedComponents * COMPONENT_DATA_SIZE; // Release the allocated memory mMemoryAllocator.release(mBuffer, totalSizeBytes); } } // 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 * COMPONENT_DATA_SIZE; // 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, mEntities, mNbComponents * sizeof(Entity)); // Deallocate previous memory mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * COMPONENT_DATA_SIZE); } mBuffer = newBuffer; mEntities = newEntities; mTransforms = newTransforms; mNbAllocatedComponents = nbComponentsToAllocate; } // Add a component void TransformComponents::addComponent(Entity entity, bool isSleeping, const TransformComponent& component) { // If we need to allocate more components if (mNbComponents == mNbAllocatedComponents) { allocate(mNbAllocatedComponents * 2); } // If the component to add is part of a sleeping entity or there are no sleeping entity if (isSleeping || mSleepingStartIndex == mNbComponents) { // Add the component at the end of the array uint32 index = mNbComponents; // Map the entity with the new component lookup index mMapEntityToComponentIndex.add(Pair(entity, index)); if (isSleeping) { mSleepingStartIndex = index; } // Insert the new component data new (mEntities + index) Entity(entity); new (mTransforms + index) Transform(component.transform); } // If the component to add is not part of a sleeping entity and there are others sleeping components else { // Copy the first sleeping component to the end of the array new (mEntities + mNbComponents) Entity(mEntities[mSleepingStartIndex]); new (mTransforms + mNbComponents) Transform(mTransforms[mSleepingStartIndex]); mMapEntityToComponentIndex[mEntities[mSleepingStartIndex]] = mNbComponents; // Copy the new component to the previous location of the fist sleeping component mEntities[mSleepingStartIndex] = entity; mTransforms[mSleepingStartIndex] = component.transform; // Map the entity with the new component lookup index mMapEntityToComponentIndex.add(Pair(entity, mSleepingStartIndex)); mSleepingStartIndex++; } mNbComponents++; assert(mSleepingStartIndex <= mNbComponents); assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Perform garbage collection to remove unused components void TransformComponents::garbageCollection(const EntityManager& entityManager) { // TODO : Make sure we call this method each frame // We use lazy garbage collection. The idea is to pick random components and destroy // them if their corresponding entities have been destroyed. We do this until we hit // GARBAGE_COLLECTION_MAX_VALID_ENTITIES in a row. Therefore, it cost almost nothing // if there are no destroyed entities and it very quickly destroys components where there // are a lot of destroyed entities. uint32 nbHitValidEntitiesInARow = 0; // For random number generation std::random_device rd; std::mt19937 eng(rd()); while (mNbComponents > 0 && nbHitValidEntitiesInARow < GARBAGE_COLLECTION_MAX_VALID_ENTITIES) { // Select a random index in the components array std::uniform_int_distribution distr(0, mNbComponents - 1); uint32 i = distr(eng); // If the corresponding entity is valid if (entityManager.isValid(mEntities[i])) { nbHitValidEntitiesInARow++; continue; } nbHitValidEntitiesInARow = 0; // Destroy the component removeComponent(i); } assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Remove a component at a given index void TransformComponents::removeComponent(uint32 index) { assert(index < mNbComponents); // We want to keep the arrays tightly packed. Therefore, when a component is removed, // we replace it with the last element of the array. But we need to make sure that sleeping // and non-sleeping components stay grouped together. // Destroy the component destroyComponent(index); // If the component to remove is sleeping if (index >= mSleepingStartIndex) { // If the component is not the last one if (index != mNbComponents - 1) { // We replace it by the last sleeping component moveComponentToIndex(mNbComponents - 1, index); } } else { // If the component to remove is not sleeping // If it not the last awake component if (index != mSleepingStartIndex - 1) { // We replace it by the last awake component moveComponentToIndex(mSleepingStartIndex - 1, index); } // If there are sleeping components at the end if (mSleepingStartIndex != mNbComponents) { // We replace the last awake component by the last sleeping component moveComponentToIndex(mNbComponents - 1, index); mSleepingStartIndex--; } } mNbComponents--; assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Notify if a given entity is sleeping or not void TransformComponents::setIsEntitySleeping(Entity entity, bool isSleeping) { const uint32 index = mMapEntityToComponentIndex[entity]; // If the component was sleeping and is not sleeping anymore if (!isSleeping && index >= mSleepingStartIndex) { assert(mSleepingStartIndex < mNbComponents); // If the sleeping component is not the first sleeping component if (mSleepingStartIndex != index) { // Swap the first sleeping component with the one we need to wake up swapComponents(index, mSleepingStartIndex); } mSleepingStartIndex++; } // If the component was awake and must now go to sleep else if (isSleeping && index < mSleepingStartIndex) { assert(mSleepingStartIndex > 0); // If the awake component is not the only awake component if (index != mSleepingStartIndex - 1) { // Swap the last awake component with the one we need to put to sleep swapComponents(index, mSleepingStartIndex - 1); } mSleepingStartIndex--; } assert(mSleepingStartIndex <= 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) { // Copy the data of the source component to the destination location new (mEntities + destIndex) Entity(mEntities[srcIndex]); new (mTransforms + destIndex) Transform(mTransforms[srcIndex]); const Entity entity = mEntities[srcIndex]; // Destroy the source component destroyComponent(srcIndex); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(entity, destIndex)); assert(mMapEntityToComponentIndex[mEntities[destIndex]] == destIndex); } // Swap two components in the array void TransformComponents::swapComponents(uint32 index1, uint32 index2) { // Copy component 1 data Entity entity1(mEntities[index1]); Transform transform1(mTransforms[index1]); // Destroy component 1 destroyComponent(index1); moveComponentToIndex(index2, index1); // Reconstruct component 1 at component 2 location new (mEntities + index2) Entity(entity1); new (mTransforms + index2) Transform(transform1); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(entity1, index2)); assert(mMapEntityToComponentIndex[mEntities[index1]] == index1); assert(mMapEntityToComponentIndex[mEntities[index2]] == index2); assert(mNbComponents == static_cast(mMapEntityToComponentIndex.size())); } // Destroy a component at a given index void TransformComponents::destroyComponent(uint32 index) { mMapEntityToComponentIndex.remove(mEntities[index]); mEntities[index].~Entity(); mTransforms[index].~Transform(); }