/******************************************************************************** * 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 "Entity.h" #include using namespace reactphysics3d; // Static members initialization const uint32 Entity::ENTITY_INDEX_BITS = 24; const uint32 Entity::ENTITY_INDEX_MASK = (1 << Entity::ENTITY_INDEX_BITS) - 1; const uint32 Entity::ENTITY_GENERATION_BITS = 8; const uint32 Entity::ENTITY_GENERATION_MASK = (1 << Entity::ENTITY_GENERATION_BITS) - 1; const uint32 Entity::MINIMUM_FREE_INDICES = 1024; // Constructor Entity::Entity(uint32 index, uint32 generation) :id((index & ENTITY_INDEX_MASK) | ((generation & ENTITY_GENERATION_MASK) << ENTITY_INDEX_BITS)) { assert(getIndex() == index); assert(getGeneration() == generation); } // Assignment operator Entity& Entity::operator=(const Entity& entity) { if (&entity != this) { id = entity.id; } return *this; }