/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_ENTITY_MANAGER_H #define REACTPHYSICS3D_ENTITY_MANAGER_H // Libraries #include "configuration.h" #include "containers/List.h" #include "containers/Deque.h" #include "engine/Entity.h" /// Namespace reactphysics3d namespace reactphysics3d { // Class EntityManager /** * This class is responsible to manage the entities of the ECS. */ class EntityManager { private: // -------------------- Attributes -------------------- // /// List storing the generations of the created entities List mGenerations; /// Deque with the indices of destroyed entities that can be reused Deque mFreeIndices; // -------------------- Methods -------------------- // public: // -------------------- Methods -------------------- // /// Constructor EntityManager(MemoryAllocator& allocator); /// Create a new entity Entity createEntity(); /// Destroy an entity void destroyEntity(Entity entity); /// Return true if the entity is still valid (not destroyed) bool isValid(Entity entity) const; }; // Return true if the entity is still valid (not destroyed) inline bool EntityManager::isValid(Entity entity) const { return mGenerations[entity.getIndex()] == entity.getGeneration(); } } #endif