reactphysics3d/include/reactphysics3d/engine/EntityManager.h
2022-01-01 01:14:49 +01:00

81 lines
3.3 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 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 <reactphysics3d/configuration.h>
#include <reactphysics3d/containers/Array.h>
#include <reactphysics3d/containers/Deque.h>
#include <reactphysics3d/engine/Entity.h>
/// Namespace reactphysics3d
namespace reactphysics3d {
// Class EntityManager
/**
* This class is responsible to manage the entities of the ECS.
*/
class EntityManager {
private:
// -------------------- Attributes -------------------- //
/// Array storing the generations of the created entities
Array<uint8> mGenerations;
/// Deque with the indices of destroyed entities that can be reused
Deque<uint32> 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)
RP3D_FORCE_INLINE bool EntityManager::isValid(Entity entity) const {
return mGenerations[entity.getIndex()] == entity.getGeneration();
}
}
#endif