81 lines
3.3 KiB
C++
81 lines
3.3 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2022 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_ENTITY_MANAGER_H
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#define REACTPHYSICS3D_ENTITY_MANAGER_H
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// Libraries
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#include <reactphysics3d/configuration.h>
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#include <reactphysics3d/containers/Array.h>
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#include <reactphysics3d/containers/Deque.h>
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#include <reactphysics3d/engine/Entity.h>
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/// Namespace reactphysics3d
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namespace reactphysics3d {
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// Class EntityManager
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/**
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* This class is responsible to manage the entities of the ECS.
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*/
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class EntityManager {
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private:
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// -------------------- Attributes -------------------- //
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/// Array storing the generations of the created entities
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Array<uint8> mGenerations;
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/// Deque with the indices of destroyed entities that can be reused
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Deque<uint32> mFreeIndices;
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// -------------------- Methods -------------------- //
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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EntityManager(MemoryAllocator& allocator);
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/// Create a new entity
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Entity createEntity();
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/// Destroy an entity
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void destroyEntity(Entity entity);
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/// Return true if the entity is still valid (not destroyed)
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bool isValid(Entity entity) const;
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};
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// Return true if the entity is still valid (not destroyed)
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RP3D_FORCE_INLINE bool EntityManager::isValid(Entity entity) const {
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return mGenerations[entity.getIndex()] == entity.getGeneration();
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}
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}
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#endif
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