133 lines
5.0 KiB
C++
133 lines
5.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 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_COMPONENTS_H
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#define REACTPHYSICS3D_COMPONENTS_H
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// Libraries
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#include "configuration.h"
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#include "engine/Entity.h"
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#include "containers/Map.h"
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class declarations
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class MemoryAllocator;
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class EntityManager;
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// Class Components
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/**
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* This class represent the abstract class to store components of the ECS.
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*/
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class Components {
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protected:
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// -------------------- Constants -------------------- //
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/// Number of components to allocated at the beginning
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const uint32 INIT_NB_ALLOCATED_COMPONENTS = 10;
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/// Number of valid entities to hit before stopping garbage collection
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const uint32 GARBAGE_COLLECTION_MAX_VALID_ENTITIES = 5;
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// -------------------- Attributes -------------------- //
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/// Memory allocator
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MemoryAllocator& mMemoryAllocator;
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/// Current number of components
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uint32 mNbComponents;
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// Size (in bytes) of a single component
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size_t mComponentDataSize;
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/// Number of allocated components
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uint32 mNbAllocatedComponents;
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/// Allocated memory for all the data of the components
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void* mBuffer;
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/// Map an entity to the index of its component in the array
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Map<Entity, uint32> mMapEntityToComponentIndex;
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/// Index of the first component of a disabled (sleeping or inactive) entity
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/// Disabled components are stored at the end of the components array
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uint32 mDisabledStartIndex;
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/// Compute the index where we need to insert the new component
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uint32 prepareAddComponent(bool isSleeping);
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/// Allocate memory for a given number of components
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virtual void allocate(uint32 nbComponentsToAllocate)=0;
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/// Destroy a component at a given index
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virtual void destroyComponent(uint32 index);
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/// Move a component from a source to a destination index in the components array
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virtual void moveComponentToIndex(uint32 srcIndex, uint32 destIndex)=0;
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/// Swap two components in the array
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virtual void swapComponents(uint32 index1, uint32 index2)=0;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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Components(MemoryAllocator& allocator, size_t componentDataSize);
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/// Destructor
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virtual ~Components();
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/// Remove a component
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void removeComponent(Entity entity);
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// Notify if a given entity is disabled (sleeping or inactive) or not
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void setIsEntityDisabled(Entity entity, bool isDisabled);
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/// Return the number of components
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uint32 getNbComponents() const;
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/// Return the number of enabled components
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uint32 getNbEnabledComponents() const;
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};
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// Return the number of components
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inline uint32 Components::getNbComponents() const {
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return mNbComponents;
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}
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// Return the number of enabled components
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inline uint32 Components::getNbEnabledComponents() const {
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return mDisabledStartIndex;
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}
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}
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#endif
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