entity release prop

This commit is contained in:
jacob 2024-08-13 14:04:01 -05:00
parent 52db86b012
commit cad25d24b2
4 changed files with 63 additions and 37 deletions

View File

@ -36,7 +36,6 @@ INTERNAL void store_make_root(struct entity_store *store)
{
struct entity *root = entity_alloc_unlinked(store);
root->is_root = true;
root->active = true;
root->local_xform = XFORM_IDENT;
root->cached_global_xform = XFORM_IDENT;
root->cached_global_xform_dirty = false;
@ -130,7 +129,6 @@ INTERNAL void entity_release_internal(struct entity_store *store, struct entity
/* Release */
++ent->handle.gen;
ent->valid = false;
ent->active = false;
ent->next_free = store->first_free;
store->first_free = ent->handle;
}

View File

@ -7,6 +7,9 @@
enum entity_prop {
ENTITY_PROP_NONE,
ENTITY_PROP_ACTIVE,
ENTITY_PROP_RELEASE_AT_END_OF_TICK,
ENTITY_PROP_PLAYER_CONTROLLED,
ENTITY_PROP_CAMERA,
ENTITY_PROP_CAMERA_ACTIVE,
@ -14,7 +17,7 @@ enum entity_prop {
ENTITY_PROP_WEAPON,
ENTITY_PROP_TRIGGERING_EQUIPPED,
ENTITY_PROP_TRIGGERED_THIS_TICK,
ENTITY_PROP_TRIGGERED_NEXT_TICK,
ENTITY_PROP_TRIGGER_NEXT_TICK,
/* Test props */
@ -61,12 +64,6 @@ struct entity {
struct entity_handle first;
struct entity_handle last;
/* ====================================================================== */
/* Active */
/* Is this entity ready to interact with the world (subset of 'valid') */
b32 active;
/* ====================================================================== */
/* Position */
@ -193,25 +190,25 @@ INLINE struct entity_store *entity_store_nil(void)
* Property helpers
* ========================== */
INLINE void entity_enable_prop(struct entity *entity, enum entity_prop prop)
INLINE void entity_enable_prop(struct entity *ent, enum entity_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
entity->props[index] |= ((u64)1 << bit);
ent->props[index] |= ((u64)1 << bit);
}
INLINE void entity_disable_prop(struct entity *entity, enum entity_prop prop)
INLINE void entity_disable_prop(struct entity *ent, enum entity_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
entity->props[index] &= ~((u64)1 << bit);
ent->props[index] &= ~((u64)1 << bit);
}
INLINE b32 entity_has_prop(struct entity *entity, enum entity_prop prop)
INLINE b32 entity_has_prop(struct entity *ent, enum entity_prop prop)
{
u64 index = prop / 64;
u64 bit = prop % 64;
return !!(entity->props[index] & ((u64)1 << bit));
return !!(ent->props[index] & ((u64)1 << bit));
}
/* ========================== *
@ -228,7 +225,7 @@ void entity_store_reset(struct entity_store *store);
struct entity *entity_alloc_unlinked(struct entity_store *store);
struct entity *entity_alloc_top(struct entity_store *store);
struct entity *entity_alloc_child(struct entity *parent);
void entity_release(struct entity_store *store, struct entity *entity);
void entity_release(struct entity_store *store, struct entity *ent);
/* Xform */
struct xform entity_get_xform(struct entity *ent);

View File

@ -243,7 +243,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (sprite_tag_is_nil(ent->sprite)) continue;
/* Update animation */
@ -295,7 +295,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
/* Process cmds */
@ -314,12 +314,14 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
* start and immediate stop cmd should still move the player a
* tad. */
switch (cmd.kind) {
case GAME_CMD_KIND_PLAYER_MOVE: {
case GAME_CMD_KIND_PLAYER_MOVE:
{
move = cmd.move_dir;
focus = v2_sub(cmd.aim_pos, entity_get_xform(ent).og);
} break;
case GAME_CMD_KIND_PLAYER_FIRE: {
case GAME_CMD_KIND_PLAYER_FIRE:
{
if (start) {
firing = true;
} else if (stop) {
@ -354,7 +356,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (entity_has_prop(ent, ENTITY_PROP_TEST)) {
if (!ent->test_initialized) {
@ -389,12 +391,12 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
/* Trigger equipped */
if (entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED)) {
struct entity *eq = entity_from_handle(store, ent->equipped);
if (eq->active) {
if (entity_has_prop(eq, ENTITY_PROP_ACTIVE)) {
entity_enable_prop(eq, ENTITY_PROP_TRIGGERED_THIS_TICK);
}
}
@ -407,7 +409,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (!entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) continue;
if ((time - ent->last_triggered < ent->trigger_delay) && ent->last_triggered != 0) continue;
@ -445,7 +447,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
/* Player angle */
@ -535,9 +537,9 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
/* Camera follow */
/* Camera follow */
if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) {
struct entity *follow = entity_from_handle(store, ent->camera_follow);
@ -580,7 +582,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (entity_has_prop(ent, ENTITY_PROP_TEST_SOUND_EMITTER)) {
struct mixer_desc desc = ent->sound_desc;
@ -599,11 +601,40 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
}
}
/* ========================== *
* Release entities
* ========================== */
/* TODO: Breadth first iteration to only release parent entities (since
* child entities will be released along with parent anyway) */
{
struct temp_arena temp = arena_temp_begin(scratch.arena);
struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *);
u64 ents_to_release_count = 0;
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->valid) continue;
if (entity_has_prop(ent, ENTITY_PROP_RELEASE_AT_END_OF_TICK)) {
*arena_push(temp.arena, struct entity *) = ent;
++ents_to_release_count;
}
}
for (u64 i = 0; i < ents_to_release_count; ++i) {
entity_release(store, ents_to_release[i]);
}
arena_temp_end(temp);
}
/* ========================== *
* Publish tick
* ========================== */
/* Update cached global xforms to ensure they're accurate in published tick */
/* Update cached global xforms to ensure they're accurate in published tick */
{
struct temp_arena temp = arena_temp_begin(scratch.arena);
@ -655,10 +686,10 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_NEXT_TICK)) {
entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_NEXT_TICK);
if (entity_has_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK)) {
entity_disable_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK);
entity_enable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
} else if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) {
entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
@ -673,8 +704,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
struct entity *ent = &store->entities[entity_index];
if (!ent->valid) continue;
if (!ent->active) {
ent->active = true;
if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) {
entity_enable_prop(ent, ENTITY_PROP_ACTIVE);
++ent->continuity_gen;
}
}

View File

@ -456,7 +456,7 @@ INTERNAL void user_update(void)
struct entity *e0 = &t0->entity_store->entities[i];
struct entity *e1 = &t1->entity_store->entities[i];
struct entity *e = &store->entities[i];
ASSERT(e->cached_global_xform_dirty == false); /* Game thread should have cached all global xforms before publishing */
ASSERT(!e->valid || e->cached_global_xform_dirty == false); /* Game thread should have cached all global xforms before publishing */
if (e0->handle.gen == e1->handle.gen && e0->continuity_gen == e1->continuity_gen) {
e->local_xform = xform_lerp(e0->local_xform, e1->local_xform, tick_blend);
e->cached_global_xform = xform_lerp(e0->cached_global_xform, e1->cached_global_xform, tick_blend);
@ -773,7 +773,7 @@ INTERNAL void user_update(void)
for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
__profscope(user_entity_iter);
struct entity *ent = &store->entities[entity_index];
if (!ent->active) continue;
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (ent->is_root) continue;
struct sprite_tag sprite = ent->sprite;
@ -905,7 +905,7 @@ INTERNAL void user_update(void)
}
/* Draw hierarchy */
if (parent->active && !parent->is_root) {
if (entity_has_prop(parent, ENTITY_PROP_ACTIVE) && !parent->is_root) {
u32 color = RGBA_32_F(0.6, 0.6, 1, 0.75);
f32 thickness = 5;
f32 arrow_height = 15;