entity release prop
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52db86b012
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cad25d24b2
@ -36,7 +36,6 @@ INTERNAL void store_make_root(struct entity_store *store)
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{
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struct entity *root = entity_alloc_unlinked(store);
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root->is_root = true;
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root->active = true;
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root->local_xform = XFORM_IDENT;
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root->cached_global_xform = XFORM_IDENT;
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root->cached_global_xform_dirty = false;
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@ -130,7 +129,6 @@ INTERNAL void entity_release_internal(struct entity_store *store, struct entity
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/* Release */
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++ent->handle.gen;
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ent->valid = false;
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ent->active = false;
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ent->next_free = store->first_free;
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store->first_free = ent->handle;
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}
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25
src/entity.h
25
src/entity.h
@ -7,6 +7,9 @@
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enum entity_prop {
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ENTITY_PROP_NONE,
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ENTITY_PROP_ACTIVE,
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ENTITY_PROP_RELEASE_AT_END_OF_TICK,
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ENTITY_PROP_PLAYER_CONTROLLED,
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ENTITY_PROP_CAMERA,
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ENTITY_PROP_CAMERA_ACTIVE,
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@ -14,7 +17,7 @@ enum entity_prop {
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ENTITY_PROP_WEAPON,
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ENTITY_PROP_TRIGGERING_EQUIPPED,
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ENTITY_PROP_TRIGGERED_THIS_TICK,
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ENTITY_PROP_TRIGGERED_NEXT_TICK,
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ENTITY_PROP_TRIGGER_NEXT_TICK,
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/* Test props */
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@ -61,12 +64,6 @@ struct entity {
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struct entity_handle first;
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struct entity_handle last;
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/* ====================================================================== */
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/* Active */
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/* Is this entity ready to interact with the world (subset of 'valid') */
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b32 active;
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/* ====================================================================== */
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/* Position */
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@ -193,25 +190,25 @@ INLINE struct entity_store *entity_store_nil(void)
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* Property helpers
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* ========================== */
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INLINE void entity_enable_prop(struct entity *entity, enum entity_prop prop)
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INLINE void entity_enable_prop(struct entity *ent, enum entity_prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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entity->props[index] |= ((u64)1 << bit);
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ent->props[index] |= ((u64)1 << bit);
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}
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INLINE void entity_disable_prop(struct entity *entity, enum entity_prop prop)
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INLINE void entity_disable_prop(struct entity *ent, enum entity_prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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entity->props[index] &= ~((u64)1 << bit);
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ent->props[index] &= ~((u64)1 << bit);
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}
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INLINE b32 entity_has_prop(struct entity *entity, enum entity_prop prop)
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INLINE b32 entity_has_prop(struct entity *ent, enum entity_prop prop)
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{
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u64 index = prop / 64;
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u64 bit = prop % 64;
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return !!(entity->props[index] & ((u64)1 << bit));
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return !!(ent->props[index] & ((u64)1 << bit));
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}
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/* ========================== *
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@ -228,7 +225,7 @@ void entity_store_reset(struct entity_store *store);
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struct entity *entity_alloc_unlinked(struct entity_store *store);
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struct entity *entity_alloc_top(struct entity_store *store);
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struct entity *entity_alloc_child(struct entity *parent);
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void entity_release(struct entity_store *store, struct entity *entity);
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void entity_release(struct entity_store *store, struct entity *ent);
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/* Xform */
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struct xform entity_get_xform(struct entity *ent);
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67
src/game.c
67
src/game.c
@ -243,7 +243,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (sprite_tag_is_nil(ent->sprite)) continue;
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/* Update animation */
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@ -295,7 +295,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
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/* Process cmds */
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@ -314,12 +314,14 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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* start and immediate stop cmd should still move the player a
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* tad. */
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switch (cmd.kind) {
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case GAME_CMD_KIND_PLAYER_MOVE: {
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case GAME_CMD_KIND_PLAYER_MOVE:
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{
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move = cmd.move_dir;
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focus = v2_sub(cmd.aim_pos, entity_get_xform(ent).og);
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} break;
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case GAME_CMD_KIND_PLAYER_FIRE: {
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case GAME_CMD_KIND_PLAYER_FIRE:
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{
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if (start) {
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firing = true;
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} else if (stop) {
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@ -354,7 +356,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (entity_has_prop(ent, ENTITY_PROP_TEST)) {
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if (!ent->test_initialized) {
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@ -389,12 +391,12 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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/* Trigger equipped */
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if (entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED)) {
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struct entity *eq = entity_from_handle(store, ent->equipped);
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if (eq->active) {
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if (entity_has_prop(eq, ENTITY_PROP_ACTIVE)) {
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entity_enable_prop(eq, ENTITY_PROP_TRIGGERED_THIS_TICK);
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}
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}
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@ -407,7 +409,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (!entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) continue;
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if ((time - ent->last_triggered < ent->trigger_delay) && ent->last_triggered != 0) continue;
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@ -445,7 +447,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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/* Player angle */
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@ -535,9 +537,9 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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/* Camera follow */
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/* Camera follow */
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if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) {
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struct entity *follow = entity_from_handle(store, ent->camera_follow);
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@ -580,7 +582,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (entity_has_prop(ent, ENTITY_PROP_TEST_SOUND_EMITTER)) {
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struct mixer_desc desc = ent->sound_desc;
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@ -599,11 +601,40 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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}
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}
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/* ========================== *
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* Release entities
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* ========================== */
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/* TODO: Breadth first iteration to only release parent entities (since
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* child entities will be released along with parent anyway) */
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{
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struct temp_arena temp = arena_temp_begin(scratch.arena);
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struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *);
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u64 ents_to_release_count = 0;
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->valid) continue;
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if (entity_has_prop(ent, ENTITY_PROP_RELEASE_AT_END_OF_TICK)) {
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*arena_push(temp.arena, struct entity *) = ent;
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++ents_to_release_count;
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}
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}
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for (u64 i = 0; i < ents_to_release_count; ++i) {
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entity_release(store, ents_to_release[i]);
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}
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arena_temp_end(temp);
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}
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/* ========================== *
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* Publish tick
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* ========================== */
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/* Update cached global xforms to ensure they're accurate in published tick */
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/* Update cached global xforms to ensure they're accurate in published tick */
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{
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struct temp_arena temp = arena_temp_begin(scratch.arena);
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@ -655,10 +686,10 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_NEXT_TICK)) {
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entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_NEXT_TICK);
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if (entity_has_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK)) {
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entity_disable_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK);
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entity_enable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
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} else if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) {
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entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK);
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@ -673,8 +704,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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struct entity *ent = &store->entities[entity_index];
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if (!ent->valid) continue;
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if (!ent->active) {
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ent->active = true;
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if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) {
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entity_enable_prop(ent, ENTITY_PROP_ACTIVE);
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++ent->continuity_gen;
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}
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}
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@ -456,7 +456,7 @@ INTERNAL void user_update(void)
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struct entity *e0 = &t0->entity_store->entities[i];
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struct entity *e1 = &t1->entity_store->entities[i];
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struct entity *e = &store->entities[i];
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ASSERT(e->cached_global_xform_dirty == false); /* Game thread should have cached all global xforms before publishing */
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ASSERT(!e->valid || e->cached_global_xform_dirty == false); /* Game thread should have cached all global xforms before publishing */
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if (e0->handle.gen == e1->handle.gen && e0->continuity_gen == e1->continuity_gen) {
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e->local_xform = xform_lerp(e0->local_xform, e1->local_xform, tick_blend);
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e->cached_global_xform = xform_lerp(e0->cached_global_xform, e1->cached_global_xform, tick_blend);
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@ -773,7 +773,7 @@ INTERNAL void user_update(void)
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for (u64 entity_index = 0; entity_index < store->count; ++entity_index) {
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__profscope(user_entity_iter);
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struct entity *ent = &store->entities[entity_index];
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if (!ent->active) continue;
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if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
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if (ent->is_root) continue;
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struct sprite_tag sprite = ent->sprite;
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@ -905,7 +905,7 @@ INTERNAL void user_update(void)
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}
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/* Draw hierarchy */
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if (parent->active && !parent->is_root) {
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if (entity_has_prop(parent, ENTITY_PROP_ACTIVE) && !parent->is_root) {
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u32 color = RGBA_32_F(0.6, 0.6, 1, 0.75);
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f32 thickness = 5;
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f32 arrow_height = 15;
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