Skylicht Engine
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Entity
CEntityGroup.h
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/*
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!@
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MIT License
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Copyright (c) 2022 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "CEntity.h"
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#include "CArrayUtils.h"
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namespace
Skylicht
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{
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class
CEntityManager
;
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class
SKYLICHT_API CEntityGroup
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{
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protected
:
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core::array<u32> m_dataTypes;
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CEntityGroup* m_parentGroup;
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// needQuery tell this group will query again at next frame
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bool
m_needQuery;
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// needValidate tell children system update the query
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bool
m_needValidate;
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CFastArray<CEntity*>
m_entities;
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public
:
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CEntityGroup(
const
u32* dataTypes,
int
count);
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CEntityGroup(
const
u32* dataTypes,
int
count, CEntityGroup* parentGroup);
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virtual
~CEntityGroup();
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virtual
void
onQuery(
CEntityManager
* entityManager,
CEntity
** entities,
int
numEntity);
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inline
CEntity
** getEntities()
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{
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return
m_entities.pointer();
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}
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inline
int
getEntityCount()
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{
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return
m_entities.count();
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}
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inline
void
notifyNeedQuery()
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{
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m_needQuery =
true
;
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}
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inline
bool
needQuery()
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{
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return
m_needQuery;
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}
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inline
bool
needValidate()
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{
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return
m_needValidate;
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}
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inline
void
finishValidate()
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{
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m_needValidate =
false
;
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}
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bool
haveDataType(u32 type);
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inline
CEntityGroup* getParent()
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{
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return
m_parentGroup;
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}
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};
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}
Skylicht::CEntity
This is the object class that describes an entity.
Definition
CEntity.h:58
Skylicht::CEntityManager
This object class manages all entities within a scene.
Definition
CEntityManager.h:89
Skylicht::CFastArray
Definition
CArrayUtils.h:31
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
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