A few things

Make child entites work.

z-sort entity list before rendering.

entites have a creation timestamp.
This commit is contained in:
2025-01-02 21:44:14 -05:00
parent 3349474e3a
commit 25d080ff2c
11 changed files with 90 additions and 25 deletions

View File

@@ -22,7 +22,7 @@ CPMAddPackage(
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-26.zip
)
set(CMAKE_CXX_FLAGS "-O3 -Wall -Wextra")
#set(CMAKE_CXX_FLAGS "-O3 -Wall -Wextra")
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp")

View File

@@ -9,5 +9,5 @@ class Engine::Camera : public Renderable {
public:
void Render() override {};
public:
explicit Camera(const Vector2& position) : Renderable(position) {}
explicit Camera(const Vector2& position) : Renderable(position, 0) {}
};

View File

@@ -1,6 +1,7 @@
#pragma once
#include <J3ML/LinearAlgebra/Vector2.hpp>
#include <vector>
#include <chrono>
namespace Engine {
class Entity;
@@ -8,15 +9,21 @@ namespace Engine {
class Engine::Entity {
protected:
// nullptr means no parent.
Entity* parent = nullptr;
// Epoch micro-seconds.
long creation_time = 0.0f;
std::vector<Entity*> children{};
Vector2 position = {0, 0};
// Assuming 0 radians is up.
float face_angle = 0.0f;
void UpdateChildren();
public:
// Movements independent of the rotation.
// Movements independent of the face_angle.
void MoveX(float speed);
void MoveY(float speed);
void Move(float angle_rad, float speed);
// Movements dependent on face angle.
void MoveForward(float speed);
@@ -24,20 +31,29 @@ public:
void MoveLeft(float speed);
void MoveRight(float speed);
void Move(float angle_rad, float speed);
void Rotate(float speed);
void SetRotation(float new_rotation);
// Parent child structure.
[[nodiscard]] bool AppendChild(Entity* entity);
void DestroyChild(Entity* entity);
void RemoveChild(Entity* entity);
public:
[[nodiscard]] std::vector<Entity*> GetChildren() const;
[[nodiscard]] Entity* GetParent() const;
// Microseconds.
[[nodiscard]] long GetCreationTime() const;
[[nodiscard]] long GetAge() const;
[[nodiscard]] float GetRotation() const;
[[nodiscard]] Vector2 GetPosition() const;
public:
virtual void Update() {}
public:
explicit Entity(const Vector2& position, float rotation = 0.0f) : position(position), face_angle(rotation) {}
virtual ~Entity();
explicit Entity(const Vector2& position, float rotation = 0.0f) :
creation_time(std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count()),
position(position), face_angle(rotation) {}
};

View File

@@ -7,5 +7,5 @@ namespace Engine {
class Engine::Hud : public Engine::Renderable {
public:
Hud() : Renderable({0, 0}, 0) {};
Hud() : Renderable({0, 0}, 0, 0) {};
};

View File

@@ -8,9 +8,15 @@ namespace Engine {
}
class Engine::Renderable : public Entity {
protected:
// Higher numbers are farther to the back.
unsigned int depth = 0;
public:
[[nodiscard]] unsigned int GetDepth() const { return depth; }
void SetDepth(unsigned int new_depth) { depth = new_depth; }
public:
// *must* be overridden.
virtual void Render() = 0;
public:
explicit Renderable(const Vector2& position, float rotation = 0.0f) : Entity(position, rotation) {}
explicit Renderable(const Vector2& position, unsigned int depth = 0, float rotation = 0.0f) : Entity(position, rotation), depth(depth) {}
};

View File

@@ -25,6 +25,6 @@ public:
void Render() override;
public:
~Sprite() override;
explicit Sprite(const Vector2& pos, const float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* texture = nullptr,
Texture* alpha_mask = nullptr) : Renderable(pos, face_angle), texture(texture), alpha_mask(alpha_mask), base_color(base_color) {}
explicit Sprite(const Vector2& pos, unsigned int depth = 0, const float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* texture = nullptr,
Texture* alpha_mask = nullptr) : Renderable(pos, depth,face_angle), texture(texture), alpha_mask(alpha_mask), base_color(base_color) {}
};

View File

@@ -18,6 +18,8 @@ protected:
Camera* active_camera = nullptr;
std::vector<Fixed*> fixed_list{};
std::vector<Entity*> entity_list{};
protected:
[[nodiscard]] std::vector<Entity*> GetFlatEntityList(const std::vector<Entity*>& entity_list) const;
public:
[[nodiscard]] bool EntityListContains(const Entity* entity) const;
[[nodiscard]] bool FixedListContains(const Fixed* fixed) const;

View File

@@ -12,5 +12,5 @@ public:
void Render() final;
void Update() final;
public:
explicit Box(const Vector2& position, float rotation = 0.0f) : Renderable(position, rotation) {}
explicit Box(const Vector2& position, unsigned int depth = 0, float rotation = 0.0f) : Renderable(position, depth, rotation) {}
};

View File

@@ -59,8 +59,11 @@ Vector2 Engine::Entity::GetPosition() const {
bool Engine::Entity::AppendChild(Entity* entity) {
bool success = false;
if (!Globals::CurrentScene->EntityListContains(entity))
children.push_back(entity), success = true;
if (!Globals::CurrentScene->EntityListContains(entity)) {
entity->parent = this;
children.push_back(entity);
success = true;
}
return success;
}
@@ -88,3 +91,19 @@ void Engine::Entity::RemoveChild(Entity* entity) {
if (it != children.end())
children.erase(it);
}
long Engine::Entity::GetCreationTime() const {
return creation_time;
}
long Engine::Entity::GetAge() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count() - creation_time;
}
Engine::Entity* Engine::Entity::GetParent() const {
return parent;
}
std::vector<Engine::Entity*> Engine::Entity::GetChildren() const {
return children;
}

View File

@@ -1,5 +1,6 @@
#include <Engine/Level/Scene.h>
#include <Engine/Entity/Camera.h>
#include <algorithm>
bool Engine::Scene::EntityListContains(const Entity* entity) const {
for (auto* e : entity_list)
@@ -20,7 +21,7 @@ size_t Engine::Scene::FixedCount() const {
}
size_t Engine::Scene::EntityCount() const {
return entity_list.size();
return GetFlatEntityList(entity_list).size();
}
void Engine::Scene::Update() {
@@ -33,24 +34,33 @@ void Engine::Scene::Update() {
}
void Engine::Scene::Render(RenderTarget* render_target) {
for (auto& f : fixed_list)
if (f->Enabled())
f->Render();
// The Camera and the HUD are ignored here because they're special cases.
std::vector<Renderable*> display_list{};
for (auto* e : GetFlatEntityList(entity_list))
if (auto* r = dynamic_cast<Renderable*>(e))
if (auto* c = dynamic_cast<Camera*>(r); c == nullptr)
if (auto* h = dynamic_cast<Hud*>(c); h == nullptr)
display_list.push_back(r);
// TODO Render order. In this system it's not possible for child entities to be rendered before the parent.
std::sort(display_list.begin(), display_list.end(), [](Renderable* a, Renderable* b) {
return a->GetDepth() > b->GetDepth();
});
J2D::Begin(render_target, true);
J2D::Begin( render_target, true);
if (active_camera)
active_camera->Render();
for (auto& e : entity_list)
if (auto* r = dynamic_cast<Renderable*>(e))
if (auto* c = dynamic_cast<Camera*>(r); c == nullptr)
r->Render();
for (auto& f : fixed_list)
if (f->Enabled())
f->Render();
for (auto& r : display_list)
r->Render();
if (heads_up_display)
heads_up_display->Render();
J2D::End();
}
@@ -118,3 +128,15 @@ Engine::Camera* Engine::Scene::GetActiveCamera() const {
return active_camera;
}
std::vector<Engine::Entity*> Engine::Scene::GetFlatEntityList(const std::vector<Entity*>& ent_list) const {
std::vector<Entity*> result{};
for (auto* e : ent_list) {
auto children = GetFlatEntityList(e->GetChildren());
for (auto* c : children)
result.push_back(c);
result.push_back(e);
}
return result;
}

View File

@@ -4,7 +4,7 @@
void ControllableBox::Init() {
auto* hud = new Game::DemoGameHud();
auto* b = new Game::Box({0, 0});
heads_up_display = hud;
auto *b = new Game::Box({0, 0});
AppendEntity(b);
heads_up_display = hud;
}