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continuous-integration/drone/push Build was killed
feat: surface system This commit puts the project in major jeopardy as it overhauls the architecture such as removing the layer stack completely, etc. I am filled with determination.
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
#include <ecs/components.hpp>
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#include <ecs/entity.hpp>
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#include <ecs/scene.hpp>
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namespace lt {
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auto Scene::create_entity(const std::string &name, const TransformComponent &transform) -> Entity
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{
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return create_entity_with_uuid(name, UUID(), transform);
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}
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auto Scene::get_entity_by_tag(const std::string &tag) -> Entity
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{
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// TagComponent tagComp(tag);
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// entt::entity entity = entt::to_entity(m_registry, tagComp);
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auto entity = Entity {};
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m_registry.view<TagComponent>().each([&](TagComponent &tagComp) {
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// if (tagComp.tag == tag)
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// entity = entity(entt::to_entity(m_registry, tagComp), this);
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});
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if (entity.is_valid())
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{
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return entity;
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}
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ensure(false, "Scene::get_entity_by_tag: failed to find entity by tag: {}", tag);
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return {};
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}
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auto Scene::create_entity_with_uuid(
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const std::string &name,
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UUID uuid,
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const TransformComponent &transform
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) -> Entity
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{
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auto entity = Entity { m_registry.create(), this };
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entity.add_component<TagComponent>(name);
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entity.add_component<TransformComponent>(transform);
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entity.add_component<UUIDComponent>(uuid);
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return entity;
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}
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} // namespace lt
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