Move world on unordered_map and object_ptr
This commit is contained in:
@@ -991,7 +991,7 @@ RenderEngine::~RenderEngine()
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void RenderEngine::start()
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{
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World* world = core_.GetGameInstance()->GetWorld();
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std::vector<Mesh*> meshes = world->GetActorsByClass<Mesh>();
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std::vector<UType::object_ptr<Mesh>> meshes = world->GetActorsByClass<Mesh>();
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for (auto& i : meshes)
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i->load_model(i->GetModelName());
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@@ -8,7 +8,7 @@ void Actor::OnDestroy()
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{
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}
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Actor::Actor()
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Actor::Actor() : loc(new Vector3D), rot(new Vector3D), scale(new Vector3D)
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{
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SetType(Classes::Actor);
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}
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@@ -60,9 +60,3 @@ void Actor::RemoveTag(const std::string& tag) noexcept
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{
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tags.remove(tag);
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}
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void Actor::Destroy()
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{
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OnDestroy();
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//world_->actors.remove(this);
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}
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@@ -15,6 +15,7 @@ GENERATE_META(Actor)
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class Actor : public ISave, public IRTTI
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{
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World* world_;
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std::string name_;
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UType::object_ptr<Vector3D> loc, rot, scale;
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@@ -53,9 +54,9 @@ public:
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void AddTag(const std::string& tag) noexcept;
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void RemoveTag(const std::string& tag) noexcept;
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const std::list<std::string>& GetTags() const { return tags; }
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void Destroy();
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World* GetWorld() const { return world_; }
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const std::string& GetName() const { return name_; }
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friend class World;
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};
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+27
-10
@@ -8,32 +8,49 @@ World::World(GameInstance& game_instance) : game_instance(game_instance)
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World::~World()
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{
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actors.clear();
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actors_map.clear();
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}
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void World::BeginPlay()
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{
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for (auto& i : actors)
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i->BeginPlay();
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for (auto& i : actors_map)
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i.second->BeginPlay();
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}
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void World::Tick(double delta_time)
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{
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for (auto& i : actors)
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i->Tick(delta_time);
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for (auto& i : actors_map)
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i.second->Tick(delta_time);
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}
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std::shared_ptr<SaveMap> World::save()
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{
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std::shared_ptr<SaveMap> save = std::make_shared<SaveMap>("World");
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save->SaveListObject("Actors", std::move(reinterpret_cast<std::list<UType::object_ptr<ISave>>&>(actors)));
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return save;
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}
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void World::load(std::shared_ptr<SaveMap> save)
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{
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actors = std::move(reinterpret_cast<std::list<UType::object_ptr<Actor>>&>(save->GetListObject("Actors")));
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std::vector<std::string> actors_IDs = save->GetVectorString("ActorsIDs");
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std::list<UType::object_ptr<Actor>> act = std::move(reinterpret_cast<std::list<UType::object_ptr<Actor>>&>(save->GetListObject("Actors")));
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for (auto& i : actors)
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i->world_ = this;
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}
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size_t i_id = 0;
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for (auto& i : act)
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{
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auto[it, flag] = actors_map.try_emplace(actors_IDs[i_id], i);
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it->second->world_ = this;
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it->second->name_ = it->first;
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i_id++;
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}
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}
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void World::DestroyActor(UType::object_ptr<Actor> ptr)
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{
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if (ptr.get() == nullptr)
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return;
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std::string name = ptr->GetName();
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actors_map.erase(name);
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ptr->OnDestroy();
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ptr.destroy();
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}
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+21
-13
@@ -1,6 +1,7 @@
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#pragma once
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#include <list>
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#include <unordered_map>
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#include <vector>
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#include <string>
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@@ -16,8 +17,7 @@ class World : public ISave
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{
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GameInstance& game_instance;
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// Actors only
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std::list<UType::object_ptr<Actor>> actors;
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std::unordered_map<std::string, UType::object_ptr<Actor>> actors_map;
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public:
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World(GameInstance& game_instance);
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@@ -33,37 +33,39 @@ public:
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void load(std::shared_ptr<SaveMap> save) override;
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#pragma endregion
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template<class T, class Container = std::vector<T*>>
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Container GetActorsByClass()
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template<class T>
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std::vector<UType::object_ptr<T>> GetActorsByClass()
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{
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Container list;
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for (auto i = actors.cbegin(); i != actors.cend(); ++i)
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std::vector<UType::object_ptr<T>> list;
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for (auto i = actors_map.cbegin(); i != actors_map.cend(); ++i)
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{
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if (T* cast_object = RTTI::dyn_cast<T, Actor>((*i).get()))
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list.push_back(cast_object);
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if (T* cast_object = RTTI::dyn_cast<T, Actor>(i->second.get()))
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list.push_back(UType::object_ptr<T>(cast_object));
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}
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return list;
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}
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template<class T>
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T* SpawnActorFormClass(const Vector3D& loc = { 0, 0, 0 }, const Vector3D& rot = { 0, 0, 0 })
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UType::object_ptr<T> SpawnActorFormClass(std::string name, const Vector3D& loc = { 0, 0, 0 }, const Vector3D& rot = { 0, 0, 0 })
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{
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T* object = new T();
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UType::object_ptr<T> object(new T());
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object->SetActorLocate(loc);
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object->SetActorRotate(rot);
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static_cast<Actor*>(object)->world_ = this;
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actors.push_back(object);
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actors_map.try_emplace(name, object);
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return object;
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}
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void DestroyActor(UType::object_ptr<Actor> ptr);
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template<class T, class Container = std::vector<T*>>
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Container GetActorsByTag(std::string tag)
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{
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Container container;
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for (auto& i : actors)
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for (auto& i : actors_map)
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{
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const std::list<std::string>& tags = i->GetTags();
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const std::list<std::string>& tags = i.second->GetTags();
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for (auto& j : tags)
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{
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if (j == tag)
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@@ -73,5 +75,11 @@ public:
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return container;
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}
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template<class T>
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UType::object_ptr<T> GetActorByID(const std::string& id)
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{
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return actors_map[id];
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}
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};
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