If there are errors in the code, terminology, etc. in the text, please correct me
Article directory
foreword
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of this program
Use the test Entt library to provide an API for ECS mode
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Entt library
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why use it
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Write your own ECS trouble
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Excellent
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address
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Entt integrated into the project
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Open Entt address
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Click on single_include
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Copy entt.hpp to the project (note the path)
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Include entt.hpp in the premake.lua file
IncludeDir["entt"] = "GameEngineLightWeight/vendor/entt/include" ...... includedirs{ ...... "%{IncludeDir.stb_image}", "%{IncludeDir.entt}" }
basic use
#pragma once
#include "entt.hpp"
namespace Hazel {
class Scene
{
public:
Scene();
~Scene();
private:
entt::registry m_Registry;
};
}
#include "hzpch.h"
#include "Scene.h"
#include "glm/glm.hpp"
namespace Hazel {
static void DoMath(const glm::mat4& transform) {
}
static void OnTransformConstruct(entt::registry& registry, entt::entity entity) {
}
Scene::Scene()
{
struct TransformComponent {
// 不用继承Component
glm::mat4 Transform;
TransformComponent() = default;
TransformComponent(const TransformComponent&) = default;
TransformComponent(const glm::mat4& transform)
: Transform(transform){
}
operator const glm::mat4& () {
return Transform; }
};
struct MeshComponent {
glm::mat4 Transform;
MeshComponent() = default;
MeshComponent(const MeshComponent&) = default;
MeshComponent(const glm::mat4& transform)
: Transform(transform) {
}
operator const glm::mat4& () {
return Transform; }
};
TransformComponent transform;
// 测试
DoMath(transform.Transform);
DoMath(transform); // 因为有类型转换函数
// 若没有类型转换函数
DoMath(*(glm::mat4*)&transform);
// 1.创建一个实体,返回整数 id
entt::entity entity = m_Registry.create(); // 是uint32_t
// 2.实体放入TransformComponent组件.arg1:id,arg2:glm会转换为TransformComponent
m_Registry.emplace<TransformComponent>(entity, glm::mat4(1.0f));
// 3.判断实体是否有哦TransformComponent组件
//if (m_Registry.has<TransformComponent>(entity)) // 代码报错不知道为什么
// 4.获取实体的TransformComponent组件,根据id
TransformComponent& transform = m_Registry.get<TransformComponent>(entity);
// 5.m_Registry已注册的所有TransformComponent组件
auto view = m_Registry.view<TransformComponent>();
for (auto entity : view) {
TransformComponent& transform1 = m_Registry.get<TransformComponent>(entity); // view、m_Registry两个都行
TransformComponent& transform2 = view.get<TransformComponent>(entity);
}
// 6.m_Registry获取既有Transform组件又有Mesh组件的实体
auto group = m_Registry.group<TransformComponent>(entt::get<MeshComponent>);
for (auto entity : group) {
auto&[transform, mesh] = group.get<TransformComponent, MeshComponent>(entity);
//Renderer::Submit(mesh, transform);
}
// 7.设置当实体添加TransformComponent组件时执行OnTransformConstruct方法
m_Registry.on_construct<TransformComponent>().connect<&OnTransformConstruct>();
}
Scene::~Scene()
{
}
}