Esempio n. 1
0
Vob::VobInformation Vob::asVob(World::WorldInstance& world, Handle::EntityHandle e)
{
    VobInformation info;
    info.logic = nullptr;
    info.visual = nullptr;
    info.object = nullptr;
    info.position = nullptr;
    info.entity = e;
    info.world = &world;

    if (!e.isValid())
        return info;

    Components::ComponentAllocator& alloc = world.getComponentAllocator();
    Components::EntityComponent& entity = alloc.getElement<Components::EntityComponent>(e);

    if (Components::hasComponent<Components::LogicComponent>(entity))
        info.logic = alloc.getElement<Components::LogicComponent>(e).m_pLogicController;

    if (Components::hasComponent<Components::VisualComponent>(entity))
        info.visual = alloc.getElement<Components::VisualComponent>(e).m_pVisualController;

    if (Components::hasComponent<Components::ObjectComponent>(entity))
        info.object = &alloc.getElement<Components::ObjectComponent>(e);

    if (Components::hasComponent<Components::PositionComponent>(entity))
        info.position = &alloc.getElement<Components::PositionComponent>(e);

    return info;
}
Esempio n. 2
0
Handle::EntityHandle Vob::constructVob(World::WorldInstance& world)
{
    // Create main entity
    Handle::EntityHandle e = world.addEntity();
    Components::EntityComponent& entity = world.getEntity<Components::EntityComponent>(e);

    // Add components
    Components::Actions::initComponent<Components::LogicComponent>(world.getComponentAllocator(), e);

    Components::Actions::initComponent<Components::VisualComponent>(world.getComponentAllocator(), e);

    Components::Actions::initComponent<Components::BBoxComponent>(world.getComponentAllocator(), e);

    Components::ObjectComponent& obj = Components::Actions::initComponent<Components::ObjectComponent>(world.getComponentAllocator(), e);
    obj.m_Type = Components::ObjectComponent::Other;

    Components::Actions::initComponent<Components::PositionComponent>(world.getComponentAllocator(), e);

    //Components::addComponent<Components::PhysicsComponent>(entity);
    //Components::Actions::initComponent<Components::PhysicsComponent>(world.getComponentAllocator(), e);

    return e;
}
Esempio n. 3
0
Handle::EntityHandle Content::Wrap::createEntity(World::WorldInstance& world, Components::ComponentMask mask)
{
    return world.addEntity(mask);
}
Esempio n. 4
0
Handle::TextureHandle Content::Wrap::loadTextureVDF(World::WorldInstance& world, const std::string& file)
{
    return world.getTextureAllocator().loadTextureVDF(file);
}