Properly link flecs library
This commit is contained in:
16
engine/libs/flecs/examples/c/prefabs/basics/include/basics.h
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16
engine/libs/flecs/examples/c/prefabs/basics/include/basics.h
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#ifndef BASICS_H
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#define BASICS_H
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/* This generated file contains includes for project dependencies */
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#include "basics/bake_config.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -0,0 +1,24 @@
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/*
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)
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(.)
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.|.
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| |
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_.--| |--._
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.-'; ;`-'& ; `&.
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\ & ; & &_/
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|"""---...---"""|
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\ | | | | | | | /
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`---.|.|.|.---'
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* This file is generated by bake.lang.c for your convenience. Headers of
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* dependencies will automatically show up in this file. Include bake_config.h
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* in your main project file. Do not edit! */
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#ifndef BASICS_BAKE_CONFIG_H
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#define BASICS_BAKE_CONFIG_H
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/* Headers of public dependencies */
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#include <flecs.h>
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#endif
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11
engine/libs/flecs/examples/c/prefabs/basics/project.json
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11
engine/libs/flecs/examples/c/prefabs/basics/project.json
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{
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"id": "basics",
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"type": "application",
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"value": {
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"description": "A simple hello world flecs application",
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"use": [
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"flecs"
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],
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"public": false
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}
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}
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72
engine/libs/flecs/examples/c/prefabs/basics/src/main.c
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72
engine/libs/flecs/examples/c/prefabs/basics/src/main.c
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@@ -0,0 +1,72 @@
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#include <basics.h>
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#include <stdio.h>
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// Prefabs are entities that can be used as templates for other entities. They
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// are created with a builtin Prefab tag, which by default excludes them from
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// queries and systems.
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//
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// Prefab instances are entities that have an IsA relationship to the prefab.
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// The IsA relationship causes instances to inherit the components from the
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// prefab. By default all instances for a prefab share its components.
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//
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// Inherited components save memory as they only need to be stored once for all
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// prefab instances. They also speed up the creation of prefabs, as inherited
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// components don't need to be copied to the instances.
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//
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// To get a private copy of a component, an instance can add it which is called
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// an override. Overrides can be manual (by using add) or automatic (see the
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// override example).
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//
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// If a prefab has children, adding the IsA relationship instantiates the prefab
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// children for the instance (see hierarchy example).
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typedef struct { double value; } Defense;
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int main(int argc, char *argv[]) {
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ecs_world_t *ecs = ecs_init_w_args(argc, argv);
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ECS_COMPONENT(ecs, Defense);
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// Create a SpaceShip prefab with a Defense component.
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ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
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ecs_set(ecs, SpaceShip, Defense, {50});
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// Create a prefab instance
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ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
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ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
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// Because of the IsA relationship, the instance now shares the Defense
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// component with the prefab, and can be retrieved as a regular component:
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const Defense *d_inst = ecs_get(ecs, inst, Defense);
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printf("defense: %f\n", d_inst->value);
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// Because the component is shared, changing the value on the prefab will
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// also change the value for the instance:
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ecs_set(ecs, SpaceShip, Defense, { 100 });
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printf("defense after set: %f\n", d_inst->value); // now prints 100
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// Prefab components can be iterated like regular components:
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ecs_query_t *q = ecs_query(ecs, {
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.filter.terms = {
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{ .id = ecs_id(Defense) }
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}
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});
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ecs_iter_t it = ecs_query_iter(ecs, q);
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while (ecs_query_next(&it)) {
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Defense *d = ecs_field(&it, Defense, 1);
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for (int i = 0; i < it.count; i ++) {
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printf("%s: defense: %f\n",
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ecs_get_name(ecs, it.entities[i]), d[i].value);
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}
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}
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// Output:
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// defense: 50.000000
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// defense after set: 100.000000
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// my_spaceship: defense: 100.000000
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return ecs_fini(ecs);
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}
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@@ -0,0 +1,16 @@
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#ifndef HIERARCHY_H
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#define HIERARCHY_H
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/* This generated file contains includes for project dependencies */
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#include "hierarchy/bake_config.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -0,0 +1,24 @@
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/*
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)
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(.)
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.|.
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||||
| |
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_.--| |--._
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.-'; ;`-'& ; `&.
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\ & ; & &_/
|
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|"""---...---"""|
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\ | | | | | | | /
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`---.|.|.|.---'
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* This file is generated by bake.lang.c for your convenience. Headers of
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* dependencies will automatically show up in this file. Include bake_config.h
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* in your main project file. Do not edit! */
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#ifndef HIERARCHY_BAKE_CONFIG_H
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#define HIERARCHY_BAKE_CONFIG_H
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/* Headers of public dependencies */
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#include <flecs.h>
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#endif
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10
engine/libs/flecs/examples/c/prefabs/hierarchy/project.json
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10
engine/libs/flecs/examples/c/prefabs/hierarchy/project.json
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@@ -0,0 +1,10 @@
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{
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"id": "hierarchy",
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"type": "application",
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"value": {
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"use": [
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"flecs"
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],
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"public": false
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}
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}
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38
engine/libs/flecs/examples/c/prefabs/hierarchy/src/main.c
Normal file
38
engine/libs/flecs/examples/c/prefabs/hierarchy/src/main.c
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@@ -0,0 +1,38 @@
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#include <hierarchy.h>
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#include <stdio.h>
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// When a prefab has children, they are instantiated for an instance when the
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// IsA relationship to the prefab is added.
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int main(int argc, char *argv[]) {
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ecs_world_t *ecs = ecs_init_w_args(argc, argv);
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// Create a prefab hierarchy.
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ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
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ecs_entity_t SpaceShipEngine = ecs_new_prefab(ecs, "Engine");
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ecs_add_pair(ecs, SpaceShipEngine, EcsChildOf, SpaceShip);
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ecs_entity_t SpaceShipCockpit = ecs_new_prefab(ecs, "Cockpit");
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ecs_add_pair(ecs, SpaceShipCockpit, EcsChildOf, SpaceShip);
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// Instantiate the prefab. This also creates an Engine and Cockpit child
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// for the instance.
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ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
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ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
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ecs_entity_t inst_engine = ecs_lookup_child(ecs, inst, "Engine");
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ecs_entity_t inst_cockpit = ecs_lookup_child(ecs, inst, "Cockpit");
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char *path = ecs_get_fullpath(ecs, inst_engine);
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printf("instance engine: %s\n", path);
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ecs_os_free(path);
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path = ecs_get_fullpath(ecs, inst_cockpit);
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printf("instance cockpit: %s\n", path);
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ecs_os_free(path);
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// Output:
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// instance engine: my_spaceship.Engine
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// instance cockpit: my_spaceship.Cockpit
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return ecs_fini(ecs);
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}
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@@ -0,0 +1,16 @@
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#ifndef NESTED_PREFABS_H
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#define NESTED_PREFABS_H
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/* This generated file contains includes for project dependencies */
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#include "nested_prefabs/bake_config.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -0,0 +1,24 @@
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/*
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)
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(.)
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.|.
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||||
| |
|
||||
_.--| |--._
|
||||
.-'; ;`-'& ; `&.
|
||||
\ & ; & &_/
|
||||
|"""---...---"""|
|
||||
\ | | | | | | | /
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||||
`---.|.|.|.---'
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||||
|
||||
* This file is generated by bake.lang.c for your convenience. Headers of
|
||||
* dependencies will automatically show up in this file. Include bake_config.h
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* in your main project file. Do not edit! */
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||||
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#ifndef NESTED_PREFABS_BAKE_CONFIG_H
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#define NESTED_PREFABS_BAKE_CONFIG_H
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/* Headers of public dependencies */
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#include <flecs.h>
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#endif
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@@ -0,0 +1,10 @@
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{
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"id": "nested_prefabs",
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"type": "application",
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"value": {
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"use": [
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"flecs"
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],
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"public": false
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}
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}
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@@ -0,0 +1,75 @@
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#include <nested_prefabs.h>
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#include <stdio.h>
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// Nested prefabs make it possible to reuse an existing prefab inside another
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// prefab. An example of where this could be useful is a car with four wheels:
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// instead of defining four times what a wheel is a Car prefab can reference an
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// existing Wheel prefab.
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//
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// Nested prefabs can be created by adding a child that is a variant (inherits
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// from) another prefab. For more information on variants, see the variants
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// example.
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//
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// Instantiated children from a nested prefab still inherit from the original
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// prefab. The reason for this is that an instantiated child is an exact copy
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// of the prefab child, and the prefab child only has an IsA relationship to the
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// nested prefab.
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//
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// This example shows how auto overriding (see the auto override example) can be
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// used to give instantiated children from a nested prefab a private copy of an
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// inherited component.
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typedef struct {
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double value;
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} TirePressure;
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int main(int argc, char *argv[]) {
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ecs_world_t *ecs = ecs_init_w_args(argc, argv);
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ECS_COMPONENT(ecs, TirePressure);
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// Create a Wheel prefab, make sure each instantiated wheel has a private
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// copy of the TirePressure component.
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ecs_entity_t Wheel = ecs_new_prefab(ecs, "Wheel");
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ecs_set(ecs, Wheel, TirePressure, { 32 });
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ecs_override(ecs, Wheel, TirePressure);
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// Create a Car prefab with four wheels. Note how the wheel names are
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// prefixed with 'Car.', this is has the same effect as adding the
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// (ChildOf, Car) relationship.
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ecs_entity_t Car = ecs_new_prefab(ecs, "Car");
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ecs_entity_t WheelFrontLeft = ecs_new_prefab(ecs, "Car.FrontLeft");
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ecs_add_pair(ecs, WheelFrontLeft, EcsIsA, Wheel);
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ecs_entity_t WheelFrontRight = ecs_new_prefab(ecs, "Car.FrontRight");
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ecs_add_pair(ecs, WheelFrontRight, EcsIsA, Wheel);
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ecs_entity_t WheelBackLeft = ecs_new_prefab(ecs, "Car.BackLeft");
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ecs_add_pair(ecs, WheelBackLeft, EcsIsA, Wheel);
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ecs_entity_t WheelBackRight = ecs_new_prefab(ecs, "Car.BackRight");
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ecs_add_pair(ecs, WheelBackRight, EcsIsA, Wheel);
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// Create a prefab instance.
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ecs_entity_t inst = ecs_new_entity(ecs, "my_car");
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ecs_add_pair(ecs, inst, EcsIsA, Car);
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// Lookup one of the wheels
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ecs_entity_t inst_front_left = ecs_lookup_child(ecs, inst, "FrontLeft");
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// The type shows that the child has a private copy of the TirePressure
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// component, and an IsA relationship to the Wheel prefab.
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char *type = ecs_type_str(ecs, ecs_get_type(ecs, inst_front_left));
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printf("type: [%s]\n", type);
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ecs_os_free(type);
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// Get the TirePressure component & print its value
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const TirePressure *p = ecs_get(ecs, inst_front_left, TirePressure);
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printf("pressure: %f\n", p->value);
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// Output
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// type: [TirePressure, (Identifier,Name), (ChildOf,my_car), (IsA,Wheel)]
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// pressure: 32.000000
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return ecs_fini(ecs);
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||||
}
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@@ -0,0 +1,16 @@
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#ifndef OVERRIDE_H
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||||
#define OVERRIDE_H
|
||||
|
||||
/* This generated file contains includes for project dependencies */
|
||||
#include "override/bake_config.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
)
|
||||
(.)
|
||||
.|.
|
||||
| |
|
||||
_.--| |--._
|
||||
.-'; ;`-'& ; `&.
|
||||
\ & ; & &_/
|
||||
|"""---...---"""|
|
||||
\ | | | | | | | /
|
||||
`---.|.|.|.---'
|
||||
|
||||
* This file is generated by bake.lang.c for your convenience. Headers of
|
||||
* dependencies will automatically show up in this file. Include bake_config.h
|
||||
* in your main project file. Do not edit! */
|
||||
|
||||
#ifndef OVERRIDE_BAKE_CONFIG_H
|
||||
#define OVERRIDE_BAKE_CONFIG_H
|
||||
|
||||
/* Headers of public dependencies */
|
||||
#include <flecs.h>
|
||||
|
||||
#endif
|
||||
|
||||
10
engine/libs/flecs/examples/c/prefabs/override/project.json
Normal file
10
engine/libs/flecs/examples/c/prefabs/override/project.json
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"id": "override",
|
||||
"type": "application",
|
||||
"value": {
|
||||
"use": [
|
||||
"flecs"
|
||||
],
|
||||
"public": false
|
||||
}
|
||||
}
|
||||
78
engine/libs/flecs/examples/c/prefabs/override/src/main.c
Normal file
78
engine/libs/flecs/examples/c/prefabs/override/src/main.c
Normal file
@@ -0,0 +1,78 @@
|
||||
#include <override.h>
|
||||
#include <stdio.h>
|
||||
|
||||
// Overriding makes it possible for a prefab instance to obtain a private copy
|
||||
// of an inherited component. To override a component the regular add operation
|
||||
// is used. The overridden component will be initialized with the value of the
|
||||
// inherited component.
|
||||
//
|
||||
// In some cases a prefab instance should always have a private copy of an
|
||||
// inherited component. This can be achieved with an auto override which can be
|
||||
// added to a prefab. Components with an auto override are automatically
|
||||
// overridden when the prefab is instantiated.
|
||||
|
||||
typedef struct {
|
||||
double value;
|
||||
} Attack, Defense, Damage;
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
|
||||
|
||||
ECS_COMPONENT(ecs, Attack);
|
||||
ECS_COMPONENT(ecs, Defense);
|
||||
ECS_COMPONENT(ecs, Damage);
|
||||
|
||||
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
|
||||
|
||||
// Attack and Defense are properties that can be shared across many
|
||||
// spaceships. This saves memory, and speeds up prefab creation as we don't
|
||||
// have to copy the values of Attack and Defense to private components.
|
||||
ecs_set(ecs, SpaceShip, Attack, { 75 });
|
||||
ecs_set(ecs, SpaceShip, Defense, { 100 });
|
||||
|
||||
// Damage is a property that is private to a spaceship, so add an auto
|
||||
// override for it. This ensures that each prefab instance will have a
|
||||
// private copy of the component.
|
||||
ecs_set(ecs, SpaceShip, Damage, { 0 });
|
||||
ecs_override(ecs, SpaceShip, Damage);
|
||||
|
||||
// Create a prefab instance.
|
||||
ecs_entity_t inst = ecs_new_entity(ecs, "my_instance");
|
||||
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
|
||||
|
||||
// The entity will now have a private copy of the Damage component, but not
|
||||
// of the Attack and Defense components. We can see this when we look at the
|
||||
// type of the instance:
|
||||
char *type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
|
||||
printf("instance type = [%s]\n", type);
|
||||
ecs_os_free(type);
|
||||
|
||||
// Even though Attack was not automatically overridden, we can always
|
||||
// override it manually afterwards by adding it:
|
||||
ecs_add(ecs, inst, Attack);
|
||||
|
||||
// The Attack component now shows up in the entity type:
|
||||
type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
|
||||
printf("instance type = [%s]\n", type);
|
||||
ecs_os_free(type);
|
||||
|
||||
// We can get all components on the instance, regardless of whether they
|
||||
// are overridden or not. Note that the overridden components (Attack and
|
||||
// Damage) are initialized with the values from the prefab component:
|
||||
const Attack *attack = ecs_get(ecs, inst, Attack);
|
||||
const Defense *defense = ecs_get(ecs, inst, Defense);
|
||||
const Damage *damage = ecs_get(ecs, inst, Damage);
|
||||
|
||||
printf("attack: %f\n", attack->value);
|
||||
printf("defense: %f\n", defense->value);
|
||||
printf("damage: %f\n", damage->value);
|
||||
|
||||
// Output:
|
||||
// instance type = [Damage, (Identifier,Name), (IsA,SpaceShip)]
|
||||
// instance type = [Attack, Damage, (Identifier,Name), (IsA,SpaceShip)]
|
||||
// attack: 75.000000
|
||||
// defense: 100.000000
|
||||
// damage: 0.000000
|
||||
|
||||
return ecs_fini(ecs);
|
||||
}
|
||||
16
engine/libs/flecs/examples/c/prefabs/slots/include/slots.h
Normal file
16
engine/libs/flecs/examples/c/prefabs/slots/include/slots.h
Normal file
@@ -0,0 +1,16 @@
|
||||
#ifndef SLOTS_H
|
||||
#define SLOTS_H
|
||||
|
||||
/* This generated file contains includes for project dependencies */
|
||||
#include "slots/bake_config.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
)
|
||||
(.)
|
||||
.|.
|
||||
| |
|
||||
_.--| |--._
|
||||
.-'; ;`-'& ; `&.
|
||||
\ & ; & &_/
|
||||
|"""---...---"""|
|
||||
\ | | | | | | | /
|
||||
`---.|.|.|.---'
|
||||
|
||||
* This file is generated by bake.lang.c for your convenience. Headers of
|
||||
* dependencies will automatically show up in this file. Include bake_config.h
|
||||
* in your main project file. Do not edit! */
|
||||
|
||||
#ifndef SLOTS_BAKE_CONFIG_H
|
||||
#define SLOTS_BAKE_CONFIG_H
|
||||
|
||||
/* Headers of public dependencies */
|
||||
#include <flecs.h>
|
||||
|
||||
#endif
|
||||
|
||||
10
engine/libs/flecs/examples/c/prefabs/slots/project.json
Normal file
10
engine/libs/flecs/examples/c/prefabs/slots/project.json
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"id": "slots",
|
||||
"type": "application",
|
||||
"value": {
|
||||
"use": [
|
||||
"flecs"
|
||||
],
|
||||
"public": false
|
||||
}
|
||||
}
|
||||
76
engine/libs/flecs/examples/c/prefabs/slots/src/main.c
Normal file
76
engine/libs/flecs/examples/c/prefabs/slots/src/main.c
Normal file
@@ -0,0 +1,76 @@
|
||||
#include <slots.h>
|
||||
#include <stdio.h>
|
||||
|
||||
// Slots can be combined with prefab hierarchies to make it easier to access
|
||||
// the child entities created for an instance.
|
||||
//
|
||||
// To create a slot, the SlotOf relationship is added to the child of a prefab,
|
||||
// with as relationship target the prefab for which to register the slot. When
|
||||
// the prefab is instantiated, each slot will be added as a relationship pair
|
||||
// to the instance that looks like this:
|
||||
// (PrefabChild, InstanceChild)
|
||||
//
|
||||
// For a SpaceShip prefab and an Engine child, that pair would look like this:
|
||||
// (SpaceShip.Engine, Instance.Engine)
|
||||
//
|
||||
// To get the entity for a slot, an application can use the regular functions
|
||||
// to inspect relationships and relationship targets (see code).
|
||||
//
|
||||
// Slots can be added to any level of a prefab hierarchy, as long as it is above
|
||||
// (a parent of) the slot itself. When the prefab tree is instantiated, the
|
||||
// slots are added to the entities that correspond with the prefab children.
|
||||
//
|
||||
// Without slots, an application would have to rely on manually looking up
|
||||
// entities by name to get access to the instantiated children, like what the
|
||||
// hierarchy example does.
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
|
||||
|
||||
// Create the same prefab hierarchy as from the hierarchy example, but now
|
||||
// with the SlotOf relationship.
|
||||
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
|
||||
ecs_entity_t Engine = ecs_new_prefab(ecs, "Engine");
|
||||
ecs_add_pair(ecs, Engine, EcsChildOf, SpaceShip);
|
||||
ecs_add_pair(ecs, Engine, EcsSlotOf, SpaceShip);
|
||||
|
||||
ecs_entity_t Cockpit = ecs_new_prefab(ecs, "Cockpit");
|
||||
ecs_add_pair(ecs, Cockpit, EcsChildOf, SpaceShip);
|
||||
ecs_add_pair(ecs, Cockpit, EcsSlotOf, SpaceShip);
|
||||
|
||||
// Add an additional child to the Cockpit prefab to demonstrate how
|
||||
// slots can be different from the parent. This slot could have been
|
||||
// added to the Cockpit prefab, but instead we register it on the top
|
||||
// level SpaceShip prefab.
|
||||
ecs_entity_t PilotSeat = ecs_new_prefab(ecs, "PilotSeat");
|
||||
ecs_add_pair(ecs, PilotSeat, EcsChildOf, Cockpit);
|
||||
ecs_add_pair(ecs, PilotSeat, EcsSlotOf, SpaceShip);
|
||||
|
||||
// Create a prefab instance.
|
||||
ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
|
||||
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
|
||||
|
||||
// Get the instantiated entities for the prefab slots
|
||||
ecs_entity_t inst_engine = ecs_get_target(ecs, inst, Engine, 0);
|
||||
ecs_entity_t inst_cockpit = ecs_get_target(ecs, inst, Cockpit, 0);
|
||||
ecs_entity_t inst_seat = ecs_get_target(ecs, inst, PilotSeat, 0);
|
||||
|
||||
char *path = ecs_get_fullpath(ecs, inst_engine);
|
||||
printf("instance engine: %s\n", path);
|
||||
ecs_os_free(path);
|
||||
|
||||
path = ecs_get_fullpath(ecs, inst_cockpit);
|
||||
printf("instance cockpit: %s\n", path);
|
||||
ecs_os_free(path);
|
||||
|
||||
path = ecs_get_fullpath(ecs, inst_seat);
|
||||
printf("instance seat: %s\n", path);
|
||||
ecs_os_free(path);
|
||||
|
||||
// Output:
|
||||
// instance engine: my_spaceship.Engine
|
||||
// instance cockpit: my_spaceship.Cockpit
|
||||
// instance seat: my_spaceship.Cockpit.PilotSeat
|
||||
|
||||
return ecs_fini(ecs);
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef VARIANT_H
|
||||
#define VARIANT_H
|
||||
|
||||
/* This generated file contains includes for project dependencies */
|
||||
#include "variant/bake_config.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
)
|
||||
(.)
|
||||
.|.
|
||||
| |
|
||||
_.--| |--._
|
||||
.-'; ;`-'& ; `&.
|
||||
\ & ; & &_/
|
||||
|"""---...---"""|
|
||||
\ | | | | | | | /
|
||||
`---.|.|.|.---'
|
||||
|
||||
* This file is generated by bake.lang.c for your convenience. Headers of
|
||||
* dependencies will automatically show up in this file. Include bake_config.h
|
||||
* in your main project file. Do not edit! */
|
||||
|
||||
#ifndef VARIANT_BAKE_CONFIG_H
|
||||
#define VARIANT_BAKE_CONFIG_H
|
||||
|
||||
/* Headers of public dependencies */
|
||||
#include <flecs.h>
|
||||
|
||||
#endif
|
||||
|
||||
10
engine/libs/flecs/examples/c/prefabs/variant/project.json
Normal file
10
engine/libs/flecs/examples/c/prefabs/variant/project.json
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"id": "variant",
|
||||
"type": "application",
|
||||
"value": {
|
||||
"use": [
|
||||
"flecs"
|
||||
],
|
||||
"public": false
|
||||
}
|
||||
}
|
||||
101
engine/libs/flecs/examples/c/prefabs/variant/src/main.c
Normal file
101
engine/libs/flecs/examples/c/prefabs/variant/src/main.c
Normal file
@@ -0,0 +1,101 @@
|
||||
#include <variant.h>
|
||||
#include <stdio.h>
|
||||
|
||||
/* Prefabs can inherit from each other, which creates prefab variants. With
|
||||
* variants applications can reuse a commmon set of components and specialize it
|
||||
* by adding or overriding components on the variant. */
|
||||
|
||||
typedef struct { double value; } Attack;
|
||||
typedef struct { double value; } Defense;
|
||||
typedef struct { double value; } FreightCapacity;
|
||||
typedef struct { double value; } ImpulseSpeed;
|
||||
|
||||
typedef struct {
|
||||
double x;
|
||||
double y;
|
||||
} Position;
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
|
||||
|
||||
ECS_COMPONENT(ecs, Position);
|
||||
ECS_COMPONENT(ecs, Attack);
|
||||
ECS_COMPONENT(ecs, Defense);
|
||||
ECS_COMPONENT(ecs, FreightCapacity);
|
||||
ECS_COMPONENT(ecs, ImpulseSpeed);
|
||||
|
||||
// Create a base prefab for SpaceShips.
|
||||
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
|
||||
ecs_set(ecs, SpaceShip, ImpulseSpeed, {50});
|
||||
ecs_set(ecs, SpaceShip, Defense, {25});
|
||||
|
||||
// Create a Freighter variant which inherits from SpaceShip
|
||||
ecs_entity_t Freighter = ecs_new_prefab(ecs, "Freighter");
|
||||
ecs_add_pair(ecs, Freighter, EcsIsA, SpaceShip);
|
||||
ecs_set(ecs, Freighter, FreightCapacity, {100});
|
||||
ecs_set(ecs, Freighter, Defense, {50});
|
||||
|
||||
// Create a MammothFreighter variant which inherits from Freighter
|
||||
ecs_entity_t MammothFreighter = ecs_new_prefab(ecs, "MammothFreighter");
|
||||
ecs_add_pair(ecs, MammothFreighter, EcsIsA, Freighter);
|
||||
ecs_set(ecs, MammothFreighter, FreightCapacity, {500});
|
||||
|
||||
// Create a Frigate variant which inherits from SpaceShip
|
||||
ecs_entity_t Frigate = ecs_new_prefab(ecs, "Frigate");
|
||||
ecs_add_pair(ecs, Frigate, EcsIsA, SpaceShip);
|
||||
ecs_set(ecs, Frigate, Attack, {100});
|
||||
ecs_set(ecs, Frigate, Defense, {75});
|
||||
ecs_set(ecs, Frigate, ImpulseSpeed, {125});
|
||||
|
||||
|
||||
// Create an instance of the MammothFreighter. This entity will inherit the
|
||||
// ImpulseSpeed from SpaceShip, Defense from Freighter and FreightCapacity
|
||||
// from MammothFreighter.
|
||||
ecs_entity_t inst = ecs_new_entity(ecs, "my_freighter");
|
||||
ecs_add_pair(ecs, inst, EcsIsA, MammothFreighter);
|
||||
|
||||
// Add a private Position component.
|
||||
ecs_set(ecs, inst, Position, {10, 20});
|
||||
|
||||
// Instances can override inherited components to give them a private copy
|
||||
// of the component. This freighter got an armor upgrade:
|
||||
ecs_set(ecs, inst, Defense, {100});
|
||||
|
||||
// Queries can match components from multiple levels of inheritance
|
||||
ecs_query_t *q = ecs_query(ecs, {
|
||||
.filter.terms = {
|
||||
{ .id = ecs_id(Position) },
|
||||
{ .id = ecs_id(ImpulseSpeed) },
|
||||
{ .id = ecs_id(Defense) },
|
||||
{ .id = ecs_id(FreightCapacity) }
|
||||
}
|
||||
});
|
||||
|
||||
ecs_iter_t it = ecs_query_iter(ecs, q);
|
||||
while (ecs_query_next(&it)) {
|
||||
Position *p = ecs_field(&it, Position, 1);
|
||||
ImpulseSpeed *s = ecs_field(&it, ImpulseSpeed, 2);
|
||||
Defense *d = ecs_field(&it, Defense, 3);
|
||||
FreightCapacity *c = ecs_field(&it, FreightCapacity, 4);
|
||||
|
||||
for (int i = 0; i < it.count; i ++) {
|
||||
printf("%s:\n", ecs_get_name(ecs, it.entities[i]));
|
||||
printf(" - position: %f, %f\n", p[i].x, p[i].y);
|
||||
printf(" - impulse speed: %f\n", s[i].value);
|
||||
printf(" - defense: %f\n", d[i].value);
|
||||
printf(" - capacity: %f\n", c[i].value);
|
||||
}
|
||||
}
|
||||
|
||||
// Note that when matching tables with shared components, entities are
|
||||
// returned one by one. See the queries/instancing example for more details.
|
||||
|
||||
// Output:
|
||||
// my_freighter:
|
||||
// - position: 10.000000, 20.000000
|
||||
// - impulse speed: 50.000000
|
||||
// - defense: 100.000000
|
||||
// - capacity: 500.000000
|
||||
|
||||
return ecs_fini(ecs);
|
||||
}
|
||||
Reference in New Issue
Block a user