Properly link flecs library

This commit is contained in:
2023-11-09 11:38:29 +01:00
parent dc585396c3
commit 8edcf9305c
1392 changed files with 390081 additions and 164 deletions

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#ifndef BASICS_H
#define BASICS_H
/* This generated file contains includes for project dependencies */
#include "basics/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef BASICS_BAKE_CONFIG_H
#define BASICS_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "basics",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false
}
}

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#include <basics.h>
#include <stdio.h>
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_TAG(ecs, Eats);
ECS_TAG(ecs, Healthy);
ecs_entity_t Apples = ecs_new_entity(ecs, "Apples");
ecs_entity_t Salad = ecs_new_entity(ecs, "Salad");
ecs_entity_t Burgers = ecs_new_entity(ecs, "Burgers");
ecs_entity_t Pizza = ecs_new_entity(ecs, "Pizza");
ecs_entity_t Chocolate = ecs_new_entity(ecs, "Chocolate");
ecs_add(ecs, Apples, Healthy);
ecs_add(ecs, Salad, Healthy);
ecs_entity_t bob = ecs_new_entity(ecs, "Bob");
ecs_add_pair(ecs, bob, Eats, Apples);
ecs_add_pair(ecs, bob, Eats, Burgers);
ecs_add_pair(ecs, bob, Eats, Pizza);
ecs_entity_t alice = ecs_new_entity(ecs, "Alice");
ecs_add_pair(ecs, alice, Eats, Salad);
ecs_add_pair(ecs, alice, Eats, Chocolate);
ecs_add_pair(ecs, alice, Eats, Apples);
// Here we're creating a rule that in the query DSL would look like this:
// Eats($This, $Food), Healthy($Food)
//
// Rules are similar to queries, but support more advanced features. This
// example shows how the basics of how to use rules & variables.
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {
// Query variables are like wildcards, but enforce that the entity
// substituted by the wildcard is the same across terms.
//
// For example, in this query it is not guaranteed that the entity
// substituted by the * for Eats is the same as for Healthy:
// (Eats, *), Healthy(*)
//
// By replacing * with _Food, both terms are constrained to use the
// same entity.
{ .first.id = Eats, .second = {
.name = "Food", .flags = EcsIsVariable },
},
{ .first.id = Healthy, .src = {
.name = "Food", .flags = EcsIsVariable }
}
}
});
// Lookup the index of the variable. This will let us quickly lookup its
// value while we're iterating.
int food_var = ecs_rule_find_var(r, "Food");
// Iterate the rule
ecs_iter_t it = ecs_rule_iter(ecs, r);
while (ecs_rule_next(&it)) {
ecs_entity_t food = ecs_iter_get_var(&it, food_var);
for (int i = 0; i < it.count; i ++) {
printf("%s eats %s\n", ecs_get_name(ecs, it.entities[i]),
ecs_get_name(ecs, food));
}
}
// Rules need to be explicitly deleted
ecs_rule_fini(r);
// Output
// Bob eats Apples
// Alice eats Apples
// Alice eats Salad
return ecs_fini(ecs);
}

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#ifndef COMPONENT_INHERITANCE_H
#define COMPONENT_INHERITANCE_H
/* This generated file contains includes for project dependencies */
#include "component_inheritance/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef COMPONENT_INHERITANCE_BAKE_CONFIG_H
#define COMPONENT_INHERITANCE_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "component_inheritance",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false
}
}

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#include <component_inheritance.h>
#include <stdio.h>
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
// Use convenience macros to create simple hierarchy of unit types.
// This macro call:
// ECS_ENTITY(ecs, CombatUnit, (IsA, Unit))
//
// is the same as these C statements:
// ecs_entity_t CombatUnit = ecs_new_entity("CombatUnit");
// ecs_add_pair(ecs, CombatUnit, EcsIsA, Unit);
ECS_TAG(ecs, Unit);
ECS_ENTITY(ecs, CombatUnit, (IsA, Unit));
ECS_ENTITY(ecs, MeleeUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, RangedUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, Warrior, (IsA, MeleeUnit));
ECS_ENTITY(ecs, Wizard, (IsA, RangedUnit));
ECS_ENTITY(ecs, Marksman, (IsA, RangedUnit));
ECS_ENTITY(ecs, Builder, (IsA, Unit));
// Create a few units
ecs_entity_t warrior_1 = ecs_new_entity(ecs, "warrior_1");
ecs_add(ecs, warrior_1, Warrior);
ecs_entity_t warrior_2 = ecs_new_entity(ecs, "warrior_2");
ecs_add(ecs, warrior_2, Warrior);
ecs_entity_t marksman_1 = ecs_new_entity(ecs, "marksman_1");
ecs_add(ecs, marksman_1, Marksman);
ecs_entity_t marksman_2 = ecs_new_entity(ecs, "marksman_2");
ecs_add(ecs, marksman_2, Marksman);
ecs_entity_t wizard_1 = ecs_new_entity(ecs, "wizard_1");
ecs_add(ecs, wizard_1, Wizard);
ecs_entity_t wizard_2 = ecs_new_entity(ecs, "wizard_2");
ecs_add(ecs, wizard_2, Wizard);
ecs_entity_t builder_1 = ecs_new_entity(ecs, "builder_1");
ecs_add(ecs, builder_1, Builder);
ecs_entity_t builder_2 = ecs_new_entity(ecs, "builder_2");
ecs_add(ecs, builder_2, Builder);
// Create a rule to find all ranged units
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {{ .id = RangedUnit }}
});
// Iterate the rule
ecs_iter_t it = ecs_rule_iter(ecs, r);
while (ecs_rule_next(&it)) {
for (int i = 0; i < it.count; i ++) {
printf("Unit %s found\n", ecs_get_name(ecs, it.entities[i]));
}
}
ecs_rule_fini(r);
// Output
// Unit wizard_1 found
// Unit wizard_2 found
// Unit marksman_1 found
// Unit marksman_2 found
return ecs_fini(ecs);
}

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.bake_cache
.DS_Store
.vscode
gcov
bin

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#ifndef CYCLIC_VARIABLES_H
#define CYCLIC_VARIABLES_H
/* This generated file contains includes for project dependencies */
#include "cyclic_variables/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef CYCLIC_VARIABLES_BAKE_CONFIG_H
#define CYCLIC_VARIABLES_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "cyclic_variables",
"type": "application",
"value": {
"use": [
"flecs"
]
}
}

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#include <cyclic_variables.h>
#include <stdio.h>
// This example shows how a rule may have terms with cyclic dependencies on
// variables.
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_TAG(ecs, Likes); // Likes relationship
ecs_entity_t bob = ecs_new_entity(ecs, "Bob");
ecs_entity_t alice = ecs_new_entity(ecs, "Alice");
ecs_entity_t john = ecs_new_entity(ecs, "John");
ecs_entity_t jane = ecs_new_entity(ecs, "Jane");
ecs_add_pair(ecs, bob, Likes, alice);
ecs_add_pair(ecs, alice, Likes, bob);
ecs_add_pair(ecs, john, Likes, jane);
ecs_add_pair(ecs, jane, Likes, john);
ecs_add_pair(ecs, bob, Likes, jane); // inserting a bit of drama
// The following rule will only return entities that have a cyclic Likes
// relationship- that is they must both like each other.
//
// The equivalent query in the DSL is:
// Likes($X, $Y), Likes($Y, $X)
//
// This is also an example of a query where all sources are variables. By
// default queries use the builtin "This" variable as subject, which is what
// populates the entities array in the query result (accessed by the
// iter::entity function).
//
// Because this query does not use This at all, the entities array will not
// be populated, and it.count() will always be 0.
// Create a rule to find all ranged units
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {
{
.first.id = Likes,
.src = { .name = "X", .flags = EcsIsVariable },
.second = { .name = "Y", .flags = EcsIsVariable }
},
{
.first.id = Likes,
.src = { .name = "Y", .flags = EcsIsVariable },
.second = { .name = "X", .flags = EcsIsVariable }
}
}
});
// Lookup the index of the variables. This will let us quickly lookup their
// values while we're iterating.
int x_var = ecs_rule_find_var(r, "X");
int y_var = ecs_rule_find_var(r, "Y");
// Iterate the rule
ecs_iter_t it = ecs_rule_iter(ecs, r);
while (ecs_rule_next(&it)) {
ecs_entity_t x = ecs_iter_get_var(&it, x_var);
ecs_entity_t y = ecs_iter_get_var(&it, y_var);
printf("%s likes %s\n", ecs_get_name(ecs, x), ecs_get_name(ecs, y));
}
ecs_rule_fini(r);
// Output
// Bob likes Alice
// Jane likes John
// John likes Jane
// Alice likes Bob
// Note that the rule returns each pair twice. The reason for this is that
// the goal of the rule engine is to return all "facts" that are true
// within the given constraints. Since we did not give it any constraints
// that would favor a person being matched by X or Y, the rule engine
// returns both.
return ecs_fini(ecs);
}

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#ifndef FACTS_H
#define FACTS_H
/* This generated file contains includes for project dependencies */
#include "facts/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef FACTS_BAKE_CONFIG_H
#define FACTS_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "facts",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false
}
}

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#include <facts.h>
#include <stdio.h>
// This example shows how to use rules for testing facts. A fact is a query that
// has no variable elements. Consider a regular ECS query like this:
// Position, Velocity
//
// When written out in full, this query looks like:
// Position($This), Velocity($This)
//
// "This" is a (builtin) query variable that is unknown before we evaluate the
// query. Therefore this query does not test a fact, we can't know which values
// This will assume.
//
// An example of a fact-checking query is:
// IsA(Cat, Animal)
//
// This is a fact: the query has no elements that are unknown before evaluating
// the query. A rule that checks a fact does not return entities, but will
// instead return the reasons why a fact is true (if it is true).
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_TAG(ecs, Likes); // Likes relationship
ecs_entity_t bob = ecs_new_entity(ecs, "Bob");
ecs_entity_t alice = ecs_new_entity(ecs, "Alice");
ecs_entity_t john = ecs_new_entity(ecs, "John");
ecs_entity_t jane = ecs_new_entity(ecs, "Jane");
ecs_add_pair(ecs, bob, Likes, alice);
ecs_add_pair(ecs, alice, Likes, bob);
ecs_add_pair(ecs, john, Likes, jane);
ecs_add_pair(ecs, jane, Likes, john);
ecs_add_pair(ecs, bob, Likes, jane); // inserting a bit of drama
// Create a rule that checks if two entities like each other. By itself this
// rule is not a fact, but we can use it to check facts by populating both
// of its variables.
//
// The equivalent of this query in the DSL is:
// Likes($X, $Y), Likes($Y, $X)
//
// Instead of using variables we could have created a rule that referred the
// entities directly, but then we would have to create a rule for each
// fact, vs reusing a single rule for multiple facts.
//
// See the setting_variables example for more details
ecs_rule_t *friends = ecs_rule(ecs, {
.terms = {
{
.first.id = Likes,
.src = { .name = "X", .flags = EcsIsVariable },
.second = { .name = "Y", .flags = EcsIsVariable }
},
{
.first.id = Likes,
.src = { .name = "Y", .flags = EcsIsVariable },
.second = { .name = "X", .flags = EcsIsVariable }
}
}
});
// Lookup the index of the variables.
int x_var = ecs_rule_find_var(friends, "X");
int y_var = ecs_rule_find_var(friends, "Y");
ecs_iter_t it = ecs_rule_iter(ecs, friends);
ecs_iter_set_var(&it, x_var, bob);
ecs_iter_set_var(&it, y_var, alice);
printf("Are Bob and Alice friends? %s\n",
ecs_iter_is_true(&it) ? "Yes" : "No");
it = ecs_rule_iter(ecs, friends);
ecs_iter_set_var(&it, x_var, bob);
ecs_iter_set_var(&it, y_var, john);
printf("Are Bob and John friends? %s\n",
ecs_iter_is_true(&it) ? "Yes" : "No");
it = ecs_rule_iter(ecs, friends);
ecs_iter_set_var(&it, x_var, jane);
ecs_iter_set_var(&it, y_var, john);
printf("Are Jane and John friends? %s\n",
ecs_iter_is_true(&it) ? "Yes" : "No");
// It doesn't matter who we assign to X or Y. After the variables are
// substituted, either yields a fact that is true.
it = ecs_rule_iter(ecs, friends);
ecs_iter_set_var(&it, x_var, john);
ecs_iter_set_var(&it, y_var, jane);
printf("Are John and Jane friends? %s\n",
ecs_iter_is_true(&it) ? "Yes" : "No");
ecs_rule_fini(friends);
// Output
// Are Bob and Alice friends? Yes
// Are Bob and John friends? No
// Are Jane and John friends? Yes
// Are John and Jane friends? Yes
return ecs_fini(ecs);
}

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.bake_cache
.DS_Store
.vscode
gcov
bin

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#ifndef SETTING_VARIABLES_H
#define SETTING_VARIABLES_H
/* This generated file contains includes for project dependencies */
#include "setting_variables/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef SETTING_VARIABLES_BAKE_CONFIG_H
#define SETTING_VARIABLES_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "setting_variables",
"type": "application",
"value": {
"use": [
"flecs"
]
}
}

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#include <setting_variables.h>
#include <stdio.h>
// This example extends the component_inheritance example, and shows how
// we can use a single rule to match units from different players and platoons
// by setting query variables before we iterate.
//
// The units in this example belong to a platoon, with the platoons belonging
// to a player.
static const int PlayerCount = 100;
static const int PlatoonsPerPlayer = 3;
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
// Unit datamodel - see component_inheritance example
ECS_TAG(ecs, Unit);
ECS_ENTITY(ecs, CombatUnit, (IsA, Unit));
ECS_ENTITY(ecs, MeleeUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, RangedUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, Warrior, (IsA, MeleeUnit));
ECS_ENTITY(ecs, Wizard, (IsA, RangedUnit));
ECS_ENTITY(ecs, Marksman, (IsA, RangedUnit));
ECS_ENTITY(ecs, Builder, (IsA, Unit));
// Player/Platoon tags
ECS_TAG(ecs, Player);
ECS_TAG(ecs, Platoon);
// Populate store with players and platoons
for (int p = 0; p < PlayerCount; p ++) {
ecs_entity_t player;
// Give first player a name so we can look it up later
if (p == 0) {
player = ecs_new_entity(ecs, "MyPlayer");
} else {
player = ecs_new_id(ecs);
}
// Add player tag so we can query for all players if we want to
ecs_add(ecs, player, Player);
for (int pl = 0; pl < PlatoonsPerPlayer; pl ++) {
ecs_entity_t platoon = ecs_new_w_pair(ecs, Player, player);
// Add platoon tag so we can query for all platoons if we want to
ecs_add(ecs, platoon, Platoon);
// Add warriors, wizards and marksmen to the platoon
ecs_entity_t warrior = ecs_new(ecs, Warrior);
ecs_add_pair(ecs, warrior, Platoon, platoon);
ecs_entity_t marksman = ecs_new(ecs, Marksman);
ecs_add_pair(ecs, marksman, Platoon, platoon);
ecs_entity_t wizard = ecs_new(ecs, Wizard);
ecs_add_pair(ecs, wizard, Platoon, platoon);
}
}
// Create a rule to find all RangedUnits for a platoon/player. The
// equivalent query in the query DSL would look like this:
// (Platoon, $Platoon), Player($Platoon, $Player)
//
// The way to read how this query is evaluated is:
// - find all entities with (Platoon, *), store * in _Platoon
// - check if _Platoon has (Player, *), store * in _Player
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {
{ .first.id = RangedUnit },
{
.first.id = Platoon,
.second = { .name = "Platoon", .flags = EcsIsVariable },
},
{
.first.id = Player,
.src = { .name = "Platoon", .flags = EcsIsVariable },
.second = { .name = "Player", .flags = EcsIsVariable },
}
}
});
// If we would iterate this rule it would return all ranged units for all
// platoons & for all players. We can limit the results to just a single
// platoon or a single player setting a variable beforehand. In this example
// we'll just find all platoons & ranged units for a single player.
int player_var = ecs_rule_find_var(r, "Player");
int platoon_var = ecs_rule_find_var(r, "Platoon");
// Iterate rule, limit the results to units of MyPlayer
ecs_iter_t it = ecs_rule_iter(ecs, r);
ecs_iter_set_var(&it, player_var, ecs_lookup(ecs, "MyPlayer"));
while (ecs_rule_next(&it)) {
ecs_entity_t player = ecs_iter_get_var(&it, player_var);
ecs_entity_t platoon = ecs_iter_get_var(&it, platoon_var);
char *platoon_str = ecs_get_fullpath(ecs, platoon);
char *class_str = ecs_id_str(ecs, ecs_field_id(&it, 1));
for (int i = 0; i < it.count; i ++) {
char *unit_str = ecs_get_fullpath(ecs, it.entities[i]);
printf("Unit %s of class %s in platoon %s for player %s\n",
unit_str, class_str, platoon_str,
ecs_get_name(ecs, player));
ecs_os_free(unit_str);
}
ecs_os_free(class_str);
ecs_os_free(platoon_str);
}
ecs_rule_fini(r);
// Output
// Unit 513 of class Wizard in platoon 510 for player MyPlayer
// Unit 517 of class Wizard in platoon 514 for player MyPlayer
// Unit 521 of class Wizard in platoon 518 for player MyPlayer
// Unit 512 of class Marksman in platoon 510 for player MyPlayer
// Unit 516 of class Marksman in platoon 514 for player MyPlayer
// Unit 520 of class Marksman in platoon 518 for player MyPlayer
return ecs_fini(ecs);
}

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#ifndef TRANSITIVE_QUERIES_H
#define TRANSITIVE_QUERIES_H
/* This generated file contains includes for project dependencies */
#include "transitive_queries/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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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
* in your main project file. Do not edit! */
#ifndef TRANSITIVE_QUERIES_BAKE_CONFIG_H
#define TRANSITIVE_QUERIES_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "transitive_queries",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false
}
}

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#include <transitive_queries.h>
#include <stdio.h>
// Transitive relationships make it possible to tell the ECS that if an entity
// has a relationship (R, X) and X has relationship (R, Y), the entity should be
// treated as if it also has (R, Y). In practice this is useful for expressing
// things like:
//
// Bob lives in SanFrancisco
// San Francisco is located in the United States
// Therefore Bob also lives in the United States.
//
// An example of transitivity can be seen in the component_inheritance example.
// This example uses the builtin IsA relationship, which is transitive. This
// example shows how to achieve similar behavior with a user-defined relationship.
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
// LocatedIn relationship
ecs_entity_t LocatedIn = ecs_new_id(ecs);
ecs_add_id(ecs, LocatedIn, EcsTransitive);
// Tags
ECS_TAG(ecs, Planet);
ECS_TAG(ecs, Continent);
ECS_TAG(ecs, Country);
ECS_TAG(ecs, State);
ECS_TAG(ecs, City);
ECS_TAG(ecs, Person);
// Populate the store with locations
ecs_entity_t earth = ecs_new_entity(ecs, "Earth");
ecs_add(ecs, earth, Planet);
// Continents
ecs_entity_t north_america = ecs_new_entity(ecs, "NorthAmerica");
ecs_add(ecs, north_america, Continent);
ecs_add_pair(ecs, north_america, LocatedIn, earth);
ecs_entity_t europe = ecs_new_entity(ecs, "Europe");
ecs_add(ecs, europe, Continent);
ecs_add_pair(ecs, europe, LocatedIn, earth);
// Countries
ecs_entity_t united_states = ecs_new_entity(ecs, "UnitedStates");
ecs_add(ecs, united_states, Country);
ecs_add_pair(ecs, united_states, LocatedIn, north_america);
ecs_entity_t netherlands = ecs_new_entity(ecs, "Netherlands");
ecs_add(ecs, netherlands, Country);
ecs_add_pair(ecs, netherlands, LocatedIn, europe);
// States
ecs_entity_t california = ecs_new_entity(ecs, "California");
ecs_add(ecs, california, State);
ecs_add_pair(ecs, california, LocatedIn, united_states);
ecs_entity_t washington = ecs_new_entity(ecs, "Washington");
ecs_add(ecs, washington, State);
ecs_add_pair(ecs, washington, LocatedIn, united_states);
ecs_entity_t noord_holland = ecs_new_entity(ecs, "NoordHolland");
ecs_add(ecs, noord_holland, State);
ecs_add_pair(ecs, noord_holland, LocatedIn, netherlands);
// Cities
ecs_entity_t san_francisco = ecs_new_entity(ecs, "SanFrancisco");
ecs_add(ecs, san_francisco, City);
ecs_add_pair(ecs, san_francisco, LocatedIn, california);
ecs_entity_t seattle = ecs_new_entity(ecs, "Seattle");
ecs_add(ecs, seattle, City);
ecs_add_pair(ecs, seattle, LocatedIn, washington);
ecs_entity_t amsterdam = ecs_new_entity(ecs, "Amsterdam");
ecs_add(ecs, amsterdam, City);
ecs_add_pair(ecs, amsterdam, LocatedIn, noord_holland);
// Inhabitants
ecs_entity_t bob = ecs_new_entity(ecs, "Bob");
ecs_add(ecs, bob, Person);
ecs_add_pair(ecs, bob, LocatedIn, san_francisco);
ecs_entity_t alice = ecs_new_entity(ecs, "Alice");
ecs_add(ecs, alice, Person);
ecs_add_pair(ecs, alice, LocatedIn, seattle);
ecs_entity_t job = ecs_new_entity(ecs, "Job");
ecs_add(ecs, job, Person);
ecs_add_pair(ecs, job, LocatedIn, amsterdam);
// Create a query that finds the countries persons live in. Note that these
// have not been explicitly added to the Person entities, but because the
// LocatedIn is transitive, the rule engine will traverse the relationship
// until it found something that is a country.
//
// The equivalent of this query in the DSL is:
// Person, (LocatedIn, $Location), Country($Location)
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {
{ .id = Person },
{
.first.id = LocatedIn,
.second = { .name = "Location", .flags = EcsIsVariable },
},
{
.first.id = Country,
.src = { .name = "Location", .flags = EcsIsVariable },
},
}
});
// Lookup the index of the variable. This will let us quickly lookup its
// value while we're iterating.
int location_var = ecs_rule_find_var(r, "Location");
// Iterate the rule
ecs_iter_t it = ecs_rule_iter(ecs, r);
while (ecs_rule_next(&it)) {
ecs_entity_t location = ecs_iter_get_var(&it, location_var);
for (int i = 0; i < it.count; i ++) {
printf("%s lives in %s\n",
ecs_get_name(ecs, it.entities[i]),
ecs_get_name(ecs, location));
}
}
ecs_rule_fini(r);
// Output:
// Bob lives in UnitedStates
// Alice lives in UnitedStates
// Job lives in Netherlands
return ecs_fini(ecs);
}