Properly link flecs library
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70
engine/libs/flecs/examples/cpp/queries/basics/src/main.cpp
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70
engine/libs/flecs/examples/cpp/queries/basics/src/main.cpp
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#include <basics.h>
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#include <iostream>
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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int main(int, char *[]) {
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flecs::world ecs;
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// Create a query for Position, Velocity. Queries are the fastest way to
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// iterate entities as they cache results.
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flecs::query<Position, const Velocity> q = ecs.query<Position, const Velocity>();
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// Create a few test entities for a Position, Velocity query
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ecs.entity("e1")
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.set<Position>({10, 20})
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.set<Velocity>({1, 2});
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ecs.entity("e2")
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.set<Position>({10, 20})
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.set<Velocity>({3, 4});
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3")
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.set<Position>({10, 20});
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// The next lines show the different ways in which a query can be iterated.
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// Note how the 'const' qualifier matches the query template arguments.
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// The each() function iterates each entity individually and accepts an
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// entity argument plus arguments for each query component:
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q.each([](flecs::entity e, Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cout << e.name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// You can omit the flecs::entity argument if it's not needed:
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q.each([](Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cout << "{" << p.x << ", " << p.y << "}\n";
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});
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// Each also accepts flecs::iter + index (for the iterated entity) arguemnts
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// currently being iterated. A flecs::iter has lots of information on what
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// is being iterated, which is demonstrated in the "iter" example.
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q.each([](flecs::iter& it, size_t i, Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cout << it.entity(i).name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// Iter is a bit more verbose, but allows for more control over how entities
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// are iterated as it provides multiple entities in the same callback.
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q.iter([](flecs::iter& it, Position *p, const Velocity *v) {
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for (auto i : it) {
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p[i].x += v[i].x;
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p[i].y += v[i].y;
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std::cout << it.entity(i).name() <<
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": {" << p[i].x << ", " << p[i].y << "}\n";
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}
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});
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}
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