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 SYNC_POINT_DELETE_H
#define SYNC_POINT_DELETE_H
/* This generated file contains includes for project dependencies */
#include "sync_point_delete/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 SYNC_POINT_DELETE_BAKE_CONFIG_H
#define SYNC_POINT_DELETE_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "sync_point_delete",
"type": "application",
"value": {
"use": [
"flecs"
],
"language": "c++",
"public": false
}
}

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#include <sync_point_delete.h>
#include <iostream>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main(int, char *[]) {
flecs::world ecs;
// This example shows how to annotate systems that delete entities, in a way
// that allows the scheduler to correctly insert sync points. See the
// sync_point example for more details on sync points.
//
// While annotating a system for a delete operation follows the same
// design as other operations, one key difference is that a system often
// does not know which components a to be deleted entity has. This makes it
// impossible to annotate the system in advance for specific components.
//
// To ensure the scheduler is still able to insert the correct sync points,
// a system can use a wildcard to indicate that any component could be
// modified by the system, which forces the scheduler to insert a sync.
// Basic move system.
ecs.system<Position, const Velocity>("Move")
.each([](Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
});
// Delete entities when p.x >= 3. Add wildcard annotation to indicate any
// component could be written by the system. Position itself is added as
// const, since inside the system we're only reading it.
ecs.system<const Position>("DeleteEntity")
.write(flecs::Wildcard)
.each([](flecs::entity e, const Position& p) {
if (p.x >= 3) {
std::cout << "Delete entity " << e.name() << "\n";
e.destruct();
}
});
// Print resulting Position. Note that this system will never print entities
// that have been deleted by the previous system.
ecs.system<const Position>("PrintPosition")
.each([](flecs::entity e, const Position& p) {
std::cout << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("e1")
.set<Position>({0, 0})
.set<Velocity>({1, 2});
ecs.entity("e2")
.set<Position>({1, 2})
.set<Velocity>({1, 2});
// Run systems. Debug logging enables us to see the generated schedule
flecs::log::set_level(1);
while (ecs.progress()) {
if (!ecs.count<Position>()) {
break; // No more entities left with Position
}
}
flecs::log::set_level(-1); // Restore so we don't get world cleanup logs
// Output:
// info: pipeline rebuild:
// info: | schedule: threading: 0, staging: 1:
// info: | | system Move
// info: | | system DeleteEntity
// info: | | merge
// info: | schedule: threading: 0, staging: 1:
// info: | | system PrintPosition
// info: | | merge
// e1: {1, 2}
// e2: {2, 4}
// Delete entity e2
// e1: {2, 4}
// Delete entity e1
// info: system Move deactivated
// info: system DeleteEntity deactivated
// info: system PrintPosition deactivated
//
// Removing the wildcard annotation from the DeleteEntity system will
// remove the first sync point.
//
// Note how after both entities are deleted, all three systems are
// deactivated. This happens when there are no matching entities for a
// system. A deactivated system is not ran by the scheduler, which reduces
// overhead.
}