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 SYSTEM_CTX_H
#define SYSTEM_CTX_H
/* This generated file contains includes for project dependencies */
#include "system_ctx/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 SYSTEM_CTX_BAKE_CONFIG_H
#define SYSTEM_CTX_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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

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#include <system_ctx.h>
#include <iostream>
// Applications can pass context data to a system. A common use case where this
// comes in handy is when a system needs to iterate more than one query. The
// following example shows how to pass a custom query into a system for a simple
// collision detection example.
struct Position {
double x, y;
};
struct Radius {
double value;
};
double sqr(double value) {
return value * value;
}
double distance_sqr(const Position& p1, const Position& p2) {
return sqr(p2.x - p1.x) + sqr(p2.y - p1.y);
}
double randd(int max) {
return static_cast<double>((rand() % max));
}
using CollisionQuery = flecs::query<const Position, const Radius>;
int main(int, char *[]) {
flecs::world ecs;
CollisionQuery q_collide = ecs.query<const Position, const Radius>();
flecs::system sys = ecs.system<const Position, const Radius>("Collide")
.ctx(&q_collide)
.each([](flecs::iter& it, size_t i, const Position& p1, const Radius& r1) {
CollisionQuery *q = it.ctx<CollisionQuery>();
flecs::entity e1 = it.entity(i);
q->each([&](flecs::entity e2, const Position& p2, const Radius& r2) {
if (e1 == e2) {
// don't collide with self
return;
}
if (e1 > e2) {
// Simple trick to prevent collisions from being detected
// twice with the entities reversed.
return;
}
// Check for collision
double d_sqr = distance_sqr(p1, p2);
double r_sqr = sqr(r1.value + r2.value);
if (r_sqr > d_sqr) {
std::cout << e1 << " and " << e2 << " collided!\n";
}
});
});
// Create a few test entities
for (int i = 0; i < 10; i ++) {
ecs.entity()
.set<Position>({ randd(100), randd(100) })
.set<Radius>({ randd(10) + 1 });
}
// Run the system
sys.run();
// Output
// 526 and 529 collided!
// 527 and 534 collided!
// 529 and 531 collided!
// 533 and 535 collided!
}