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