#include #include struct Position { double x, y; }; struct Star { }; struct Planet { }; struct Moon { }; void iterate_tree(flecs::entity e, Position p_parent = {0, 0}) { // Print hierarchical name of entity & the entity type std::cout << e.path() << " [" << e.type().str() << "]\n"; // Get entity position const Position *p = e.get(); // Calculate actual position Position p_actual = {p->x + p_parent.x, p->y + p_parent.y}; std::cout << "{" << p_actual.x << ", " << p_actual.y << "}\n\n"; // Iterate children recursively e.children([&](flecs::entity child) { iterate_tree(child, p_actual); }); } int main(int, char *[]) { flecs::world ecs; // Create a simple hierarchy. // Hierarchies use ECS relationships and the builtin flecs::ChildOf relationship to // create entities as children of other entities. flecs::entity sun = ecs.entity("Sun") .add() .set({1, 1}); ecs.entity("Mercury") .child_of(sun) // Shortcut for add(flecs::ChildOf, sun) .add() .set({1, 1}); ecs.entity("Venus") .child_of(sun) .add() .set({2, 2}); flecs::entity earth = ecs.entity("Earth") .child_of(sun) .add() .set({3, 3}); flecs::entity moon = ecs.entity("Moon") .child_of(earth) .add() .set({0.1, 0.1}); // Is the Moon a child of Earth? std::cout << "Child of Earth? " << moon.has(flecs::ChildOf, earth) << "\n\n"; // Do a depth-first walk of the tree iterate_tree(sun); }