mirror of
https://github.com/zhenyan121/Cubed.git
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* build(deps): add assimp library as dependency * feat(render): add model loading and rendering pipeline * refactor(render): rename depth player shaders to depth model and clean up * build: add EnTT library * feat(entity): add ECS-based entity rendering * feat(render): add shadow pass for entity models * refactor(render): unify model and player rendering with single shader pipeline * refactor(collision): convert AABB to center-half representation and migrate player data to ECS * refactor(gameplay): add base classes Chunk and World for shared logic * feat(gameplay): implement entity movement system with collision detection - Add Velocity and HitBoxes components to entity - Introduce HitboxManager for loading per-entity collision AABBs from JSON - Create MoveSystem with per-axis collision handling - Move get_block_aabb to base World class and add virtual get_per_tick_time - Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration * fix(gameplay): correct hitbox insertion in HitboxManager::load * build: remove entt library * refactor(gameplay): replace entt components with SparseVector for player data Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function. * feat(render): add model ID system with concurrent lookup and namespace-based loading - Extract `ModelID` and `Model` struct to new `model.hpp` - Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety - Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods - Parse model names in `namespace:name` format to construct asset paths - Update `load_model` to accept `string_view` and use ID-based management * refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs * refactor(gameplay): extract Entity base class from ClientPlayer Move position, walk pose, velocity, orientation, movement, and gravity fields and their accessors into a new Entity base class. ClientPlayer now inherits from Entity, removing duplicated members. Also update velocity handling to use 3D vector per axis and adjust related logic. * feat(player): split max speed into horizontal/vertical, set spawn pos * refactor: move movement logic into SpeedSystem and Entity components * refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem Move per-axis collision detection and move distance calculation to new PhysicalSystem. Move SpeedSystem implementation from inline header to separate .cpp file. Add const accessors to Entity. Replace inline AABB helper with HitboxManager registration of player hitbox using new PLAYER_SIZE constant. Remove obsolete members and functions from ClientPlayer. * refactor(gameplay): integrate model and hitbox ID system into Entity - Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups - Replace AABB struct with Hitbox (includes HitboxID) - Convert ModelManager and HitboxManager to singletons with Handle structs - Update Entity to store IDs for model and hitbox, removing direct references - Reorganize creature model assets into subdirectories per entity type - Add player model (player.glb) and collision data for pig - Remove ModelManager dependency from App and Renderer - Add namespace parsing utility for asset paths - Mark sparse_vector::insert() with [[nodiscard]] * build: add entt library * refactor(gameplay): rename ClientPlayer to LocalPlayer * refactor(gameplay): separate player logic into manager and ECS components * feat(gameplay): add entity managers and refactor to ECS components * refactor(gameplay): replace client thread with timer-based system and add entity manager * feat(gameplay): implement entity system with concurrent task handling and fix model loading * feat(gameplay): add entity destruction support * feat(entity): add client-to-server entity creation and destruction requests Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3. * feat(gameplay): implement entity update packets Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates. * feat(ai): add wander AI system with move boost Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper. * refactor(ecs): move entity physics to tick-based systems Update PhysicalSystem and SpeedSystem to operate on entt::registry instead of individual components. Add TickVelocity for server creatures so movement is calculated per tick without frame delta time. LocalPlayer now implements its own client-side physics with collision detection. * feat(gameplay): add server-side entity movement and AI Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager. * feat(gameplay): add pig wander AI and refine speed physics * feat(server): send entity position updates to all sessions * fix: correct velocity clamping and hitbox loading Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities. * feat(creatures): refine pig movement physics Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior. * feat(physics): implement step-up for horizontal collisions * feat: sync entity direction and rotate models accordingly Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields. * feat(render): interpolate entity transforms for rendering Add RenderTransform component to smooth position/direction updates and use it in entity and shadow passes. * fix(server_world): send time before entity updates * build: replace nlohmann json with rapidjson * refactor(json): migrate from nlohmann to rapidjson Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling. * feat(item): add item manager with JSON asset loading Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines. * refactor(item): decouple items from block types The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry. * fix(gameplay): use inline const for static EMPTY members Use inline const for static EMPTY members to avoid ODR and linker issues. Add missing block_manager.hpp includes in gameplay sources. * fix: stabilize block item registration and display Store item names as owned strings in ItemManager, set block type property for block items, validate item kind before placement, and handle items without textures gracefully in inventory UI. * feat: add pig spawn egg item Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing. * refactor(gameplay): update systems per entity with chunk check Refactor server entity update flow to process entities individually, skipping those whose chunk is not loaded. System update methods now accept a single entity instead of iterating the full registry view, and `ServerWorld::get_chunk_ref_count` is added to determine if an entity's chunk is active. * perf(render): skip entities outside loaded chunks * feat: add --direct-enter option to skip to world scene Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow. * refactor(localization): switch block translations to item naming Remove the `name_key` field from block definitions and use item-based localization keys (`item.*.name`) for inventory display. Item data now stores the localized name at load time. * feat(gameplay): spawn creatures during chunk generation Add creature spawning to chunk generation with a configurable SpawnConfig, including a default pig spawn. Spawning occurs in the final generation phase and registers entities through the server world's entity manager. Also destroy entities when their chunk is unloaded to prevent orphaned entities and expose the entity manager from ServerWorld. * feat(gameplay): add run mode based thread pool config Introduce RunMode enum and thread pool sizing helpers for client, server, and hybrid modes. Add compute pool to server world and pass mode through server/client initialization. * perf(server): parallelize entity update loop Use parallel_do to process entities concurrently via the compute pool. Switch get_all_session to a thread-safe tbb::concurrent_vector and make ChunkEntity's ref_count atomic to avoid data races. Also remove the debug pig spawn from world init. * feat(creatures): animate creature walk cycles Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse. * fix(gameplay): make entity interpolation frame-rate independent * perf(render): batch model rendering with instancing Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead. * refactor(render): build entity instance buffers once per frame Move instance matrix upload into build_vertices and use a precomputed instance data map for both shadow and color passes, avoiding duplicate GPU buffer updates. * perf(gameplay): batch entity updates into single packet Aggregate per-entity update messages into S2CEntityUpdateBatch and broadcast once per tick. Reuse serialized packets in several broadcast loops to avoid repeated make_packet calls. * fix: correct thread count and shadow projection uniform - Add reserved client thread count to client threads in server generation calculation. - Set projection matrix uniform only for non-shadow rendering. * feat(ecs): add entity type separation and creature limits Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts. * perf(render): frustum cull entities before instance building Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility. * feat(audio): add ambient pig sounds Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound. * feat(client-entity): use snapshot history for entity interpolation Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries. * refactor(hitbox): move player hitbox definition to JSON asset * feat(client_player): use snapshot interpolation for remote players Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
313 lines
10 KiB
C++
313 lines
10 KiB
C++
#ifndef ENTT_ENTITY_ENTITY_HPP
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#define ENTT_ENTITY_ENTITY_HPP
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#include "../config/config.h"
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#include "../core/bit.hpp"
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#include "../stl/bit.hpp"
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#include "../stl/concepts.hpp"
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#include "../stl/cstddef.hpp"
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#include "../stl/cstdint.hpp"
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#include "../stl/type_traits.hpp"
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#include "fwd.hpp"
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namespace entt {
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/*! @cond ENTT_INTERNAL */
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namespace internal {
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template<typename>
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struct entt_traits;
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template<typename Type>
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requires requires {
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requires stl::is_enum_v<Type>;
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typename internal::entt_traits<stl::underlying_type_t<Type>>::value_type;
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}
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struct entt_traits<Type>: entt_traits<stl::underlying_type_t<Type>> {
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using value_type = Type;
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};
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template<typename Type>
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requires requires { typename Type::entity_type; }
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struct entt_traits<Type>
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: entt_traits<typename Type::entity_type> {
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using value_type = Type;
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};
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template<>
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struct entt_traits<stl::uint32_t> {
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using value_type = stl::uint32_t;
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using entity_type = stl::uint32_t;
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using version_type = stl::uint16_t;
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static constexpr entity_type entity_mask = 0xFFFFF;
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static constexpr entity_type version_mask = 0xFFF;
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};
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template<>
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struct entt_traits<stl::uint64_t> {
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using value_type = stl::uint64_t;
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using entity_type = stl::uint64_t;
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using version_type = stl::uint32_t;
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static constexpr entity_type entity_mask = 0xFFFFFFFF;
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static constexpr entity_type version_mask = 0xFFFFFFFF;
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};
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} // namespace internal
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/*! @endcond */
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/**
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* @brief Specifies that a type is an entity-like type.
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* @tparam Type Type to check.
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*/
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template<typename Type>
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concept entity_like = requires {
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typename internal::entt_traits<Type>::value_type;
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};
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/**
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* @brief Common basic entity traits implementation.
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* @tparam Traits Actual entity traits to use.
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*/
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template<typename Traits>
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class basic_entt_traits {
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static constexpr auto length = stl::popcount(Traits::entity_mask);
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public:
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/*! @brief Value type. */
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using value_type = Traits::value_type;
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/*! @brief Underlying entity type. */
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using entity_type = Traits::entity_type;
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/*! @brief Underlying version type. */
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using version_type = Traits::version_type;
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/*! @brief Entity mask size. */
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static constexpr entity_type entity_mask = Traits::entity_mask;
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/*! @brief Version mask size */
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static constexpr entity_type version_mask = Traits::version_mask;
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/**
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* @brief Converts an entity to its underlying type.
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* @param value The value to convert.
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* @return The integral representation of the given value.
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*/
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[[nodiscard]] static constexpr entity_type to_integral(const value_type value) noexcept {
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return static_cast<entity_type>(value);
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}
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/**
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* @brief Returns the entity part once converted to the underlying type.
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* @param value The value to convert.
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* @return The integral representation of the entity part.
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*/
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[[nodiscard]] static constexpr entity_type to_entity(const value_type value) noexcept {
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static_assert(Traits::entity_mask && ((Traits::entity_mask & (Traits::entity_mask + 1)) == 0), "Invalid entity mask");
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return (to_integral(value) & entity_mask);
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}
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/**
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* @brief Returns the version part once converted to the underlying type.
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* @param value The value to convert.
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* @return The integral representation of the version part.
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*/
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[[nodiscard]] static constexpr version_type to_version(const value_type value) noexcept {
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if constexpr(Traits::version_mask == 0u) {
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return version_type{};
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} else {
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static_assert((Traits::version_mask & (Traits::version_mask + 1)) == 0, "Invalid version mask");
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return (static_cast<version_type>(to_integral(value) >> length) & version_mask);
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}
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}
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/**
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* @brief Returns the successor of a given identifier.
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* @param value The identifier of which to return the successor.
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* @return The successor of the given identifier.
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*/
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[[nodiscard]] static constexpr value_type next(const value_type value) noexcept {
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const auto vers = to_version(value) + 1;
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return construct(to_integral(value), static_cast<version_type>(vers + (vers == version_mask)));
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}
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/**
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* @brief Constructs an identifier from its parts.
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*
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* If the version part is not provided, a tombstone is returned.<br/>
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* If the entity part is not provided, a null identifier is returned.
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*
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* @param entity The entity part of the identifier.
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* @param version The version part of the identifier.
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* @return A properly constructed identifier.
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*/
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[[nodiscard]] static constexpr value_type construct(const entity_type entity, const version_type version) noexcept {
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if constexpr(Traits::version_mask == 0u) {
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return value_type{entity & entity_mask};
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} else {
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return value_type{(entity & entity_mask) | (static_cast<entity_type>(version & version_mask) << length)};
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}
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}
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/**
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* @brief Combines two identifiers in a single one.
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*
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* The returned identifier is a copy of the first element except for its
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* version, which is taken from the second element.
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*
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* @param lhs The identifier from which to take the entity part.
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* @param rhs The identifier from which to take the version part.
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* @return A properly constructed identifier.
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*/
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[[nodiscard]] static constexpr value_type combine(const entity_type lhs, const entity_type rhs) noexcept {
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if constexpr(Traits::version_mask == 0u) {
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return value_type{lhs & entity_mask};
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} else {
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return value_type{(lhs & entity_mask) | (rhs & (version_mask << length))};
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}
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}
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};
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/**
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* @brief Entity traits.
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* @tparam Type Type of identifier.
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*/
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template<entity_like Type>
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struct entt_traits: basic_entt_traits<internal::entt_traits<Type>> {
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/*! @brief Base type. */
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using base_type = basic_entt_traits<internal::entt_traits<Type>>;
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/*! @brief Page size, default is `ENTT_SPARSE_PAGE`. */
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static constexpr stl::size_t page_size = ENTT_SPARSE_PAGE;
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};
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/**
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* @brief Converts an entity to its underlying type.
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* @tparam Entity The value type.
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* @param value The value to convert.
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* @return The integral representation of the given value.
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*/
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template<typename Entity>
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[[nodiscard]] constexpr entt_traits<Entity>::entity_type to_integral(const Entity value) noexcept {
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return entt_traits<Entity>::to_integral(value);
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}
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/**
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* @brief Returns the entity part once converted to the underlying type.
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* @tparam Entity The value type.
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* @param value The value to convert.
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* @return The integral representation of the entity part.
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*/
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template<typename Entity>
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[[nodiscard]] constexpr entt_traits<Entity>::entity_type to_entity(const Entity value) noexcept {
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return entt_traits<Entity>::to_entity(value);
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}
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/**
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* @brief Returns the version part once converted to the underlying type.
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* @tparam Entity The value type.
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* @param value The value to convert.
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* @return The integral representation of the version part.
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*/
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template<typename Entity>
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[[nodiscard]] constexpr entt_traits<Entity>::version_type to_version(const Entity value) noexcept {
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return entt_traits<Entity>::to_version(value);
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}
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/*! @brief Null object for all identifiers. */
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struct null_t {
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/**
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* @brief Converts the null object to identifiers of any type.
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* @tparam Entity Type of identifier.
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* @return The null representation for the given type.
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*/
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template<entity_like Entity>
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[[nodiscard]] constexpr operator Entity() const noexcept {
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using traits_type = entt_traits<Entity>;
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return traits_type::construct(traits_type::entity_mask, traits_type::version_mask);
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}
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/**
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* @brief Compares two null objects.
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* @param other A null object.
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* @return True in all cases.
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*/
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[[nodiscard]] constexpr bool operator==([[maybe_unused]] const null_t other) const noexcept {
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return true;
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}
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/**
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* @brief Compares a null object and an identifier of any type.
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* @tparam Entity Type of identifier.
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* @param entity Identifier with which to compare.
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* @return False if the two elements differ, true otherwise.
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*/
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template<entity_like Entity>
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[[nodiscard]] constexpr bool operator==(const Entity entity) const noexcept {
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using traits_type = entt_traits<Entity>;
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return traits_type::to_entity(entity) == traits_type::to_entity(*this);
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}
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};
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/*! @brief Tombstone object for all identifiers. */
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struct tombstone_t {
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/**
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* @brief Converts the tombstone object to identifiers of any type.
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* @tparam Entity Type of identifier.
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* @return The tombstone representation for the given type.
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*/
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template<entity_like Entity>
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[[nodiscard]] constexpr operator Entity() const noexcept {
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using traits_type = entt_traits<Entity>;
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return traits_type::construct(traits_type::entity_mask, traits_type::version_mask);
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}
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/**
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* @brief Compares two tombstone objects.
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* @param other A tombstone object.
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* @return True in all cases.
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*/
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[[nodiscard]] constexpr bool operator==([[maybe_unused]] const tombstone_t other) const noexcept {
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return true;
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}
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/**
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* @brief Compares a tombstone object and an identifier of any type.
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* @tparam Entity Type of identifier.
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* @param entity Identifier with which to compare.
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* @return False if the two elements differ, true otherwise.
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*/
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template<entity_like Entity>
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[[nodiscard]] constexpr bool operator==(const Entity entity) const noexcept {
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using traits_type = entt_traits<Entity>;
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if constexpr(traits_type::version_mask == 0u) {
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return false;
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} else {
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return (traits_type::to_version(entity) == traits_type::to_version(*this));
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}
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}
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};
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/**
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* @brief Compile-time constant for null entities.
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*
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* There exist implicit conversions from this variable to identifiers of any
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* allowed type. Similarly, there exist comparison operators between the null
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* entity and any other identifier.
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*/
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inline constexpr null_t null{};
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/**
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* @brief Compile-time constant for tombstone entities.
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*
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* There exist implicit conversions from this variable to identifiers of any
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* allowed type. Similarly, there exist comparison operators between the
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* tombstone entity and any other identifier.
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*/
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inline constexpr tombstone_t tombstone{};
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} // namespace entt
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#endif
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