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.
323 lines
10 KiB
C++
323 lines
10 KiB
C++
#ifndef ENTT_ENTITY_RUNTIME_VIEW_HPP
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#define ENTT_ENTITY_RUNTIME_VIEW_HPP
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#include "../stl/algorithm.hpp"
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#include "../stl/cstddef.hpp"
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#include "../stl/iterator.hpp"
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#include "../stl/utility.hpp"
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#include "../stl/vector.hpp"
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#include "entity.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 Set>
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class runtime_view_iterator final {
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using iterator_type = Set::iterator;
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using iterator_traits = stl::iterator_traits<iterator_type>;
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[[nodiscard]] bool valid() const {
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return (!tombstone_check || *it != tombstone)
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&& stl::all_of(++pools->begin(), pools->end(), [entt = *it](const auto *curr) { return curr->contains(entt); })
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&& stl::none_of(filter->cbegin(), filter->cend(), [entt = *it](const auto *curr) { return curr && curr->contains(entt); });
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}
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public:
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using value_type = iterator_traits::value_type;
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using pointer = iterator_traits::pointer;
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using reference = iterator_traits::reference;
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using difference_type = iterator_traits::difference_type;
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using iterator_category = stl::bidirectional_iterator_tag;
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constexpr runtime_view_iterator() noexcept
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: pools{},
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filter{},
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it{},
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tombstone_check{} {}
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runtime_view_iterator(const stl::vector<Set *> &cpools, iterator_type curr, const stl::vector<Set *> &ignore) noexcept
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: pools{&cpools},
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filter{&ignore},
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it{curr},
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tombstone_check{pools->size() == 1u && (*pools)[0u]->policy() == deletion_policy::in_place} {
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if(it != (*pools)[0]->end() && !valid()) {
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++(*this);
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}
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}
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runtime_view_iterator &operator++() {
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++it;
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for(const auto last = (*pools)[0]->end(); it != last && !valid(); ++it) {}
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return *this;
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}
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runtime_view_iterator operator++(int) {
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const runtime_view_iterator orig = *this;
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return ++(*this), orig;
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}
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runtime_view_iterator &operator--() {
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--it;
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for(const auto first = (*pools)[0]->begin(); it != first && !valid(); --it) {}
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return *this;
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}
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runtime_view_iterator operator--(int) {
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const runtime_view_iterator orig = *this;
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return operator--(), orig;
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}
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[[nodiscard]] pointer operator->() const noexcept {
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return it.operator->();
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}
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[[nodiscard]] reference operator*() const noexcept {
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return *operator->();
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}
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[[nodiscard]] constexpr bool operator==(const runtime_view_iterator &other) const noexcept {
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return it == other.it;
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}
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private:
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const stl::vector<Set *> *pools;
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const stl::vector<Set *> *filter;
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iterator_type it;
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bool tombstone_check;
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};
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} // namespace internal
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/*! @endcond */
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/**
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* @brief Generic runtime view.
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*
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* Runtime views iterate over those entities that are at least in the given
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* storage. During initialization, a runtime view looks at the number of
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* entities available for each element and uses the smallest set in order to get
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* a performance boost when iterating.
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*
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* @b Important
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*
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* Iterators aren't invalidated if:
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*
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* * New elements are added to the storage.
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* * The entity currently pointed is modified (for example, elements are added
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* or removed from it).
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* * The entity currently pointed is destroyed.
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*
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* In all other cases, modifying the storage iterated by the view in any way
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* invalidates all the iterators.
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*
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* @tparam Type Common base type.
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* @tparam Allocator Type of allocator used to manage memory and elements.
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*/
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template<typename Type, typename Allocator>
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class basic_runtime_view {
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using alloc_traits = stl::allocator_traits<Allocator>;
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static_assert(stl::is_same_v<typename alloc_traits::value_type, Type *>, "Invalid value type");
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using container_type = stl::vector<Type *, Allocator>;
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[[nodiscard]] auto offset() const noexcept {
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ENTT_ASSERT(!pools.empty(), "Invalid view");
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const auto &leading = *pools.front();
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return (leading.policy() == deletion_policy::swap_only) ? leading.free_list() : leading.size();
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}
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public:
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/*! @brief Allocator type. */
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using allocator_type = Allocator;
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/*! @brief Underlying entity identifier. */
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using entity_type = Type::entity_type;
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/*! @brief Unsigned integer type. */
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using size_type = stl::size_t;
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/*! @brief Signed integer type. */
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using difference_type = stl::ptrdiff_t;
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/*! @brief Common type among all storage types. */
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using common_type = Type;
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/*! @brief Bidirectional iterator type. */
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using iterator = internal::runtime_view_iterator<common_type>;
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/*! @brief Default constructor to use to create empty, invalid views. */
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basic_runtime_view() noexcept
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: basic_runtime_view{allocator_type{}} {}
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/**
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* @brief Constructs an empty, invalid view with a given allocator.
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* @param allocator The allocator to use.
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*/
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explicit basic_runtime_view(const allocator_type &allocator)
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: pools{allocator},
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filter{allocator} {}
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/*! @brief Default copy constructor. */
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basic_runtime_view(const basic_runtime_view &) = default;
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/**
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* @brief Allocator-extended copy constructor.
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* @param other The instance to copy from.
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* @param allocator The allocator to use.
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*/
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basic_runtime_view(const basic_runtime_view &other, const allocator_type &allocator)
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: pools{other.pools, allocator},
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filter{other.filter, allocator} {}
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/*! @brief Default move constructor. */
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basic_runtime_view(basic_runtime_view &&) noexcept = default;
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/**
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* @brief Allocator-extended move constructor.
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* @param other The instance to move from.
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* @param allocator The allocator to use.
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*/
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basic_runtime_view(basic_runtime_view &&other, const allocator_type &allocator)
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: pools{stl::move(other.pools), allocator},
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filter{stl::move(other.filter), allocator} {}
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/*! @brief Default destructor. */
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~basic_runtime_view() = default;
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/**
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* @brief Default copy assignment operator.
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* @return This runtime view.
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*/
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basic_runtime_view &operator=(const basic_runtime_view &) = default;
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/**
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* @brief Default move assignment operator.
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* @return This runtime view.
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*/
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basic_runtime_view &operator=(basic_runtime_view &&) noexcept = default;
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/**
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* @brief Exchanges the contents with those of a given view.
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* @param other View to exchange the content with.
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*/
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void swap(basic_runtime_view &other) noexcept {
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using stl::swap;
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swap(pools, other.pools);
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swap(filter, other.filter);
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}
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/**
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* @brief Returns the associated allocator.
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* @return The associated allocator.
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*/
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[[nodiscard]] constexpr allocator_type get_allocator() const noexcept {
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return pools.get_allocator();
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}
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/*! @brief Clears the view. */
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void clear() {
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pools.clear();
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filter.clear();
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}
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/**
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* @brief Appends an opaque storage object to a runtime view.
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* @param base An opaque reference to a storage object.
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* @return This runtime view.
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*/
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basic_runtime_view &iterate(common_type &base) {
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if(pools.empty() || !(base.size() < pools.front()->size())) {
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pools.push_back(&base);
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} else {
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pools.push_back(stl::exchange(pools.front(), &base));
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}
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return *this;
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}
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/**
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* @brief Adds an opaque storage object as a filter of a runtime view.
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* @param base An opaque reference to a storage object.
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* @return This runtime view.
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*/
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basic_runtime_view &exclude(common_type &base) {
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filter.push_back(&base);
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return *this;
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}
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/**
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* @brief Estimates the number of entities iterated by the view.
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* @return Estimated number of entities iterated by the view.
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*/
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[[nodiscard]] size_type size_hint() const {
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return pools.empty() ? size_type{} : offset();
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}
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/**
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* @brief Returns an iterator to the first entity that has the given
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* elements.
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*
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* If the view is empty, the returned iterator will be equal to `end()`.
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*
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* @return An iterator to the first entity that has the given elements.
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*/
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[[nodiscard]] iterator begin() const {
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return pools.empty() ? iterator{} : iterator{pools, pools.front()->end() - static_cast<difference_type>(offset()), filter};
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}
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/**
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* @brief Returns an iterator that is past the last entity that has the
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* given elements.
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* @return An iterator to the entity following the last entity that has the
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* given elements.
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*/
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[[nodiscard]] iterator end() const {
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return pools.empty() ? iterator{} : iterator{pools, pools.front()->end(), filter};
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}
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/**
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* @brief Checks whether a view is initialized or not.
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* @return True if the view is initialized, false otherwise.
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*/
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[[nodiscard]] explicit operator bool() const noexcept {
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return !(pools.empty() && filter.empty());
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}
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/**
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* @brief Checks if a view contains an entity.
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* @param entt A valid identifier.
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* @return True if the view contains the given entity, false otherwise.
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*/
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[[nodiscard]] bool contains(const entity_type entt) const {
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return !pools.empty()
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&& stl::all_of(pools.cbegin(), pools.cend(), [entt](const auto *curr) { return curr->contains(entt); })
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&& stl::none_of(filter.cbegin(), filter.cend(), [entt](const auto *curr) { return curr && curr->contains(entt); })
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&& pools.front()->index(entt) < offset();
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}
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/**
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* @brief Iterates entities and applies the given function object to them.
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*
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* The function object is invoked for each entity. It is provided only with
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* the entity itself.<br/>
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* The signature of the function should be equivalent to the following:
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*
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* @code{.cpp}
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* void(const entity_type);
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* @endcode
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*
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* @tparam Func Type of the function object to invoke.
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* @param func A valid function object.
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*/
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template<typename Func>
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void each(Func func) const {
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for(const auto entity: *this) {
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func(entity);
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}
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}
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private:
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container_type pools;
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container_type filter;
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};
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} // namespace entt
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#endif
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