Beispiel #1
0
        public void MoveEntityToArchetype(Entity entity, Archetype *archetype)
        {
            var entityInChunk = this.entitiesInChunk[entity.index];
            var chunkIndex    = 0;

            Chunk *chunk        = archetype->chunkArray->GetChunkWithEmptySlots(ref chunkIndex);
            int    indexInChunk = chunk->count;

            // TODO: This is bad. Remove the legacy stuff and reimplement this to work on batches.
            Span <Entity> allocated = ChunkUtility.AllocateEntities_LEGACY(chunk, 1);

            allocated[0] = entity;

            ChunkUtility.CopyComponentData(entityInChunk.chunk, chunk, entityInChunk.index, indexInChunk);
            ChunkUtility.PatchEntityData(entityInChunk.chunk, entityInChunk.index, 1);

            this.entitiesInChunk[entity.index] = new EntityInChunk(chunk, indexInChunk, entityInChunk.version);
        }
Beispiel #2
0
        public void DestroyEntityBatchInChunk(EntityBatchInChunk entityBatchInChunk)
        {
            ChunkUtility.PatchEntityData(entityBatchInChunk.chunk, entityBatchInChunk.index, entityBatchInChunk.count);

            // TODO: This thing needs to be more efficent.
            var movedEntities = ChunkUtility.GetEntities(entityBatchInChunk.chunk);

            if (entityBatchInChunk.index < movedEntities.Length)            // Copied from end?
            {
                movedEntities = movedEntities.Slice(entityBatchInChunk.index, Math.Min(movedEntities.Length, entityBatchInChunk.count));

                for (int i = 0; i < movedEntities.Length; ++i)
                {
                    var entityIndex = movedEntities[i].index;
                    this.entitiesInChunk[entityIndex].chunk = entityBatchInChunk.chunk;
                    this.entitiesInChunk[entityIndex].index = entityBatchInChunk.index + i;
                }
            }

            // TODO: Free chunks if chunk->count == 0 after patching entities

            ++this.version;
        }