public EntityManager() { Systems = new List <BaseSystem>(); Data = new EntityStorage(); Data.Initialize(); CollisionBvh = new CompactBvh(); AddedEntities = new List <int>(); }
public EntityStorage(EntityStorage other) { Initialize(); other.Entities.CopyTo(Entities); other.ComponentMasks.CopyTo(ComponentMasks); other.TransformComponents.CopyTo(TransformComponents); other.PhysicsComponents.CopyTo(PhysicsComponents); other.CollisionComponents.CopyTo(CollisionComponents); other.MeshComponents.CopyTo(MeshComponents); other.Reusable.CopyTo(Reusable); }
// TODO: create changelist to update GPU scene data public void RestoreEntities(EntityStorage data) { Data = new EntityStorage(data); }