Improving entity manager and entity support for a simpler version, made some cleanup on the road to support serialization of world

This commit is contained in:
2026-08-31 23:05:20 -04:00
parent 4180622d6a
commit cb615091ca
17 changed files with 607 additions and 88 deletions
+38 -9
View File
@@ -1,12 +1,13 @@
#include <game.h>
#include <game.h>
#include <Controller/DebugCameraController.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Data/StaticMesh.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/EntityManager.h>
#include <Graphics/Camera.h>
@@ -15,8 +16,20 @@
#if JULIET_DEBUG
#include <Debug/DebugTopBar.h>
#include <UnitTest/WorldUnitTest.h>
#endif
// namespace
// {
// void serialize_test(archive* ar, void* payload)
// {
// SerializedEntityTest* test = reinterpret_cast<SerializedEntityTest*>(payload);
// serialize_elem(ar, test->A);
// }
// } // namespace
//
// DEFINE_ENTITY_SERIALIZED(SerializedEntityTest, serialize_test)
namespace
{
GameState* gGameState = nullptr;
@@ -31,13 +44,16 @@ extern "C" JULIET_API void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
if (gGameState && gGameState->World)
{
ShutdownWorld(gGameState->World);
}
ShutdownEntityManager();
}
extern "C" JULIET_API void __cdecl GameUpdate(GameData* params, [[maybe_unused]] float deltaTime)
{
gGameState = params->GameState;
if (!gGameState)
{
@@ -55,20 +71,29 @@ extern "C" JULIET_API void __cdecl GameUpdate(GameData* params, [[maybe_unused]]
ReserveCamera(4);
// Bootstrap world
auto* worldArena = ArenaAllocate({ .ReserveSize = Megabytes(1), .Name = "World Arena" });
World* world = ArenaPushStruct<World>(worldArena JULIET_DEBUG_PARAM("World"));
gameState->World = world;
gameState->World->WorldArena = worldArena;
auto* worldArena = ArenaAllocate({ .ReserveSize = Megabytes(1), .Name = "World Arena" });
World* world = ArenaPushStruct<World>(worldArena JULIET_DEBUG_PARAM("World"));
gameState->World = world;
InitWorld(gameState->World, worldArena);
#if JULIET_DEBUG
UnitTest::WorldUnitTest();
#endif
// Entity Use case
InitEntityManager(gameState->World);
auto& manager = GetEntityManager();
NonNullPtr mesh = MakeEntity<StaticMesh>(manager, 1.f, 2.f);
NonNullPtr mesh = MakeEntity<Inert>(manager, 1.f, 2.f, 0.f);
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, MatrixIdentity());
mesh->Base->MeshInstance = meshInst;
mesh->MeshInstance = meshInst;
NonNullPtr mesh2 = MakeEntity<Inert>(manager, 4.f, 0.f, 2.f);
MeshInstanceID meshInst2 = CreateMeshInstance(cubeAsset, 0, MatrixIdentity());
mesh2->MeshInstance = meshInst2;
// Summer at 2pm lighting
Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
@@ -100,6 +125,10 @@ extern "C" JULIET_API void __cdecl GameUpdate(GameData* params, [[maybe_unused]]
{
gGameState->Mode = GameMode::Play;
}
#if JULIET_EDITOR
RenderWorldEditorUI(*gGameState->World);
#endif
}
if (gGameState->Mode == GameMode::Play)