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lunarium_OLD/src/world/entity.h

73 lines
2.0 KiB
C++

/******************************************************************************
* File - entity.h
* Author - Joey Pollack
* Date - 2022/05/23 (y/m/d)
* Mod Date - 2022/05/23 (y/m/d)
* Description - Provides functionality to work with world entities
******************************************************************************/
#ifndef LUNARIUM_ENTITY_H_
#define LUNARIUM_ENTITY_H_
#include <utils/uuid.h>
#include <utils/logger.h>
#include <entt/entt.hpp>
namespace lunarium
{
class Entity
{
public:
// TODO: Maybe change this to take the World instead of the registry
Entity(entt::registry* r);
Entity(entt::registry* r, LUUID uuid);
// These component methods are based on methods from the Hazel engine, written by Cherno
// https://github.com/TheCherno/Hazel/blob/dev/Hazel/src/Hazel/Scene/Entity.h
template<typename T, typename... Args>
T& AddComponent(Args&&... args)
{
if (HasComponent<T>())
{
Log::Error(LogCategory::GAME_SYSTEM, "Entity already has component!");
return GetComponent<T>();
}
T& component = mpRegistry->emplace<T>(mHandle, std::forward<Args>(args)...);
//m_Scene->OnComponentAdded<T>(*this, component);
return component;
}
template<typename T>
T& GetComponent()
{
if (!HasComponent<T>())
{
Log::Error(LogCategory::GAME_SYSTEM, "Entity does not have component!");
}
return mpRegistry->get<T>(mHandle);
}
template<typename T>
bool HasComponent()
{
return mpRegistry->all_of<T>(mHandle);
}
template<typename T>
void RemoveComponent()
{
if (!HasComponent<T>())
{
Log::Error(LogCategory::GAME_SYSTEM, "Entity does not have component!");
}
m_Scene->m_Registry.remove<T>(mHandle);
}
private:
LUUID mUUID;
entt::entity mHandle;
entt::registry* mpRegistry;
};
}
#endif // LUNARIUM_ENTITY_H_