#comment removed two CreateEntity function overloads and added a default value to desired EID instead
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@ -52,63 +52,20 @@ namespace SHADE
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return entityHandle.GetIndex(entityID);
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return entityHandle.GetIndex(entityID);
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}
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}
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EntityID SHEntityManager::CreateEntity(std::vector<uint32_t>const& componentTypeIDs, std::string const& name,EntityID parentEID)
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{
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EntityID eID = entityHandle.GetNewHandle();
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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if (eIndex > entityVec.size())
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{
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assert("FATAL ERROR: EntityIndex out of range in Entity Creation");
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}
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else if (eIndex == entityVec.size())
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{
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entityVec.emplace_back(std::make_unique<SHEntity>());
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}
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else
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{
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if (!entityVec[eIndex])
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{
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//There is still an entity stored there.Something went wrong
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assert("FATAL ERROR: Entity Creation error. Entity Index Conflict");
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}
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//Reset it to a newly constructed entity
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entityVec[eIndex].reset(new SHEntity());
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}
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entityVec[eIndex]->entityID = eID;
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entityVec[eIndex]->name = name;
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for (auto& id : componentTypeIDs)
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{
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SHComponentManager::AddComponent(eID, id);
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}
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//(SHComponentManager::AddComponent<ComponentTypes>(eID), ...);
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/*if (entityHandle.IsValid(parentEID) == false)
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{
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entityVec[eIndex]->sceneNode.ConnectToRoot();
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}
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else
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{
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entityVec[eIndex]->SetParent(parentEID);
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}*/
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//TODO Link to Scene graph.
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return eID;
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}
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EntityID SHEntityManager::CreateEntity(std::vector<uint32_t>const& componentTypeIDs, EntityID desiredEID, std::string const& name, EntityID parentEID)
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EntityID SHEntityManager::CreateEntity(std::vector<uint32_t>const& componentTypeIDs, EntityID desiredEID, std::string const& name, EntityID parentEID)
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{
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{
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EntityID eID ;
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EntityID eID;
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if (desiredEID == MAX_EID)
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if (entityHandle.ClaimHandle(desiredEID) == true)
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{
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eID = desiredEID;
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else
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eID = entityHandle.GetNewHandle();
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eID = entityHandle.GetNewHandle();
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}
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else
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{
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if (entityHandle.ClaimHandle(desiredEID) == true)
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eID = desiredEID;
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else
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eID = entityHandle.GetNewHandle();
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}
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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@ -81,55 +81,21 @@ namespace SHADE
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* EntityID of the new Entity
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* EntityID of the new Entity
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***************************************************************************/
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***************************************************************************/
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template<typename ...ComponentTypes>
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template<typename ...ComponentTypes>
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static std::enable_if_t<(... && std::is_base_of_v<SHComponent, ComponentTypes>), EntityID> CreateEntity(std::string const& name = "Default", EntityID parentEID = MAX_EID)
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static std::enable_if_t<(... && std::is_base_of_v<SHComponent, ComponentTypes>), EntityID> CreateEntity(EntityID desiredEID = MAX_EID, std::string const& name = "Default", EntityID parentEID = MAX_EID)
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{
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EntityID eID = entityHandle.GetNewHandle();
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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if (eIndex > entityVec.size())
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{
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assert("FATAL ERROR: EntityIndex out of range in Entity Creation");
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}
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else if (eIndex == entityVec.size())
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{
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entityVec.emplace_back(std::make_unique<SHEntity>());
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}
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else
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{
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if (!entityVec[eIndex])
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{
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//There is still an entity stored there.Something went wrong
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assert("FATAL ERROR: Entity Creation error. Entity Index Conflict");
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}
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//Reset it to a newly constructed entity
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entityVec[eIndex].reset(new SHEntity());
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}
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entityVec[eIndex]->entityID = eID;
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entityVec[eIndex]->name = name;
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(SHComponentManager::AddComponent<ComponentTypes>(eID),...);
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/*if (entityHandle.IsValid(parentEID) == false)
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{
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entityVec[eIndex]->sceneNode.ConnectToRoot();
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}
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else
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{
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entityVec[eIndex]->SetParent(parentEID);
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}*/
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//TODO Link up with Scene graph
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return eID;
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}
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template<typename ...ComponentTypes>
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static std::enable_if_t<(... && std::is_base_of_v<SHComponent, ComponentTypes>), EntityID> CreateEntity(EntityID desiredEID, std::string const& name = "Default", EntityID parentEID = MAX_EID)
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{
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{
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EntityID eID;
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EntityID eID;
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if (entityHandle.ClaimHandle(desiredEID) == true)
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if (desiredEID == MAX_EID)
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eID = desiredEID;
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{
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else
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eID = entityHandle.GetNewHandle();
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eID = entityHandle.GetNewHandle();
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}
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else
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{
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if (entityHandle.ClaimHandle(desiredEID) == true)
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eID = desiredEID;
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else
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eID = entityHandle.GetNewHandle();
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}
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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EntityIndex eIndex = entityHandle.GetIndex(eID);
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if (eIndex > entityVec.size())
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if (eIndex > entityVec.size())
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{
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{
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@ -179,21 +145,6 @@ namespace SHADE
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/**************************************************************************
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* \brief
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* Create Entity using a vector of ComponentTypeIDs.
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* \param componentTypeIDs
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* Vector of ComponentTypeIDs. This assumes that CreateSparseSet is called
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* for these ComponentTypes.
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* \param name
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* Name of the Entity (this is not unique)
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* \param parentEID
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* The entity ID of the parent. This does not call UpdateHierarchy hence
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* the parent of the entity is not updated until UpdateHierarchy is called.
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* \return
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* EntityID of the new Entity
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***************************************************************************/
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static EntityID CreateEntity(std::vector<ComponentTypeID>const& componentTypeIDs,std::string const& name = "Default", EntityID parentEID = MAX_EID);
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/**************************************************************************
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/**************************************************************************
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* \brief
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* \brief
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@ -209,7 +160,7 @@ namespace SHADE
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* \return
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* \return
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* EntityID of the new Entity
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* EntityID of the new Entity
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***************************************************************************/
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***************************************************************************/
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static EntityID CreateEntity(std::vector<ComponentTypeID>const& componentTypeIDs, EntityID desiredEID, std::string const& name = "Default", EntityID parentEID = MAX_EID);
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static EntityID CreateEntity(std::vector<ComponentTypeID>const& componentTypeIDs, EntityID desiredEID = MAX_EID, std::string const& name = "Default", EntityID parentEID = MAX_EID);
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/**************************************************************************
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/**************************************************************************
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* \brief
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* \brief
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