ecs: remove half-baked system implementation
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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f74faf90df
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98ec7f5190
2 changed files with 4 additions and 68 deletions
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@ -51,13 +51,13 @@ test "example" {
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const modules = Modules(.{
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.physics = Module(.{
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.components = .{
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.id = u16,
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.id = u32,
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},
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.globals = struct{
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.globals = struct {
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pointer: u8,
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},
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}),
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.geometry = Module(.{
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.renderer = Module(.{
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.components = .{
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.id = u16,
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},
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@ -77,35 +77,8 @@ test "example" {
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const player2 = try world.entities.new();
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const player3 = try world.entities.new();
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try world.entities.setComponent(player1, .physics, .id, 1234);
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try world.entities.setComponent(player1, .geometry, .id, 1234);
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try world.entities.setComponent(player1, .renderer, .id, 1234);
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try world.entities.setComponent(player2, .physics, .id, 1234);
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try world.entities.setComponent(player3, .physics, .id, 1234);
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// TODO: integrate systems with modules.
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// const physics = (struct {
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// pub fn physics(adapter: *Adapter(modules)) void {
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// var iter = adapter.query(&.{"physics"});
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// std.debug.print("\nphysics ran\n", .{});
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// while (iter.next()) |row| {
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// std.debug.print("found entity: {}\n", .{row.entity});
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// defer row.unlock();
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// }
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// }
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// }).physics;
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// try world.register("physics", physics);
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// const rendering = (struct {
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// pub fn rendering(adapter: *Adapter(modules)) void {
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// var iter = adapter.query(&.{"geometry"});
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// std.debug.print("\nrendering ran\n", .{});
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// while (iter.next()) |row| {
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// std.debug.print("found entity: {}\n", .{row.entity});
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// defer row.unlock();
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// }
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// }
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// }).rendering;
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// try world.register("rendering", rendering);
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world.tick();
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}
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