Common update:

-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
This commit is contained in:
Dawid Masiukiewicz 2020-05-28 16:48:42 +00:00
parent 2ddb97e9ce
commit 024356df9b
62 changed files with 5918 additions and 1673 deletions

View file

@ -2,6 +2,18 @@ module ecs_utils.math.vector;
struct vec2
{
this(float v) @nogc nothrow
{
x = v;
y = v;
}
this(float x, float y) @nogc nothrow
{
this.x = x;
this.y = y;
}
union
{
struct
@ -75,6 +87,22 @@ struct vec4
float[4] data;
}
this(float v) @nogc nothrow
{
x = v;
y = v;
z = v;
w = v;
}
this(float x, float y, float z, float w) @nogc nothrow
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
vec4 opBinary(string op)(float v)
{
static if (op == "+") return vec4(x + v, y + v, z + v, w + v);
@ -96,6 +124,27 @@ struct ivec2
}
int[2] data;
}
this(int v) @nogc nothrow
{
x = v;
y = v;
}
this(int x, int y) @nogc nothrow
{
this.x = x;
this.y = y;
}
ivec2 opBinary(string op, T)(T v)
{
static if (op == "+") return ivec2(x + v, y + v);
else static if (op == "-") return ivec2(x - v, y - v);
else static if (op == "*") return ivec2(x * v, y * v);
else static if (op == "/") return ivec2(x / v, y / v);
else static assert(0, "Operator "~op~" not implemented");
}
vec2 opCast()
{
@ -116,4 +165,20 @@ struct ivec4
}
int[4] data;
}
this(int v) @nogc nothrow
{
x = v;
y = v;
z = v;
w = v;
}
this(int x, int y, int z, int w) @nogc nothrow
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
}