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// Copyright (c) 2021, BlockProject 3D // // All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of BlockProject 3D nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. //! REGECS scene object use crate::object::ObjectRef; use crate::system::System; use crate::object::LowObject; /// Represents a scene, provides storage for systems and objects pub struct Scene<TState, TComponentManager> { component_manager: TComponentManager, systems: Vec<Box<dyn System<TState, TComponentManager>>>, objects: Vec<Box<dyn LowObject<TState, TComponentManager>>> } impl <TState, TComponentManager> Scene<TState, TComponentManager> { pub fn new(component_manager: TComponentManager) -> Scene<TState, TComponentManager> { return Scene { component_manager: component_manager, systems: Vec::new(), objects: Vec::new() }; } pub fn update(&mut self, ctx: &mut TState) { for i in 0..self.systems.len() { self.systems[i].update(ctx, &mut self.component_manager); } } pub fn add_system<TSystem: 'static + System<TState, TComponentManager>>(&mut self, system: TSystem) { let b = Box::new(system); self.systems.push(b); } }