feat(engine): 重构游戏引擎核心逻辑
- 重新设计了引擎的初始化和运行流程 - 引入了实体组件系统(ECS)和物理系统 - 优化了渲染系统和输入系统 - 移除了不必要的资源管理系统 - 调整了日志系统的实现
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39
game_engine/ecs/ge_physics_system.h
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39
game_engine/ecs/ge_physics_system.h
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#ifndef __GE_PHYSICS_SYSTEM_H__
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#define __GE_PHYSICS_SYSTEM_H__
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#include "ge_entity.h"
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#include "ge_physics_component.h"
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#include <pynic_log/pynic_log.h>
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typedef struct ge_physics_system {
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ge_ecs_storage_t* ecs;
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} ge_physics_system_t;
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#define _GE_PHYSICS_MASK (GE_PHYSICS_MASK | GE_COMPONENT_ACVIVE)
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static inline void
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ge_physics_system_run_all(ge_physics_system_t* ctx) {
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Assert(ctx != NULL);
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ge_ecs_storage_t* ecs = ctx->ecs;
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Assert(ecs != NULL);
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for (int i = 1; i <= ecs->count && i < GE_ECS_MAX; ++i) {
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ge_entity_t* entity = &ecs->entities[i];
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ge_ecs_mask_t mask = entity->component_mask;
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if ((mask & _GE_PHYSICS_MASK) != _GE_PHYSICS_MASK) continue;
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ge_physics_component_t* comp = &entity->physics_body;
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Assert(comp != NULL);
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ge_physics_component_type_t type= comp->type;
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if (type & GE_PHYSICS_COMPONENT_TYPE_ACCELERATION) {
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comp->velocity.x += comp->acceleration.x >> GE_PHYSICS_ACCELERATION_BIT;
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comp->velocity.y += comp->acceleration.y >> GE_PHYSICS_ACCELERATION_BIT;
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}
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if (type & GE_PHYSICS_COMPONENT_TYPE_VELOCITY) {
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entity->position.x += comp->velocity.x >> GE_PHYSICS_VELOCITY_BIT;
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entity->position.y += comp->velocity.y >> GE_PHYSICS_VELOCITY_BIT;
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}
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}
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}
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#endif // __GE_PHYSICS_SYSTEM_H__
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