mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
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102 lines
4.2 KiB
C#
102 lines
4.2 KiB
C#
// Original code dervied from:
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// https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/Aspect.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="Aspect.cs" company="GAMADU.COM">
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// Copyright © 2013 GAMADU.COM. AllOf rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of GAMADU.COM.
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// </copyright>
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// <summary>
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// Specify a Filter class to filter what Entities (with what Components) a EntitySystem will ProcessInternal.
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// </summary>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Linq.Expressions;
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namespace MonoGame.Extended.Entities
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{
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internal class Aspect
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{
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// match entities with components using boolean logic:
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// (A and B and C and ..) AND (D or E or F or ...) AND NOT(G or H or I or ..)
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// match components that have:
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// all of the set {A, B, C, ..} and
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// have any of the set {D, E, F, ..} but
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// do not have any of the set {G, H, I, ..}
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// all(A, B, C, ..).any(D, E, F, ..).no(G, H, I, ..)
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// e.g does match
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// components: 010001110
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// andMask: 000001110
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// orMask: 111000000
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// norMask: 000000001
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// e.g does match
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// components: 100011110
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// andMask: 000001110
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// orMask: 111000000
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// norMask: 000000001
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// e.g does not match
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// components: 100001111
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// andMask: 000011110
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// orMask: 111000000
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// norMask: 000000001
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// e.g does not match
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// components: 000001111
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// andMask: 000011110
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// orMask: 111000000
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// norMask: 000100000
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internal BitVector AndMask;
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internal BitVector OrMask;
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internal BitVector NorMask;
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internal static BitVector Result;
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public Aspect(BitVector andMask, BitVector orMask, BitVector norMask)
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{
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if (Result == null)
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Result = new BitVector(andMask.Length);
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AndMask = new BitVector(andMask);
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OrMask = orMask.EqualsZero() ? new BitVector(andMask.Length, true) : new BitVector(orMask);
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NorMask = new BitVector(norMask);
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}
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internal bool Matches(BitVector componentBits)
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{
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AndMask.And(componentBits, ref Result);
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if (!Result.Equals(AndMask))
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return false;
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NorMask.And(componentBits, ref Result);
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if (!Result.EqualsZero())
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return false;
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OrMask.And(componentBits, ref Result);
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return !Result.EqualsZero();
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}
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}
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} |