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Component of new entity that was created by entity->Instantiate() has a pointer to original entity


Go to solution Solved by Josh,

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Posted

Looks like a component of new entity that was created by entity->Instantiate() has a pointer to original entity.

Several months it worked fine. Maybe something went wrong when public entity pointer was replaced by GetEntity() method.

Steam beta branch.

image.thumb.png.a1a7d2ab275a1b0e324c93c81b4b43b1.png

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1200, 800, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 0, -3);

    //Create a light
    auto light = CreateBoxLight(world);
    light->SetRotation(35, 45, 0);
    light->SetRange(-10, 10);

    //Create a box
    auto box = CreateBox(world);
    box->SetPosition(1, 1, 1);

    auto component = box->AddComponent<Mover>();
    component->rotationspeed.y = 45;

    auto newBox = box->Instantiate(world, true, true);
    newBox->SetPosition(2, 2, 2);

    auto componentTest = newBox->GetComponent<Mover>();

    Print("first box pos x:");
    Print(box->GetPosition().x);
    Print(component->GetEntity()->GetPosition().x);
    Print("second box pos x:");
    Print(newBox->GetPosition().x);
    Print(componentTest->GetEntity()->GetPosition().x);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer, false);
    }
    return 0;
}

 

  • Thanks 1
  • Solution
Posted

Thanks, that was an easy fix. I'll have an update up later today.

  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I will upload an update tomorrow. It's a little bit late in the day and I'd rather do it when there are many hours left.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I'm going to investigate this navmesh thing and see if it's an easy fix I can fit in before I update the lib...

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

It's fixed on the standalone now. Verified with this example:

#include "UltraEngine.h"
#include "Components/Motion/Mover.hpp"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Create a world
    auto world = CreateWorld();

    //Create a box
    auto box1 = CreateBox(world);
    auto component1 = box1->AddComponent<Mover>();

    auto box2 = box1->Instantiate(world, true, true);
    auto component2 = box2->GetComponent<Mover>();

    Assert(component1->GetEntity() != component2->GetEntity());

    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

No, in my region Paypal and Visa cards does not work nowadays so Steam is the only way to buy Ultra and i did that.

I bought few months of Ultra sub before with fan Quake league reward money that i requested to send to me as a gift at this web-site.

  • Like 1

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