refactor(ecs)!: reworked the entity id system

This commit is contained in:
lisk77 2025-11-25 23:11:37 +01:00
parent eced6ddf3f
commit 607bf94f1e
7 changed files with 198 additions and 95 deletions

View file

@ -436,13 +436,15 @@ impl Camera for Camera2D {
let entities = scene.entities();
let mut visible_entities = Vec::new();
for entity in entities {
let id = *entity.clone().unwrap().id() as usize;
if let Some(transform) = scene.get_component::<Transform2D>(id) {
if self.in_view_frustum(camera_position, transform.position()) {
visible_entities.push(entity.clone().unwrap());
if let Some(ent) = entity.clone() {
let id = ent.id();
if let Some(transform) = scene.get_component::<Transform2D>(id) {
if self.in_view_frustum(camera_position, transform.position()) {
visible_entities.push(ent);
}
} else {
error!("Entity {} missing Transform2D", id.index);
}
} else {
error!("Entity {} missing Transform2D", id);
}
}
visible_entities