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filehelios/engine/ecs/systems/_module.ixx

ECS systems submodule. More...

fileHierarchyPropagationSystem.ixx

System for propagating activation state through entity hierarchies. More...

Description

helios::engine::ecs::systems

Core ECS systems for entity management and hierarchy propagation.

Overview

This submodule contains systems that operate on fundamental ECS components. These systems are typically registered early in the game loop to ensure proper entity state before game-specific systems run.

Systems

SystemPurpose
HierarchyPropagationSystemPropagates activation state through entity hierarchies

HierarchyPropagationSystem

Processes entities with HierarchyComponent and propagates their active/inactive state to all descendants.

Behavior:

1. Finds root entities (no parent) that are marked dirty 2. For active roots: recursively activates all children 3. For inactive roots: recursively deactivates all children 4. Clears dirty flag after propagation

Required Components:

  • HierarchyComponent – Hierarchy relationships
  • Active or Inactive – Lifecycle tag components

Usage:

 // Register in game loop
 systemRegistry.add<HierarchyPropagationSystem>(Phase::Pre);
 
 // When entity activation changes
 auto* hc = entity.get<HierarchyComponent>();
 hc->markDirty(); // Children will be updated next frame

Related Modules

ModulePurpose
helios.engine.ecs.componentsComponents processed by these systems
helios.engine.mechanics.lifecycleActive/Inactive components


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