forked from Misaki/GhostEngine
Implement core entity management features
Added `Archetype` struct with chunk management and disposal. Added `BitSet` class for managing collections of bits. Added `Class1.cs` as a placeholder for graphics functionality. Added `ComponentData` struct and `ComponentPool` class for component management. Added `ComponentRegistry` for efficient component registration. Added `EntityChangeQueue` as a placeholder for future changes. Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation. Added `Signature` struct for managing component signatures. Added `World` struct to manage the game world and entities. Added `QueryRefComponent` delegates for querying entities. Changed `Archetype.cs` to implement `IDisposable`. Changed `AssemblyInfo.cs` to update global using directives. Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management. Changed `Component.cs` to refine component management methods. Changed `Entity.cs` to improve properties and methods. Changed `Ghost.Entities.csproj` to update project properties. Changed `Program.cs` to demonstrate entity creation and querying. Changed `World.Query.cs` to facilitate querying with components.
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116
Ghost.ArchetypeEntities/Component.cs
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116
Ghost.ArchetypeEntities/Component.cs
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using Ghost.Entities.Helpers;
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using Ghost.Entities.Registries;
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using Misaki.HighPerformance.Unsafe.Collections;
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using Misaki.HighPerformance.Unsafe.Helpers;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities;
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public interface IComponent
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{
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}
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[SkipLocalsInit]
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internal readonly record struct ComponentData
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{
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public readonly int id;
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public readonly int sizeInByte;
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public ComponentData(int id, int sizeInByte)
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{
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this.id = id;
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this.sizeInByte = sizeInByte;
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}
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}
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internal static class Component
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{
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internal static int GetTotalSize(in Span<ComponentData> datas)
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{
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var size = 0;
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foreach (var type in datas)
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{
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var typeSize = type.sizeInByte;
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typeSize = typeSize != 1 ? typeSize : 0; // Ignore tag components
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size += typeSize;
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}
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return size;
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}
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internal static unsafe UnsafeArray<int> ToLookupArray(in Span<ComponentData> datas, Allocator allocator)
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{
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var max = 0;
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foreach (var data in datas)
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{
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var componentId = data.id;
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if (componentId >= max)
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{
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max = componentId;
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}
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}
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// Create lookup table where the component ID points to the component index.
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var array = new UnsafeArray<int>(max + 1, allocator);
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array.AsSpan().Fill(-1);
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for (var index = 0; index < datas.Length; index++)
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{
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ref var type = ref datas[index];
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var componentId = type.id;
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array[componentId] = index;
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}
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return array;
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}
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internal static int GetHashCode(Span<ComponentData> components)
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{
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// Search for the highest id to determine how much uints we need for the stack.
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var highestId = 0;
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foreach (ref var cmp in components)
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{
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if (cmp.id > highestId)
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{
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highestId = cmp.id;
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}
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}
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// Allocate the stack and set bits to replicate a bitset
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var length = BitSet.RequiredLength(highestId + 1);
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Span<uint> stack = stackalloc uint[length];
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var spanBitSet = new SpanBitSet(stack);
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foreach (ref var type in components)
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{
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var x = type.id;
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spanBitSet.SetBit(x);
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}
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return GetHashCode(stack);
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}
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public static int GetHashCode(Span<uint> span)
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{
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var hashCode = new HashCode();
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hashCode.AddBytes(MemoryMarshal.AsBytes(span));
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return hashCode.ToHashCode();
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}
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}
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internal static class Component<T>
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where T : unmanaged, IComponent
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{
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public static readonly ComponentData data;
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public static readonly Signature signature;
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static Component()
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{
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data = ComponentRegistry.GetOrAdd<T>();
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signature = new Signature(data);
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}
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}
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