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.
This commit is contained in:
2025-05-21 11:46:48 +09:00
parent 56a21bab2b
commit 0cf3104a6a
30 changed files with 1702 additions and 240 deletions

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Ghost.Data\Ghost.Data.csproj" />
<ProjectReference Include="..\Ghost.Engine\Ghost.Engine.csproj" />
<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
</ItemGroup>
</Project>

48
Ghost.Test/Program.cs Normal file
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using Ghost.Entities;
using System.Numerics;
var world = new World();
var entity1 = world.CreateEntity();
var entity2 = world.CreateEntity();
var entity3 = world.CreateEntity();
world.AddComponent(entity1, new Transform { position = new Vector3(1, 2, 3) });
world.AddComponent(entity1, new Mesh { index = 42 });
world.AddComponent(entity2, new Transform { position = new Vector3(4, 5, 6) });
world.AddComponent(entity2, new Mesh { index = 43 });
world.AddComponent(entity3, new Transform { position = new Vector3(7, 8, 9) });
world.Query<Transform>((Entity entity, ref Transform transform) =>
{
transform.position += new Vector3(1, 1, 1);
});
world.Query<Mesh>((Entity entity, ref Mesh mesh) =>
{
mesh.index += 1;
});
world.RemoveEntity(entity2);
var entity4 = world.CreateEntity();
world.AddComponent(entity4, new Transform { position = new Vector3(10, 11, 12) });
world.AddComponent(entity4, new Mesh { index = 44 });
world.Query<Transform, Mesh>((Entity entity, ref Transform transform, ref Mesh mesh) =>
{
Console.WriteLine($"Entity {entity.ID}: Transform Position = {transform.position}, Mesh Index = {mesh.index}");
});
world.Dispose();
public struct Transform : IComponent
{
public Vector3 position;
public Quaternion rotation;
public Vector3 scale;
}
public struct Mesh : IComponent
{
public uint index;
}