forked from Misaki/GhostEngine
Update EntityManager and Archetype
This commit is contained in:
@@ -1,10 +1,12 @@
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using Ghost.Core;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Diagnostics;
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namespace Ghost.ArcEntities;
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public class EntityManager : IDisposable
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public unsafe class EntityManager : IDisposable
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{
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private struct EntityLocation
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{
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@@ -16,10 +18,51 @@ public class EntityManager : IDisposable
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private World _world;
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private UnsafeSlotMap<EntityLocation> _entityLocations;
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internal EntityManager(World world)
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internal EntityManager(World world, int initialCapacity)
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{
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_world = world;
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_entityLocations = new UnsafeSlotMap<EntityLocation>(16, Allocator.Persistent);
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_entityLocations = new UnsafeSlotMap<EntityLocation>(initialCapacity, Allocator.Persistent);
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}
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internal ResultStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
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{
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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location.archetypeID = newArchetypeID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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public Entity CreateEntity(params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
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{
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var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsNotValid)
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{
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arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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return entity;
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}
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public Entity CreateEntity()
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@@ -41,7 +84,7 @@ public class EntityManager : IDisposable
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return entity;
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}
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public ResultStatus RemoveEntity(Entity entity)
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public ResultStatus DestoryEntity(Entity entity)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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@@ -63,23 +106,23 @@ public class EntityManager : IDisposable
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return ResultStatus.Success;
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}
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internal ResultStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
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private static void CopyData(ref Archetype oldArch, int oldChunk, int oldRow,
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ref Archetype newArch, int newChunk, int newRow)
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{
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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// Iterate every component type in the OLD archetype
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for (int i = 0; i < oldArch.Layouts.Count; i++)
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{
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return ResultStatus.NotFound;
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var layout = oldArch.Layouts[i];
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var src = oldArch.Chunks[oldChunk].GetUnsafePtr() + layout.offset + (layout.size * oldRow);
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var newOffset = newArch.GetOffset(layout.componentID); // O(1) Lookup
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var dst = oldArch.Chunks[oldChunk].GetUnsafePtr() + newOffset + (layout.size * newRow);
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MemoryUtility.MemCpy(src, dst, (nuint)layout.size);
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}
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location.archetypeID = newArchetypeID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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public ResultStatus AddComponent<T>(Entity entity)
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where T : unmanaged
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public ResultStatus AddComponent(Entity entity, Identifier<IComponent> componentID, void* component)
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{
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// Find current location
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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@@ -89,62 +132,82 @@ public class EntityManager : IDisposable
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}
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// Build new archetype signature
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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var currentSignature = archetype.Signature;
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ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
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var oldSignature = oldArchetype.Signature;
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var compID = ComponentTypeID<T>.value;
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var largestComponentID = Math.Max(currentSignature.Count, compID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var i = 0;
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var compCount = 0;
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do
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{
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i = currentSignature.NextSetBit(i);
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if (i == -1)
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{
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break;
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}
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newSignature.SetBit(i);
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compCount++;
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} while (true);
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compCount++;
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newSignature.SetBit(compID);
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// Find or create new archetype
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var newSignatureHash = newSignature.GetHashCode();
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var newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
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// TODO: Check edge cache first.
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var newArcID = oldArchetype.GetEdgeAdd(componentID);
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if (newArcID.IsNotValid)
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{
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// Create new archetype
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Span<int> componentTypeIDs = stackalloc int[compCount];
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componentTypeIDs[0] = compID;
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var largestComponentID = Math.Max(oldSignature.Count, componentID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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do
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var iterator = 0;
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var compCount = 0;
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while (true)
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{
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i = currentSignature.NextSetBit(i);
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if (i == -1)
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int bit = oldSignature.NextSetBit(iterator);
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if (bit == -1)
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{
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break;
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}
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componentTypeIDs[--compCount] = i;
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} while (true);
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newSignature.SetBit(bit);
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iterator = bit + 1;
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compCount++;
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}
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_world.CreateArchetype(componentTypeIDs, newSignatureHash);
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compCount++;
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newSignature.SetBit(componentID);
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// Find or create new archetype
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var newSignatureHash = newSignature.GetHashCode();
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newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
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if (newArcID.IsNotValid)
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{
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// Create new archetype
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Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
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componentTypeIDs[0] = componentID;
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iterator = 0;
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while (true)
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{
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int bit = oldSignature.NextSetBit(iterator);
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if (bit == -1)
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{
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break;
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}
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componentTypeIDs[--compCount] = bit;
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iterator = bit + 1;
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}
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_world.CreateArchetype(componentTypeIDs, newSignatureHash);
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}
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oldArchetype.AddEdgeAdd(componentID, newArcID);
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}
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// Move entity data
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ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
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newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
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CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
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ref newArchetype, newChunkIndex, newRowIndex);
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newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
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newArchetype.SetComponentData(newChunkIndex, newRowIndex, componentID, component);
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var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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Debug.Assert(r == ResultStatus.Success); // We assert it because the entity should exist if the whole system is consistent.
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// if (r != ResultStatus.Success)
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// {
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// return r;
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// }
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// Update location
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location.archetypeID = newArcID;
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@@ -154,6 +217,48 @@ public class EntityManager : IDisposable
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return ResultStatus.Success;
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}
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public ResultStatus AddComponent<T>(Entity entity, ref T component)
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where T : unmanaged, IComponent
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{
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return AddComponent(entity, ComponentTypeID<T>.value, UnsafeUtility.AddressOf(ref component));
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}
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public ResultStatus SetComponentData(Entity entity, Identifier<IComponent> componentID, void* pComponent)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return ResultStatus.NotFound;
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}
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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archetype.SetComponentData(location.chunkIndex, location.rowIndex, componentID, pComponent);
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return ResultStatus.Success;
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}
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public ResultStatus SetComponentData<T>(Entity entity, ref T component)
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where T : unmanaged, IComponent
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{
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return SetComponentData(entity, ComponentTypeID<T>.value, UnsafeUtility.AddressOf(ref component));
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}
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public bool HasComponent(Entity entity, Identifier<IComponent> componentID)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return false;
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}
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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return archetype.HasComponent(componentID);
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}
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public bool HasComponent<T>(Entity entity)
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where T : unmanaged, IComponent
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{
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return HasComponent(entity, ComponentTypeID<T>.value);
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}
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public void Dispose()
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{
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_entityLocations.Dispose();
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