Refactor entity-component system and related classes

Changed the `Component` class to an interface `IComponentData` to support a data-oriented design.
Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties.
Changed the `GameObject` class to use a dictionary for components and added properties for state management.
Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`.
Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods.

Added the `Scene` class to manage root game objects and their lifecycle.
Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management.
Added the `ScriptComponent` class to allow for modular scriptable components attached to entities.
Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components.

Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system.
Updated project files to include new references and settings supporting the changes made in the codebase.
This commit is contained in:
2025-05-28 15:21:43 +09:00
parent 0cf3104a6a
commit 67b6040b5e
31 changed files with 3670 additions and 811 deletions

View File

@@ -0,0 +1,98 @@
using Misaki.HighPerformance.Unsafe.Collections;
namespace Ghost.Entities.Query;
[Flags]
internal enum FilterMode
{
All = 1 << 0,
Any = 1 << 1,
Absent = 1 << 2,
Disabled = 1 << 3,
}
internal readonly struct FilterEntry(nint id, FilterMode mode)
{
public readonly nint typeHandle = id;
public readonly FilterMode mode = mode;
}
internal struct QueryFilter()
{
internal List<nint> _all = new(6);
internal List<nint> _any = new(6);
internal List<nint> _absent = new(6);
internal List<nint> _disabled = new(6);
public readonly void ComputeFilterBitMask(World world, ref BitSet result)
{
BitSet allMask = default;
BitSet anyMask = default;
BitSet absentMask = default;
var hasAll = false;
var hasAny = false;
var hasAbsent = false;
// Compute All mask (intersection)
foreach (var typeHandle in _all)
{
var mask = world._componentStorage.GetOrCreateMask(typeHandle);
if (!hasAll)
{
allMask = new BitSet(mask.Length);
allMask.SetAll();
hasAll = true;
}
allMask &= mask;
}
// Compute Any mask (union)
foreach (var typeHandle in _any)
{
var mask = world._componentStorage.GetOrCreateMask(typeHandle);
if (!hasAny)
{
anyMask = new BitSet(mask.Length);
hasAny = true;
}
anyMask |= mask;
}
// Compute Absent mask (union for exclusion)
foreach (var typeHandle in _absent)
{
var mask = world._componentStorage.GetOrCreateMask(typeHandle);
if (!hasAbsent)
{
absentMask = new BitSet(mask.Length);
hasAbsent = true;
}
absentMask |= mask;
}
result = new BitSet(world.EntityManager.EntityCount);
result.SetAll();
if (hasAll)
{
result &= allMask;
}
if (hasAny)
{
result &= anyMask;
}
if (hasAbsent)
{
result &= ~absentMask;
}
}
}