forked from Misaki/GhostEngine
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.
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19
Ghost.Entities/Utilities/Box.cs
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19
Ghost.Entities/Utilities/Box.cs
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namespace Ghost.Entities.Utilities;
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internal class Box<T>
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where T : struct
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{
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public T Value
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{
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get;
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set;
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}
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public Box(T value)
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{
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Value = value;
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}
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public static implicit operator T(Box<T> box) => box.Value;
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public static implicit operator Box<T>(T value) => new(value);
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}
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64
Ghost.Entities/Utilities/ComponentMask.cs
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64
Ghost.Entities/Utilities/ComponentMask.cs
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using System.Numerics;
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namespace Ghost.Entities.Utilities;
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internal readonly struct ComponentMask
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{
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private readonly ulong[] _words;
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public ComponentMask(int entityCapacity)
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{
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_words = new ulong[(entityCapacity + 63) / 64];
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}
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public void Set(int entityIndex)
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=> _words[entityIndex >> 6] |= 1UL << (entityIndex & 63);
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public void Clear(int entityIndex)
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=> _words[entityIndex >> 6] &= ~(1UL << (entityIndex & 63));
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public bool Get(int entityIndex)
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=> ((_words[entityIndex >> 6] >> (entityIndex & 63)) & 1) != 0;
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// Bitwise AND
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public ComponentMask And(in ComponentMask other)
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = _words[i] & other._words[i];
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return result;
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}
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// Bitwise OR
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public ComponentMask Or(in ComponentMask other)
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = _words[i] | other._words[i];
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return result;
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}
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// Bitwise NOT
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public ComponentMask Not()
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{
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var result = new ComponentMask(_words.Length * 64);
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for (var i = 0; i < _words.Length; i++)
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result._words[i] = ~_words[i];
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return result;
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}
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// Iterate set bits (fast scan)
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public IEnumerable<int> GetEntityIndices()
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{
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for (var word = 0; word < _words.Length; word++)
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{
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var bits = _words[word];
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while (bits != 0)
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{
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var lowBit = BitOperations.TrailingZeroCount(bits);
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yield return (word << 6) + lowBit;
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bits &= bits - 1; // clear lowest set bit
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}
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}
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}
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}
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6
Ghost.Entities/Utilities/TypeHandle.cs
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6
Ghost.Entities/Utilities/TypeHandle.cs
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namespace Ghost.Entities.Utilities;
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internal static class TypeHandle<T>
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{
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public static nint Value => typeof(T).TypeHandle.Value;
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}
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