Files
GhostEngine/Ghost.ArcEntities/Archetype.cs
2025-12-02 17:41:48 +09:00

177 lines
5.4 KiB
C#

using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Runtime.CompilerServices;
namespace Ghost.ArcEntities;
public unsafe struct Archetype : IDisposable
{
private UnsafeList<Chuck> _chunks;
private UnsafeArray<int> _offsets;
private UnsafeArray<int> _componentIDToOffset;
private int _entityCapacity;
private int _maxComponentID;
private int _entityIdsOffset;
public int EntityCapacity => _entityCapacity;
public int ChunkCount => _chunks.Count;
public Archetype(ReadOnlySpan<ComponentInfo> components)
{
_chunks = new UnsafeList<Chuck>(4, Allocator.Persistent);
CalculateLayout(components);
}
private void CalculateLayout(ReadOnlySpan<ComponentInfo> components)
{
var entitySize = sizeof(Entity);
var entityAlign = (int)MemoryUtility.AlignOf<Entity>();
// Calculate total size per entity to get an initial capacity estimate
var bytesPerEntity = entitySize;
var maxComponentID = 0;
for (var i = 0; i < components.Length; i++)
{
bytesPerEntity += components[i].size;
if (components[i].id > maxComponentID)
{
maxComponentID = components[i].id;
}
}
_maxComponentID = maxComponentID;
_entityCapacity = Chuck.CHUNK_SIZE / bytesPerEntity;
_offsets = new UnsafeArray<int>(components.Length, Allocator.Persistent);
_componentIDToOffset = new UnsafeArray<int>(_maxComponentID + 1, Allocator.Persistent);
_componentIDToOffset.AsSpan().Fill(-1);
var sortedComponents = new ComponentInfo[components.Length];
components.CopyTo(sortedComponents);
Array.Sort(sortedComponents, (a, b) => b.alignment.CompareTo(a.alignment));
while (_entityCapacity > 0)
{
var currentOffset = 0;
var fits = true;
currentOffset = (currentOffset + entityAlign - 1) & ~(entityAlign - 1);
currentOffset += _entityCapacity * entitySize;
_entityIdsOffset = currentOffset;
var tempOffsets = stackalloc int[components.Length];
for (var i = 0; i < sortedComponents.Length; i++)
{
var size = sortedComponents[i].size;
var align = sortedComponents[i].alignment;
currentOffset = (currentOffset + align - 1) & ~(align - 1);
tempOffsets[i] = currentOffset;
currentOffset += _entityCapacity * size;
if (currentOffset > Chuck.CHUNK_SIZE)
{
fits = false;
break;
}
}
if (fits)
{
for (var i = 0; i < sortedComponents.Length; i++)
{
_offsets[i] = tempOffsets[i];
_componentIDToOffset[sortedComponents[i].id] = tempOffsets[i];
}
return;
}
_entityCapacity--;
}
}
internal ref Chuck GetChunkReference(int index)
{
return ref _chunks[index];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetOffset(int componentId)
{
if (componentId >= _componentIDToOffset.Count)
{
return -1;
}
return _componentIDToOffset[componentId];
}
public void RemoveEntity(int chunkIndex, int rowIndex)
{
var chunk = _chunks[chunkIndex];
int lastIndex = chunk.Count - 1;
// 1. If we are NOT removing the very last entity, we must swap.
if (rowIndex != lastIndex)
{
// A. We are moving the 'last' entity into the 'row' spot.
// We need to know WHO that last entity is so we can update the lookup map.
var pLastEntity = chunk.GetUnsafePtr() + _entityIdsOffset + (sizeof(Entity) * lastIndex);
var lastEntity = *(Entity*)pLastEntity;
// B. Now we can update the map
// World.UpdateLocation(lastEntity.ID, newIndex: rowIndex);
// C. Perform the memory copy (Swap components)
for (var i = 0; i <= _offsets.Count; i++)
{
var offset = _offsets[i];
var compSize = ComponentRegister.GetComponentInfo(i).size;
var pRow = chunk.GetUnsafePtr() + offset + (compSize * rowIndex);
var pLast = chunk.GetUnsafePtr() + offset + (compSize * lastIndex);
MemoryUtility.MemCpy(pLast, pRow, (nuint)compSize);
}
}
chunk.Count--;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public UnsafeArray<T> GetComponentArray<T>(int chunkIndex)
where T : unmanaged
{
var id = ComponentTypeID<T>.value;
if (id >= _componentIDToOffset.Count)
{
return default;
}
var offset = _componentIDToOffset[id];
if (offset == -1)
{
return default;
}
var chunk = _chunks[chunkIndex];
return new UnsafeArray<T>((T*)((byte*)chunk.GetUnsafePtr() + offset), _entityCapacity);
}
public void Dispose()
{
_componentIDToOffset.Dispose();
foreach (var chunk in _chunks)
{
chunk.Dispose();
}
_chunks.Dispose();
}
}