Files
GhostEngine/Ghost.Entities/Chunk.cs
Misaki 7cd881b7d4 Refactor project management and enhance architecture
Added a new static class `AssetsPath` for asset management.
Added a new icon file (`icon-256.ico`) for UI representation.
Added new package references to enhance functionality.
Added internals visibility attributes for better testing.
Added a new `EngineEditorViewModel` class for MVVM support.
Added a new `GameObject` class for component management.
Added a new `BitSet` class for efficient bit manipulation.
Added various utility classes to support the new entity system.

Changed the `ID` property in `ProjectInfo` to internal.
Changed the `AddProjectAsync` method to return the created `ProjectInfo`.
Changed the connection string retrieval method to use the new `Command` constant.
Changed the `DataPath` class to use `readonly` fields for folder paths.
Changed the `ActivationHandler` class to use new `DataPath` constants.
Changed the `OpenProjectPage` layout and interaction for better UI.

Updated the target framework to a newer version for compatibility.
Updated the `ProjectService` to use new constants from `DataPath`.
Updated the `World` class to improve entity management.

Refactored the `ProjectRepository` class to encapsulate SQL commands.
Refactored the `Transform` class to use properties for better encapsulation.
2025-04-05 16:07:53 +09:00

213 lines
5.4 KiB
C#

using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ghost.Entities;
internal struct Chunks : IDisposable
{
private UnsafeArray<Chunk> _chunks;
private int _count;
private int _capacity;
public readonly int Count => _count;
public readonly int Capacity => _capacity;
public ref Chunk this[int index] => ref _chunks[index];
public Chunks(int capacity)
{
_chunks = new(capacity, Allocator.Persistent);
_count = 0;
_capacity = capacity;
}
public void Add(Chunk chunk)
{
_chunks[_count] = chunk;
_count++;
}
public void EnsureCapacity(int newCapacity)
{
if (newCapacity <= _capacity)
{
return;
}
_chunks.Resize(newCapacity);
}
public void TrimExcess()
{
if (_count == _capacity)
{
return;
}
_chunks.Resize(_count);
}
public void Clear()
{
for (var i = 0; i < _count; i++)
{
_chunks[i].Clear();
}
_count = 0;
_capacity = 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Span<Chunk> AsSpan()
{
return _chunks.AsSpan();
}
public void Dispose()
{
for (var i = 0; i < _count; i++)
{
_chunks[i].Dispose();
}
_chunks.Dispose();
_count = 0;
_capacity = 0;
}
}
internal struct Chunk : IDisposable
{
public UnsafeArray<Entity> entities;
public UnsafeArray<UnsafeArray<byte>> components;
// The component lookup array is used to quickly find the index of a component in the components array.
// Mapping component ID to component index in the components array.
private UnsafeArray<int> _componentLookup;
private int _count;
private readonly int _capacity;
private bool _isDisposed;
public readonly int Count => _count;
public readonly int Capacity => _capacity;
public Chunk(int capacity, Span<ComponentData> data) : this(capacity, data, Component.ToLookupArray(data, Allocator.Persistent))
{
}
public Chunk(int capacity, Span<ComponentData> data, UnsafeArray<int> lookup)
{
_count = 0;
_capacity = capacity;
entities = new(capacity, Allocator.Persistent);
components = new(data.Length, Allocator.Persistent);
_componentLookup = lookup;
for (var i = 0; i < data.Length; i++)
{
var component = data[i];
components[component.id] = new UnsafeArray<byte>(capacity * component.sizeInByte, Allocator.Persistent);
}
}
public int Add(Entity entity)
{
var index = _count;
entities[index] = entity;
_count++;
return index;
}
public unsafe bool Remove(int index)
{
if (index < 0 || index >= _count)
{
return false;
}
var lastIndex = _count--;
entities[index] = entities[lastIndex];
for (var i = 0; i < components.Count; i++)
{
var componentArray = UnsafeUtilities.ReadArrayElementUnsafe<UnsafeArray<byte>>(components.GetUnsafePtr(), i);
var componentSize = componentArray->Count / _capacity;
var removedComponent = UnsafeUtilities.ReadArrayElementUnsafe<byte>(componentArray->GetUnsafePtr(), index * componentSize);
var lastComponent = UnsafeUtilities.ReadArrayElementUnsafe<byte>(componentArray->GetUnsafePtr(), lastIndex * componentSize);
MemoryUtilities.MemCpy(removedComponent, lastComponent, (nuint)componentSize);
}
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private readonly int IndexOf<T>()
where T : unmanaged, IComponent
{
var id = Component<T>.data.id;
Debug.Assert(id != -1 && id < _componentLookup.Count, $"Index is out of bounds, component {typeof(T)} with id {id} does not exist in this chunk.");
return _componentLookup[id];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Has<T>()
where T : unmanaged, IComponent
{
var id = Component<T>.data.id;
return id < _componentLookup.Count && _componentLookup[id] != -1;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe UnsafeArray<T> GetArrayOf<T>()
where T : unmanaged, IComponent
{
var index = IndexOf<T>();
var componentArray = components[index];
return UnsafeUtilities.CastArray<byte, T>(componentArray);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe ref T GetComponent<T>(int index)
where T : unmanaged, IComponent
{
var componentArray = GetArrayOf<T>();
return ref componentArray[index];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Entity GetEntity(int index)
{
return entities[index];
}
public void Clear()
{
_count = 0;
}
public void Dispose()
{
if (_isDisposed)
{
return;
}
entities.Dispose();
_componentLookup.Dispose();
for (var i = 0; i < components.Count; i++)
{
components[i].Dispose();
}
components.Dispose();
_isDisposed = true;
}
}