forked from Misaki/GhostEngine
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.
103 lines
2.5 KiB
C#
103 lines
2.5 KiB
C#
using Ghost.Entities.Helpers;
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using Ghost.Entities.Registries;
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using Misaki.HighPerformance.Unsafe.Collections;
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using Misaki.HighPerformance.Unsafe.Helpers;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities;
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public interface IComponent
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{
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}
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[SkipLocalsInit]
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internal readonly record struct ComponentData
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{
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public readonly int id;
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public readonly int sizeInByte;
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public ComponentData(int id, int sizeInByte)
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{
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this.id = id;
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this.sizeInByte = sizeInByte;
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}
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}
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internal static class Component
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{
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public static unsafe UnsafeArray<int> ToLookupArray(Span<ComponentData> datas, Allocator allocator)
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{
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var max = 0;
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foreach (var data in datas)
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{
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var componentId = data.id;
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if (componentId >= max)
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{
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max = componentId;
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}
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}
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// Create lookup table where the component ID points to the component index.
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var array = new UnsafeArray<int>(max + 1, allocator);
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array.AsSpan().Fill(-1);
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for (var index = 0; index < datas.Length; index++)
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{
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ref var type = ref datas[index];
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var componentId = type.id;
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array[componentId] = index;
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}
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return array;
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}
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public static int GetHashCode(Span<ComponentData> components)
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{
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// Search for the highest id to determine how much uints we need for the stack.
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var highestId = 0;
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foreach (ref var cmp in components)
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{
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if (cmp.id > highestId)
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{
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highestId = cmp.id;
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}
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}
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// Allocate the stack and set bits to replicate a bitset
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var length = BitSet.RequiredLength(highestId + 1);
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Span<uint> stack = stackalloc uint[length];
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var spanBitSet = new SpanBitSet(stack);
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foreach (ref var type in components)
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{
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var x = type.id;
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spanBitSet.SetBit(x);
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}
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return GetHashCode(stack);
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}
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public static int GetHashCode(Span<uint> span)
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{
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var hashCode = new HashCode();
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hashCode.AddBytes(MemoryMarshal.AsBytes(span));
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return hashCode.ToHashCode();
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}
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}
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internal static class Component<T>
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where T : unmanaged, IComponent
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{
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public static readonly ComponentData data;
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public static readonly Signature signature;
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static Component()
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{
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data = ComponentRegistry.GetOrAdd<T>();
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signature = new Signature(data);
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}
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} |