forked from Misaki/GhostEngine
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
865 lines
30 KiB
C#
865 lines
30 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.Collections;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Diagnostics;
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namespace Ghost.Entities;
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internal struct EntityLocation : IComparable<EntityLocation>
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{
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public int archetypeID;
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public int chunkIndex;
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public int rowIndex;
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public readonly int CompareTo(EntityLocation other)
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{
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var archComp = chunkIndex.CompareTo(other.chunkIndex);
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if (archComp != 0)
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{
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return archComp;
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}
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var chunkComp = chunkIndex.CompareTo(other.chunkIndex);
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if (chunkComp != 0)
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{
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return chunkComp;
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}
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return rowIndex.CompareTo(other.rowIndex);
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}
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}
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/// <summary>
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/// A manager for creating, destroying, and managing entities and their components.
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/// </summary>
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/// <remarks>
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/// All methods in this class are not thread-safe and all of them will cause structural changes if not mentioned otherwise.
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/// Use <see cref="EntityCommandBuffer"/> to defer structural changes to a safe point.
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/// Use <see cref="World.GetThreadLocalEntityCommandBuffer(int)"/> to get a thread-local command buffer for multithreaded scenarios.
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/// </remarks>
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public unsafe partial class EntityManager : IDisposable
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{
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private readonly World _world;
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private UnsafeSlotMap<EntityLocation> _entityLocations;
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private bool _disposed;
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public World World => _world;
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internal EntityManager(World world, int initialCapacity)
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{
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_world = world;
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_entityLocations = new UnsafeSlotMap<EntityLocation>(initialCapacity, Allocator.Persistent, AllocationOption.Clear);
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_scriptComponents = new SlotMap<List<ScriptComponent>>(initialCapacity / 2);
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// _storages = new IManagedComponentStorage[16];
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}
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~EntityManager()
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{
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Dispose();
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}
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internal ErrorStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
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{
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ErrorStatus.NotFound;
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}
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location.archetypeID = newArchetypeID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ErrorStatus.None;
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}
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internal Result<EntityLocation, ErrorStatus> GetEntityLocation(Entity entity)
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{
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if (_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return location;
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}
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return ErrorStatus.NotFound;
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}
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/// <summary>
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/// Create an entity with no components.
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/// </summary>
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/// <returns>The created entity.</returns>
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public Entity CreateEntity()
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{
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var entities = (Span<Entity>)stackalloc Entity[1];
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CreateEntities(entities);
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return entities[0];
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}
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/// <summary>
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/// Create an entity with specified components.
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/// </summary>
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/// <param name="set">A set of component space IDs to add to the entities.</param>
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/// <returns>The created entity.</returns>
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public Entity CreateEntity(ComponentSet set)
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{
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var entities = (Span<Entity>)stackalloc Entity[1];
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CreateEntities(entities, set);
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return entities[0];
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}
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/// <summary>
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/// Create multiple entities with no components.
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/// </summary>
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/// <param name="entities">The span to store the created entities.</param>
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public void CreateEntities(Span<Entity> entities)
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{
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ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
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emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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for (var i = 0; i < entities.Length; i++)
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{
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = World.EmptyArchetypeID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
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entities[i] = entity;
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}
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}
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/// <summary>
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/// Create multiple entities with no components.
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/// </summary>
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/// <param name="count">The number of entities to create.</param>
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public void CreateEntities(int count)
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{
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ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
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emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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for (var i = 0; i < count; i++)
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{
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = World.EmptyArchetypeID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
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}
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}
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/// <summary>
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/// Create multiple entities with specified components.
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/// </summary>
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/// <param name="entities">The span to store the created entities.</param>
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/// <param name="set">A set of component space IDs to add to the entities.</param>
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/// <returns>An array of the created entities.</returns>
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public void CreateEntities(Span<Entity> entities, ComponentSet set)
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{
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var hash = set.GetHashCode();
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var arcID = _world.GetArchetypeIDBySignatureHash(hash);
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if (arcID.IsInvalid)
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{
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arcID = _world.CreateArchetype(set.Components, hash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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for (var i = 0; i < entities.Length; i++)
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{
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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entities[i] = entity;
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}
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}
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/// <summary>
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/// Create multiple entities with specified components.
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/// </summary>
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/// <param name="count">The number of entities to create.</param>
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/// <param name="set">A set of component space IDs to add to the entities.</param>
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public void CreateEntities(int count, ComponentSet set)
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{
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var hash = set.GetHashCode();
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var arcID = _world.GetArchetypeIDBySignatureHash(hash);
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if (arcID.IsInvalid)
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{
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arcID = _world.CreateArchetype(set.Components, hash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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for (var i = 0; i < count; i++)
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{
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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}
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}
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private void DestoryManagedEntityIfExists(ref readonly Archetype archetype, EntityLocation location)
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{
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var pManagedRef = archetype.GetComponentData(location.chunkIndex, location.rowIndex, ComponentTypeID<ManagedEntityRef>.Value);
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if (pManagedRef != null)
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{
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DestroyManagedEntity(((ManagedEntityRef*)pManagedRef)->entity);
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}
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}
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/// <summary>
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/// Destroy the specified entity.
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/// </summary>
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/// <returns>The result status of the operation.</returns>
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public ErrorStatus DestroyEntity(Entity entity)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return ErrorStatus.NotFound;
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}
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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DestoryManagedEntityIfExists(in archetype, location);
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var r = archetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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if (r != ErrorStatus.None)
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{
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return r;
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}
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if (!_entityLocations.Remove(entity.ID, entity.Generation))
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{
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return ErrorStatus.NotFound;
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}
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return ErrorStatus.None;
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}
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/// <summary>
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/// Destroy the specified entities.
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/// </summary>
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/// <param name="entities">The entities to destroy.</param>
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public void DestroyEntities(ReadOnlySpan<Entity> entities)
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{
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void RemoveManagedEntity(ReadOnlySpan<int> rowIndicesCache, ref readonly Archetype archetype, int chunkIndex)
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{
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for (var j = 0; j < rowIndicesCache.Length; j++)
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{
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var rowIndex = rowIndicesCache[j];
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var location = new EntityLocation
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{
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archetypeID = archetype.ID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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};
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DestoryManagedEntityIfExists(in archetype, location);
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}
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}
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if (entities.Length == 0)
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{
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return;
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}
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using var scope = AllocationManager.CreateStackScope();
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var batchDestroy = new UnsafeList<EntityLocation>(entities.Length, scope.AllocationHandle);
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var rowIndicesCache = new UnsafeList<int>(32, scope.AllocationHandle);
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// 1. GATHER
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// Resolve all entities to their locations
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for (var i = 0; i < entities.Length; i++)
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{
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var entity = entities[i];
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if (_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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batchDestroy.Add(location);
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}
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}
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if (batchDestroy.Count == 0)
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{
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return;
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}
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// 2. SORT
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// Sorting groups them by chunk automatically
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batchDestroy.AsSpan().Sort();
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// 3. SWEEP
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// Iterate through the sorted list and batch process each chunk
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var firstLoc = batchDestroy[0];
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var prevArchetypeID = firstLoc.archetypeID;
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var prevChunkIndex = firstLoc.chunkIndex;
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for (var i = 0; i < batchDestroy.Count; i++)
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{
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var loc = batchDestroy[i];
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// Check if we have crossed a boundary (Different Chunk OR Different Archetype)
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var isNewBatch = (loc.chunkIndex != prevChunkIndex) || (loc.archetypeID != prevArchetypeID);
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if (isNewBatch)
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{
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// FLUSH PREVIOUS BATCH
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// We must retrieve the Archetype of the *Previous* batch, not the current 'loc'
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ref var prevArchetype = ref _world.GetArchetypeReference(prevArchetypeID);
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// Remove Managed Entities first
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RemoveManagedEntity(rowIndicesCache.AsSpan(), in prevArchetype, prevChunkIndex);
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// Execute the hole-filling/swap logic
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prevArchetype.RemoveEntities(prevChunkIndex, rowIndicesCache.AsSpan());
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// RESET
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rowIndicesCache.Clear();
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prevArchetypeID = loc.archetypeID;
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prevChunkIndex = loc.chunkIndex;
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}
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rowIndicesCache.Add(loc.rowIndex);
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}
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// 4. FINAL FLUSH
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// Process the stragglers remaining in the cache
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if (rowIndicesCache.Count > 0)
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{
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ref var lastArchetype = ref _world.GetArchetypeReference(prevArchetypeID);
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RemoveManagedEntity(rowIndicesCache.AsSpan(), in lastArchetype, prevChunkIndex);
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lastArchetype.RemoveEntities(prevChunkIndex, rowIndicesCache.AsSpan());
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}
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// 5. Remove from Entity Locations
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for (var i = 0; i < entities.Length; i++)
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{
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var entity = entities[i];
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_entityLocations.Remove(entity.ID, entity.Generation);
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}
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}
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/// <summary>
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/// Check if the specified entity exists.
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/// </summary>
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/// <param name="entity">The entity to check.</param>
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/// <returns>True if the entity exists, false otherwise.</returns>
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public bool Exists(Entity entity)
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{
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return _entityLocations.Contains(entity.ID, entity.Generation);
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}
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/// <summary>
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/// Create a singleton entity with the specified component.
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/// </summary>
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/// <param name="componentID">The component space ID of the singleton.</param>
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/// <param name="pComponent">Pointer to the component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ErrorStatus CreateSingleton(Identifier<IComponent> componentID, void* pComponent)
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{
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if (pComponent == null)
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{
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return ErrorStatus.InvalidArgument;
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}
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// Check if singleton already exists
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var signatureHash = ComponentRegistry.GetHashCode(componentID);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsValid)
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{
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return ErrorStatus.InvalidArgument;
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}
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arcID = _world.CreateArchetype([componentID], signatureHash);
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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archetype.SetComponentData(chunkIndex, rowIndex, componentID, pComponent);
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return ErrorStatus.None;
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}
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/// <summary>
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/// Create a singleton entity with the specified component.
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/// </summary>
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/// <typeparam name="T">The component space.</typeparam>
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/// <param name="component">The component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ErrorStatus CreateSingleton<T>(T component = default)
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where T : unmanaged, IComponent
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{
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return CreateSingleton(ComponentTypeID<T>.Value, &component);
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}
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/// <summary>
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/// Get a pointer to the singleton component data.
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/// </summary>
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/// <param name="componentID">The component space ID of the singleton.</param>
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/// <returns>Pointer to the component data, or null if not found.</returns>
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public void* GetSingleton(Identifier<IComponent> componentID)
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{
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var signatureHash = ComponentRegistry.GetHashCode(componentID);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsInvalid)
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{
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return null;
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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var layoutResult = archetype.GetLayout(componentID);
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if (layoutResult.Error != ErrorStatus.None)
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{
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return null;
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}
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var chunk = archetype._chunks[0];
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var ptr = chunk.GetUnsafePtr() + layoutResult.Value.offset;
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return ptr;
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}
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/// <summary>
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/// Get a reference to the singleton component data.
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/// </summary>
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/// <typeparam name="T">The component space.</typeparam>
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/// <returns>Reference to the component data. null ref if not found.</returns>
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public ref T GetSingleton<T>()
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where T : unmanaged, IComponent
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{
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var ptr = GetSingleton(ComponentTypeID<T>.Value);
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return ref *(T*)ptr; // This will return null ref if ptr is null.
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}
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private static void CopyData(ref Archetype oldArch, int oldChunk, int oldRow,
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ref Archetype newArch, int newChunk, int newRow)
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{
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// Iterate every component space in the OLD archetype
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for (var i = 0; i < oldArch._layouts.Count; i++)
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{
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var layout = oldArch._layouts[i];
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var src = oldArch._chunks[oldChunk].GetUnsafePtr() + layout.offset + (layout.size * oldRow);
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var r = newArch.GetLayout(layout.componentID);
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if (r.Error != ErrorStatus.None)
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{
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// New archetype does not have this component, skip it.
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// This can happen when removing components.
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continue;
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}
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var dst = newArch._chunks[newChunk].GetUnsafePtr() + r.Value.offset + (layout.size * newRow);
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MemoryUtility.MemCpy(dst, src, (nuint)layout.size);
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}
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}
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/// <summary>
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/// Add a component to the specified entity.
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/// </summary>
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/// <param name="entity">The entity to add the component to.</param>
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/// <param name="componentID">The component space ID to add.</param>
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/// <param name="pComponent">Pointer to the component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ErrorStatus AddComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
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{
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// Find current location
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ErrorStatus.NotFound;
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}
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// Build new archetype signature
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ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
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var oldSignature = oldArchetype._signature;
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if (oldSignature.IsSet(componentID))
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{
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// Component already exists
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return ErrorStatus.InvalidArgument;
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}
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var newArcID = oldArchetype.GetEdgeAdd(componentID);
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if (newArcID.IsInvalid)
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{
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var largestComponentID = Math.Max(oldSignature.Count, componentID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var oldIt = oldSignature.GetIterator();
|
|
var compCount = 0;
|
|
while (oldIt.Next(out var index))
|
|
{
|
|
newSignature.SetBit(index);
|
|
compCount++;
|
|
}
|
|
|
|
compCount++;
|
|
newSignature.SetBit(componentID);
|
|
|
|
// Find or create new archetype
|
|
var newSignatureHash = newSignature.GetHashCode();
|
|
newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
|
|
if (newArcID.IsInvalid)
|
|
{
|
|
// Create new archetype
|
|
Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
|
|
|
|
var newIt = newSignature.GetIterator();
|
|
var i = 0;
|
|
while (newIt.Next(out var index))
|
|
{
|
|
componentTypeIDs[i++] = index;
|
|
}
|
|
|
|
newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
|
|
}
|
|
|
|
oldArchetype.AddEdgeAdd(componentID, newArcID);
|
|
}
|
|
|
|
// Move entity data
|
|
ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
|
|
newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
|
|
CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
|
|
ref newArchetype, newChunkIndex, newRowIndex);
|
|
|
|
newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
|
|
newArchetype.SetComponentData(newChunkIndex, newRowIndex, componentID, pComponent);
|
|
|
|
var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
|
|
Debug.Assert(r == ErrorStatus.None); // We assert it because the entity should exist if the whole system is consistent.
|
|
if (r != ErrorStatus.None)
|
|
{
|
|
return r;
|
|
}
|
|
|
|
// Update location
|
|
location.archetypeID = newArcID;
|
|
location.chunkIndex = newChunkIndex;
|
|
location.rowIndex = newRowIndex;
|
|
|
|
return ErrorStatus.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a component to the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component space.</typeparam>
|
|
/// <param name="entity">The entity to add the component to.</param>
|
|
/// <param name="component">The component data.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus AddComponent<T>(Entity entity, T component = default)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return AddComponent(entity, ComponentTypeID<T>.Value, &component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove a component from the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to remove the component from.</param>
|
|
/// <param name="componentID">The component space ID to remove.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus RemoveComponent(Entity entity, Identifier<IComponent> componentID)
|
|
{
|
|
// Find current location
|
|
ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
|
|
if (!exist)
|
|
{
|
|
return ErrorStatus.NotFound;
|
|
}
|
|
|
|
// Build new archetype signature
|
|
ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
var oldSignature = oldArchetype._signature;
|
|
|
|
var newArcID = oldArchetype.GetEdgeRemove(componentID);
|
|
if (newArcID.IsInvalid)
|
|
{
|
|
var largestComponentID = Math.Max(oldSignature.Count, componentID);
|
|
var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
|
|
|
|
Span<uint> bits = stackalloc uint[length];
|
|
bits.Clear();
|
|
|
|
var newSignature = new SpanBitSet(bits);
|
|
|
|
var oldIt = oldSignature.GetIterator();
|
|
var compCount = 0;
|
|
while (oldIt.Next(out var index))
|
|
{
|
|
if (index != componentID)
|
|
{
|
|
newSignature.SetBit(index);
|
|
compCount++;
|
|
}
|
|
}
|
|
|
|
// Find or create new archetype
|
|
var newSignatureHash = newSignature.GetHashCode();
|
|
newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
|
|
if (newArcID.IsInvalid)
|
|
{
|
|
// Create new archetype
|
|
Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
|
|
|
|
var newIt = newSignature.GetIterator();
|
|
var i = 0;
|
|
while (newIt.Next(out var index))
|
|
{
|
|
componentTypeIDs[i++] = index;
|
|
}
|
|
|
|
newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
|
|
}
|
|
|
|
oldArchetype.AddEdgeRemove(componentID, newArcID);
|
|
}
|
|
|
|
// Move entity data
|
|
ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
|
|
newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
|
|
CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
|
|
ref newArchetype, newChunkIndex, newRowIndex);
|
|
|
|
newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
|
|
|
|
var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
|
|
Debug.Assert(r == ErrorStatus.None); // We assert it because the entity should exist if the whole system is consistent.
|
|
if (r != ErrorStatus.None)
|
|
{
|
|
return r;
|
|
}
|
|
|
|
var pManagedRef = oldArchetype.GetComponentData(location.chunkIndex, location.rowIndex, ComponentTypeID<ManagedEntityRef>.Value);
|
|
if (pManagedRef != null)
|
|
{
|
|
DestroyManagedEntity(((ManagedEntityRef*)pManagedRef)->entity);
|
|
}
|
|
|
|
// Update location
|
|
location.archetypeID = newArcID;
|
|
location.chunkIndex = newChunkIndex;
|
|
location.rowIndex = newRowIndex;
|
|
|
|
return ErrorStatus.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove a component from the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component space.</typeparam>
|
|
/// <param name="entity">The entity to remove the component from.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus RemoveComponent<T>(Entity entity)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return RemoveComponent(entity, ComponentTypeID<T>.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the component data for the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to set the component data for.</param>
|
|
/// <param name="componentID">The component space ID to set.</param>
|
|
/// <param name="pComponent">Pointer to the component data.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus SetComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return ErrorStatus.NotFound;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
archetype.SetComponentData(location.chunkIndex, location.rowIndex, componentID, pComponent);
|
|
|
|
return ErrorStatus.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the component data for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component space.</typeparam>
|
|
/// <param name="entity">The entity to set the component data for.</param>
|
|
/// <param name="component">The component data.</param>
|
|
public ErrorStatus SetComponent<T>(Entity entity, T component)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return SetComponent(entity, ComponentTypeID<T>.Value, &component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a pointer to the component data for the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to get the component data for.</param>
|
|
/// <param name="componentID">The component space ID to get.</param>
|
|
/// <returns>Pointer to the component data, or null if not found.</returns>
|
|
public void* GetComponent(Entity entity, Identifier<IComponent> componentID)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
return archetype.GetComponentData(location.chunkIndex, location.rowIndex, componentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a reference to the component data for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component space.</typeparam>
|
|
/// <param name="entity">The entity to get the component data for.</param>
|
|
/// <returns>Reference to the component data. null ref if not found.</returns>
|
|
public ref T GetComponent<T>(Entity entity)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
var ptr = GetComponent(entity, ComponentTypeID<T>.Value);
|
|
return ref *(T*)ptr; // This will return null ref if ptr is null.
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the specified entity has the specified component.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to check.</param>
|
|
/// <param name="componentID">The component space ID to check.</param>
|
|
/// <returns>True if the entity has the component, false otherwise.</returns>
|
|
public bool HasComponent(Entity entity, Identifier<IComponent> componentID)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
return archetype.HasComponent(componentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the specified entity has the specified component.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component space.</typeparam>
|
|
/// <param name="entity">The entity to check.</param>
|
|
/// <returns>True if the entity has the component, false otherwise.</returns>
|
|
public bool HasComponent<T>(Entity entity)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return HasComponent(entity, ComponentTypeID<T>.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the enabled state of an enableable component for the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to set the enabled state for.</param>
|
|
/// <param name="componentID">The component space ID of the enableable component.</
|
|
/// <param name="enabled">True to enable the component, false to disable it.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus SetEnabled(Entity entity, Identifier<IComponent> componentID, bool enabled)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return ErrorStatus.NotFound;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
var chunkIndex = location.chunkIndex;
|
|
var rowIndex = location.rowIndex;
|
|
|
|
var layoutResult = archetype.GetLayout(componentID);
|
|
if (layoutResult.Error != ErrorStatus.None)
|
|
{
|
|
return layoutResult.Error;
|
|
}
|
|
|
|
ref var chunk = ref archetype.GetChunkReference(chunkIndex);
|
|
var chunkBase = chunk.GetUnsafePtr();
|
|
var maskBase = chunkBase + layoutResult.Value.enableBitsOffset;
|
|
|
|
var byteIndex = rowIndex >> Chunk.BIT_SHIFT;
|
|
var bitIndex = rowIndex & Chunk.BIT_ALIGNMENT_MINUS_ONE;
|
|
|
|
if (enabled)
|
|
{
|
|
maskBase[byteIndex] |= (byte)(1 << bitIndex);
|
|
}
|
|
else
|
|
{
|
|
maskBase[byteIndex] &= (byte)~(1 << bitIndex);
|
|
}
|
|
|
|
return ErrorStatus.None;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the enabled state of an enableable component for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The enableable component space.</typeparam>
|
|
/// <param name="entity">The entity to set the enabled state for.</param>
|
|
/// <param name="enabled">True to enable the component, false to disable it.</
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ErrorStatus SetEnabled<T>(Entity entity, bool enabled)
|
|
where T : unmanaged, IEnableableComponent
|
|
{
|
|
return SetEnabled(entity, ComponentTypeID<T>.Value, enabled);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_entityLocations.Dispose();
|
|
_disposed = true;
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
}
|