Implement core entity management features

Added `Archetype` struct with chunk management and disposal.
Added `BitSet` class for managing collections of bits.
Added `Class1.cs` as a placeholder for graphics functionality.
Added `ComponentData` struct and `ComponentPool` class for component management.
Added `ComponentRegistry` for efficient component registration.
Added `EntityChangeQueue` as a placeholder for future changes.
Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation.
Added `Signature` struct for managing component signatures.
Added `World` struct to manage the game world and entities.
Added `QueryRefComponent` delegates for querying entities.

Changed `Archetype.cs` to implement `IDisposable`.
Changed `AssemblyInfo.cs` to update global using directives.
Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management.
Changed `Component.cs` to refine component management methods.
Changed `Entity.cs` to improve properties and methods.
Changed `Ghost.Entities.csproj` to update project properties.
Changed `Program.cs` to demonstrate entity creation and querying.
Changed `World.Query.cs` to facilitate querying with components.
This commit is contained in:
2025-05-21 11:46:48 +09:00
parent 56a21bab2b
commit 0cf3104a6a
30 changed files with 1702 additions and 240 deletions

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// Code from https://github.com/genaray/Arch/blob/master/src/Arch/Core/Utils/BitSet.cs
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Text;
namespace Ghost.Entities.Helpers;
// NOTE: Can this be replaced with `System.Collections.BitArray`?
// NOTE: If not, can it at least mirror that type's API?
/// <summary>
/// The <see cref="BitSet"/> class
/// represents a resizable collection of bits.
/// </summary>
public struct BitSet : IDisposable
{
private const int _BIT_SIZE = (sizeof(uint) * 8) - 1; // 31
private const int _INDEX_SIZE = 5; // log_2(BitSize + 1)
private static readonly int _padding = Vector<uint>.Count; // The padding used for vectorisation, the amount of uints required for being vectorized basically
/// <summary>
/// Determines the required length of an <see cref="BitSet"/> to hold the passed id or bit.
/// </summary>
/// <param name="id">The id or bit.</param>
/// <returns>A size of required <see cref="uint"/>s for the bitset.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int RequiredLength(int id)
{
return (id >> 5) + int.Sign(id & _BIT_SIZE);
}
/// <summary>
/// The bits from the bitset.
/// </summary>
private UnsafeArray<uint> _bits;
/// TODO: Update on ClearBit, however clearbit is only used in tests so its fine for now.
/// <summary>
/// The highest bit set.
/// </summary>
private int _highestBit;
/// TODO: Update on ClearBit, probably remove <see cref="_highestBit"/> in favor?
/// <summary>
/// The maximum <see cref="_bits"/>-index current in use.
/// </summary>
private int _max;
/// <summary>
/// Initializes a new instance of the <see cref="BitSet" /> class.
/// </summary>
public BitSet()
{
_bits = new UnsafeArray<uint>(_padding, Allocator.Persistent);
}
/// <summary>
/// Initializes a new instance of the <see cref="BitSet" /> class.
/// </summary>
public BitSet(params Span<uint> bits)
{
_bits = new UnsafeArray<uint>(bits.Length, Allocator.Persistent);
_bits.CopyFrom(bits);
}
/// <summary>
/// The highest uint index in use inside the <see cref="_bits"/>-array.
/// </summary>
public readonly int HighestIndex
{
get => _max;
}
/// <summary>
/// The highest bit set.
/// </summary>
public readonly int HighestBit
{
get => _highestBit;
}
/// <summary>
/// Returns the length of the bitset, how many int's it consists of.
/// </summary>
public readonly int Count
{
get => _bits.Count;
}
/// <summary>
/// Checks whether a bit is set at the index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>True if it is, otherwise false</returns>
public readonly bool IsSet(int index)
{
var b = index >> _INDEX_SIZE;
if (b >= _bits.Count)
{
return false;
}
return (_bits[b] & (1 << (index & _BIT_SIZE))) != 0;
}
/// <summary>
/// Sets a bit at the given index.
/// Resizes its internal array if necessary.
/// </summary>
/// <param name="index">The index.</param>
public void SetBit(int index)
{
var b = index >> _INDEX_SIZE;
if (b >= _bits.Count)
{
_bits.Resize((b + _padding) / _padding * _padding); // Round up to a multiply of Padding
}
// Track highest set bit
_highestBit = Math.Max(_highestBit, index);
_max = (_highestBit / (_BIT_SIZE + 1)) + 1;
_bits[b] |= 1u << (index & _BIT_SIZE);
}
/// <summary>
/// Clears the bit at the given index.
/// </summary>
/// <param name="index">The index.</param>
public readonly void ClearBit(int index)
{
var b = index >> _INDEX_SIZE;
if (b >= _bits.Count)
{
return;
}
_bits[b] &= ~(1u << (index & _BIT_SIZE));
}
/// <summary>
/// Sets all bits.
/// </summary>
public void SetAll()
{
var count = _bits.Count;
for (var i = 0; i < count; i++)
{
_bits[i] = 0xffffffff;
}
_highestBit = (_bits.Count * (_BIT_SIZE + 1)) - 1;
_max = (_highestBit / (_BIT_SIZE + 1)) + 1;
}
/// <summary>
/// Clears all set bits.
/// </summary>
public readonly void ClearAll()
{
_bits.Clear();
}
/// <summary>
/// Checks if all bits from this instance match those of the other instance.
/// </summary>
/// <param name="other">The other <see cref="BitSet"/>.</param>
/// <returns>True if they match, false if not.</returns>
[SkipLocalsInit]
public readonly bool All(BitSet other)
{
var min = Math.Min(Math.Min(Count, other.Count), _max);
if (!Vector.IsHardwareAccelerated || min < _padding)
{
// Bitwise and
for (var i = 0; i < min; i++)
{
var bit = _bits[i];
if ((bit & other._bits[i]) != bit)
{
return false;
}
}
// Handle extra bits on our side that might just be all zero.
for (var i = min; i < _max; i++)
{
if (_bits[i] != 0)
{
return false;
}
}
}
else
{
// Vectorized bitwise and
for (var i = 0; i < min; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
var resultVector = Vector.BitwiseAnd(vector, otherVector);
if (!Vector.EqualsAll(resultVector, vector))
{
return false;
}
}
// Handle extra bits on our side that might just be all zero.
for (var i = min; i < _max; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
{
return false;
}
}
}
return true;
}
/// <summary>
/// Checks if any bits from this instance match those of the other instance.
/// </summary>
/// <param name="other">The other <see cref="BitSet"/>.</param>
/// <returns>True if they match, false if not.</returns>
public readonly bool Any(BitSet other)
{
var min = Math.Min(Math.Min(Count, other.Count), _max);
if (!Vector.IsHardwareAccelerated || min < _padding)
{
var bits = _bits.AsSpan();
var otherBits = other._bits.AsSpan();
// Bitwise and, return true since any is met
for (var i = 0; i < min; i++)
{
var bit = bits[i];
if ((bit & otherBits[i]) > 0)
{
return true;
}
}
// Handle extra bits on our side that might just be all zero.
for (var i = min; i < _max; i++)
{
if (bits[i] > 0)
{
return false;
}
}
}
else
{
// Vectorized bitwise and, return true since any is met
for (var i = 0; i < min; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
var resultVector = Vector.BitwiseAnd(vector, otherVector);
if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
{
return true;
}
}
// Handle extra bits on our side that might just be all zero.
for (var i = min; i < _max; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
{
return false;
}
}
}
return _highestBit <= 0;
}
/// <summary>
/// Checks if none bits from this instance match those of the other instance.
/// </summary>
/// <param name="other">The other <see cref="BitSet"/>.</param>
/// <returns>True if none match, false if not.</returns>
public readonly bool None(BitSet other)
{
var min = Math.Min(Math.Min(Count, other.Count), _max);
if (!Vector.IsHardwareAccelerated || min < _padding)
{
var bits = _bits.AsSpan();
var otherBits = other._bits.AsSpan();
// Bitwise and, return true since any is met
for (var i = 0; i < min; i++)
{
var bit = bits[i];
if ((bit & otherBits[i]) != 0)
{
return false;
}
}
}
else
{
// Vectorized bitwise and, return true since any is met
for (var i = 0; i < min; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
var resultVector = Vector.BitwiseAnd(vector, otherVector);
if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
{
return false;
}
}
}
return true;
}
/// <summary>
/// Checks if exactly all bits from this instance match those of the other instance.
/// </summary>
/// <param name="other">The other <see cref="BitSet"/>.</param>
/// <returns>True if they match, false if not.</returns>
public readonly bool Exclusive(BitSet other)
{
var min = Math.Min(Math.Min(Count, other.Count), _max);
if (!Vector.IsHardwareAccelerated || min < _padding)
{
var bits = _bits.AsSpan();
var otherBits = other._bits.AsSpan();
// Bitwise xor, if both are not totally equal, return false
for (var i = 0; i < min; i++)
{
var bit = bits[i];
if ((bit ^ otherBits[i]) != 0)
{
return false;
}
}
// handle extra bits on our side that might just be all zero
for (var i = min; i < _max; i++)
{
if (bits[i] != 0)
{
return false;
}
}
}
else
{
// Vectorized bitwise xor, return true since any is met
for (var i = 0; i < min; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
var otherVector = new Vector<uint>(other._bits.AsSpan()[i..]);
var resultVector = Vector.Xor(vector, otherVector);
if (!Vector.EqualsAll(resultVector, Vector<uint>.Zero))
{
return false;
}
}
// Handle extra bits on our side that might just be all zero.
for (var i = min; i < _max; i += _padding)
{
var vector = new Vector<uint>(_bits.AsSpan()[i..]);
if (!Vector.EqualsAll(vector, Vector<uint>.Zero)) // Vectors are not zero bits[0] != 0 basically
{
return false;
}
}
}
return true;
}
/// <summary>
/// Creates a <see cref="Span{T}"/> to access the <see cref="_bits"/>.
/// </summary>
/// <returns>The hash.</returns>
public readonly Span<uint> AsSpan()
{
var max = (_highestBit / (_BIT_SIZE + 1)) + 1;
return _bits.AsSpan()[0..max];
}
/// <summary>
/// Copies the bits into a <see cref="Span{T}"/> and returns a slice containing the copied <see cref="_bits"/>.
/// </summary>
/// <param name="span">The <see cref="Span{T}"/> to copy into.</param>
/// <param name="zero">If true, it will zero the unused space from the <see cref="span"/>.</param>
/// <returns>The <see cref="Span{T}"/>.</returns>
public readonly Span<uint> AsSpan(Span<uint> span, bool zero = true)
{
// Copy everything that's possible from one to another
var length = Math.Min(Count, span.Length);
for (var index = 0; index < length; index++)
{
span[index] = _bits[index];
}
// Zero the rest space which was not overriden due to the copy.
for (var index = length; zero && index < span.Length; index++)
{
span[index] = 0;
}
return span[0..length];
}
/// <summary>
/// Calculates the hash, this is unique for the set bits. Two <see cref="BitSet"/> with the same set bits, result in the same hash.
/// </summary>
/// <returns>The hash.</returns>
public readonly override int GetHashCode()
{
return Component.GetHashCode(AsSpan());
}
/// <summary>
/// Prints the content of this instance.
/// </summary>
/// <returns>The string.</returns>
public readonly override string ToString()
{
// Convert uint to binary form for pretty printing
var binaryBuilder = new StringBuilder();
foreach (var bit in _bits)
{
binaryBuilder.Append(Convert.ToString((uint)bit, 2).PadLeft(32, '0')).Append(',');
}
binaryBuilder.Length--;
return $"{nameof(_bits)}: {binaryBuilder}, {nameof(Count)}: {Count}";
}
public void Dispose()
{
_bits.Dispose();
}
}
/// <summary>
/// The <see cref="SpanBitSet"/> struct
/// represents a non resizable collection of bits.
/// Used to set, check and clear bits on a allocated <see cref="BitSet"/> or on the stack.
/// </summary>
public readonly ref struct SpanBitSet
{
private const int _BIT_SIZE = (sizeof(uint) * 8) - 1; // 31
// NOTE: Is a byte not 8 bits?
private const int _BYTE_SIZE = 5; // log_2(BitSize + 1)
/// <summary>
/// The bits from the bitset.
/// </summary>
private readonly Span<uint> _bits;
/// <summary>
/// Initializes a new instance of the <see cref="BitSet" /> class.
/// </summary>
public SpanBitSet(Span<uint> bits)
{
_bits = bits;
}
/// <summary>
/// Checks whether a bit is set at the index.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>True if it is, otherwise false</returns>
public bool IsSet(int index)
{
var b = index >> _BYTE_SIZE;
if (b >= _bits.Length)
{
return false;
}
return (_bits[b] & (1 << (index & _BIT_SIZE))) != 0;
}
/// <summary>
/// Sets a bit at the given index.
/// Resizes its internal array if necessary.
/// </summary>
/// <param name="index">The index.</param>
public void SetBit(int index)
{
var b = index >> _BYTE_SIZE;
if (b >= _bits.Length)
{
return;
}
_bits[b] |= 1u << (index & _BIT_SIZE);
}
/// <summary>
/// Clears the bit at the given index.
/// </summary>
/// <param name="index">The index.</param>
public void ClearBit(int index)
{
var b = index >> _BYTE_SIZE;
if (b >= _bits.Length)
{
return;
}
_bits[b] &= ~(1u << (index & _BIT_SIZE));
}
/// <summary>
/// Sets all bits.
/// </summary>
public void SetAll()
{
var count = _bits.Length;
for (var i = 0; i < count; i++)
{
_bits[i] = 0xffffffff;
}
}
/// <summary>
/// Clears all set bits.
/// </summary>
public void ClearAll()
{
_bits.Clear();
}
/// <summary>
/// Creates a <see cref="Span{T}"/> to access the <see cref="_bits"/>.
/// </summary>
/// <returns>The hash.</returns>
public Span<uint> AsSpan()
{
return _bits;
}
/// <summary>
/// Copies the bits into a <see cref="Span{T}"/> and returns a slice containing the copied <see cref="_bits"/>.
/// </summary>
/// <param name=""></param>
/// <returns>The hash.</returns>
public Span<uint> AsSpan(Span<uint> span, bool zero = true)
{
// Prevent exception because target array is to small for copy operation
var length = Math.Min(this._bits.Length, span.Length);
for (var index = 0; index < length; index++)
{
span[index] = _bits[index];
}
// Zero the rest space which was not overriden due to the copy.
for (var index = length; zero && index < span.Length; index++)
{
span[index] = 0;
}
return span[.._bits.Length];
}
/// <summary>
/// Calculates the hash, this is unique for the set bits. Two <see cref="BitSet"/> with the same set bits, result in the same hash.
/// </summary>
/// <returns>The hash.</returns>
public override int GetHashCode()
{
return Component.GetHashCode(AsSpan());
}
/// <summary>
/// Prints the content of this instance.
/// </summary>
/// <returns>The string.</returns>
public override string ToString()
{
// Convert uint to binary form for pretty printing
var binaryBuilder = new StringBuilder();
foreach (var bit in _bits)
{
binaryBuilder.Append(Convert.ToString((uint)bit, 2).PadLeft(32, '0')).Append(',');
}
binaryBuilder.Length--;
return $"{nameof(_bits)}: {string.Join(",", binaryBuilder)}";
}
}

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namespace Ghost.Entities.Helpers;
internal static class ThreadLocker
{
private static Lock? _worldLock;
public static Lock WorldLock => _worldLock ??= new();
}