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

103
Ghost.Entities/World.cs Normal file
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using System.Diagnostics.CodeAnalysis;
namespace Ghost.Entities;
public partial struct World : IDisposable
{
private static int _nextWorldIndex = 0;
private readonly int _worldIndex;
private List<Entity> _entities;
private readonly Stack<EntityID> _freeSlots;
private readonly Dictionary<Type, object> _pools;
public World()
{
_worldIndex = _nextWorldIndex++;
_entities = new List<Entity>();
_freeSlots = new Stack<int>();
_pools = new();
}
public readonly Entity CreateEntity()
{
if (_freeSlots.Count > 0)
{
var index = _freeSlots.Pop();
return _entities[index];
}
else
{
var index = _entities.Count;
var entity = new Entity(index, 0, _worldIndex);
_entities.Add(entity);
return entity;
}
}
public readonly void RemoveEntity(Entity e)
{
if (e.ID >= _entities.Count || _entities[e.ID].Generation != e.Generation)
{
return;
}
var entity = _entities[e.ID];
entity.IncrementGeneration();
_entities[e.ID] = entity;
_freeSlots.Push(e.ID);
}
public void AddComponent<T>(Entity entity, T component) where T : struct, IComponent
=> GetOrCreatePool<T>().Add(entity, component);
public void SetComponent<T>(Entity entity, T component) where T : struct, IComponent
=> GetOrCreatePool<T>().Set(entity, component);
public bool HasComponent<T>(Entity entity) where T : struct, IComponent
=> GetOrCreatePool<T>().Has(entity);
private readonly bool TryGetPool<T>([MaybeNullWhen(false)] out ComponentPool<T> pool)
where T : struct, IComponent
{
var type = typeof(T);
if (_pools.TryGetValue(type, out var obj))
{
pool = (ComponentPool<T>)obj;
return true;
}
pool = null;
return false;
}
private readonly ComponentPool<T> GetOrCreatePool<T>()
where T : struct, IComponent
{
var type = typeof(T);
if (!_pools.TryGetValue(type, out var obj))
{
var pool = new ComponentPool<T>();
_pools[type] = pool;
return pool;
}
return (ComponentPool<T>)obj;
}
public readonly void Dispose()
{
foreach (var pool in _pools.Values)
{
if (pool is IDisposable disposablePool)
{
disposablePool.Dispose();
}
}
_pools.Clear();
_freeSlots.Clear();
}
}