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