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GhostEngine/doc/_site/docs/components.html
Misaki d8a7b07624 feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module
- Update graphics RHI and core rendering components
- Add Random.hlsl shader include
- Regenerate API documentation and update user guides
2026-03-27 22:23:44 +09:00

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<h1 id="components-overview">Components Overview</h1>
<p>In GhostEngine, components are strict, unmanaged data structures. They must implement the empty interface <code>IComponent</code> (or its derivations). This ensures AOT compatibility and zero GC allocation overhead when iterating over millions of entities.</p>
<h2 id="defining-a-component">Defining a Component</h2>
<p>To define a standard component, create an unmanaged struct implementing <code>IComponent</code>:</p>
<pre><code class="lang-csharp">using Ghost.Entities;
using System.Numerics;
public struct TransformComponent : IComponent
{
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Scale;
}
</code></pre>
<h2 id="enableable-components">Enableable Components</h2>
<p>Sometimes you need to toggle a component on or off without incurring the heavy structural cost of removing and re-adding the component from an entity. GhostEngine supports this via <code>IEnableableComponent</code>.</p>
<pre><code class="lang-csharp">public struct Renderable : IEnableableComponent
{
public int MeshID;
public int MaterialID;
}
</code></pre>
<p>When iterating over an archetype chunk, you can check the bitmask to see if an entity's enableable component is currently active:</p>
<pre><code class="lang-csharp">// During a query chunk iteration:
var renderables = chunkView.GetComponentData&lt;Renderable&gt;();
var enableBits = chunkView.GetEnableBits&lt;Renderable&gt;();
for (int i = 0; i &lt; chunkView.EntityCount; i++)
{
if (chunkView.IsComponentEnabled&lt;Renderable&gt;(i))
{
// Process active renderable
}
}
</code></pre>
<h2 id="component-type-ids">Component Type IDs</h2>
<p>The engine assigns a unique runtime ID to each unmanaged component type. You can retrieve this identifier using the <code>ComponentTypeID&lt;T&gt;.Value</code> generic cache:</p>
<pre><code class="lang-csharp">Identifier&lt;IComponent&gt; id = ComponentTypeID&lt;TransformComponent&gt;.Value;
</code></pre>
<p>This ID is heavily used under the hood for query masking, archetype matching, and memory offset calculations inside a chunk.</p>
<h2 id="requirecomponent-attribute">RequireComponent Attribute</h2>
<p>You can enforce dependencies between components using the <code>[RequireComponentAttribute&lt;T&gt;]</code>. While this is mostly semantic, it helps structure dependencies for complex systems.</p>
<pre><code class="lang-csharp">[RequireComponent&lt;TransformComponent&gt;]
public struct PhysicsCollider : IComponent
{
public float Radius;
}
</code></pre>
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