- 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
163 lines
6.8 KiB
HTML
163 lines
6.8 KiB
HTML
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GhostEngine
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<h1 id="components-overview">Components Overview</h1>
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<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>
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<h2 id="defining-a-component">Defining a Component</h2>
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<p>To define a standard component, create an unmanaged struct implementing <code>IComponent</code>:</p>
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<pre><code class="lang-csharp">using Ghost.Entities;
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using System.Numerics;
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public struct TransformComponent : IComponent
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{
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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}
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</code></pre>
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<h2 id="enableable-components">Enableable Components</h2>
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<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>
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<pre><code class="lang-csharp">public struct Renderable : IEnableableComponent
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{
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public int MeshID;
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public int MaterialID;
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}
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</code></pre>
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<p>When iterating over an archetype chunk, you can check the bitmask to see if an entity's enableable component is currently active:</p>
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<pre><code class="lang-csharp">// During a query chunk iteration:
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var renderables = chunkView.GetComponentData<Renderable>();
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var enableBits = chunkView.GetEnableBits<Renderable>();
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for (int i = 0; i < chunkView.EntityCount; i++)
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{
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if (chunkView.IsComponentEnabled<Renderable>(i))
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{
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// Process active renderable
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}
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}
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</code></pre>
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<h2 id="component-type-ids">Component Type IDs</h2>
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<p>The engine assigns a unique runtime ID to each unmanaged component type. You can retrieve this identifier using the <code>ComponentTypeID<T>.Value</code> generic cache:</p>
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<pre><code class="lang-csharp">Identifier<IComponent> id = ComponentTypeID<TransformComponent>.Value;
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</code></pre>
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<p>This ID is heavily used under the hood for query masking, archetype matching, and memory offset calculations inside a chunk.</p>
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<h2 id="requirecomponent-attribute">RequireComponent Attribute</h2>
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<p>You can enforce dependencies between components using the <code>[RequireComponentAttribute<T>]</code>. While this is mostly semantic, it helps structure dependencies for complex systems.</p>
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<pre><code class="lang-csharp">[RequireComponent<TransformComponent>]
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public struct PhysicsCollider : IComponent
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{
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public float Radius;
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}
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</code></pre>
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