- 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
89 lines
3.0 KiB
Markdown
89 lines
3.0 KiB
Markdown
# ECS Workflows
|
|
|
|
This document outlines standard daily workflows for working within GhostEngine's ECS.
|
|
|
|
## Creating Entity Queries
|
|
|
|
To read or modify data, you first build an `EntityQuery`. You use the `QueryBuilder` struct to define inclusion and exclusion constraints.
|
|
|
|
```csharp
|
|
Identifier<EntityQuery> queryId = QueryBuilder.Create()
|
|
.WithAll<Position>() // Must have Position
|
|
.WithAny<Player, Enemy>() // Must have Player OR Enemy
|
|
.WithNone<Dead>() // Must NOT have Dead structurally
|
|
.WithDisabled<Renderable>() // Must have Renderable structurally, but it must be disabled
|
|
.Build(world);
|
|
```
|
|
|
|
Queries are hashed and cached internally by the `ComponentManager`. Building the same query mask twice will yield the same `Identifier<EntityQuery>`.
|
|
|
|
## Iterating Chunk Views
|
|
|
|
Once you have a query, use `GetChunkIterator()` to traverse the unmanaged memory directly. This returns a `ChunkView` struct.
|
|
|
|
Because the data is unmanaged, you can extract `Span<T>` and modify it with extreme speed.
|
|
|
|
```csharp
|
|
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryId);
|
|
|
|
foreach (var chunkView in query.GetChunkIterator())
|
|
{
|
|
// Get Read-Only Span
|
|
ReadOnlySpan<Velocity> vels = chunkView.GetComponentData<Velocity>();
|
|
|
|
// Get Read-Write Span
|
|
Span<Position> pos = chunkView.GetComponentDataRW<Position>();
|
|
|
|
// For loop for cache-aligned processing
|
|
for (int i = 0; i < chunkView.EntityCount; i++)
|
|
{
|
|
pos[i].Value += vels[i].Value * dt;
|
|
}
|
|
}
|
|
```
|
|
|
|
> **Note:** Accessing data using `GetComponentDataRW<T>()` will automatically bump the internal version numbers for that component type in that specific chunk, allowing other systems to detect changes efficiently.
|
|
|
|
## Entity Command Buffers (Structural Changes)
|
|
|
|
In ECS, structural changes (adding/removing components, destroying entities) reorganize chunk memory. Doing this while iterating over chunks invalidates the memory layout.
|
|
|
|
To safely defer structural changes, use an `EntityCommandBuffer`.
|
|
|
|
```csharp
|
|
// Get the world's main ECB
|
|
var ecb = world.EntityCommandBuffer;
|
|
|
|
foreach (var chunk in query.GetChunkIterator())
|
|
{
|
|
var entities = chunk.GetEntities();
|
|
var healths = chunk.GetComponentData<Health>();
|
|
|
|
for (int i = 0; i < chunk.EntityCount; i++)
|
|
{
|
|
if (healths[i].Value <= 0)
|
|
{
|
|
// Defer the destruction until Playback() is called
|
|
ecb.DestroyEntity(entities[i]);
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
At the end of the frame (or the end of the system group update), you must call:
|
|
```csharp
|
|
world.PlaybackEntityCommandBuffers();
|
|
```
|
|
|
|
### Multi-threading ECBs
|
|
|
|
When using the `JobScheduler`, you can record deferred commands across multiple worker threads concurrently by requesting thread-local ECBs:
|
|
|
|
```csharp
|
|
int workerIndex = JobScheduler.CurrentThreadIndex;
|
|
var threadEcb = world.GetThreadLocalEntityCommandBuffer(workerIndex);
|
|
|
|
// Safely record structural changes from parallel jobs
|
|
threadEcb.AddComponent<Dead>(entity);
|
|
```
|