Files
GhostEngine/Ghost.Entities/Template/QueryEnumerable.tt
Misaki 67b6040b5e Refactor entity-component system and related classes
Changed the `Component` class to an interface `IComponentData` to support a data-oriented design.
Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties.
Changed the `GameObject` class to use a dictionary for components and added properties for state management.
Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`.
Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods.

Added the `Scene` class to manage root game objects and their lifecycle.
Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management.
Added the `ScriptComponent` class to allow for modular scriptable components attached to entities.
Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components.

Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system.
Updated project files to include new references and settings supporting the changes made in the codebase.
2025-05-28 15:21:43 +09:00

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<#@ template language="C#" #>
<#@ output extension=".cs" #>
<#@ assembly name="System.Core" #>
<#@ import namespace="System.Text" #>
<#@ import namespace="System.Linq" #>
<#@ include file="Helpers.ttinclude" #>
using Ghost.Entities.Query;
using Ghost.Entities.Utilities;
using Misaki.HighPerformance.Unsafe.Collections;
namespace Ghost.Entities;
<# for (int arity = 1; arity <= Amount; arity++) {
var generics = AppendGenerics(arity);
var restrictions = AppendGenericRestrictions(arity, "struct, IComponentData");
var poolParams = Enumerable.Range(0, arity)
.Select(i => $"ComponentPool<T{i}> pool{i}")
.Aggregate((a, b) => a + ", " + b);
var constructorParams = Enumerable.Range(0, arity)
.Select(i => $"_pool{i}")
.Aggregate((a, b) => a + ", " + b);
#>
public struct QueryEnumerable<<#= generics #>>
<#= restrictions #>
{
private readonly World _world;
<# for (int i = 0; i < arity; i++){ #>
private readonly ComponentPool<T<#= i #>> _pool<#= i #>;
<# } #>
private readonly int _count;
private QueryFilter _filters;
internal readonly QueryFilter Filters => _filters;
internal QueryEnumerable(World world, <#= poolParams #>, int count)
{
_world = world;
<# for (int i = 0; i < arity; i++) { #>
_pool<#= i #> = pool<#= i #>;
<# } #>
_count = count;
_filters = new();
<# for (int i = 0; i < arity; i++) {#>
_filters._all.Add(TypeHandle<T<#= i #>>.Value);
<# } #>
}
public Enumerator GetEnumerator() => new Enumerator(_world, <#= constructorParams #>, _count, _filters);
public ref struct Enumerator
{
private readonly World _world;
private readonly ReadOnlySpan<Entity> _entities;
<# for (int i = 0; i < arity; i++){ #>
private readonly ComponentPool<T<#= i #>> _pool<#= i #>;
<# } #>
private int _index;
private readonly int _count;
private BitSet _filterMask;
public QueryItem<<#= generics #>> Current
{
get;
private set;
}
internal Enumerator(World world, <#= poolParams #>, int count, QueryFilter filters)
{
_world = world;
_entities = _world.EntityManager.Entities;
<# for (int i = 0; i < arity; i++){ #>
_pool<#= i #> = pool<#= i #>;
<# } #>
_count = count;
_index = -1;
filters.ComputeFilterBitMask(_world, ref _filterMask);
Current = default;
}
public bool MoveNext()
{
_index = _filterMask.NextSetBit(_index + 1);
if (_index < 0 || _index >= _world.EntityManager.EntityCount)
{
return false;
}
Current = new QueryItem<<#= generics #>>(_entities[_index], <#= constructorParams #>);
return true;
}
}
<# for (int i = 1; i <= ExtensionAmount; i++) {
var compGenerics = AppendGenerics(i, "TComponent");
var compRestrictions = AppendGenericRestrictions(i, "TComponent", "struct, IComponentData");
#>
public readonly QueryEnumerable<<#= generics #>> WithAll<<#= compGenerics #>>()
<#= compRestrictions #>
{
<# for (int j = 0; j < i; j++) {#>
_filters._all.Add(TypeHandle<TComponent<#= j #>>.Value);
<# } #>
return this;
}
public readonly QueryEnumerable<<#= generics #>> WithAny<<#= compGenerics #>>()
<#= compRestrictions #>
{
<# for (int j = 0; j < i; j++) {#>
_filters._any.Add(TypeHandle<TComponent<#= j #>>.Value);
<# } #>
return this;
}
public readonly QueryEnumerable<<#= generics #>> WithAbsent<<#= compGenerics #>>()
<#= compRestrictions #>
{
<# for (int j = 0; j < i; j++) {#>
_filters._absent.Add(TypeHandle<TComponent<#= j #>>.Value);
<# } #>
return this;
}
public readonly QueryEnumerable<<#= generics #>> WithDisabled<<#= compGenerics #>>()
<#= compRestrictions #>
{
<# for (int j = 0; j < i; j++) {#>
_filters._disabled.Add(TypeHandle<TComponent<#= j #>>.Value);
<# } #>
return this;
}
<# } #>
}
<# } #>