Added Playback to EntityCommandBuffer Added JobSchedular to world Added ISystem and SystemGroup Updated packages
681 lines
24 KiB
C#
681 lines
24 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Diagnostics;
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namespace Ghost.Entities;
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public unsafe partial class EntityManager : IDisposable
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{
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private struct EntityLocation
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{
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public Identifier<Archetype> archetypeID;
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public int chunkIndex;
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public int rowIndex;
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}
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private readonly World _world;
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private UnsafeSlotMap<EntityLocation> _entityLocations;
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private bool _disposed;
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internal EntityManager(World world, int initialCapacity)
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{
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_world = world;
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_entityLocations = new UnsafeSlotMap<EntityLocation>(initialCapacity, Allocator.Persistent, AllocationOption.Clear);
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}
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~EntityManager()
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{
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Dispose();
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}
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internal ResultStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
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{
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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location.archetypeID = newArchetypeID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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/// <summary>
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/// Create an entity with no components.
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/// </summary>
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/// <returns>The created entity.</returns>
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public Entity CreateEntity()
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{
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// Put into empty archetype
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ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
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emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = World.EmptyArchetypeID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
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return entity;
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}
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/// <summary>
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/// Create an entity with specified components.
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/// </summary>
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/// <param name="componentTypeIDs">The component type IDs to add to the entity.</param>
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/// <returns>The created entity.</returns>
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public Entity CreateEntity(params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
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{
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var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsNotValid)
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{
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arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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return entity;
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}
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/// <summary>
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/// Create multiple entities with specified components.
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/// </summary>
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/// <param name="count">The number of entities to create.</param>
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/// <param name="allocator">The allocator to use for the returned array.</param>
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/// <param name="componentTypeIDs">The component type IDs to add to the entities. </param>
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/// <returns>An array of the created entities.</returns>
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public UnsafeArray<Entity> CreateEntities(int count, Allocator allocator, params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
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{
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var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsNotValid)
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{
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arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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var entities = new UnsafeArray<Entity>(count, allocator);
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for (var i = 0; i < count; i++)
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{
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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entities[i] = entity;
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}
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return entities;
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}
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/// <summary>
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/// Create multiple entities with specified components.
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/// </summary>
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/// <param name="count">The number of entities to create.</param>
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/// <param name="componentTypeIDs">The component type IDs to add to the entities. </param>
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public void CreateEntities(int count, params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
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{
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var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsNotValid)
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{
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arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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for (var i = 0; i < count; i++)
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{
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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}
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}
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/// <summary>
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/// Destroy the specified entity.
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/// </summary>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus DestroyEntity(Entity entity)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return ResultStatus.NotFound;
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}
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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var r = archetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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if (r != ResultStatus.Success)
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{
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return r;
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}
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if (!_entityLocations.Remove(entity.ID, entity.Generation))
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{
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return ResultStatus.NotFound;
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}
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return ResultStatus.Success;
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}
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/// <summary>
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/// Check if the specified entity exists.
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/// </summary>
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/// <param name="entity">The entity to check.</param>
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/// <returns>True if the entity exists, false otherwise.</returns>
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public bool Exists(Entity entity)
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{
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return _entityLocations.Contains(entity.ID, entity.Generation);
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}
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/// <summary>
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/// Create a singleton entity with the specified component.
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/// </summary>
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/// <param name="componentID">The component type ID of the singleton.</param>
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/// <param name="pComponent">Pointer to the component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus CreateSingleton(Identifier<IComponent> componentID, void* pComponent)
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{
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if (pComponent == null)
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{
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return ResultStatus.InvalidArgument;
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}
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// Check if singleton already exists
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var signatureHash = ComponentRegister.GetHashCode(componentID);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsValid)
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{
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return ResultStatus.InvalidArgument;
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}
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arcID = _world.CreateArchetype([componentID], signatureHash);
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = arcID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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archetype.SetEntity(chunkIndex, rowIndex, entity);
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archetype.SetComponentData(chunkIndex, rowIndex, componentID, pComponent);
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return ResultStatus.Success;
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}
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/// <summary>
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/// Create a singleton entity with the specified component.
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/// </summary>
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/// <typeparam name="T">The component type.</typeparam>
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/// <param name="component">The component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus CreateSingleton<T>(T component = default)
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where T : unmanaged, IComponent
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{
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return CreateSingleton(ComponentTypeID<T>.value, &component);
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}
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/// <summary>
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/// Get a pointer to the singleton component data.
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/// </summary>
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/// <param name="componentID">The component type ID of the singleton.</param>
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/// <returns>Pointer to the component data, or null if not found.</returns>
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public void* GetSingleton(Identifier<IComponent> componentID)
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{
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var signatureHash = ComponentRegister.GetHashCode(componentID);
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var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
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if (arcID.IsNotValid)
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{
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return null;
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}
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ref var archetype = ref _world.GetArchetypeReference(arcID);
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var layoutResult = archetype.GetLayout(componentID);
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if (layoutResult.Status != ResultStatus.Success)
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{
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return null;
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}
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var chunk = archetype._chunks[0];
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var ptr = chunk.GetUnsafePtr() + layoutResult.Value.offset;
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return ptr;
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}
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/// <summary>
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/// Get a reference to the singleton component data.
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/// </summary>
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/// <typeparam name="T">The component type.</typeparam>
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/// <returns>Reference to the component data. null ref if not found.</returns>
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public ref T GetSingleton<T>()
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where T : unmanaged, IComponent
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{
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var ptr = GetSingleton(ComponentTypeID<T>.value);
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return ref *(T*)ptr; // This will return null ref if ptr is null.
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}
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private static void CopyData(ref Archetype oldArch, int oldChunk, int oldRow,
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ref Archetype newArch, int newChunk, int newRow)
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{
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// Iterate every component type in the OLD archetype
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for (var i = 0; i < oldArch._layouts.Count; i++)
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{
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var layout = oldArch._layouts[i];
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var src = oldArch._chunks[oldChunk].GetUnsafePtr() + layout.offset + (layout.size * oldRow);
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var r = newArch.GetLayout(layout.componentID);
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Debug.Assert(r.Status == ResultStatus.Success); // This should always be true if the system is consistent.
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if (r.Status != ResultStatus.Success)
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{
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continue;
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}
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var dst = newArch._chunks[newChunk].GetUnsafePtr() + r.Value.offset + (layout.size * newRow);
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MemoryUtility.MemCpy(dst, src, (nuint)layout.size);
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}
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}
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/// <summary>
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/// Add a component to the specified entity.
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/// </summary>
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/// <param name="entity">The entity to add the component to.</param>
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/// <param name="componentID">The component type ID to add.</param>
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/// <param name="pComponent">Pointer to the component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus AddComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
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{
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// Find current location
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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// Build new archetype signature
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ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
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var oldSignature = oldArchetype._signature;
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// TODO: Check edge cache first.
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var newArcID = oldArchetype.GetEdgeAdd(componentID);
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if (newArcID.IsNotValid)
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{
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var largestComponentID = Math.Max(oldSignature.Count, componentID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var oldIt = oldSignature.GetIterator();
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var compCount = 0;
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while (oldIt.Next(out var index))
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{
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newSignature.SetBit(index);
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compCount++;
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}
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compCount++;
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newSignature.SetBit(componentID);
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// Find or create new archetype
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var newSignatureHash = newSignature.GetHashCode();
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newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
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if (newArcID.IsNotValid)
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{
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// Create new archetype
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Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
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var newIt = newSignature.GetIterator();
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var i = 0;
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while (newIt.Next(out var index))
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{
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componentTypeIDs[i++] = index;
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}
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newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
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}
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oldArchetype.AddEdgeAdd(componentID, newArcID);
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}
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// Move entity data
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ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
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newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
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CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
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ref newArchetype, newChunkIndex, newRowIndex);
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newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
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newArchetype.SetComponentData(newChunkIndex, newRowIndex, componentID, pComponent);
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var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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Debug.Assert(r == ResultStatus.Success); // We assert it because the entity should exist if the whole system is consistent.
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if (r != ResultStatus.Success)
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{
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return r;
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}
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// Update location
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location.archetypeID = newArcID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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/// <summary>
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/// Add a component to the specified entity.
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/// </summary>
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/// <typeparam name="T">The component type.</typeparam>
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/// <param name="entity">The entity to add the component to.</param>
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/// <param name="component">The component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus AddComponent<T>(Entity entity, T component = default)
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where T : unmanaged, IComponent
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{
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return AddComponent(entity, ComponentTypeID<T>.value, &component);
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}
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/// <summary>
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/// Remove a component from the specified entity.
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/// </summary>
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/// <param name="entity">The entity to remove the component from.</param>
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/// <param name="componentID">The component type ID to remove.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus RemoveComponent(Entity entity, Identifier<IComponent> componentID)
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{
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// Find current location
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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// Build new archetype signature
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ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
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var oldSignature = oldArchetype._signature;
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var newArcID = oldArchetype.GetEdgeRemove(componentID);
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if (newArcID.IsNotValid)
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{
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var largestComponentID = Math.Max(oldSignature.Count, componentID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var oldIt = oldSignature.GetIterator();
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var compCount = 0;
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while (oldIt.Next(out var index))
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{
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if (index != componentID)
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{
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newSignature.SetBit(index);
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compCount++;
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}
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}
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// Find or create new archetype
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var newSignatureHash = newSignature.GetHashCode();
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newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
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if (newArcID.IsNotValid)
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{
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// Create new archetype
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Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
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var newIt = newSignature.GetIterator();
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var i = 0;
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while (newIt.Next(out var index))
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{
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componentTypeIDs[i++] = index;
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}
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newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
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}
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oldArchetype.AddEdgeRemove(componentID, newArcID);
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}
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// Move entity data
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ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
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newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
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newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
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var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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Debug.Assert(r == ResultStatus.Success); // We assert it because the entity should exist if the whole system is consistent.
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if (r != ResultStatus.Success)
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{
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return r;
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}
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// Update location
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location.archetypeID = newArcID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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/// <summary>
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/// Remove a component from the specified entity.
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/// </summary>
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/// <typeparam name="T">The component type.</typeparam>
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/// <param name="entity">The entity to remove the component from.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus RemoveComponent<T>(Entity entity)
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where T : unmanaged, IComponent
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{
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return RemoveComponent(entity, ComponentTypeID<T>.value);
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}
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/// <summary>
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/// Set the component data for the specified entity.
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/// </summary>
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/// <param name="entity">The entity to set the component data for.</param>
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/// <param name="componentID">The component type ID to set.</param>
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/// <param name="pComponent">Pointer to the component data.</param>
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/// <returns>The result status of the operation.</returns>
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public ResultStatus SetComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return ResultStatus.NotFound;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
archetype.SetComponentData(location.chunkIndex, location.rowIndex, componentID, pComponent);
|
|
|
|
return ResultStatus.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the component data for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component type.</typeparam>
|
|
/// <param name="entity">The entity to set the component data for.</param>
|
|
/// <param name="component">The component data.</param>
|
|
public ResultStatus SetComponent<T>(Entity entity, T component)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return SetComponent(entity, ComponentTypeID<T>.value, &component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a pointer to the component data for the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to get the component data for.</param>
|
|
/// <param name="componentID">The component type ID to get.</param>
|
|
/// <returns>Pointer to the component data, or null if not found.</returns>
|
|
public void* GetComponent(Entity entity, Identifier<IComponent> componentID)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
return archetype.GetComponentData(location.chunkIndex, location.rowIndex, componentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a reference to the component data for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component type.</typeparam>
|
|
/// <param name="entity">The entity to get the component data for.</param>
|
|
/// <returns>Reference to the component data. null ref if not found.</returns>
|
|
public ref T GetComponent<T>(Entity entity)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
var ptr = GetComponent(entity, ComponentTypeID<T>.value);
|
|
return ref *(T*)ptr; // This will return null ref if ptr is null.
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the specified entity has the specified component.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to check.</param>
|
|
/// <param name="componentID">The component type ID to check.</param>
|
|
/// <returns>True if the entity has the component, false otherwise.</returns>
|
|
public bool HasComponent(Entity entity, Identifier<IComponent> componentID)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
return archetype.HasComponent(componentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the specified entity has the specified component.
|
|
/// </summary>
|
|
/// <typeparam name="T">The component type.</typeparam>
|
|
/// <param name="entity">The entity to check.</param>
|
|
/// <returns>True if the entity has the component, false otherwise.</returns>
|
|
public bool HasComponent<T>(Entity entity)
|
|
where T : unmanaged, IComponent
|
|
{
|
|
return HasComponent(entity, ComponentTypeID<T>.value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the enabled state of an enableable component for the specified entity.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to set the enabled state for.</param>
|
|
/// <param name="componentID">The component type ID of the enableable component.</
|
|
/// <param name="enabled">True to enable the component, false to disable it.</param>
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ResultStatus SetEnabled(Entity entity, Identifier<IComponent> componentID, bool enabled)
|
|
{
|
|
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
|
|
{
|
|
return ResultStatus.NotFound;
|
|
}
|
|
|
|
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
|
|
var chunkIndex = location.chunkIndex;
|
|
var rowIndex = location.rowIndex;
|
|
|
|
var layoutResult = archetype.GetLayout(componentID);
|
|
if (layoutResult.Status != ResultStatus.Success)
|
|
{
|
|
return layoutResult.Status;
|
|
}
|
|
|
|
ref var chunk = ref archetype.GetChunkReference(chunkIndex);
|
|
var chunkBase = chunk.GetUnsafePtr();
|
|
var maskBase = chunkBase + layoutResult.Value.enableBitsOffset;
|
|
|
|
var byteIndex = rowIndex >> Chunk.BIT_SHIFT;
|
|
var bitIndex = rowIndex & Chunk.BIT_ALIGNMENT_MINUS_ONE;
|
|
|
|
if (enabled)
|
|
{
|
|
maskBase[byteIndex] |= (byte)(1 << bitIndex);
|
|
}
|
|
else
|
|
{
|
|
maskBase[byteIndex] &= (byte)~(1 << bitIndex);
|
|
}
|
|
|
|
return ResultStatus.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the enabled state of an enableable component for the specified entity.
|
|
/// </summary>
|
|
/// <typeparam name="T">The enableable component type.</typeparam>
|
|
/// <param name="entity">The entity to set the enabled state for.</param>
|
|
/// <param name="enabled">True to enable the component, false to disable it.</
|
|
/// <returns>The result status of the operation.</returns>
|
|
public ResultStatus SetEnabled<T>(Entity entity, bool enabled)
|
|
where T : unmanaged, IEnableableComponent
|
|
{
|
|
return SetEnabled(entity, ComponentTypeID<T>.value, enabled);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_entityLocations.Dispose();
|
|
_disposed = true;
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
}
|