In the past: * hexops/mach#156 was the initial ECS implementation detailed in https://devlog.hexops.com/2022/lets-build-ecs-part-1 * hexops/mach#157 was the second major redesign in which we: * Eliminated major limitations (e.g. inability to add/remove components at runtime) * Investigated sparse sets * Began thinking in terms of databases * Enabled runtime introspection Our second revision of the ECS, however, still had _archetypes_ exposed as a public-facing user concern. When a new component was added to an entity, say a weapon, the table storing entities of that archetype changed to effectively have a new column `?Weapon` with a null value for _all existing entities of that archetype_. We can say that our ECS had archetypes as a user-facing concern AND this made performance worse: when iterating all entities with a weapon, we needed to check if the component value was `null` or not because every column was `?Weapon` instead of a guaranteed non-null value like `Weapon`. This was a key learning that I got from [discussing ECS tradeoffs with the Bevy team](https://github.com/hexops/mach/pull/157#issuecomment-1022916117). This third revision of our ECS has some big benefits: * Entities are now just IDs proper, you can add/remove arbitrary components at runtime. * You don't have an "entity which always belongs to one archetype table which changes" * Rather, you have an "entity of one archetype" and adding a component means that entity _moves_ from one archetype table to another. * Archetypes are now an implementation detail, not something you worry about as a consumer of the API. * Performance * We benefit from the fact that we no longer need check if a component on an entity is `null` or not. * Introspection * Previously iterating the component names/values an entity had was not possible, now it is. * Querying & multi-threading * Very very early stages into this, but we now have a general plan for how querying will work and multi-threading. * Effectively, it will look much like interfacing with a database: you have a connection (we call it an adapter) and you can ask for information through that. More work to be done here. * Systems, we now have a (very) basic starting point for how systems will work. Some examples of how the API looks today: *979240135b/ecs/src/main.zig (L49)*979240135b/ecs/src/entities.zig (L625-L656)Much more work to do, I will do a blog post detailing this step-by-step first though. Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
692 lines
31 KiB
Zig
692 lines
31 KiB
Zig
const std = @import("std");
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const mem = std.mem;
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const Allocator = mem.Allocator;
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const testing = std.testing;
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const builtin = @import("builtin");
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const assert = std.debug.assert;
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/// An entity ID uniquely identifies an entity globally within an Entities set.
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pub const EntityID = u64;
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/// Represents the storage for a single type of component within a single type of entity.
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///
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/// Database equivalent: a column within a table.
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pub fn ComponentStorage(comptime Component: type) type {
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return struct {
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/// A reference to the total number of entities with the same type as is being stored here.
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total_rows: *usize,
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/// The actual component data. This starts as empty, and then based on the first call to
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/// .set() or .setDense() is initialized as dense storage (an array) or sparse storage (a
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/// hashmap.)
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///
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/// Sparse storage may turn to dense storage if someone later calls .set(), see that method
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/// for details.
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data: std.ArrayListUnmanaged(Component) = .{},
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const Self = @This();
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pub fn deinit(storage: *Self, allocator: Allocator) void {
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storage.data.deinit(allocator);
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}
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// If the storage of this component is sparse, it is turned dense as calling this method
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// indicates that the caller expects to set this component for most entities rather than
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// sparsely.
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pub fn set(storage: *Self, allocator: Allocator, row_index: u32, component: Component) !void {
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if (storage.data.items.len <= row_index) try storage.data.appendNTimes(allocator, undefined, storage.data.items.len + 1 - row_index);
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storage.data.items[row_index] = component;
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}
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/// Removes the given row index.
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pub fn remove(storage: *Self, row_index: u32) void {
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if (storage.data.items.len > row_index) {
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_ = storage.data.swapRemove(row_index);
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}
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}
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/// Gets the component value for the given entity ID.
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pub inline fn get(storage: Self, row_index: u32) Component {
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return storage.data.items[row_index];
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}
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pub inline fn copy(dst: *Self, allocator: Allocator, src_row: u32, dst_row: u32, src: *Self) !void {
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try dst.set(allocator, dst_row, src.get(src_row));
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}
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pub inline fn copySparse(dst: *Self, allocator: Allocator, src_row: u32, dst_row: u32, src: *Self) !void {
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// TODO: setSparse!
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try dst.set(allocator, dst_row, src.get(src_row));
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}
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};
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}
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/// A type-erased representation of ComponentStorage(T) (where T is unknown).
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///
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/// This is useful as it allows us to store all of the typed ComponentStorage as values in a hashmap
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/// despite having different types, and allows us to still deinitialize them without knowing the
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/// underlying type.
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pub const ErasedComponentStorage = struct {
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ptr: *anyopaque,
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deinit: fn (erased: *anyopaque, allocator: Allocator) void,
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remove: fn (erased: *anyopaque, row: u32) void,
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cloneType: fn (erased: ErasedComponentStorage, total_entities: *usize, allocator: Allocator, retval: *ErasedComponentStorage) error{OutOfMemory}!void,
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copy: fn (dst_erased: *anyopaque, allocator: Allocator, src_row: u32, dst_row: u32, src_erased: *anyopaque) error{OutOfMemory}!void,
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copySparse: fn (dst_erased: *anyopaque, allocator: Allocator, src_row: u32, dst_row: u32, src_erased: *anyopaque) error{OutOfMemory}!void,
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pub fn cast(ptr: *anyopaque, comptime Component: type) *ComponentStorage(Component) {
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var aligned = @alignCast(@alignOf(*ComponentStorage(Component)), ptr);
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return @ptrCast(*ComponentStorage(Component), aligned);
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}
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};
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/// Represents a single archetype, that is, entities which have the same exact set of component
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/// types. When a component is added or removed from an entity, it's archetype changes.
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///
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/// Database equivalent: a table where rows are entities and columns are components (dense storage).
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pub const ArchetypeStorage = struct {
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allocator: Allocator,
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/// The hash of every component name in this archetype, i.e. the name of this archetype.
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hash: u64,
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/// A mapping of rows in the table to entity IDs.
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///
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/// Doubles as the counter of total number of rows that have been reserved within this
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/// archetype table.
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entity_ids: std.ArrayListUnmanaged(EntityID) = .{},
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/// A string hashmap of component_name -> type-erased *ComponentStorage(Component)
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components: std.StringArrayHashMapUnmanaged(ErasedComponentStorage),
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/// Calculates the storage.hash value. This is a hash of all the component names, and can
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/// effectively be used to uniquely identify this table within the database.
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pub fn calculateHash(storage: *ArchetypeStorage) void {
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storage.hash = 0;
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var iter = storage.components.iterator();
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while (iter.next()) |entry| {
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const component_name = entry.key_ptr.*;
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storage.hash ^= std.hash_map.hashString(component_name);
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}
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}
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pub fn deinit(storage: *ArchetypeStorage) void {
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for (storage.components.values()) |erased| {
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erased.deinit(erased.ptr, storage.allocator);
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}
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storage.entity_ids.deinit(storage.allocator);
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storage.components.deinit(storage.allocator);
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}
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/// New reserves a row for storing an entity within this archetype table.
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pub fn new(storage: *ArchetypeStorage, entity: EntityID) !u32 {
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// Return a new row index
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const new_row_index = storage.entity_ids.items.len;
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try storage.entity_ids.append(storage.allocator, entity);
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return @intCast(u32, new_row_index);
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}
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/// Undoes the last call to the new() operation, effectively unreserving the row that was last
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/// reserved.
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pub fn undoNew(storage: *ArchetypeStorage) void {
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_ = storage.entity_ids.pop();
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}
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/// Sets the value of the named component (column) for the given row in the table. Realizes the
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/// deferred allocation of column storage for N entities (storage.counter) if it is not already.
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pub fn set(storage: *ArchetypeStorage, row_index: u32, name: []const u8, component: anytype) !void {
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var component_storage_erased = storage.components.get(name).?;
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var component_storage = ErasedComponentStorage.cast(component_storage_erased.ptr, @TypeOf(component));
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try component_storage.set(storage.allocator, row_index, component);
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}
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/// Removes the specified row. See also the `Entity.delete()` helper.
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///
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/// This merely marks the row as removed, the same row index will be recycled the next time a
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/// new row is requested via `new()`.
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pub fn remove(storage: *ArchetypeStorage, row_index: u32) !void {
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_ = storage.entity_ids.swapRemove(row_index);
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for (storage.components.values()) |component_storage| {
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component_storage.remove(component_storage.ptr, row_index);
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}
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}
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/// The number of entities actively stored in this table (not counting entities which are
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/// allocated in this table but have been removed)
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pub fn count(storage: *ArchetypeStorage) usize {
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return storage.entity_ids.items.len;
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}
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/// Tells if this archetype has every one of the given components.
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pub fn hasComponents(storage: *ArchetypeStorage, components: []const []const u8) bool {
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for (components) |component_name| {
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if (!storage.components.contains(component_name)) return false;
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}
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return true;
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}
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};
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pub const void_archetype_hash = std.math.maxInt(u64);
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/// A database of entities. For example, all player, monster, etc. entities in a game world.
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///
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/// ```
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/// const world = Entities.init(allocator); // all entities in our world.
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/// defer world.deinit();
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///
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/// const player1 = world.new(); // our first "player" entity
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/// const player2 = world.new(); // our second "player" entity
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/// ```
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///
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/// Entities are divided into archetypes for optimal, CPU cache efficient storage. For example, all
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/// entities with two components `Location` and `Name` are stored in the same table dedicated to
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/// densely storing `(Location, Name)` rows in contiguous memory. This not only ensures CPU cache
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/// efficiency (leveraging data oriented design) which improves iteration speed over entities for
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/// example, but makes queries like "find all entities with a Location component" ridiculously fast
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/// because one need only find the tables which have a column for storing Location components and it
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/// is then guaranteed every entity in the table has that component (entities do not need to be
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/// checked one by one to determine if they have a Location component.)
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///
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/// Components can be added and removed to entities at runtime as you please:
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///
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/// ```
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/// try player1.set("rotation", Rotation{ .degrees = 90 });
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/// try player1.remove("rotation");
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/// ```
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///
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/// When getting a component value, you must know it's type or undefined behavior will occur:
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/// TODO: improve this!
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///
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/// ```
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/// if (player1.get("rotation", Rotation)) |rotation| {
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/// // player1 had a rotation component!
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/// }
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/// ```
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///
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/// When a component is added or removed from an entity, it's archetype is said to change. For
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/// example player1 may have had the archetype `(Location, Name)` before, and after adding the
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/// rotation component has the archetype `(Location, Name, Rotation)`. It will be automagically
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/// "moved" from the table that stores entities with `(Location, Name)` components to the table that
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/// stores `(Location, Name, Rotation)` components for you.
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///
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/// You can have 65,535 archetypes in total, and 4,294,967,295 entities total. Entities which are
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/// deleted are merely marked as "unused" and recycled
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///
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/// Database equivalents:
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/// * Entities is a database of tables, where each table represents a single archetype.
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/// * ArchetypeStorage is a table, whose rows are entities and columns are components.
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/// * EntityID is a mere 32-bit array index, pointing to a 16-bit archetype table index and 32-bit
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/// row index, enabling entities to "move" from one archetype table to another seamlessly and
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/// making lookup by entity ID a few cheap array indexing operations.
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/// * ComponentStorage(T) is a column of data within a table for a single type of component `T`.
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pub const Entities = struct {
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allocator: Allocator,
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/// TODO!
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counter: EntityID = 0,
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/// A mapping of entity IDs (array indices) to where an entity's component values are actually
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/// stored.
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entities: std.AutoHashMapUnmanaged(EntityID, Pointer) = .{},
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/// A mapping of archetype hash to their storage.
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///
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/// Database equivalent: table name -> tables representing entities.
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archetypes: std.AutoArrayHashMapUnmanaged(u64, ArchetypeStorage) = .{},
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/// Points to where an entity is stored, specifically in which archetype table and in which row
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/// of that table. That is, the entity's component values are stored at:
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///
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/// ```
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/// Entities.archetypes[ptr.archetype_index].rows[ptr.row_index]
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/// ```
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///
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pub const Pointer = struct {
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archetype_index: u16,
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row_index: u32,
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};
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pub const Iterator = struct {
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entities: *Entities,
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components: []const []const u8,
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archetype_index: usize = 0,
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row_index: usize = 0,
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pub const Entry = struct {
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entity: EntityID,
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pub fn unlock(e: Entry) void {
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_ = e;
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}
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};
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pub fn next(iter: *Iterator) ?Entry {
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const entities = iter.entities;
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// If the archetype table we're looking at does not contain the components we're
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// querying for, keep searching through tables until we find one that does.
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var archetype = entities.archetypes.entries.get(iter.archetype_index).value;
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while (!archetype.hasComponents(iter.components) or iter.row_index >= archetype.count()) {
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iter.archetype_index += 1;
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iter.row_index = 0;
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if (iter.archetype_index >= entities.archetypes.count()) {
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return null;
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}
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archetype = entities.archetypes.entries.get(iter.archetype_index).value;
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}
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const row_entity_id = archetype.entity_ids.items[iter.row_index];
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iter.row_index += 1;
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return Entry{ .entity = row_entity_id };
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}
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};
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pub fn query(entities: *Entities, components: []const []const u8) Iterator {
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return Iterator{
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.entities = entities,
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.components = components,
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};
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}
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pub fn init(allocator: Allocator) !Entities {
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var entities = Entities{ .allocator = allocator };
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try entities.archetypes.put(allocator, void_archetype_hash, ArchetypeStorage{
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.allocator = allocator,
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.components = .{},
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.hash = void_archetype_hash,
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});
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return entities;
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}
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pub fn deinit(entities: *Entities) void {
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entities.entities.deinit(entities.allocator);
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var iter = entities.archetypes.iterator();
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while (iter.next()) |entry| {
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entry.value_ptr.deinit();
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}
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entities.archetypes.deinit(entities.allocator);
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}
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/// Returns a new entity.
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pub fn new(entities: *Entities) !EntityID {
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const new_id = entities.counter;
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entities.counter += 1;
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var void_archetype = entities.archetypes.getPtr(void_archetype_hash).?;
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const new_row = try void_archetype.new(new_id);
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const void_pointer = Pointer{
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.archetype_index = 0, // void archetype is guaranteed to be first index
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.row_index = new_row,
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};
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entities.entities.put(entities.allocator, new_id, void_pointer) catch |err| {
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void_archetype.undoNew();
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return err;
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};
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return new_id;
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}
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/// Removes an entity.
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pub fn remove(entities: *Entities, entity: EntityID) !void {
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var archetype = entities.archetypeByID(entity);
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const ptr = entities.entities.get(entity).?;
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// A swap removal will be performed, update the entity stored in the last row of the
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// archetype table to point to the row the entity we are removing is currently located.
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const last_row_entity_id = archetype.entity_ids.items[archetype.entity_ids.items.len - 1];
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try entities.entities.put(entities.allocator, last_row_entity_id, Pointer{
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.archetype_index = ptr.archetype_index,
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.row_index = ptr.row_index,
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});
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// Perform a swap removal to remove our entity from the archetype table.
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try archetype.remove(ptr.row_index);
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_ = entities.entities.remove(entity);
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}
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/// Returns the archetype storage for the given entity.
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pub inline fn archetypeByID(entities: *Entities, entity: EntityID) *ArchetypeStorage {
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const ptr = entities.entities.get(entity).?;
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return &entities.archetypes.values()[ptr.archetype_index];
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}
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/// Sets the named component to the specified value for the given entity,
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/// moving the entity from it's current archetype table to the new archetype
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/// table if required.
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pub fn setComponent(entities: *Entities, entity: EntityID, name: []const u8, component: anytype) !void {
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var archetype = entities.archetypeByID(entity);
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// Determine the old hash for the archetype.
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const old_hash = archetype.hash;
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// Determine the new hash for the archetype + new component
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var have_already = archetype.components.contains(name);
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const new_hash = if (have_already) old_hash else old_hash ^ std.hash_map.hashString(name);
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// Find the archetype storage for this entity. Could be a new archetype storage table (if a
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// new component was added), or the same archetype storage table (if just updating the
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// value of a component.)
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var archetype_entry = try entities.archetypes.getOrPut(entities.allocator, new_hash);
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if (!archetype_entry.found_existing) {
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archetype_entry.value_ptr.* = ArchetypeStorage{
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.allocator = entities.allocator,
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.components = .{},
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.hash = 0,
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};
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var new_archetype = archetype_entry.value_ptr;
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// Create storage/columns for all of the existing components on the entity.
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var column_iter = archetype.components.iterator();
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while (column_iter.next()) |entry| {
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var erased: ErasedComponentStorage = undefined;
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entry.value_ptr.cloneType(entry.value_ptr.*, &new_archetype.entity_ids.items.len, entities.allocator, &erased) catch |err| {
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assert(entities.archetypes.swapRemove(new_hash));
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return err;
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};
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new_archetype.components.put(entities.allocator, entry.key_ptr.*, erased) catch |err| {
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assert(entities.archetypes.swapRemove(new_hash));
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return err;
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};
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}
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// Create storage/column for the new component.
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const erased = entities.initErasedStorage(&new_archetype.entity_ids.items.len, @TypeOf(component)) catch |err| {
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assert(entities.archetypes.swapRemove(new_hash));
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return err;
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};
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new_archetype.components.put(entities.allocator, name, erased) catch |err| {
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assert(entities.archetypes.swapRemove(new_hash));
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return err;
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};
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new_archetype.calculateHash();
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}
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// Either new storage (if the entity moved between storage tables due to having a new
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// component) or the prior storage (if the entity already had the component and it's value
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// is merely being updated.)
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var current_archetype_storage = archetype_entry.value_ptr;
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if (new_hash == old_hash) {
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// Update the value of the existing component of the entity.
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const ptr = entities.entities.get(entity).?;
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try current_archetype_storage.set(ptr.row_index, name, component);
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|
return;
|
|
}
|
|
|
|
// Copy to all component values for our entity from the old archetype storage
|
|
// (archetype) to the new one (current_archetype_storage).
|
|
const new_row = try current_archetype_storage.new(entity);
|
|
const old_ptr = entities.entities.get(entity).?;
|
|
|
|
// Update the storage/columns for all of the existing components on the entity.
|
|
var column_iter = archetype.components.iterator();
|
|
while (column_iter.next()) |entry| {
|
|
var old_component_storage = entry.value_ptr;
|
|
var new_component_storage = current_archetype_storage.components.get(entry.key_ptr.*).?;
|
|
new_component_storage.copy(new_component_storage.ptr, entities.allocator, new_row, old_ptr.row_index, old_component_storage.ptr) catch |err| {
|
|
current_archetype_storage.undoNew();
|
|
return err;
|
|
};
|
|
}
|
|
current_archetype_storage.entity_ids.items[new_row] = entity;
|
|
|
|
// Update the storage/column for the new component.
|
|
current_archetype_storage.set(new_row, name, component) catch |err| {
|
|
current_archetype_storage.undoNew();
|
|
return err;
|
|
};
|
|
|
|
var swapped_entity_id = archetype.entity_ids.items[archetype.entity_ids.items.len - 1];
|
|
archetype.remove(old_ptr.row_index) catch |err| {
|
|
current_archetype_storage.undoNew();
|
|
return err;
|
|
};
|
|
try entities.entities.put(entities.allocator, swapped_entity_id, old_ptr);
|
|
|
|
try entities.entities.put(entities.allocator, entity, Pointer{
|
|
.archetype_index = @intCast(u16, archetype_entry.index),
|
|
.row_index = new_row,
|
|
});
|
|
return;
|
|
}
|
|
|
|
/// gets the named component of the given type (which must be correct, otherwise undefined
|
|
/// behavior will occur). Returns null if the component does not exist on the entity.
|
|
pub fn getComponent(entities: *Entities, entity: EntityID, name: []const u8, comptime Component: type) ?Component {
|
|
var archetype = entities.archetypeByID(entity);
|
|
|
|
var component_storage_erased = archetype.components.get(name) orelse return null;
|
|
|
|
const ptr = entities.entities.get(entity).?;
|
|
var component_storage = ErasedComponentStorage.cast(component_storage_erased.ptr, Component);
|
|
return component_storage.get(ptr.row_index);
|
|
}
|
|
|
|
/// Removes the named component from the entity, or noop if it doesn't have such a component.
|
|
pub fn removeComponent(entities: *Entities, entity: EntityID, name: []const u8) !void {
|
|
var archetype = entities.archetypeByID(entity);
|
|
if (!archetype.components.contains(name)) return;
|
|
|
|
// Determine the old hash for the archetype.
|
|
const old_hash = archetype.hash;
|
|
|
|
// Determine the new hash for the archetype with the component removed
|
|
var new_hash: u64 = 0;
|
|
var iter = archetype.components.iterator();
|
|
while (iter.next()) |entry| {
|
|
const component_name = entry.key_ptr.*;
|
|
if (!std.mem.eql(u8, component_name, name)) new_hash ^= std.hash_map.hashString(component_name);
|
|
}
|
|
assert(new_hash != old_hash);
|
|
|
|
// Find the archetype storage for this entity. Could be a new archetype storage table (if a
|
|
// new component was added), or the same archetype storage table (if just updating the
|
|
// value of a component.)
|
|
var archetype_entry = try entities.archetypes.getOrPut(entities.allocator, new_hash);
|
|
if (!archetype_entry.found_existing) {
|
|
archetype_entry.value_ptr.* = ArchetypeStorage{
|
|
.allocator = entities.allocator,
|
|
.components = .{},
|
|
.hash = 0,
|
|
};
|
|
var new_archetype = archetype_entry.value_ptr;
|
|
|
|
// Create storage/columns for all of the existing components on the entity.
|
|
var column_iter = archetype.components.iterator();
|
|
while (column_iter.next()) |entry| {
|
|
if (std.mem.eql(u8, entry.key_ptr.*, name)) continue;
|
|
var erased: ErasedComponentStorage = undefined;
|
|
entry.value_ptr.cloneType(entry.value_ptr.*, &new_archetype.entity_ids.items.len, entities.allocator, &erased) catch |err| {
|
|
assert(entities.archetypes.swapRemove(new_hash));
|
|
return err;
|
|
};
|
|
new_archetype.components.put(entities.allocator, entry.key_ptr.*, erased) catch |err| {
|
|
assert(entities.archetypes.swapRemove(new_hash));
|
|
return err;
|
|
};
|
|
}
|
|
new_archetype.calculateHash();
|
|
}
|
|
|
|
// Either new storage (if the entity moved between storage tables due to having a new
|
|
// component) or the prior storage (if the entity already had the component and it's value
|
|
// is merely being updated.)
|
|
var current_archetype_storage = archetype_entry.value_ptr;
|
|
|
|
// Copy to all component values for our entity from the old archetype storage
|
|
// (archetype) to the new one (current_archetype_storage).
|
|
const new_row = try current_archetype_storage.new(entity);
|
|
const old_ptr = entities.entities.get(entity).?;
|
|
|
|
// Update the storage/columns for all of the existing components on the entity.
|
|
var column_iter = current_archetype_storage.components.iterator();
|
|
while (column_iter.next()) |entry| {
|
|
var src_component_storage = archetype.components.get(entry.key_ptr.*).?;
|
|
var dst_component_storage = entry.value_ptr;
|
|
dst_component_storage.copy(dst_component_storage.ptr, entities.allocator, new_row, old_ptr.row_index, src_component_storage.ptr) catch |err| {
|
|
current_archetype_storage.undoNew();
|
|
return err;
|
|
};
|
|
}
|
|
current_archetype_storage.entity_ids.items[new_row] = entity;
|
|
|
|
var swapped_entity_id = archetype.entity_ids.items[archetype.entity_ids.items.len - 1];
|
|
archetype.remove(old_ptr.row_index) catch |err| {
|
|
current_archetype_storage.undoNew();
|
|
return err;
|
|
};
|
|
try entities.entities.put(entities.allocator, swapped_entity_id, old_ptr);
|
|
|
|
try entities.entities.put(entities.allocator, entity, Pointer{
|
|
.archetype_index = @intCast(u16, archetype_entry.index),
|
|
.row_index = new_row,
|
|
});
|
|
return;
|
|
}
|
|
|
|
// TODO: iteration over all entities
|
|
// TODO: iteration over all entities with components (U, V, ...)
|
|
// TODO: iteration over all entities with type T
|
|
// TODO: iteration over all entities with type T and components (U, V, ...)
|
|
|
|
// TODO: "indexes" - a few ideas we could express:
|
|
//
|
|
// * Graph relations index: e.g. parent-child entity relations for a DOM / UI / scene graph.
|
|
// * Spatial index: "give me all entities within 5 units distance from (x, y, z)"
|
|
// * Generic index: "give me all entities where arbitraryFunction(e) returns true"
|
|
//
|
|
|
|
pub fn initErasedStorage(entities: *const Entities, total_rows: *usize, comptime Component: type) !ErasedComponentStorage {
|
|
var new_ptr = try entities.allocator.create(ComponentStorage(Component));
|
|
new_ptr.* = ComponentStorage(Component){ .total_rows = total_rows };
|
|
|
|
return ErasedComponentStorage{
|
|
.ptr = new_ptr,
|
|
.deinit = (struct {
|
|
pub fn deinit(erased: *anyopaque, allocator: Allocator) void {
|
|
var ptr = ErasedComponentStorage.cast(erased, Component);
|
|
ptr.deinit(allocator);
|
|
allocator.destroy(ptr);
|
|
}
|
|
}).deinit,
|
|
.remove = (struct {
|
|
pub fn remove(erased: *anyopaque, row: u32) void {
|
|
var ptr = ErasedComponentStorage.cast(erased, Component);
|
|
ptr.remove(row);
|
|
}
|
|
}).remove,
|
|
.cloneType = (struct {
|
|
pub fn cloneType(erased: ErasedComponentStorage, _total_rows: *usize, allocator: Allocator, retval: *ErasedComponentStorage) !void {
|
|
var new_clone = try allocator.create(ComponentStorage(Component));
|
|
new_clone.* = ComponentStorage(Component){ .total_rows = _total_rows };
|
|
var tmp = erased;
|
|
tmp.ptr = new_clone;
|
|
retval.* = tmp;
|
|
}
|
|
}).cloneType,
|
|
.copy = (struct {
|
|
pub fn copy(dst_erased: *anyopaque, allocator: Allocator, src_row: u32, dst_row: u32, src_erased: *anyopaque) !void {
|
|
var dst = ErasedComponentStorage.cast(dst_erased, Component);
|
|
var src = ErasedComponentStorage.cast(src_erased, Component);
|
|
return dst.copy(allocator, src_row, dst_row, src);
|
|
}
|
|
}).copy,
|
|
.copySparse = (struct {
|
|
pub fn copySparse(dst_erased: *anyopaque, allocator: Allocator, src_row: u32, dst_row: u32, src_erased: *anyopaque) !void {
|
|
var dst = ErasedComponentStorage.cast(dst_erased, Component);
|
|
var src = ErasedComponentStorage.cast(src_erased, Component);
|
|
return dst.copySparse(allocator, src_row, dst_row, src);
|
|
}
|
|
}).copySparse,
|
|
};
|
|
}
|
|
|
|
// TODO: ability to remove archetype entirely, deleting all entities in it
|
|
// TODO: ability to remove archetypes with no entities (garbage collection)
|
|
};
|
|
|
|
test "entity ID size" {
|
|
try testing.expectEqual(8, @sizeOf(EntityID));
|
|
}
|
|
|
|
test "example" {
|
|
const allocator = testing.allocator;
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Create a world.
|
|
var world = try Entities.init(allocator);
|
|
defer world.deinit();
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Define component types, any Zig type will do!
|
|
// A location component.
|
|
const Location = struct {
|
|
x: f32 = 0,
|
|
y: f32 = 0,
|
|
z: f32 = 0,
|
|
};
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Create first player entity.
|
|
var player1 = try world.new();
|
|
try world.setComponent(player1, "name", "jane"); // add Name component
|
|
try world.setComponent(player1, "location", Location{}); // add Location component
|
|
|
|
// Create second player entity.
|
|
var player2 = try world.new();
|
|
try testing.expect(world.getComponent(player2, "location", Location) == null);
|
|
try testing.expect(world.getComponent(player2, "name", []const u8) == null);
|
|
|
|
//-------------------------------------------------------------------------
|
|
// We can add new components at will.
|
|
const Rotation = struct { degrees: f32 };
|
|
try world.setComponent(player2, "rotation", Rotation{ .degrees = 90 });
|
|
try testing.expect(world.getComponent(player1, "rotation", Rotation) == null); // player1 has no rotation
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Remove a component from any entity at will.
|
|
// TODO: add a way to "cleanup" truly unused archetypes
|
|
try world.removeComponent(player1, "name");
|
|
try world.removeComponent(player1, "location");
|
|
try world.removeComponent(player1, "location"); // doesn't exist? no problem.
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Introspect things.
|
|
//
|
|
// Archetype IDs, these are our "table names" - they're just hashes of all the component names
|
|
// within the archetype table.
|
|
var archetypes = world.archetypes.keys();
|
|
try testing.expectEqual(@as(usize, 6), archetypes.len);
|
|
try testing.expectEqual(@as(u64, 18446744073709551615), archetypes[0]);
|
|
try testing.expectEqual(@as(u64, 6893717443977936573), archetypes[1]);
|
|
try testing.expectEqual(@as(u64, 7008573051677164842), archetypes[2]);
|
|
try testing.expectEqual(@as(u64, 14420739110802803032), archetypes[3]);
|
|
try testing.expectEqual(@as(u64, 13913849663823266920), archetypes[4]);
|
|
try testing.expectEqual(@as(u64, 0), archetypes[5]);
|
|
|
|
// Number of (living) entities stored in an archetype table.
|
|
try testing.expectEqual(@as(usize, 0), world.archetypes.get(archetypes[2]).?.count());
|
|
|
|
// Component names for a given archetype.
|
|
var component_names = world.archetypes.get(archetypes[2]).?.components.keys();
|
|
try testing.expectEqual(@as(usize, 2), component_names.len);
|
|
try testing.expectEqualStrings("name", component_names[0]);
|
|
try testing.expectEqualStrings("location", component_names[1]);
|
|
|
|
// Component names for a given entity
|
|
var player2_archetype = world.archetypeByID(player2);
|
|
component_names = player2_archetype.components.keys();
|
|
try testing.expectEqual(@as(usize, 1), component_names.len);
|
|
try testing.expectEqualStrings("rotation", component_names[0]);
|
|
|
|
// TODO: iterating components an entity has not currently supported.
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Remove an entity whenever you wish. Just be sure not to try and use it later!
|
|
try world.remove(player1);
|
|
}
|