Better ecs::entity_container documentation

This commit is contained in:
Nikita Lisitsa 2023-08-23 18:34:13 +03:00
parent 3701df15f4
commit 6bab38a545
2 changed files with 183 additions and 90 deletions

View file

@ -1,50 +0,0 @@
#pragma once
#include <psemek/ecs/detail/table.hpp>
#include <psemek/util/assert.hpp>
namespace psemek::ecs
{
struct entity_accessor
{
entity_accessor(detail::table * table, std::uint32_t row)
: table_(table)
, row_(row)
{}
template <typename Component>
Component * get_if()
{
util::uuid const uuid = Component::uuid();
auto const component_uuids = table_->get_component_uuids();
for (std::size_t i = 0; i < component_uuids.size(); ++i)
if (uuid == component_uuids[i])
return reinterpret_cast<Component *>(table_->get_component_pointers()[i].data + detail::stride<Component>() * row_);
return nullptr;
}
template <typename Component>
Component & get()
{
if (auto ptr = get_if<Component>())
return *ptr;
assert(false);
__builtin_unreachable();
}
template <typename Component>
bool contains() const
{
return get_if<Component>() != nullptr;
}
private:
detail::table * table_;
std::uint32_t row_;
};
}

View file

@ -6,79 +6,183 @@
#include <psemek/ecs/detail/query_cache_container.hpp>
#include <psemek/ecs/detail/apply_helper.hpp>
#include <psemek/ecs/detail/all_different_types.hpp>
#include <psemek/ecs/entity_accessor.hpp>
#include <psemek/util/span.hpp>
#include <psemek/util/range.hpp>
#include <psemek/util/exception.hpp>
#include <psemek/util/type_name.hpp>
#include <psemek/util/to_string.hpp>
#include <typeindex>
namespace psemek::ecs
{
using query_cache = std::shared_ptr<detail::query_cache>;
struct component_exception
: util::exception
{
component_exception(std::type_info const & type, entity_handle const & handle, boost::stacktrace::stacktrace stacktrace = {})
: util::exception(util::to_string("Component ", util::type_name(type), " not found for entity ", handle), std::move(stacktrace))
, type_(type)
, handle_(handle)
{}
std::type_info const & type() const
{
return type_;
}
entity_handle const & handle() const
{
return handle_;
}
private:
std::type_info const & type_;
entity_handle handle_;
};
struct entity_accessor
{
entity_accessor() = default;
entity_accessor(entity_accessor const &) = default;
explicit operator bool() const;
/** Obtain a pointer to the specified component type
* of the accessed entity, or a null pointer if
* the entity doesn't contain this component type.
*/
template <typename Component>
Component * get_if();
/** Obtain a reference to the specified component type
* of the accessed entity.
* If the entity doesn't contain this component type,
* an exception of type `component_exception` is thrown.
*/
template <typename Component>
Component & get();
/** Check if the entity contains this component type.
*/
template <typename Component>
bool contains() const;
private:
detail::table * table_ = nullptr;
std::uint32_t row_ = 0;
friend struct entity_container;
entity_accessor(detail::table * table, std::uint32_t row);
};
struct entity_container
{
// Create an entity with the specified components
// NB: equivalent to create() followed by a
// series of attach() calls, but faster
// All components must be unique
/** Create an entity with the specified components.
* It is faster to create an entity with all the components at once, than to
* create it with no components and `attach()` them one-by-one.
* If any two of the passed component types are equal, the call fails with
* a compilation error.
* After the function returns, the new entity is considered alive (`alive(handle)` returns true).
* Creating a new entity invalidates all previously created entity accessors.
* If the entity is created during iteration (inside an `apply()` call), it is unspecified
* whether the created entity will be visited by iteration or not.
*/
template <typename ... Components>
entity_handle create(Components && ... components);
// Check if an entity handle refers to an active entity
// UB if the handle wasn't obtained by a create() call
/** Check if an entity handle refers to an alive entity (i.e. one that wasn't
* destroyed yet.
* Destroying an entity invalidates all previously created entity accessors.
* If the handle wasn't previously obtained by a `create()` call, the
* behavior is undefined.
*/
bool alive(entity_handle const & entity) const;
// Destroy an entity
// UB if the handle wasn't obtained by a create() call
// or if the entity was already destroyed
/** Destroy an entity specified by a handle. After the call, `alive()`
* returns false for this handle.
* If the entity is destroyed during iteration (inside an `apply()` call), the iteration
* is guaranteed not to visit the destroyed entity (unless it did so before the entity
* was destroyed).
* If the handle wasn't previously obtained by a `create()` call, or
* the refered entity was already destroyed, the behavior is undefined.
*/
void destroy(entity_handle const & entity);
// Get an entity accessor for an entity
// UB if the handle wasn't obtained by a create() call
// or if the entity isn't active
/** Get an entity accessor for an entity, which provides access to
* the entitie's components.
* If the handle wasn't previously obtained by a `create()` call, or
* the refered entity was already destroyed, the behavior is undefined.
* Creating or destroying entities invalidates all previously created
* entity accessors.
*/
entity_accessor get(entity_handle const & entity);
// Attach new components to an existing entity
// If the entity already has a component, its value
// is replaced with a new one
/** Attach new components to an existing entity, or update existing
* components with new values.
* If any two of the passed component types are equal, the call fails with
* a compilation error.
* Attaching components invalidates all previously created entity accessors.
* If the handle wasn't previously obtained by a `create()` call, or
* the refered entity was already destroyed, the behavior is undefined.
*/
// TODO: implement
template <typename ... Components>
void attach(entity_handle const & entity, Components && ... components);
// Remove components from an existing entity
/** Detach (remove) components from an existing entity.
* Detaching components invalidates all previously created entity accessors.
* If the handle wasn't previously obtained by a `create()` call, or
* the refered entity was already destroyed, the behavior is undefined.
*/
// TODO: implement
template <typename ... Components>
void detach(entity_handle const & entity);
// Create a query cache that can be used for the
// apply() call to speed it up
/** Create a query cache that can be used for speeding up
* the `apply()` calls.
*/
template <typename ... Components>
query_cache cache();
// Apply a function to all entities having the specified
// components. The function signature is one of
// void(components...)
// void(entity_handle, components...)
// void(entity_container, components...)
// void(entity_container, entity_handle, components...)
// The function can create or destroy any entities.
// An optional query cache can be supplied to speed up the call
// UB if the cache wasn't created with the exact same component sequence
// UB if accessing the entitie's component after destroying it
/** Apply a function to all entities having the specified components,
* in unspecified order.
* The function must have one of the following signatures:
* void(components...)
* void(entity_handle, components...)
* void(entity_container, components...)
* void(entity_container, entity_handle, components...)
* The function can freely create or destroy entities. It is unspecified
* whether the function will or will not visit newly created entities
* during this `apply()` call. The function is guaranteed not to visit
* destroyed entities (unless it did so before the entity was destroyed).
* An optional query cache can be supplied to speed up iteration.
* If the query cache wasn't created with the exact sequence of component
* types, the behavior is undefined.
* If the function accesses passed components after destroying the
* currently visited entity, the behavior is undefined.
* If the function recursively calls `apply()`, the behavior is undefined.
*/
template <typename ... Components, typename Function>
void apply(Function && function, query_cache cache = {});
// Apply a function to all entities having the specified
// components. Instead of applying the function to each entity,
// the function is applied in "batch" mode, i.e. to array views
// of components. The function signature is one of
// void(span<components>...)
// void(span<entity_handle const>, span<components>...)
// void(entity_container, span<components>...)
// void(entity_container, span<entity_handle const>, span<components>...)
// An optional query cache can be supplied to speed up the call
// UB if the cache wasn't created with the exact same component sequence
// UB if the function tries to create or destroy entities
/** Apply a function to all entities having the specified components,
* in unspecified order. Instead of applying the function to each
* entity separately, it is applied in "batch" mode, i.e. to array
* views of respective components.
* The function must have one of the following signatures:
* void(span<components>...)
* void(span<entity_handle const>, span<components>...)
* void(entity_container, span<components>...)
* void(entity_container, span<entity_handle const>, span<components>...)
* An optional query cache can be supplied to speed up iteration.
* If the query cache wasn't created with the exact sequence of component
* types, the behavior is undefined.
* If the function creates or destroyes entities, the behavior is undefined.
*/
template <typename ... Components, typename Function>
void batch_apply(Function && function, query_cache cache = {});
@ -195,4 +299,43 @@ namespace psemek::ecs
}
}
inline entity_accessor::operator bool() const
{
return table_ != nullptr;
}
template <typename Component>
Component * entity_accessor::get_if()
{
util::uuid const uuid = Component::uuid();
auto const component_uuids = table_->get_component_uuids();
for (std::size_t i = 0; i < component_uuids.size(); ++i)
if (uuid == component_uuids[i])
return reinterpret_cast<Component *>(table_->get_component_pointers()[i].data + detail::stride<Component>() * row_);
return nullptr;
}
template <typename Component>
Component & entity_accessor::get()
{
if (auto ptr = get_if<Component>())
return *ptr;
assert(false);
__builtin_unreachable();
}
template <typename Component>
bool entity_accessor::contains() const
{
return get_if<Component>() != nullptr;
}
inline entity_accessor::entity_accessor(detail::table * table, std::uint32_t row)
: table_(table)
, row_(row)
{}
}