bubel-ecs/source/ecs/entity.d

71 lines
3.3 KiB
D

/************************************************************************************************************************
*Entity module.
*/
module ecs.entity;
import ecs.system;
import ecs.manager;
/************************************************************************************************************************
*Entity ID structure. Used as reference to Entity. Pointer to entity should be ever used to store entity reference!
*/
struct EntityID
{
///Index to entity in IDManager.
uint id;
///Counter required for reusing ID.
uint counter;
}
/************************************************************************************************************************
*Structure of Entity. It's have only ID, but have full konwlege to get to components memory (If pointer to it is proper).
*/
struct Entity
{
///Entity ID.
EntityID id;
/************************************************************************************************************************
*Get specified component. If component doesn't exist function retun null. Pointer is valid only before next "commit()", "begin()" or "end()"
*function is called. Returned pointer shouldn't be used to store reference to entity data.
*/
T* getComponent(T)() const
{
EntityManager.EntitiesBlock* block = gEM.getMetaData(&this);
EntityManager.EntityInfo* info = block.type_info;
if (T.component_id >= info.deltas.length || info.deltas[T.component_id] == 0)
return null;
static if (EntityID.sizeof == 8)
uint ind = cast(uint)((cast(void*)&this - block.dataBegin()) >> 3);
else
uint ind = cast(uint)((cast(void*)&this - block.dataBegin()) / EntityID.sizeof());
return cast(T*)(cast(void*)block + info.deltas[T.component_id] + ind * T.sizeof);
}
}
/************************************************************************************************************************
*Entity template structure.
*Entity contain whole information needed to create new entity. Allocating EntityTemplate is considered as more expensive operation
*than adding entity. Whole components memory is stored in EntityTemplate and is copyied to newly added entity.
*If you want to place several entity with small difference in data then you should take pointer to component and change it before every
*entity addition.
*There is no restriction about number of allocated templates. Single template can be used from multiple threads, but if you
*want to changes some components data before add entity (entity position for example) it's better to use multiple templates.
*/
export struct EntityTemplate
{
///Entity components data
ubyte[] entity_data;
///Pointer to entity type info.
EntityManager.EntityInfo* info;
/************************************************************************************************************************
*Get specified component. If component doesn't exist function return null. Returned pointer is valid during EntityTemplate lifetime.
*/
T* getComponent(T)() nothrow @nogc
{
if(T.component_id >= info.tmpl_deltas.length || info.tmpl_deltas[T.component_id] == ushort.max)return null;
return cast(T*)(entity_data.ptr + info.tmpl_deltas[T.component_id]);
}
}