mirror of
https://github.com/bakpakin/tiny-ecs.git
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559 lines
16 KiB
Lua
559 lines
16 KiB
Lua
--- @module tiny-ecs
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-- @author Calvin Rose
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local tiny = { _VERSION = "1.0.2" }
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-- Local versions of standard lua functions
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local tinsert = table.insert
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local tremove = table.remove
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local pairs = pairs
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local ipairs = ipairs
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local setmetatable = setmetatable
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local type = type
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-- Local versions of the library functions
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local tiny_manageEntities
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local tiny_manageSystems
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local tiny_addEntity
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local tiny_addSystem
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local tiny_add
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local tiny_removeEntity
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local tiny_removeSystem
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local tiny_remove
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--- Filter functions.
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-- A Filter is a function that selects which Entities apply to a System.
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-- @section Filter
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--- Makes a Filter that filters Entities with specified Components.
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-- An Entity must have all Components to match the filter.
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-- @param ... List of Components
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function tiny.requireAll(...)
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local components = {...}
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local len = #components
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return function(_, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if not c(_, e) then
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return false
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end
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elseif e[c] == nil then
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return false
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end
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end
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return true
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end
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end
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--- Makes a Filter that filters Entities with specified Components.
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-- An Entity must have at least one specified Component to match the filter.
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-- @param ... List of Components
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function tiny.requireOne(...)
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local components = {...}
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local len = #components
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return function(_, e)
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local c
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for i = 1, len do
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c = components[i]
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if type(c) == 'function' then
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if c(_, e) then
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return true
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end
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elseif e[c] ~= nil then
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return true
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end
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end
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return false
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end
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end
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--- System functions.
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-- A System is a wrapper around function callbacks for manipulating Entities.
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-- @section System
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-- Use an empty table as a key for identifying Systems. Any table that contains
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-- this key is considered a System rather than an Entity.
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local systemTableKey = { "SYSTEM_TABLE_KEY" }
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-- Check if tables are systems.
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local function isSystem(table)
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return table[systemTableKey]
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end
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--- Creates a System. Systems are tables that contain at least one field;
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-- an update function that takes parameters like so:
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-- `function system:update(entities, dt)`. `entities` is an unordered table of
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-- Entities with Entities as KEYS, and `dt` is the delta time. There are also a
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-- few other optional callbacks:
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-- `function system:filter(entity)` - returns a boolean,
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-- `function system:onAdd(entity)` - returns nil,
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-- `function system:onRemove(entity)` - returns nil.
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-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
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-- but one can write their own filters as well.
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-- @param table A table to be used as a System, or `nil` to create a new System.
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function tiny.system(table)
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if table == nil then
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table = {}
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end
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table[systemTableKey] = true
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return table
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end
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-- Update function for all Processing Systems.
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local function processingSystemUpdate(system, entities, dt)
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local preProcess = system.preProcess
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local process = system.process
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local postProcess = system.postProcess
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local entity
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if preProcess then
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preProcess(system, entities, dt)
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end
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if process then
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local len = #entities
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for i = 1, len do
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entity = entities[i]
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process(system, entity, dt)
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end
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end
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if postProcess then
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postProcess(system, entities, dt)
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end
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end
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--- Creates a Processing System. A Processing System iterates through its
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-- Entities in no particluar order, and updates them individually. It has two
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-- important fields, `function system:process(entity, dt)`, and `function
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-- system:filter(entity)`. `entities` is Entities,
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-- and `dt` is the delta time. There are also a few other
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-- optional callbacks:
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-- `function system:preProcess(entities, dt)` - returns nil,
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-- `function system:postProcess(entities, dt)` - returns nil,
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-- `function system:onAdd(entity)` - returns nil,
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-- `function system:onRemove(entity)` - returns nil.
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-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
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-- but one can write their own filters as well.
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-- @param table A table to be used as a System, or `nil` to create a new
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-- Processing System.
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function tiny.processingSystem(table)
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if table == nil then
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table = {}
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end
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table[systemTableKey] = true
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table.update = processingSystemUpdate
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return table
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end
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--- World functions.
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-- A World is a container that manages Entities and Systems. The tiny-ecs module
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-- is set to be the `__index` of all World tables, so the often clearer syntax of
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-- World:method can be used for any function in the library. For example,
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-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3).`
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-- @section World
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local worldMetaTable = { __index = tiny }
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--- Creates a new World.
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-- Can optionally add default Systems and Entities.
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-- @param ... Systems and Entities to add to the World
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-- @return A new World
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function tiny.world(...)
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local ret = {
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-- List of Entities to add
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entitiesToAdd = {},
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-- List of Entities to remove
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entitiesToRemove = {},
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-- List of Entities to add
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systemsToAdd = {},
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-- List of Entities to remove
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systemsToRemove = {},
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-- Set of Entities
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entities = {},
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-- Number of Entities in World.
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entityCount = 0,
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-- List of System Data. A data element is a table with 4
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-- keys: system, indices, entities, and active.
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systems = {},
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-- Table of Systems to System Indices
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systemIndices = {}
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}
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tiny_add(ret, ...)
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tiny_manageSystems(ret)
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tiny_manageEntities(ret)
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return setmetatable(ret, worldMetaTable)
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end
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--- Adds an Entity to the world.
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-- The new Entity will enter the world next time World:update is called.
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-- Also call this on Entities that have changed Components such that it
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-- matches different systems.
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-- @param world
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-- @param entity
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function tiny.addEntity(world, entity)
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local e2a = world.entitiesToAdd
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e2a[#e2a + 1] = entity
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if world.entities[entity] then
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tiny_removeEntity(world, entity)
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end
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end
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tiny_addEntity = tiny.addEntity
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--- Adds a System to the world.
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-- The new System will enter the world next time World:update is called.
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-- @param world
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-- @param system
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function tiny.addSystem(world, system)
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local s2a = world.systemsToAdd
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s2a[#s2a + 1] = system
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end
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tiny_addSystem = tiny.addSystem
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--- Shortcut for adding multiple Entities and Systems to the World.
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-- New objects will enter the World the next time World:update(dt) is called.
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-- Also call this method when an Entity has had its Components changed, such
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-- that it matches different Filters.
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-- @param world
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-- @param ... Systems and Entities
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function tiny.add(world, ...)
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local args = {...}
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for _, obj in ipairs(args) do
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if isSystem(obj) then
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tiny_addSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_addEntity(world, obj)
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end
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end
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end
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tiny_add = tiny.add
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--- Removes an Entity to the World.
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-- The Entity will exit the World next time World:update is called.
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-- Also call this on Entities that have changed Components such that it
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-- matches different systems.
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-- @param world
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-- @param entity
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function tiny.removeEntity(world, entity)
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local e2r = world.entitiesToRemove
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e2r[#e2r + 1] = entity
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end
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tiny_removeEntity = tiny.removeEntity
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--- Removes a System from the world.
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-- The System will exit the World next time World:update is called.
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-- @param world
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-- @param system
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function tiny.removeSystem(world, system)
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local s2r = world.systemsToRemove
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s2r[#s2r + 1] = system
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end
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tiny_removeSystem = tiny.removeSystem
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--- Shortcut for removing multiple Entities and Systems from the World.
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-- Objects will exit the World the next time World:update(dt) is called.
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-- @param world
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-- @param ... Systems and Entities
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function tiny.remove(world, ...)
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local args = {...}
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for _, obj in ipairs(args) do
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if isSystem(obj) then
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tiny_removeSystem(world, obj)
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else -- Assume obj is an Entity
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tiny_removeEntity(world, obj)
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end
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end
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end
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tiny_remove = tiny.remove
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--- Updates a System.
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-- @param world
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-- @param system A System in the World to update
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-- @param dt Delta time
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function tiny.updateSystem(world, system, dt)
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local es = world.systemEntities[system]
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system:update(es, dt)
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end
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--- Adds and removes Systems that have been marked from the World.
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-- The user of this library should seldom if ever call this.
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-- @param world
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function tiny.manageSystems(world)
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local s2a, s2r = world.systemsToAdd, world.systemsToRemove
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-- Early exit
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if #s2a == 0 and #s2r == 0 then
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return
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end
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local systemIndices = world.systemIndices
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local entities = world.entities
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local systems = world.systems
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local system, systemData, index, filter, entityList, entityIndices, entityIndex, onRemove, onAdd
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-- Remove Systems
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for i = 1, #s2r do
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system = s2r[i]
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index = systemIndices[system]
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if index then
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systemData = systems[index]
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onRemove = system.onRemove
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if onRemove then
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entityList = systemData.entities
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for j = 1, #entityList do
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onRemove(system, entityList[j])
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end
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end
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systemIndices[system] = nil
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tremove(systems, index)
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for j = index, #systems do
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systemIndices[systems[j].system] = j
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end
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end
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s2r[i] = nil
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end
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-- Add Systems
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for i = 1, #s2a do
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system = s2a[i]
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if not systemIndices[system] then
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entityList = {}
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entityIndices = {}
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systemData = { system = system, entities = entityList, indices = entityIndices, active = true }
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index = #systems + 1
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systemIndices[system] = index
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systems[index] = systemData
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-- Try to add Entities
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onAdd = system.onAdd
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filter = system.filter
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if filter then
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for entity in pairs(entities) do
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if filter(system, entity) then
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entityIndex = #entityList + 1
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entityList[entityIndex] = entity
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entityIndices[entity] = entityIndex
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if onAdd then
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onAdd(system, entity)
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end
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end
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end
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end
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end
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s2a[i] = nil
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end
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end
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tiny_manageSystems = tiny.manageSystems
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--- Adds and removes Entities that have been marked.
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-- The user of this library should seldom if ever call this.
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-- @param world
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function tiny.manageEntities(world)
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local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
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-- Early exit
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if #e2a == 0 and #e2r == 0 then
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return
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end
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local entities = world.entities
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local systems = world.systems
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local entityCount = world.entityCount
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local entity, system, systemData, index, onRemove, onAdd, ses, seis, filter, tmpEntity
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-- Remove Entities
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for i = 1, #e2r do
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entity = e2r[i]
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if entities[entity] then
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entities[entity] = nil
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for j = 1, #systems do
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systemData = systems[j]
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system = systemData.system
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ses = systemData.entities
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seis = systemData.indices
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index = seis[entity]
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if index then
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tmpEntity = ses[#ses]
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ses[index] = tmpEntity
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seis[tmpEntity] = index
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seis[entity] = nil
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ses[#ses] = nil
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entityCount = entityCount - 1
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onRemove = system.onRemove
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if onRemove then
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onRemove(system, entity)
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end
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end
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end
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end
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e2r[i] = nil
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end
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-- Add Entities
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for i = 1, #e2a do
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entity = e2a[i]
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if not entities[entity] then
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entities[entity] = true
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for j = 1, #systems do
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systemData = systems[j]
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system = systemData.system
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ses = systemData.entities
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seis = systemData.indices
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filter = system.filter
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if filter and filter(system, entity) then
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index = #ses + 1
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ses[index] = entity
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seis[entity] = index
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entityCount = entityCount + 1
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onAdd = system.onAdd
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if onAdd then
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onAdd(system, entity)
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end
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end
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end
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end
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e2a[i] = nil
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end
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-- Update Entity count
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world.entityCount = entityCount
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end
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tiny_manageEntities = tiny.manageEntities
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--- Updates the World.
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-- Frees Entities that have been marked for freeing, adds
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-- entities that have been marked for adding, etc.
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-- @param world
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-- @param dt Delta time
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function tiny.update(world, dt)
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tiny_manageSystems(world)
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tiny_manageEntities(world)
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local systems = world.systems
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local systemData
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-- Iterate through Systems IN ORDER
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for i = 1, #systems do
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systemData = systems[i]
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if systemData.active then
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systemData.system:update(systemData.entities, dt)
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end
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end
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end
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--- Removes all Entities from the World.
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-- When World:update(dt) is next called,
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-- all Entities will be removed.
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-- @param world
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function tiny.clearEntities(world)
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for e in pairs(world.entities) do
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tiny_removeEntity(world, e)
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end
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end
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--- Removes all Systems from the World.
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-- When World:update(dt) is next called,
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-- all Systems will be removed.
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-- @param world
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function tiny.clearSystems(world)
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local systems = world.systems
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for i = #systems, 1, -1 do
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tiny_removeSystem(world, systems[i].system)
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end
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end
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--- Gets count of Entities in World.
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-- @param world
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function tiny.getEntityCount(world)
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return world.entityCount
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end
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--- Gets count of Systems in World.
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-- @param world
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function tiny.getSystemCount(world)
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return #(world.systems)
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end
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--- Gets the index of a System in the world. Lower indexed Systems are processed
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-- before higher indexed systems.
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-- @param world
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-- @param system
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function tiny.getSystemIndex(world, system)
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return world.systemIndices[system]
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end
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--- Sets the index of a System in the world. Changes the order in
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-- which they Systems processed, because lower indexed Systems are processed
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-- first.
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-- @param world
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-- @param system
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-- @param index
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function tiny.setSystemIndex(world, system, index)
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local systemIndices = world.systemIndices
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local oldIndex = systemIndices[system]
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local systems = world.systems
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local systemData = systems[oldIndex]
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tremove(systems, oldIndex)
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tinsert(systems, index, systemData)
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for i = oldIndex, index, index >= oldIndex and 1 or -1 do
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systemIndices[systems[i].system] = i
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end
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end
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--- Activates Systems in the World.
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-- Activated Systems will be update whenever tiny.update(world, dt) is called.
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-- @param world
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-- @param ... Systems to activate. The Systems must already be added to the
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-- World.
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function tiny.activate(world, ...)
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local args = {...}
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for _, system in ipairs(args) do
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world.systems[world.systemIndices[system]].active = true
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end
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end
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--- Deactivates Systems in the World.
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-- Deactivated Systems must be update manually, and will not update when the
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-- rest of World updates. They will, however, process new Entities added while
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-- the System is deactivated.
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-- @param world
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-- @param ... Systems to deactivate. The Systems must already be added to the
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-- World.
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function tiny.deactivate(world, ...)
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local args = {...}
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for _, system in ipairs(args) do
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world.systems[world.systemIndices[system]].active = false
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end
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end
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return tiny
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