tiny-ecs/tiny.lua
2015-05-04 09:24:36 +08:00

623 lines
19 KiB
Lua

--[[
Copyright (c) 2015 Calvin Rose
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
--- @module tiny-ecs
-- @author Calvin Rose
local tiny = { _VERSION = "dev" }
-- Local versions of standard lua functions
local tinsert = table.insert
local tremove = table.remove
local tsort = table.sort
local pairs = pairs
local ipairs = ipairs
local setmetatable = setmetatable
local type = type
-- Local versions of the library functions
local tiny_manageEntities
local tiny_manageSystems
local tiny_addEntity
local tiny_addSystem
local tiny_add
local tiny_removeEntity
local tiny_removeSystem
local tiny_remove
--- Filter functions.
-- A Filter is a function that selects which Entities apply to a System.
-- @section Filter
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have all Components to match the filter.
-- @param ... List of Components
function tiny.requireAll(...)
local components = {...}
local len = #components
return function(_, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if not c(_, e) then
return false
end
elseif e[c] == nil then
return false
end
end
return true
end
end
--- Makes a Filter that filters Entities with specified Components.
-- An Entity must have at least one specified Component to match the filter.
-- @param ... List of Components
function tiny.requireOne(...)
local components = {...}
local len = #components
return function(_, e)
local c
for i = 1, len do
c = components[i]
if type(c) == 'function' then
if c(_, e) then
return true
end
elseif e[c] ~= nil then
return true
end
end
return false
end
end
--- System functions.
-- A System is a wrapper around function callbacks for manipulating Entities.
-- @section System
-- Use an empty table as a key for identifying Systems. Any table that contains
-- this key is considered a System rather than an Entity.
local systemTableKey = { "SYSTEM_TABLE_KEY" }
-- Check if tables are systems.
local function isSystem(table)
return table[systemTableKey]
end
--- Creates a System. Systems are tables that contain at least one field;
-- an update function that takes parameters like so:
-- `function system:update(entities, dt)`. `entities` is an unordered table of
-- Entities with Entities as KEYS, and `dt` is the delta time. There are also a
-- few other optional callbacks:
-- `function system:filter(entity)` - returns a boolean,
-- `function system:onAdd(entity)` - returns nil,
-- `function system:onRemove(entity)` - returns nil,
-- `function system:onModify(dt)` - returns nil.
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well.
-- @param table A table to be used as a System, or `nil` to create a new System.
function tiny.system(table)
if table == nil then
table = {}
end
table[systemTableKey] = true
return table
end
-- Update function for all Processing Systems.
local function processingSystemUpdate(system, dt)
local entities = system.entities
local preProcess = system.preProcess
local process = system.process
local postProcess = system.postProcess
local entity
if preProcess then
preProcess(system, dt)
end
if process then
local len = #entities
for i = 1, len do
entity = entities[i]
process(system, entity, dt)
end
end
if postProcess then
postProcess(system, dt)
end
end
--- Creates a Processing System. A Processing System iterates through its
-- Entities in no particluar order, and updates them individually. It has two
-- important fields, `function system:process(entity, dt)`, and `function
-- system:filter(entity)`. `entities` is Entities,
-- and `dt` is the delta time. There are also a few other
-- optional callbacks:
-- `function system:preProcess(entities, dt)` - returns nil,
-- `function system:postProcess(entities, dt)` - returns nil,
-- `function system:onAdd(entity)` - returns nil,
-- `function system:onRemove(entity)` - returns nil,
-- `function system:onModify(dt)` - returns nil.
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well.
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
function tiny.processingSystem(table)
if table == nil then
table = {}
end
table[systemTableKey] = true
table.update = processingSystemUpdate
return table
end
-- Sorts Systems by a function system.sort(entity1, entity2) on modify.
local function sortedSystemOnModify(system, dt)
local entities = system.entities
local entityIndices = system.entityIndices
local sortDelegate = system.sortDelegate
if not sortDelegate then
local sort = system.sort
sortDelegate = function(e1, e2)
sort(system, e1, e2)
end
system.sortDelegate = sortDelegate
end
tsort(entities, sortDelegate)
for i = 1, #entities do
local entity = entities[i]
entityIndices[entity] = i
end
end
--- Creates a Sorted Processing System. A Sorted System iterates through its
-- Entities in a specific order, and updates them individually. It has two
-- important fields, `function system:process(entity, dt)`, and `function
-- system:filter(entity)`. `entities` is Entities,
-- and `dt` is the delta time. There are also a few other
-- optional callbacks:
-- `function system:preProcess(entities, dt)` - returns nil,
-- `function system:postProcess(entities, dt)` - returns nil,
-- `function system:onAdd(entity)` - returns nil,
-- `function system:onRemove(entity)` - returns nil,
-- `function system:sort(entity1, entity2)` - returns boolean.
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireOne`,
-- but one can write their own filters as well.
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
function tiny.sortedSystem(table)
if table == nil then
table = {}
end
table[systemTableKey] = true
table.update = processingSystemUpdate
table.onModify = sortedSystemOnModify
return table
end
--- World functions.
-- A World is a container that manages Entities and Systems. The tiny-ecs module
-- is set to be the `__index` of all World tables, so the often clearer syntax
-- of World:method can be used for any function in the library. For example,
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3).`
-- @section World
local worldMetaTable = { __index = tiny }
--- Creates a new World.
-- Can optionally add default Systems and Entities.
-- @param ... Systems and Entities to add to the World
-- @return A new World
function tiny.world(...)
local ret = {
-- List of Entities to add
entitiesToAdd = {},
-- List of Entities to remove
entitiesToRemove = {},
-- List of Entities to add
systemsToAdd = {},
-- List of Entities to remove
systemsToRemove = {},
-- Set of Entities
entities = {},
-- Number of Entities in World.
entityCount = 0,
-- List of System Data. A data element is a table with 4
-- keys: system, indices, entities, and active.
systems = {},
-- Table of Systems to System Indices
systemIndices = {}
}
tiny_add(ret, ...)
tiny_manageSystems(ret)
tiny_manageEntities(ret)
return setmetatable(ret, worldMetaTable)
end
--- Adds an Entity to the world.
-- The new Entity will enter the world next time World:update is called.
-- Also call this on Entities that have changed Components such that it
-- matches different systems.
-- @param world
-- @param entity
function tiny.addEntity(world, entity)
local e2a = world.entitiesToAdd
e2a[#e2a + 1] = entity
if world.entities[entity] then
tiny_removeEntity(world, entity)
end
end
tiny_addEntity = tiny.addEntity
--- Adds a System to the world.
-- The new System will enter the world next time World:update is called.
-- @param world
-- @param system
function tiny.addSystem(world, system)
local s2a = world.systemsToAdd
s2a[#s2a + 1] = system
end
tiny_addSystem = tiny.addSystem
--- Shortcut for adding multiple Entities and Systems to the World.
-- New objects will enter the World the next time World:update(dt) is called.
-- Also call this method when an Entity has had its Components changed, such
-- that it matches different Filters.
-- @param world
-- @param ... Systems and Entities
function tiny.add(world, ...)
local args = {...}
for _, obj in ipairs(args) do
if isSystem(obj) then
tiny_addSystem(world, obj)
else -- Assume obj is an Entity
tiny_addEntity(world, obj)
end
end
end
tiny_add = tiny.add
--- Removes an Entity to the World.
-- The Entity will exit the World next time World:update is called.
-- Also call this on Entities that have changed Components such that it
-- matches different systems.
-- @param world
-- @param entity
function tiny.removeEntity(world, entity)
local e2r = world.entitiesToRemove
e2r[#e2r + 1] = entity
end
tiny_removeEntity = tiny.removeEntity
--- Removes a System from the world.
-- The System will exit the World next time World:update is called.
-- @param world
-- @param system
function tiny.removeSystem(world, system)
local s2r = world.systemsToRemove
s2r[#s2r + 1] = system
end
tiny_removeSystem = tiny.removeSystem
--- Shortcut for removing multiple Entities and Systems from the World.
-- Objects will exit the World the next time World:update(dt) is called.
-- @param world
-- @param ... Systems and Entities
function tiny.remove(world, ...)
local args = {...}
for _, obj in ipairs(args) do
if isSystem(obj) then
tiny_removeSystem(world, obj)
else -- Assume obj is an Entity
tiny_removeEntity(world, obj)
end
end
end
tiny_remove = tiny.remove
-- Adds and removes Systems that have been marked from the World.
function tiny_manageSystems(world)
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
-- Early exit
if #s2a == 0 and #s2r == 0 then
return
end
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
local system, index, filter
local entityList, entityIndices, entityIndex, onRemove, onAdd
-- Remove Systems
for i = 1, #s2r do
system = s2r[i]
index = systemIndices[system]
if index then
onRemove = system.onRemove
if onRemove then
entityList = system.entities
for j = 1, #entityList do
onRemove(system, entityList[j])
end
end
systemIndices[system] = nil
tremove(systems, index)
for j = index, #systems do
systemIndices[systems[j]] = j
end
end
s2r[i] = nil
end
-- Add Systems
for i = 1, #s2a do
system = s2a[i]
if not systemIndices[system] then
entityList = {}
entityIndices = {}
system.entities = entityList
system.indices = entityIndices
system.active = true
system.modified = true
index = #systems + 1
systemIndices[system] = index
systems[index] = system
-- Try to add Entities
onAdd = system.onAdd
filter = system.filter
if filter then
for entity in pairs(entities) do
if filter(system, entity) then
entityIndex = #entityList + 1
entityList[entityIndex] = entity
entityIndices[entity] = entityIndex
if onAdd then
onAdd(system, entity)
end
end
end
end
end
s2a[i] = nil
end
end
-- Adds and removes Entities that have been marked.
function tiny_manageEntities(world)
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
-- Early exit
if #e2a == 0 and #e2r == 0 then
return
end
local entities = world.entities
local systems = world.systems
local entityCount = world.entityCount
local entity, system, index
local onRemove, onAdd, ses, seis, filter, tmpEntity
-- Remove Entities
for i = 1, #e2r do
entity = e2r[i]
if entities[entity] then
entities[entity] = nil
for j = 1, #systems do
system = systems[j]
ses = system.entities
seis = system.indices
index = seis[entity]
if index then
system.modified = true
tmpEntity = ses[#ses]
ses[index] = tmpEntity
seis[tmpEntity] = index
seis[entity] = nil
ses[#ses] = nil
entityCount = entityCount - 1
onRemove = system.onRemove
if onRemove then
onRemove(system, entity)
end
end
end
end
e2r[i] = nil
end
-- Add Entities
for i = 1, #e2a do
entity = e2a[i]
if not entities[entity] then
entities[entity] = true
for j = 1, #systems do
system = systems[j]
ses = system.entities
seis = system.indices
filter = system.filter
if filter and filter(system, entity) then
system.modified = true
index = #ses + 1
ses[index] = entity
seis[entity] = index
entityCount = entityCount + 1
onAdd = system.onAdd
if onAdd then
onAdd(system, entity)
end
end
end
end
e2a[i] = nil
end
-- Update Entity count
world.entityCount = entityCount
end
--- Updates the World.
-- Frees Entities that have been marked for freeing, adds
-- entities that have been marked for adding, etc.
-- @param world
-- @param dt Delta time
function tiny.update(world, dt)
tiny_manageSystems(world)
tiny_manageEntities(world)
local systems = world.systems
local system, update, onModify, entities
-- Iterate through Systems IN ORDER
for i = 1, #systems do
system = systems[i]
if system.active then
-- Call the modify callback on Systems that have been modified.
onModify = system.onModify
if onModify and system.modified then
onModify(system, dt)
end
--Update Systems that have an update method (most Systems)
update = system.update
if update then
update(system, dt)
end
system.modified = false
end
end
end
--- Removes all Entities from the World.
-- When World:update(dt) is next called,
-- all Entities will be removed.
-- @param world
function tiny.clearEntities(world)
for e in pairs(world.entities) do
tiny_removeEntity(world, e)
end
end
--- Removes all Systems from the World.
-- When World:update(dt) is next called,
-- all Systems will be removed.
-- @param world
function tiny.clearSystems(world)
local systems = world.systems
for i = #systems, 1, -1 do
tiny_removeSystem(world, systems[i].system)
end
end
--- Gets count of Entities in World.
-- @param world
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets count of Systems in World.
-- @param world
function tiny.getSystemCount(world)
return #(world.systems)
end
--- Gets the index of a System in the world. Lower indexed Systems are processed
-- before higher indexed systems.
-- @param world
-- @param system
function tiny.getSystemIndex(world, system)
return world.systemIndices[system]
end
--- Sets the index of a System in the world. Changes the order in
-- which they Systems processed, because lower indexed Systems are processed
-- first.
-- @param world
-- @param system
-- @param index
function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices
local oldIndex = systemIndices[system]
local systems = world.systems
local system = systems[oldIndex]
tremove(systems, oldIndex)
tinsert(systems, index, system)
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
systemIndices[systems[i]] = i
end
end
--- Activate a System in the World.
-- Activated Systems will be update whenever tiny.update(world, dt) is called.
-- @param world
-- @param system System to activate. The System must already be added to the
-- World.
function tiny.activate(world, system)
system.active = true
end
--- Deactivates a System in the World.
-- Deactivated Systems must be update manually, and will not update when the
-- rest of World updates. They will, however, process new Entities added while
-- the System is deactivated.
-- @param world
-- @param system System to deactivate. The System must already be added to the
-- World.
function tiny.deactivate(world, system)
system.active = false
end
return tiny