Just wrote my own entity system to figure it out.

This commit is contained in:
Zed A. Shaw 2024-10-10 17:34:33 -04:00
parent a3eaf78fd3
commit cc4f83a1d1
8 changed files with 229 additions and 59 deletions

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#include <flecs.h>
#include <iostream>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main() {
flecs::world ecs;
// Create a system for Position, Velocity. Systems are like queries (see
// queries) with a function that can be ran or scheduled (see pipeline).
flecs::system s = ecs.system<Position, const Velocity>()
.each([](flecs::entity e, Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("e1")
.set<Position>({10, 20})
.set<Velocity>({1, 2});
ecs.entity("e2")
.set<Position>({10, 20})
.set<Velocity>({3, 4});
// This entity will not match as it does not have Position, Velocity
ecs.entity("e3")
.set<Position>({10, 20});
// Run the system
s.run();
}

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scratchpad/flecstest.cpp Normal file
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#include <flecs.h>
#include <iostream>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
int main() {
flecs::world ecs;
flecs::system fight = ecs.system<const Position>()
.each([&](flecs::entity e, const Position &other) {
flecs::entity player = ecs.lookup("player");
if(e == player) return; // don't process the player
const Position *player_p = player.get<Position>();
if(player_p->x == other.x && player_p->y == other.y) {
std::cerr << "HIT\n";
}
});
// Create a system for Position, Velocity. Systems are like queries (see
// queries) with a function that can be ran or scheduled (see pipeline).
flecs::system move = ecs.system<Position, const Velocity>()
.each([&](flecs::entity e, Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
std::cerr << e.name() << ": {" << p.x << ", " << p.y << "}\n";
});
// Create a few test entities for a Position, Velocity query
ecs.entity("player")
.set<Position>({10, 10})
.set<Velocity>({1, 1});
ecs.entity("e2")
.set<Position>({10, 20})
.set<Velocity>({1, 1});
// This entity will not match as it does not have Position, Velocity
ecs.entity("e3")
.set<Position>({10, 20});
std::unordered_map<std::type_index, std::string> type_names;
type_names[std::type_index(typeid(Position))] = "Position";
type_names[std::type_index(typeid(Velocity))] = "Velocity";
for(const auto& [key, value] : type_names) {
std::cout << " VAL " << value << std::endl;
}
// Run the system
move.run();
fight.run();
}

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scratchpad/myecstest.cpp Normal file
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#include <iostream>
#include <functional>
#include <typeindex>
#include <typeinfo>
#include <unordered_map>
#include <fmt/core.h>
#include <any>
using namespace fmt;
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
typedef unsigned long Entity;
typedef std::unordered_map<Entity, std::any> EntityMap;
struct World {
unsigned long entity_count = 0;
std::unordered_map<std::type_index, EntityMap> $components;
Entity entity() {
return ++entity_count;
}
template <typename Comp>
EntityMap& entity_map_for() {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void assign(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
map[ent] = val;
}
template <typename Comp>
Comp &component(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
std::any &res = map[ent];
return std::any_cast<Comp&>(res);
}
template<typename Comp>
void system(std::function<void(const Entity&, Comp&)> cb) {
EntityMap &map = entity_map_for<Comp>();
for(auto& [entity, any_comp] : map) {
Comp &res = std::any_cast<Comp&>(any_comp);
cb(entity, res);
}
}
template<typename Comp>
void remove(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
map.erase(ent);
}
template<typename CompA, typename CompB>
void system(std::function<void(const Entity&, CompA&, CompB&)> cb) {
EntityMap &map_a = entity_map_for<CompA>();
EntityMap &map_b = entity_map_for<CompB>();
for(auto& [entity, any_a] : map_a) {
if(map_b.contains(entity)) {
CompA &res_a = std::any_cast<CompA&>(any_a);
CompB &res_b = component<CompB>(entity);
cb(entity, res_a, res_b);
}
}
}
};
int main() {
World me;
Entity test = me.entity();
Entity test2 = me.entity();
me.assign<Position>(test, {10,20});
me.assign<Velocity>(test, {1,2});
me.assign<Position>(test2, {1,1});
me.assign<Velocity>(test2, {10,20});
Position &pos = me.component<Position>(test);
println("GOT POS x={}, y={}", pos.x, pos.y);
Velocity &vel = me.component<Velocity>(test);
println("GOT VELOCITY x={}, y={}", vel.x, vel.y);
println("--- Position only system:");
me.system<Position>([](const auto &ent, auto &pos) {
println("entity={}, pos.x={}, pos.y={}", ent, pos.x, pos.y);
});
println("--- Velocity only system:");
me.system<Velocity>([](const auto &, auto &vel) {
println("vel.x={}, vel.y={}", vel.x, vel.y);
});
println("--- Manually get the velocity in position system:");
me.system<Position>([&](const auto &ent, auto &pos) {
Velocity &vel = me.component<Velocity>(ent);
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Query only entities with Position and Velocity:");
me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
// now remove Velocity
me.remove<Velocity>(test);
println("--- After remove test, should only result in test2:");
me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
return 0;
}