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const std = @import("std");
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const c = @import("./c.zig");
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const err = @import("./error.zig");
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const util = @import("./util.zig");
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const Id = @import("./id.zig").Id;
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const Lookup = @import("./main.zig").Lookup;
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const World = @import("./world.zig").World;
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pub const EntityError = error{
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/// Id is `0`.
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IsNone,
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/// Id is not valid.
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IsInvalid,
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/// Id is not an `Entity`.
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IsNotEntity,
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/// Generation doesn't match.
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GenMismatch,
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/// Entity is not alive.
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IsNotAlive,
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};
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pub const EntityConfig = struct {
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name: ?[:0]const u8 = null,
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symbol: ?[:0]const u8 = null,
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use_low_id: bool = false,
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};
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/// An `Entity` is an `Id` which represents a "thing" within the world. This
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/// could be a traditional game object, but is also able to represent other
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/// concepts such as component types, relationship types, systems, modules,
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/// resources, and anything else you can make fit.
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///
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/// Each `Entity` can have a number of `Id`s added to it, which could be
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/// components (such as `Position`), zero-size tags (such as `Disabled`) or
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/// relationship `Pair`s (such as `.{ ChildOf, parent }`).
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///
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/// Entities can be created using `World.new()` and deleted with `delete()`.
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/// When an entity is deleted it is no longer considered "alive". A world can
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/// contain up to 4 billion alive entities.
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///
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/// An `Id` can be converted to an `Entity` using `Id.asEntity()` (fails if
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/// the id isn't an entity), and back again with `asId()` (always succeeds).
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pub fn Entity(comptime ctx: anytype) type {
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return struct {
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world: *World(ctx),
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raw: c.ecs_entity_t,
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const Self = @This();
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/// Returns an `Entity` for the specified world and raw entity id.
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///
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/// No safety checks are done, so if you pass an invalid id, an
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/// invalid `Entity` might be returned that could cause panics if
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/// passed to other API functions without ensuring their validity.
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pub fn fromRaw(world: *World(ctx), raw: c.ecs_entity_t) Self {
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return .{ .world = world, .raw = raw };
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}
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/// Creates a new `Entity` in the specified world.
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/// May return an existing entity if one with the given name exists.
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/// May return an error if the entity creation failed.
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///
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/// The `config` argument may be used to specify the `name` and
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/// `symbol` used to create the entity with. If an entity with the
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/// given name already exists, that one is modified instead.
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/// Does not take ownership of any of the provided values.
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///
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/// The `add` argument is a tuple that specifies the `Id`s the entity
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/// is created with initially. For example:
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/// `.{ Position, Velocity, .{ ChildOf, parent } }`
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///
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/// When you add components, they are default-initialized. To set
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/// their values you'll need to use one of the setter functions on the
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/// `Entity` returned from this function.
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pub fn new(world: *World(ctx), config: EntityConfig, add: anytype) !Self {
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var desc = std.mem.zeroes(c.ecs_entity_desc_t);
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desc.name = if (config.name) |n| n.ptr else null;
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desc.symbol = if (config.symbol) |s| s.ptr else null;
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desc.use_low_id = config.use_low_id;
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const meta = @typeInfo(@TypeOf(add));
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if (meta != .Struct or (meta.Struct.is_tuple == false and meta.Struct.fields.len > 0))
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@compileError("Expected tuple or empty struct, got '" ++ @typeName(@TypeOf(add)) ++ "'");
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if (meta.Struct.fields.len > c.FLECS_ID_DESC_MAX)
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@compileError("Adding more than FLECS_ID_DESC_MAX ids");
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inline for (add, 0..) |a, i|
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desc.add[i] = util.anyToId(ctx, a);
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const result = c.ecs_entity_init(world.raw, &desc);
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if (result == 0) return err.getLastErrorOrUnknown();
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return Self.fromRaw(world, result);
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}
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/// Ensures this `Entity` is valid, returning an error otherwise.
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/// Invalid entities may cause panics when used with API functions.
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///
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/// An `Entity` is valid if ..
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/// - .. it is not `0`.
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/// - .. it does not have dead bits set.
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/// - .. it does not have any `Id` flags set.
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/// - .. no entity with this id is alive, but this entity's generation is `0`.
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/// - .. an entity with this exact id and generation is alive in the world.
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pub fn ensureValid(self: Self) !void {
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// `0` is not a valid entity id.
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if (self.raw == 0) return EntityError.IsNone;
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// Entity ids should not contain data in dead zone bits.
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const VALID_BITS_MASK: c.ecs_entity_t = 0xFF00FFFFFFFFFFFF;
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if ((self.raw & ~VALID_BITS_MASK) != 0) return EntityError.IsInvalid;
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// Entity ids should not contain `Id` flag bits.
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if ((self.raw & c.ECS_ID_FLAGS_MASK) != 0) return EntityError.IsNotEntity;
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// Get the currently alive entity entity with the same id.
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// If entity is alive, the generation has to match.
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// If entity is not alive, the generation has to be `0`.
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const entity = c.ecs_get_alive(self.world.raw, self.raw);
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if (c.ECS_GENERATION(entity) != c.ECS_GENERATION(self.raw))
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return EntityError.GenMismatch;
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}
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/// Ensures this `Entity` is alive in this world, returning an error if not.
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pub fn ensureAlive(self: Self) !void {
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if (!c.ecs_is_alive(self.world.raw, self.raw)) return EntityError.IsNotAlive;
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}
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pub fn asId(self: Self) Id(ctx) {
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return @bitCast(self);
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}
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pub fn getEntityId(self: Self) u32 {
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return @intCast(self.raw & c.ECS_ENTITY_MASK);
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}
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pub fn getGeneration(self: Self) u16 {
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return @intCast(c.ECS_GENERATION(self.raw));
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}
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/// Deletes this `Entity` and all of its components.
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pub fn delete(self: Self) void {
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c.ecs_delete(self.world.raw, self.raw);
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}
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/// Gets the name of this `Entity`, or `null` if none.
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pub fn getName(self: Self) ?[:0]const u8 {
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const result = c.ecs_get_name(self.world.raw, self.raw);
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return std.mem.sliceTo(result, 0);
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}
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/// Gets the symbol of this `Entity`, or `null` if none.
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pub fn getSymbol(self: Self) ?[:0]const u8 {
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const result = c.ecs_get_symbol(self.world.raw, self.raw);
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return std.mem.sliceTo(result, 0);
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}
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/// Sets the name of this `Entity` to the specified value, if any.
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pub fn setName(self: Self, value: ?[*:0]const u8) void {
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_ = c.ecs_set_name(self.world.raw, self.raw, value);
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}
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/// Sets the symbol of this `Entity` to the specified value, if any.
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pub fn setSymbol(self: Self, value: ?[*:0]const u8) void {
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_ = c.ecs_set_symbol(self.world.raw, self.raw, value);
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}
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pub fn get(self: Self, comptime T: type) ?*const T {
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const id = Lookup(ctx, T).id;
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return @alignCast(@ptrCast(c.ecs_get_id(self.world.raw, self.raw, id)));
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}
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pub fn set(self: Self, comptime T: type, value: T) void {
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const id = Lookup(ctx, T).id;
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_ = c.ecs_set_id(self.world.raw, self.raw, id, @sizeOf(T), &value);
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}
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};
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}
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