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This commit is contained in:
Ukendio 2025-08-29 17:13:13 +02:00
parent 549fe97622
commit af093713b4
6 changed files with 173 additions and 48 deletions

View file

@ -1,15 +1,19 @@
local jecs = require("@jecs") local jecs = require("@jecs")
local world = jecs.World.new() local world = jecs.world()
local Position = world:component() local Position = world:component() :: jecs.Id<vector>
local Walking = world:component() local Walking = world:component()
local Name = world:component() local Name = world:component() :: jecs.Id<string>
local function name(e: jecs.Entity): string
return assert(world:get(e, Name))
end
-- Create an entity with name Bob -- Create an entity with name Bob
local bob = world:entity() local bob = world:entity()
-- The set operation finds or creates a component, and sets it. -- The set operation finds or creates a component, and sets it.
world:set(bob, Position, Vector3.new(10, 20, 30)) world:set(bob, Position, vector.create(10, 20, 30))
-- Name the entity Bob -- Name the entity Bob
world:set(bob, Name, "Bob") world:set(bob, Name, "Bob")
-- The add operation adds a component without setting a value. This is -- The add operation adds a component without setting a value. This is
@ -18,15 +22,16 @@ world:add(bob, Walking)
-- Get the value for the Position component -- Get the value for the Position component
local pos = world:get(bob, Position) local pos = world:get(bob, Position)
print(`\{{pos.X}, {pos.Y}, {pos.Z}\}`) assert(pos)
print(`\{{pos.x}, {pos.y}, {pos.z}\}`)
-- Overwrite the value of the Position component -- Overwrite the value of the Position component
world:set(bob, Position, Vector3.new(40, 50, 60)) world:set(bob, Position, vector.create(40, 50, 60))
local alice = world:entity() local alice = world:entity()
-- Create another named entity -- Create another named entity
world:set(alice, Name, "Alice") world:set(alice, Name, "Alice")
world:set(alice, Position, Vector3.new(10, 20, 30)) world:set(alice, Position, vector.create(10, 20, 30))
world:add(alice, Walking) world:add(alice, Walking)
-- Remove tag -- Remove tag
@ -34,7 +39,7 @@ world:remove(alice, Walking)
-- Iterate all entities with Position -- Iterate all entities with Position
for entity, p in world:query(Position) do for entity, p in world:query(Position) do
print(`{entity}: \{{p.X}, {p.Y}, {p.Z}\}`) print(`{name(entity)}: \{{p.x}, {p.y}, {p.z}\}`)
end end
-- Output: -- Output:

View file

@ -0,0 +1,60 @@
-- Using world:target is the recommended way to grab the target in a wildcard
-- query. However the random access can add up in very hot paths. Accessing its
-- column can drastically improve performance, especially when there are
-- multiple adjacent pairs.
local jecs = require("@jecs")
local pair = jecs.pair
local __ = jecs.Wildcard
local world = jecs.world()
local Likes = world:entity()
local function name(e, name: string): string
if name then
world:set(e, jecs.Name, name)
return name
end
return assert(world:get(e, jecs.Name))
end
local e1 = world:entity()
name(e1, "e1")
local e2 = world:entity()
name(e2, "e2")
local e3 = world:entity()
name(e3, "e3")
world:add(e1, pair(Likes, e2))
world:add(e1, pair(Likes, e3))
local likes = jecs.component_record(world, pair(Likes, __))
assert(likes)
local likes_cr = likes.records
local likes_counts = likes.counts
local archetypes = world:query(pair(Likes, __)):archetypes()
for _, archetype in archetypes do
local types = archetype.types
-- Get the starting index which is what the (R, *) alias is at
local wc = likes_cr[archetype.id]
local count = likes_counts[archetype.id]
local entities = archetype.entities
for i = #entities, 1, -1 do
-- It is generally a good idea to iterate backwards on arrays if you
-- need to delete the iterated entity to prevent iterator invalidation
local entity = entities[i]
for cr = wc, wc + count - 1 do
local person = jecs.pair_second(world, types[cr])
print(`entity ${entity} likes ${person}`)
end
end
end
-- Output:
-- entity $273 likes $275
-- entity $273 likes $274

View file

@ -0,0 +1,44 @@
-- To get the most out of performance, you can lift the inner loop of queries to
-- the system in which you can do archetype-specific optimizations like finding
-- the parent once per archetype rather than per entity.
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard
local world = jecs.world()
local Position = world:component() :: jecs.Id<vector>
local Visible = world:entity()
local parent = world:entity()
world:set(parent, Position, vector.zero)
world:add(parent, Visible)
local child = world:entity()
world:set(child, Position, vector.one)
world:add(child, pair(ChildOf, parent))
local parents = jecs.component_record(world, pair(ChildOf, __))
assert(parents)
local parent_cr = parents.records
local archetypes = world:query(Position, pair(ChildOf, __)):archetypes()
for _, archetype in archetypes do
local types = archetype.types
local p = jecs.pair_second(world, types[parent_cr[archetype.id]])
if world:has(p, Visible) then
local columns = archetype.columns_map
local positions = columns[Position]
for row, entity in archetype.entities do
local pos = positions[row]
print(`Child ${entity} of ${p} is visible at {pos}`)
end
end
end
-- Output:
-- Child $274 of $273 is visibile at 1,1,1

View file

@ -1,5 +1,5 @@
local jecs = require("@jecs") local jecs = require("@jecs")
local world = jecs.World.new() local world = jecs.world()
local Position = world:component() local Position = world:component()
local Velocity = world:component() local Velocity = world:component()

View file

@ -1,19 +1,16 @@
local jecs = require("@jecs") local jecs = require("@jecs")
local pair = jecs.pair local pair = jecs.pair
local world = jecs.World.new() local world = jecs.world()
local Name = world:component() local Name = world:component() :: jecs.Id<string>
local function named(ctr, name)
local e = ctr(world) local function name(e: jecs.Entity): string
world:set(e, Name, name) return assert(world:get(e, Name))
return e
end
local function name(e)
return world:get(e, Name)
end end
local Position = named(world.component, "Position") :: jecs.Entity<vector> local Position = world:component() :: jecs.Id<vector>
world:set(Position, Name, "Position")
local Previous = jecs.Rest local Previous = jecs.Rest
local added = world local added = world
@ -29,10 +26,14 @@ local removed = world
:cached() :cached()
local e1 = named(world.entity, "e1") local e1 = world:entity()
world:set(e1, Name, "e1")
world:set(e1, Position, vector.create(10, 20, 30)) world:set(e1, Position, vector.create(10, 20, 30))
local e2 = named(world.entity, "e2")
local e2 = world:entity()
world:set(e2, Name, "e2")
world:set(e2, Position, vector.create(10, 20, 30)) world:set(e2, Position, vector.create(10, 20, 30))
for entity, p in added do for entity, p in added do
print(`Added {name(entity)}: \{{p.x}, {p.y}, {p.z}}`) print(`Added {name(entity)}: \{{p.x}, {p.y}, {p.z}}`)
world:set(entity, pair(Previous, Position), p) world:set(entity, pair(Previous, Position), p)
@ -40,10 +41,10 @@ end
world:set(e1, Position, vector.create(999, 999, 1998)) world:set(e1, Position, vector.create(999, 999, 1998))
for _, archetype in changed:archetypes() do for entity, new, old in changed do
if new ~= old then if new ~= old then
print(`{name(e)}'s Position changed from \{{old.x}, {old.y}, {old.z}\} to \{{new.x}, {new.y}, {new.z}\}`) print(`{name(entity)}'s Position changed from \{{old.x}, {old.y}, {old.z}\} to \{{new.x}, {new.y}, {new.z}\}`)
world:set(e, pair(Previous, Position), new) world:set(entity, pair(Previous, Position), new)
end end
end end

View file

@ -3,32 +3,47 @@ local pair = jecs.pair
local ChildOf = jecs.ChildOf local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard local __ = jecs.Wildcard
local Name = jecs.Name local Name = jecs.Name
local world = jecs.World.new() local world = jecs.world()
type Id<T = nil> = number & { __T: T } local Voxel = world:component() :: jecs.Id
local Voxel = world:component() :: Id local Position = world:component() :: jecs.Id<vector>
local Position = world:component() :: Id<Vector3> local Perception = world:component() :: jecs.Id<{
local Perception = world:component() :: Id<{
range: number, range: number,
fov: number, fov: number,
dir: Vector3, dir: vector,
}> }>
local PrimaryPart = world:component() :: Id<Part> type part = {
Position: vector
}
local PrimaryPart = world:component() :: jecs.Id<part>
local local_player = game:GetService("Players").LocalPlayer local local_player = {
Character = {
PrimaryPart = {
Position = vector.create(50, 0, 30)
}
}
}
local workspace = {
CurrentCamera = {
CFrame = {
LookVector = vector.create(0, 0, -1)
}
}
}
local function distance(a: Vector3, b: Vector3) local function distance(a: vector, b: vector)
return (b - a).Magnitude return vector.magnitude((b - a))
end end
local function is_in_fov(a: Vector3, b: Vector3, forward_dir: Vector3, fov_angle: number) local function is_in_fov(a: vector, b: vector, forward_dir: vector, fov_angle: number)
local to_target = b - a local to_target = b - a
local forward_xz = Vector3.new(forward_dir.X, 0, forward_dir.Z).Unit local forward_xz = vector.normalize(vector.create(forward_dir.x, 0, forward_dir.z))
local to_target_xz = Vector3.new(to_target.X, 0, to_target.Z).Unit local to_target_xz = vector.normalize(vector.create(to_target.x, 0, to_target.z))
local angle_to_target = math.deg(math.atan2(to_target_xz.Z, to_target_xz.X)) local angle_to_target = math.deg(math.atan2(to_target_xz.z, to_target_xz.x))
local forward_angle = math.deg(math.atan2(forward_xz.Z, forward_xz.X)) local forward_angle = math.deg(math.atan2(forward_xz.z, forward_xz.z))
local angle_difference = math.abs(forward_angle - angle_to_target) local angle_difference = math.abs(forward_angle - angle_to_target)
@ -42,7 +57,7 @@ end
local map = {} local map = {}
local grid = 50 local grid = 50
local function add_to_voxel(source: number, position: Vector3, prev_voxel_id: number?) local function add_to_voxel(source: jecs.Entity, position: vector, prev_voxel_id: jecs.Entity?)
local hash = position // grid local hash = position // grid
local voxel_id = map[hash] local voxel_id = map[hash]
if not voxel_id then if not voxel_id then
@ -79,7 +94,7 @@ local function update_camera_direction(dt: number)
end end
local function perceive_enemies(dt: number) local function perceive_enemies(dt: number)
local it = world:query(Perception, Position, PrimaryPart) local it = world:query(Perception, Position, PrimaryPart):iter()
-- There is only going to be one entity matching the query -- There is only going to be one entity matching the query
local e, self_perception, self_position, self_primary_part = it() local e, self_perception, self_position, self_primary_part = it()
@ -93,28 +108,28 @@ local function perceive_enemies(dt: number)
if is_in_fov(self_position, target_position, self_perception.dir, self_perception.fov) then if is_in_fov(self_position, target_position, self_perception.dir, self_perception.fov) then
local p = target_position local p = target_position
print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.X}, {p.Y}, {p.Z})`) print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.x}, {p.y}, {p.z})`)
end end
end end
end end
local player = world:entity() local player = world:entity()
world:set(player, Perception, { world:set(player, Perception, {
range = 100, range = 200,
fov = 90, fov = 90,
dir = Vector3.new(1, 0, 0), dir = vector.create(1, 0, 0),
}) })
world:set(player, Name, "LocalPlayer") world:set(player, Name, "LocalPlayer")
local primary_part = (local_player.Character :: Model).PrimaryPart :: Part local primary_part = local_player.Character.PrimaryPart
world:set(player, PrimaryPart, primary_part) world:set(player, PrimaryPart, primary_part)
world:set(player, Position, Vector3.zero) world:set(player, Position, vector.zero)
local enemy = world:entity() local enemy = world:entity()
world:set(enemy, Name, "Enemy $1") world:set(enemy, Name, "Enemy $1")
world:set(enemy, Position, Vector3.new(50, 0, 20)) world:set(enemy, Position, vector.create(50, 0, 20))
add_to_voxel(player, primary_part.Position) add_to_voxel(player, primary_part.Position)
add_to_voxel(enemy, world) add_to_voxel(enemy, assert(world:get(enemy, Position)))
local dt = 1 / 60 local dt = 1 / 60
reconcile_client_owned_assembly_to_voxel(dt) reconcile_client_owned_assembly_to_voxel(dt)