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9 changed files with 1125 additions and 2 deletions
29
README.md
29
README.md
|
@ -62,3 +62,32 @@ Can be found under /benches/visual/query.luau
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Inserting 8 components to an entity and updating them over 50 times.
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Can be found under /benches/visual/insertions.luau
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## Installation
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### Using Wally
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Add jecs to your `wally.toml` file:
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```toml
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[dependencies]
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jecs = "ukendio/jecs@0.1.0"
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```
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Then run `wally install` in your project directory.
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### Manual Installation
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Download the latest release from the [releases page](https://github.com/ukendio/jecs/releases).
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## Documentation
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For complete documentation, visit our [documentation site](https://ukendio.github.io/jecs/).
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## Contributing
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Contributions are welcome. Please feel free to submit a Pull Request.
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## License
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This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
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|
|
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@ -16,6 +16,12 @@ jecs.Wildcard: Entity
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```
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Builtin component type. This ID is used for wildcard queries.
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## w
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```luau
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jecs.w: Entity
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```
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An alias for `jecs.Wildcard`. This ID is used for wildcard queries, providing a shorter syntax in query operations.
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## Component
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```luau
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jecs.Component: Entity
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@ -28,6 +34,54 @@ jecs.ChildOf: Entity
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```
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Builtin component type. This ID is for creating parent-child hierarchies.
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## Name
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```luau
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jecs.Name: Entity
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```
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Builtin component type. This ID is used to associate a string name with an entity, typically for debugging or display purposes.
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## OnAdd
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```luau
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jecs.OnAdd: Entity<(entity: Entity) -> ()>
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```
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Builtin component hook. When set on a component, the provided function is called whenever that component is added to an entity.
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## OnRemove
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```luau
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jecs.OnRemove: Entity<(entity: Entity) -> ()>
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```
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Builtin component hook. When set on a component, the provided function is called whenever that component is removed from an entity.
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## OnSet
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```luau
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jecs.OnSet: Entity<(entity: Entity, data: any) -> ()>
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```
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Builtin component hook. When set on a component, the provided function is called whenever that component's value is set or changed on an entity.
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## OnDelete
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```luau
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jecs.OnDelete: Entity
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```
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Builtin component trait. Used with `pair()` to define behavior when a component or entity is deleted. Must be paired with an action component like `jecs.Delete` or `jecs.Remove`.
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## OnDeleteTarget
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```luau
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jecs.OnDeleteTarget: Entity
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```
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Builtin component trait. Used with `pair()` to define behavior when a relationship target is deleted. Must be paired with an action component like `jecs.Delete` or `jecs.Remove`.
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## Delete
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```luau
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jecs.Delete: Entity
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```
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Builtin action component used with `OnDelete` or `OnDeleteTarget` to specify that entities should be deleted in the cleanup process.
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## Remove
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```luau
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jecs.Remove: Entity
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```
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Builtin action component used with `OnDelete` or `OnDeleteTarget` to specify that components should be removed in the cleanup process.
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## Rest
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```luau
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jecs.Rest: Entity
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|
|
130
docs/api/name.md
Normal file
130
docs/api/name.md
Normal file
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@ -0,0 +1,130 @@
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# Name Component
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The `Name` component allows you to associate a string identifier with an entity.
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## Overview
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```luau
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jecs.Name: Entity<string>
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```
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The `Name` component is a built-in component in jecs that stores a string value. It has no special behavior beyond storing a name.
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## Usage
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### Setting a Name
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```luau
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local world = jecs.World.new()
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-- Create an entity
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local entity = world:entity()
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-- Assign a name to the entity
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world:set(entity, jecs.Name, "Player")
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```
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### Getting an Entity's Name
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```luau
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-- Retrieve an entity's name
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local name = world:get(entity, jecs.Name)
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print("Entity name:", name) -- Outputs: "Entity name: Player"
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```
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### Finding Entities by Name
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```luau
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-- Iterate over all entities with the Name component
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for entity, name in world:query(jecs.Name) do
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if name == "Player" then
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-- Found the entity named "Player"
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-- Do something with entity...
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end
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end
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```
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### Using Names with Hierarchies
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Names are particularly useful when working with entity hierarchies:
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```luau
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local world = jecs.World.new()
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local pair = jecs.pair
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-- Create a parent entity with a name
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local parent = world:entity()
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world:set(parent, jecs.Name, "Parent")
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-- Create child entities with names
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local child1 = world:entity()
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world:set(child1, jecs.Name, "Child1")
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world:add(child1, pair(jecs.ChildOf, parent))
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local child2 = world:entity()
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world:set(child2, jecs.Name, "Child2")
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world:add(child2, pair(jecs.ChildOf, parent))
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-- Print the hierarchy
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print("Parent:", world:get(parent, jecs.Name))
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for child in world:query(pair(jecs.ChildOf, parent)) do
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print(" Child:", world:get(child, jecs.Name))
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end
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-- Output:
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-- Parent: Parent
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-- Child: Child1
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-- Child: Child2
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```
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## Helper Function
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For convenience, you can create a simple helper function to get an entity's name:
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```luau
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local function getName(world, entity)
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return world:get(entity, jecs.Name) or tostring(entity)
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end
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-- Usage
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local name = getName(world, entity)
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```
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This function will return the entity's name if it has one, or fall back to the entity ID as a string.
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## Best Practices
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1. **Use Consistently**: Apply names to key entities systematically, especially for important game objects.
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2. **Be Descriptive**: Use meaningful names that describe the entity's role or purpose.
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3. **Handle Missing Names**: Always check if an entity has a name before trying to use it, or use a helper function like the one above.
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4. **Namespacing**: Consider using prefixes or namespaces for different systems (e.g., "UI:MainMenu", "Enemy:Boss").
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5. **Performance**: Remember that adding a Name component to every entity adds memory overhead. Use judiciously in performance-critical applications.
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## Example: Entity Debugging System
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Here's a simple debugging system that uses the Name component:
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```luau
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local function debugEntity(world, entity)
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local name = world:get(entity, jecs.Name) or "Unnamed"
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print("Entity", entity, "(" .. name .. ")")
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-- Print all components
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for componentId in world:query(jecs.pair(jecs.Component, jecs.Wildcard)) do
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||||
if world:has(entity, componentId) then
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local componentName = world:get(componentId, jecs.Name) or "Unknown"
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||||
local value = world:get(entity, componentId)
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print(" Component:", componentName, "=", value)
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end
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end
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end
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-- Usage
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debugEntity(world, player)
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```
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||||
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||||
This debugging function prints an entity's name along with all its components, making it easier to inspect entities during development.
|
215
docs/api/world-entity-management.md
Normal file
215
docs/api/world-entity-management.md
Normal file
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@ -0,0 +1,215 @@
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# Entity Management
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||||
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||||
This section covers methods for managing entities in the jecs World.
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## delete
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||||
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||||
Deletes an entity (and its components/relationships) from the world entirely.
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||||
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```luau
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function World:delete(entity: Entity): void
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```
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||||
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||||
### Parameters
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||||
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||||
| Name | Type | Description |
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||||
|------|------|-------------|
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| entity | Entity | The entity to delete from the world |
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### Behavior
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1. Invokes any `OnRemove` hooks for all components on the entity
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2. Triggers any cleanup actions based on `OnDelete` and `OnDeleteTarget` relationships
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3. Removes the entity from all archetypes
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4. Recycles the entity ID for future use
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||||
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||||
### Example
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||||
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||||
::: code-group
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||||
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||||
```luau [luau]
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local world = jecs.World.new()
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||||
-- Create an entity
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||||
local entity = world:entity()
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world:set(entity, Position, {x = 0, y = 0})
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-- Delete the entity
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world:delete(entity)
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||||
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-- The entity no longer exists in the world
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assert(not world:contains(entity))
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||||
```
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||||
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||||
```typescript [typescript]
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||||
import { World } from "@rbxts/jecs";
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||||
const world = new World();
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||||
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||||
// Create an entity
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const entity = world.entity();
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||||
world.set(entity, Position, {x: 0, y: 0});
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||||
// Delete the entity
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||||
world.delete(entity);
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||||
// The entity no longer exists in the world
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||||
assert(!world.contains(entity));
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||||
```
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||||
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||||
:::
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||||
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||||
### Child Entity Deletion
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||||
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||||
When an entity has children (via the `ChildOf` relationship), deleting the parent can also delete the children if the appropriate cleanup policy is set:
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||||
|
||||
```luau
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-- Set up parent-child relationship
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||||
local ChildOf = world:component()
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||||
world:add(ChildOf, jecs.pair(jecs.OnDeleteTarget, jecs.Delete))
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||||
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||||
local parent = world:entity()
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||||
local child = world:entity()
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||||
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||||
-- Make child a child of parent
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||||
world:add(child, jecs.pair(ChildOf, parent))
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||||
|
||||
-- Deleting parent will also delete child
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||||
world:delete(parent)
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assert(not world:contains(child))
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||||
```
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||||
|
||||
### Component Deletion
|
||||
|
||||
The `delete` method can also be used to delete a component definition:
|
||||
|
||||
```luau
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||||
local Temporary = world:component()
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world:add(Temporary, jecs.pair(jecs.OnDelete, jecs.Remove))
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||||
|
||||
-- Add Temporary to entities
|
||||
local e1 = world:entity()
|
||||
local e2 = world:entity()
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||||
world:add(e1, Temporary)
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||||
world:add(e2, Temporary)
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||||
|
||||
-- Delete the component definition
|
||||
world:delete(Temporary)
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||||
|
||||
-- Temporary is removed from all entities
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||||
assert(not world:has(e1, Temporary))
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||||
assert(not world:has(e2, Temporary))
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||||
```
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||||
|
||||
## remove
|
||||
|
||||
Removes a component from a given entity.
|
||||
|
||||
```luau
|
||||
function World:remove(entity: Entity, component: Id): void
|
||||
```
|
||||
|
||||
### Parameters
|
||||
|
||||
| Name | Type | Description |
|
||||
|------|------|-------------|
|
||||
| entity | Entity | The entity to modify |
|
||||
| component | Id | The component or relationship to remove |
|
||||
|
||||
### Behavior
|
||||
|
||||
1. Invokes any `OnRemove` hook for the component being removed
|
||||
2. Removes the component from the entity
|
||||
3. May cause the entity to transition to another archetype
|
||||
|
||||
### Example
|
||||
|
||||
::: code-group
|
||||
|
||||
```luau [luau]
|
||||
local world = jecs.World.new()
|
||||
|
||||
-- Create components
|
||||
local Health = world:component()
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||||
local Shield = world:component()
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||||
|
||||
-- Create an entity with both components
|
||||
local entity = world:entity()
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||||
world:set(entity, Health, 100)
|
||||
world:set(entity, Shield, 50)
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||||
|
||||
-- Remove just the Shield component
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world:remove(entity, Shield)
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||||
|
||||
-- Entity still exists but no longer has Shield
|
||||
assert(world:contains(entity))
|
||||
assert(world:has(entity, Health))
|
||||
assert(not world:has(entity, Shield))
|
||||
```
|
||||
|
||||
```typescript [typescript]
|
||||
import { World } from "@rbxts/jecs";
|
||||
|
||||
const world = new World();
|
||||
|
||||
// Create components
|
||||
const Health = world.component();
|
||||
const Shield = world.component();
|
||||
|
||||
// Create an entity with both components
|
||||
const entity = world.entity();
|
||||
world.set(entity, Health, 100);
|
||||
world.set(entity, Shield, 50);
|
||||
|
||||
// Remove just the Shield component
|
||||
world.remove(entity, Shield);
|
||||
|
||||
// Entity still exists but no longer has Shield
|
||||
assert(world.contains(entity));
|
||||
assert(world.has(entity, Health));
|
||||
assert(!world.has(entity, Shield));
|
||||
```
|
||||
|
||||
:::
|
||||
|
||||
### Removing Relationships
|
||||
|
||||
The `remove` method can also be used to remove relationship pairs:
|
||||
|
||||
```luau
|
||||
local ChildOf = world:component()
|
||||
local parent = world:entity()
|
||||
local child = world:entity()
|
||||
|
||||
-- Establish parent-child relationship
|
||||
world:add(child, jecs.pair(ChildOf, parent))
|
||||
|
||||
-- Remove the relationship
|
||||
world:remove(child, jecs.pair(ChildOf, parent))
|
||||
|
||||
-- Child is no longer related to parent
|
||||
assert(not world:has(child, jecs.pair(ChildOf, parent)))
|
||||
```
|
||||
|
||||
## Differences Between delete and remove
|
||||
|
||||
| Method | What It Affects | Entity Existence | Cleanup Policies |
|
||||
|--------|-----------------|------------------|------------------|
|
||||
| delete | Entity and all its components | Entity no longer exists | Triggers all cleanup policies |
|
||||
| remove | Only the specified component | Entity still exists | Only triggers component-specific OnRemove hook |
|
||||
|
||||
### When to Use Each Method
|
||||
|
||||
- Use `delete` when you want to completely remove an entity from the world
|
||||
- Use `remove` when you want to keep the entity but remove specific components
|
||||
- Use `delete` on a component definition to remove that component from all entities
|
||||
|
||||
### Performance Considerations
|
||||
|
||||
Both operations may cause archetype transitions, which have performance implications:
|
||||
|
||||
- `delete` typically has more overhead because it has to remove all components
|
||||
- `remove` is generally faster for individual component removal
|
||||
- Both methods are optimized in jecs to be as efficient as possible
|
||||
|
||||
For performance-critical code dealing with many entities, consider batching operations to minimize archetype transitions.
|
|
@ -1,3 +1,84 @@
|
|||
## TODO
|
||||
# Contributing to jecs
|
||||
|
||||
This is a TODO stub.
|
||||
This document provides guidelines for contributing to the project.
|
||||
|
||||
## Getting Started
|
||||
|
||||
1. Fork the repository
|
||||
2. Clone your fork
|
||||
3. Set up the development environment
|
||||
4. Create a branch for your changes
|
||||
|
||||
## Development Setup
|
||||
|
||||
```bash
|
||||
# Clone your fork
|
||||
git clone https://github.com/your-username/jecs.git
|
||||
cd jecs
|
||||
|
||||
# Install dependencies
|
||||
wally install
|
||||
```
|
||||
|
||||
## Making Changes
|
||||
|
||||
1. Create a branch:
|
||||
```bash
|
||||
git checkout -b feature/your-feature-name
|
||||
```
|
||||
|
||||
2. Make your changes
|
||||
|
||||
3. Add tests if applicable
|
||||
|
||||
4. Run tests:
|
||||
```bash
|
||||
lune run test
|
||||
```
|
||||
|
||||
5. Commit your changes:
|
||||
```bash
|
||||
git commit -m "Add feature: description"
|
||||
```
|
||||
|
||||
## Submitting Changes
|
||||
|
||||
1. Push your changes:
|
||||
```bash
|
||||
git push origin feature/your-feature-name
|
||||
```
|
||||
|
||||
2. Create a Pull Request
|
||||
|
||||
3. Explain the changes and reference related issues
|
||||
|
||||
## Code Style
|
||||
|
||||
- Follow the existing code style
|
||||
- Use meaningful variable and function names
|
||||
- Write clear comments for complex logic
|
||||
- Keep functions focused on a single responsibility
|
||||
|
||||
## Testing
|
||||
|
||||
- Add tests for new features
|
||||
- Ensure all tests pass before submitting
|
||||
- Consider edge cases
|
||||
|
||||
## Documentation
|
||||
|
||||
- Update documentation for changed functionality
|
||||
- Document new features or APIs
|
||||
- Use clear and concise language
|
||||
|
||||
## Issue Reporting
|
||||
|
||||
1. Check if the issue already exists in the [Issues](https://github.com/ukendio/jecs/issues) section
|
||||
2. Create a new issue with a descriptive title and detailed information
|
||||
|
||||
## Code of Conduct
|
||||
|
||||
- Be respectful in communications
|
||||
- Provide constructive feedback
|
||||
- Accept constructive criticism
|
||||
- Focus on what is best for the community
|
94
docs/learn/faq/index.md
Normal file
94
docs/learn/faq/index.md
Normal file
|
@ -0,0 +1,94 @@
|
|||
# Frequently Asked Questions
|
||||
|
||||
This section addresses common questions about jecs.
|
||||
|
||||
## General Questions
|
||||
|
||||
### What is jecs?
|
||||
|
||||
jecs is a high-performance Entity Component System (ECS) library for Luau/Roblox.
|
||||
|
||||
### How does jecs compare to other ECS libraries?
|
||||
|
||||
jecs uses an archetype-based storage system (SoA) which is more cache-friendly than traditional approaches. For a detailed comparison with Matter, see the [Migration from Matter](../migration-from-matter.md) guide.
|
||||
|
||||
### Can I use jecs outside of Roblox?
|
||||
|
||||
Yes, jecs can be used in any Lua/Luau environment as it has zero dependencies.
|
||||
|
||||
## Technical Questions
|
||||
|
||||
### How many entities can jecs handle?
|
||||
|
||||
jecs can handle up to 800,000 entities at 60 frames per second.
|
||||
|
||||
### What are archetypes?
|
||||
|
||||
Archetypes are groups of entities that have the exact same set of components. When you add or remove components from an entity, it moves to a different archetype.
|
||||
|
||||
### How do I optimize performance with jecs?
|
||||
|
||||
- Group entity operations to minimize archetype transitions
|
||||
- Use cached queries for frequently accessed data
|
||||
- Define components that are frequently queried together
|
||||
- Use tags instead of empty tables
|
||||
- Be mindful of archetype transitions
|
||||
|
||||
### What are relationship pairs?
|
||||
|
||||
Relationship pairs allow you to create connections between entities using the `pair()` function.
|
||||
|
||||
## Common Issues
|
||||
|
||||
### My entity disappeared after adding a component
|
||||
|
||||
Check if you have cleanup policies set up with `OnDelete` or `OnDeleteTarget`.
|
||||
|
||||
### Queries are returning unexpected results
|
||||
|
||||
Make sure you're querying for the exact components you need. Use modifiers like `.with()` or `.without()` to refine queries.
|
||||
|
||||
### Performance degrades over time
|
||||
|
||||
This could be due to:
|
||||
- Memory leaks from not properly deleting entities
|
||||
- Excessive archetype transitions
|
||||
- Too many entities or components
|
||||
- Inefficient queries
|
||||
|
||||
### How do I debug entity relationships?
|
||||
|
||||
Use the `Name` component to give entities meaningful names:
|
||||
|
||||
```lua
|
||||
-- Print all parent-child relationships
|
||||
for entity, target in world:query(jecs.pair(jecs.ChildOf, jecs.Wildcard)) do
|
||||
print(world:get(entity, jecs.Name), "is a child of", world:get(target, jecs.Name))
|
||||
end
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### When should I use component lifecycle hooks?
|
||||
|
||||
Use lifecycle hooks (`OnAdd`, `OnRemove`, `OnSet`) for:
|
||||
- Initializing resources
|
||||
- Cleaning up resources
|
||||
- Reacting to data changes
|
||||
|
||||
### How should I structure my ECS code?
|
||||
|
||||
- Separate data (components) from behavior (systems)
|
||||
- Keep components small and focused
|
||||
- Design systems for specific component combinations
|
||||
- Use relationships to model connections
|
||||
- Document cleanup policies
|
||||
|
||||
### Should I use multiple worlds?
|
||||
|
||||
Multiple worlds are useful for:
|
||||
- Separating client and server logic
|
||||
- Creating isolated test environments
|
||||
- Managing different game states
|
||||
|
||||
Component IDs may conflict between worlds if not registered in the same order.
|
218
docs/learn/migration-from-matter.md
Normal file
218
docs/learn/migration-from-matter.md
Normal file
|
@ -0,0 +1,218 @@
|
|||
# Migrating from Matter to jecs
|
||||
|
||||
This guide is intended to help developers migrate from the Matter ECS library to jecs.
|
||||
|
||||
## Key Differences
|
||||
|
||||
### Architectural Differences
|
||||
|
||||
- **Storage Implementation**: jecs uses an archetype-based storage system (SoA - Structure of Arrays). Matter uses a simpler component-based storage approach.
|
||||
- **Performance**: jecs is designed with a focus on performance, particularly for large-scale systems with hundreds of thousands of entities.
|
||||
- **Relationship Model**: jecs treats entity relationships as first-class citizens. Matter doesn't have built-in relationship features.
|
||||
- **Memory Usage**: jecs typically uses less memory for the same number of entities and components due to its optimized storage structure.
|
||||
|
||||
### API Differences
|
||||
|
||||
#### World Creation and Management
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
local Matter = require("Matter")
|
||||
local world = Matter.World.new()
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
local jecs = require("jecs")
|
||||
local world = jecs.World.new()
|
||||
```
|
||||
|
||||
#### Component Definition
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
local Position = Matter.component("Position")
|
||||
local Velocity = Matter.component("Velocity")
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
local Position = world:component()
|
||||
local Velocity = world:component()
|
||||
```
|
||||
|
||||
#### Entity Creation
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
local entity = world:spawn(
|
||||
Position({x = 0, y = 0}),
|
||||
Velocity({x = 10, y = 5})
|
||||
)
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
local entity = world:entity()
|
||||
world:set(entity, Position, {x = 0, y = 0})
|
||||
world:set(entity, Velocity, {x = 10, y = 5})
|
||||
```
|
||||
|
||||
#### Queries
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
for id, position, velocity in world:query(Position, Velocity) do
|
||||
-- Update position based on velocity
|
||||
position.x = position.x + velocity.x * dt
|
||||
position.y = position.y + velocity.y * dt
|
||||
end
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
for entity, position, velocity in world:query(Position, Velocity) do
|
||||
-- Update position based on velocity
|
||||
position.x = position.x + velocity.x * dt
|
||||
position.y = position.y + velocity.y * dt
|
||||
end
|
||||
```
|
||||
|
||||
#### System Definition
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
local function movementSystem(world)
|
||||
for id, position, velocity in world:query(Position, Velocity) do
|
||||
position.x = position.x + velocity.x * dt
|
||||
position.y = position.y + velocity.y * dt
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
local function movementSystem(world, dt)
|
||||
for entity, position, velocity in world:query(Position, Velocity) do
|
||||
position.x = position.x + velocity.x * dt
|
||||
position.y = position.y + velocity.y * dt
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
#### Entity Removal
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
world:despawn(entity)
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
world:delete(entity)
|
||||
```
|
||||
|
||||
#### Component Removal
|
||||
|
||||
**Matter:**
|
||||
```lua
|
||||
world:remove(entity, Position)
|
||||
```
|
||||
|
||||
**jecs:**
|
||||
```lua
|
||||
world:remove(entity, Position)
|
||||
```
|
||||
|
||||
### jecs-Specific Features
|
||||
|
||||
#### Relationships
|
||||
|
||||
jecs has built-in support for entity relationships:
|
||||
|
||||
```lua
|
||||
local ChildOf = world:component()
|
||||
local Name = world:component()
|
||||
|
||||
local parent = world:entity()
|
||||
world:set(parent, Name, "Parent")
|
||||
|
||||
local child = world:entity()
|
||||
world:add(child, jecs.pair(ChildOf, parent))
|
||||
world:set(child, Name, "Child")
|
||||
|
||||
-- Query for all children of parent
|
||||
for e in world:query(jecs.pair(ChildOf, parent)) do
|
||||
local name = world:get(e, Name)
|
||||
print(name, "is a child of Parent")
|
||||
end
|
||||
```
|
||||
|
||||
#### Wildcards
|
||||
|
||||
jecs supports wildcard queries for relationships:
|
||||
|
||||
```lua
|
||||
-- Query for all parent-child relationships
|
||||
for entity, target in world:query(jecs.pair(ChildOf, jecs.Wildcard)) do
|
||||
print(world:get(entity, Name), "is a child of", world:get(target, Name))
|
||||
end
|
||||
|
||||
-- Alternative using the shorter 'w' alias
|
||||
for entity, target in world:query(jecs.pair(ChildOf, jecs.w)) do
|
||||
print(world:get(entity, Name), "is a child of", world:get(target, Name))
|
||||
end
|
||||
```
|
||||
|
||||
#### Observer Hooks
|
||||
|
||||
jecs provides component lifecycle hooks:
|
||||
|
||||
```lua
|
||||
world:set(Position, jecs.OnAdd, function(entity)
|
||||
print("Position added to entity", entity)
|
||||
end)
|
||||
|
||||
world:set(Position, jecs.OnRemove, function(entity)
|
||||
print("Position removed from entity", entity)
|
||||
end)
|
||||
|
||||
world:set(Position, jecs.OnSet, function(entity, value)
|
||||
print("Position set on entity", entity, "with value", value)
|
||||
end)
|
||||
```
|
||||
|
||||
#### Automatic Cleanup with OnDelete and OnDeleteTarget
|
||||
|
||||
jecs offers automated cleanup of related entities:
|
||||
|
||||
```lua
|
||||
-- When a parent is deleted, all its children will be deleted too
|
||||
world:add(ChildOf, jecs.pair(jecs.OnDeleteTarget, jecs.Delete))
|
||||
|
||||
-- When Health component is deleted, remove the entity's Shield component
|
||||
world:add(Health, jecs.pair(jecs.OnDelete, jecs.Remove))
|
||||
world:add(Shield, jecs.pair(jecs.OnDelete, jecs.Remove))
|
||||
```
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
When migrating from Matter to jecs, consider these performance tips:
|
||||
|
||||
1. **Batch Entity Operations**: Group entity operations when possible to minimize archetype transitions.
|
||||
2. **Use Cached Queries**: For frequently used queries, create cached versions.
|
||||
3. **Consider Component Layout**: Components frequently queried together should be defined together.
|
||||
4. **Use Tags When Appropriate**: For components with no data, use tags instead of empty tables.
|
||||
5. **Be Aware of Archetype Transitions**: Adding/removing components causes archetype transitions, which have performance implications for large-scale operations.
|
||||
|
||||
## Migration Strategy
|
||||
|
||||
1. **Start with World Creation**: Replace Matter's world creation with jecs.
|
||||
2. **Migrate Component Definitions**: Update component definitions to use jecs's approach.
|
||||
3. **Update Entity Creation**: Modify entity spawning code to use jecs's entity and set methods.
|
||||
4. **Adapt Queries**: Update queries, noting that iteration patterns are similar.
|
||||
5. **Implement Relationships**: Take advantage of jecs's relationship features where applicable.
|
||||
6. **Add Observer Hooks**: Implement lifecycle hooks to replace custom event handling in Matter.
|
||||
7. **Optimize**: Refine your implementation using jecs-specific features for better performance.
|
||||
|
||||
By following this guide, you should be able to migrate your Matter ECS application to jecs while taking advantage of jecs's enhanced performance and features.
|
246
docs/learn/observers.md
Normal file
246
docs/learn/observers.md
Normal file
|
@ -0,0 +1,246 @@
|
|||
# Observer APIs
|
||||
|
||||
jecs provides observer hooks that allow you to respond to component lifecycle events and implement cleanup policies.
|
||||
|
||||
## Component Lifecycle Hooks
|
||||
|
||||
Component lifecycle hooks let you execute code when components are added, removed, or modified.
|
||||
|
||||
### OnAdd
|
||||
|
||||
The `OnAdd` hook is called when a component is added to an entity.
|
||||
|
||||
```lua
|
||||
-- Define a component
|
||||
local Transform = world:component()
|
||||
|
||||
-- Set an OnAdd hook for the Transform component
|
||||
world:set(Transform, jecs.OnAdd, function(entity)
|
||||
print("Transform component added to entity", entity)
|
||||
end)
|
||||
|
||||
-- The hook will be called when Transform is added to any entity
|
||||
local entity = world:entity()
|
||||
world:add(entity, Transform) -- OnAdd hook is triggered
|
||||
```
|
||||
|
||||
TypeScript signature:
|
||||
```typescript
|
||||
type OnAddHook = (entity: Entity) => void;
|
||||
```
|
||||
|
||||
### OnRemove
|
||||
|
||||
The `OnRemove` hook is called when a component is removed from an entity.
|
||||
|
||||
```lua
|
||||
-- Set an OnRemove hook for the Transform component
|
||||
world:set(Transform, jecs.OnRemove, function(entity)
|
||||
print("Transform component removed from entity", entity)
|
||||
end)
|
||||
|
||||
-- The hook will be called when Transform is removed from any entity
|
||||
world:remove(entity, Transform) -- OnRemove hook is triggered
|
||||
```
|
||||
|
||||
TypeScript signature:
|
||||
```typescript
|
||||
type OnRemoveHook = (entity: Entity) => void;
|
||||
```
|
||||
|
||||
### OnSet
|
||||
|
||||
The `OnSet` hook is called when a component's value is set or changed on an entity.
|
||||
|
||||
```lua
|
||||
-- Set an OnSet hook for the Transform component
|
||||
world:set(Transform, jecs.OnSet, function(entity, value)
|
||||
print("Transform component set on entity", entity, "with value", value)
|
||||
end)
|
||||
|
||||
-- The hook will be called when Transform's value is set on any entity
|
||||
world:set(entity, Transform, { position = {x = 10, y = 20} }) -- OnSet hook is triggered
|
||||
```
|
||||
|
||||
TypeScript signature:
|
||||
```typescript
|
||||
type OnSetHook<T> = (entity: Entity, value: T) => void;
|
||||
```
|
||||
|
||||
## Automatic Cleanup Policies
|
||||
|
||||
jecs provides automatic cleanup policies through the `OnDelete` and `OnDeleteTarget` hooks paired with action components.
|
||||
|
||||
### OnDelete
|
||||
|
||||
The `OnDelete` trait specifies what happens when a component or entity is deleted. It must be paired with an action component like `Delete` or `Remove`.
|
||||
|
||||
#### (OnDelete, Delete)
|
||||
|
||||
When paired with `Delete`, this policy deletes entities that have the component when the component itself is deleted.
|
||||
|
||||
```lua
|
||||
-- Define a component
|
||||
local Health = world:component()
|
||||
|
||||
-- Add the (OnDelete, Delete) cleanup policy to Health
|
||||
world:add(Health, jecs.pair(jecs.OnDelete, jecs.Delete))
|
||||
|
||||
-- Create entities
|
||||
local entity1 = world:entity()
|
||||
local entity2 = world:entity()
|
||||
|
||||
-- Add Health component to entities
|
||||
world:add(entity1, Health)
|
||||
world:add(entity2, Health)
|
||||
|
||||
-- When Health component is deleted, all entities with Health will be deleted
|
||||
world:delete(Health) -- Deletes entity1 and entity2
|
||||
```
|
||||
|
||||
#### (OnDelete, Remove)
|
||||
|
||||
When paired with `Remove`, this policy removes a component from entities when the component itself is deleted.
|
||||
|
||||
```lua
|
||||
-- Define components
|
||||
local Poison = world:component()
|
||||
local PoisonEffect = world:component()
|
||||
|
||||
-- Add the (OnDelete, Remove) cleanup policy to Poison
|
||||
world:add(Poison, jecs.pair(jecs.OnDelete, jecs.Remove))
|
||||
world:add(PoisonEffect, jecs.pair(jecs.OnDelete, jecs.Remove))
|
||||
|
||||
-- Create entity
|
||||
local entity = world:entity()
|
||||
world:add(entity, Poison)
|
||||
world:add(entity, PoisonEffect)
|
||||
|
||||
-- When Poison component is deleted, PoisonEffect will be removed from all entities
|
||||
world:delete(Poison) -- Removes PoisonEffect from entity
|
||||
```
|
||||
|
||||
### OnDeleteTarget
|
||||
|
||||
The `OnDeleteTarget` trait specifies what happens when a relationship target is deleted. It must be paired with an action component like `Delete` or `Remove`.
|
||||
|
||||
#### (OnDeleteTarget, Delete)
|
||||
|
||||
When paired with `Delete`, this policy deletes entities that have a relationship with the deleted target.
|
||||
|
||||
```lua
|
||||
-- Define a ChildOf component for parent-child relationships
|
||||
local ChildOf = world:component()
|
||||
|
||||
-- Add the (OnDeleteTarget, Delete) cleanup policy
|
||||
world:add(ChildOf, jecs.pair(jecs.OnDeleteTarget, jecs.Delete))
|
||||
|
||||
-- Create parent and child entities
|
||||
local parent = world:entity()
|
||||
local child1 = world:entity()
|
||||
local child2 = world:entity()
|
||||
|
||||
-- Establish parent-child relationships
|
||||
world:add(child1, jecs.pair(ChildOf, parent))
|
||||
world:add(child2, jecs.pair(ChildOf, parent))
|
||||
|
||||
-- When the parent is deleted, all its children will be deleted too
|
||||
world:delete(parent) -- Deletes child1 and child2
|
||||
```
|
||||
|
||||
#### (OnDeleteTarget, Remove)
|
||||
|
||||
When paired with `Remove`, this policy removes a relationship component when its target is deleted.
|
||||
|
||||
```lua
|
||||
-- Define a Likes component for relationships
|
||||
local Likes = world:component()
|
||||
|
||||
-- Add the (OnDeleteTarget, Remove) cleanup policy
|
||||
world:add(Likes, jecs.pair(jecs.OnDeleteTarget, jecs.Remove))
|
||||
|
||||
-- Create entities
|
||||
local bob = world:entity()
|
||||
local alice = world:entity()
|
||||
local charlie = world:entity()
|
||||
|
||||
-- Establish relationships
|
||||
world:add(bob, jecs.pair(Likes, alice))
|
||||
world:add(charlie, jecs.pair(Likes, alice))
|
||||
|
||||
-- When alice is deleted, all Likes relationships targeting her will be removed
|
||||
world:delete(alice) -- Removes Likes relationship from bob and charlie
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Use hooks for reactive logic**: Component hooks are perfect for synchronizing game state with visual representations or external systems.
|
||||
|
||||
2. **Keep hook logic simple**: Hooks should be lightweight and focused on a single concern.
|
||||
|
||||
3. **Consider cleanup policies carefully**: The right cleanup policies can prevent memory leaks and simplify your codebase by automating entity management.
|
||||
|
||||
4. **Avoid infinite loops**: Be careful not to create circular dependencies with your hooks and cleanup policies.
|
||||
|
||||
5. **Document your policies**: When using cleanup policies, document them clearly so other developers understand the entity lifecycle in your application.
|
||||
|
||||
6. **Use OnAdd for initialization**: The OnAdd hook is ideal for initializing component-specific resources.
|
||||
|
||||
7. **Use OnRemove for cleanup**: The OnRemove hook ensures resources are properly released when components are removed.
|
||||
|
||||
8. **Use OnSet for synchronization**: The OnSet hook helps keep different aspects of your game in sync when component values change.
|
||||
|
||||
## Example: Complete Entity Lifecycle
|
||||
|
||||
This example shows how to use all observer hooks together to manage an entity's lifecycle:
|
||||
|
||||
```lua
|
||||
local world = jecs.World.new()
|
||||
local pair = jecs.pair
|
||||
|
||||
-- Define components
|
||||
local Model = world:component()
|
||||
local Transform = world:component()
|
||||
local ChildOf = world:component()
|
||||
|
||||
-- Set up component hooks
|
||||
world:set(Model, jecs.OnAdd, function(entity)
|
||||
print("Model added to entity", entity)
|
||||
-- Create visual representation
|
||||
end)
|
||||
|
||||
world:set(Model, jecs.OnRemove, function(entity)
|
||||
print("Model removed from entity", entity)
|
||||
-- Destroy visual representation
|
||||
end)
|
||||
|
||||
world:set(Model, jecs.OnSet, function(entity, model)
|
||||
print("Model set on entity", entity, "with value", model)
|
||||
-- Update visual representation
|
||||
end)
|
||||
|
||||
-- Set up cleanup policies
|
||||
world:add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete))
|
||||
world:add(Transform, pair(jecs.OnDelete, jecs.Remove))
|
||||
|
||||
-- Create entities
|
||||
local parent = world:entity()
|
||||
local child = world:entity()
|
||||
|
||||
-- Set up relationships and components
|
||||
world:add(child, pair(ChildOf, parent))
|
||||
world:set(child, Model, "cube")
|
||||
world:set(child, Transform, {position = {x = 0, y = 0, z = 0}})
|
||||
|
||||
-- Updating a component triggers the OnSet hook
|
||||
world:set(child, Model, "sphere")
|
||||
|
||||
-- Removing a component triggers the OnRemove hook
|
||||
world:remove(child, Model)
|
||||
|
||||
-- Deleting the parent triggers the OnDeleteTarget cleanup policy
|
||||
-- which automatically deletes the child
|
||||
world:delete(parent)
|
||||
```
|
||||
|
||||
By effectively using observer hooks and cleanup policies, you can create more maintainable and robust ECS-based applications with less manual resource management.
|
56
mkdocs.yml
56
mkdocs.yml
|
@ -51,8 +51,64 @@ extra_css:
|
|||
extra_javascript:
|
||||
- assets/scripts/smooth-scroll.js
|
||||
|
||||
plugins:
|
||||
- search
|
||||
- mike:
|
||||
version_selector: true
|
||||
canonical_version: latest
|
||||
- mkdocstrings:
|
||||
default_handler: python
|
||||
handlers:
|
||||
python:
|
||||
import:
|
||||
- https://installer.github.io/docs/python-objects.inv
|
||||
- https://docs.python.org/3/objects.inv
|
||||
selection:
|
||||
members: true
|
||||
rendering:
|
||||
show_source: true
|
||||
show_submodules: true
|
||||
paths: [src]
|
||||
|
||||
nav:
|
||||
- Home: index.md
|
||||
- Learn:
|
||||
- learn/index.md
|
||||
- Getting Started:
|
||||
- Installation: learn/getting-started/installation.md
|
||||
- Quick start: learn/getting-started/quick-start.md
|
||||
- Concepts:
|
||||
- Entities & Components: learn/concepts/entities-components.md
|
||||
- Queries: learn/concepts/queries.md
|
||||
- Component Traits: learn/concepts/component-traits.md
|
||||
- Command line: learn/concepts/command-line.md
|
||||
- Addons: learn/concepts/addons.md
|
||||
- Guides:
|
||||
- learn/guides/index.md
|
||||
- Hello, World: learn/guides/hello-world.md
|
||||
- Reading Queries: learn/guides/reading-queries.md
|
||||
- Pair Rules: learn/guides/pair-rules.md
|
||||
- Tagging: learn/guides/tagging.md
|
||||
- Removing Components: learn/guides/removing-components.md
|
||||
- Bulk Operations: learn/guides/bulk.md
|
||||
- Bulk Queries: learn/guides/bulk-queries.md
|
||||
- Debugging: learn/guides/debugging.md
|
||||
- Naming: learn/guides/naming.md
|
||||
- Building Applications: learn/guides/building-applications.md
|
||||
- Troubleshoot: learn/guides/troubleshoot.md
|
||||
- Migration from Matter: learn/migration-from-matter.md
|
||||
- Observer APIs: learn/observers.md
|
||||
- FAQ: learn/faq/index.md
|
||||
- API:
|
||||
- api/jecs.md
|
||||
- World: api/world.md
|
||||
- Query: api/query.md
|
||||
- Entity Management: api/world-entity-management.md
|
||||
- Name Component: api/name.md
|
||||
- Contributing:
|
||||
- contributing/index.md
|
||||
- Roadmap: contributing/roadmap.md
|
||||
- How to Contribute: learn/faq/contributing.md
|
||||
- Tutorials:
|
||||
- Get Started: tutorials/index.md
|
||||
- Installing Fusion: tutorials/get-started/installing-fusion.md
|
||||
|
|
Loading…
Reference in a new issue