Added System docs

Improved the accuracy of system.md
Added ECSSystem.md and SystemManager.md
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Brychan Dempsey 2021-06-05 15:40:56 +12:00
parent fdb06e0668
commit 7b09b13889
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### In this folder
[Implementation](./implementation.md) *how to use JavaECS*
[Usage](#Usage)
[Notes](#Notes)
### See also:
[entity](./entity/entity.md)
[Entity](./entity/Entity.md)
[component](./component/component.md)
[Component](./component/Component.md)
[system](./system/system.md)
[System](./system/System.md)
[event](./)

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docs/system/ECSSystem.md Normal file
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*| [JavaECS](../../README.md) | [docs](../overview.md) | [system](./dir.md) | ECSSystem[]().md*
# System Manager
### In this section
[About](#about)
[Implementation](#implementation)
[Constructors](#constructors)
[Methods](#methods)
[Fields](#fields)
[Examples](#examples)
[Notes](#notes)
## About
The system manager class controls references to the systems.
## Implementation
See [System.md](./System.md#implmentation)
## Constructors
Default constructor
``` java
public ECSSystem(){}
```
<br>
## Methods
### init
``` java
public void init(){}
```
Functionality that needs to occur at the initialisation of the system should be performed here
* `init()` should be called only once, before the system is utilised
* An example of the type of call that could be made here is opening a file
<br>
### update
``` java
public void update(){}
```
Functionality that needs to be called regularly should be defined here
* `update()` is intended to be called regularly
<br>
## Fields
### entities
``` java
Set<Integer> entities = new HashSet<>();
```
The list of entities associated with this system
<br>
## Examples
<br>
## Notes

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*| [JavaECS](../../README.md) | [docs](../overview.md) | [system](./dir.md) | SystemManager[]().md*
# System Manager
### In this section
[About](#about)
[Implementation](#implementation)
[Constructors](#constructors)
[Methods](#methods)
[Fields](#fields)
[Examples](#examples)
[Notes](#notes)
## About
The system manager class controls references to the systems.
## Implementation
Before attempting to use a system, it must be registered.
Registration requires a call to `registerSystem(String systemName, ECSSystem system)`, with params of the `String name` and a object reference of the [ECSSystem](./ECSSystem.md). Using the object reference, a system can be invoked at any time.
## Constructors
Default constructor
``` java
public SystemManager(){}
```
<br>
## Methods
### entityDestroyed
``` java
public void entityDestroyed(int entity);
```
Removes the specified entity from every system, if it was associated
<br>
### entitySignatureChanged
``` java
public void entitySignatureChanged(int entity, BitSet entitySignature);
```
Checks the entity's new signature against the current registrations. Registers the entity if it wasn't previously registered, or removes it if it is no longer registered.
<br>
### registerSystem
``` java
public boolean registerSystem(String systemName, ECSSystem system);
```
Registers the specified system name and system reference to this manager.
*adds a `systemName:system` pair to [systems](#systems)*
*and a `systemName:new BitSet()` pair to [signatures](#signatures)*
<br>
### setSignature
``` java
public void setSignature(String system, BitSet registrations);
```
Sets the required signature of the `system`
<br>
## Fields
### signatures
``` java
Map<String, BitSet> signatures = new HashMap<>();
```
<br>
### systems
``` java
Map<String, ECSSystem> systems = new HashMap<>();
```
<br>

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*| [JavaECS](../README.md) | [docs](../overview.md) | system*
# Overview
### In this folder
[system.md](./system.md)
* [ECSSystem.md](./ECSSystem.md)
* [System.md](./System.md)
* [SystemManager.md](./SystemManager.md)

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*| [JavaECS](../../README.md) | [docs](../overview.md) | [system](./dir.md) | system[]().md*
*| [JavaECS](../../README.md) | [docs](../overview.md) | [system](./dir.md) | System[]().md*
# System
### In this section
@ -12,51 +12,103 @@
## About
The system runs operations that must be performed on its assoiciated components.
>A system is a functionality that is executed regularly by the game engine.
Typically, this is expected to be run every frame, though this is not a strict requirement.
The [SystemManager](./SystemManager.md) ensures that the system has an up-to-date list of entities that the system would act upon. This is performed by comparing the system's declared required components with the components of a potential entity. An entity containing all required components is added to the system's list.
A system must implement the Runnable interface (this is a limited case of inheritence in this library)
A system does not explicitly require any entities to be registered; but it can make more sense to directly perform such operations in the game loop.
This allows a simpler implementation of any system, and also allows concurrency to be implemented with relative ease.
`TODO`
There is a single layer of inheritence in this design, which is the overriden `init()` and `update()` functions.
This allows each system's `update()` to be called in a uniform way.
Examples of the `system` include the `health_system`; which reads the value of the entitie's `health` component and ensures h > 0.
``` java
void health_system(){
for (i = 0; i < registeredComponents.size(); i++){
if (registeredComponents[i].health <= 0){
registeredComponents[i].dead = true;
if (registeredComponents[i].isPlayer){
GameOver();
}
}
}
}
```
## Implementation
The systems are managed by the following code:
All systems should extend [ECSSystem](./ECSSystem.md), which implements the entities list as a simple set.
This can be overriden if there are certain requirements for the order of the entities (e.g. a Render System might require the further-most elements to be drawn first, to ensure the correct z-ordering)
``` java
class SystemManager{
ECS baseECS;
int systemIndex;
public SystemManager(ECS baseECS){
this.baseECS = baseECS;
systemIndex = 0;
class ECSSystem{
Set<Integer> entities = new HashSet<>();
}
```
``` java
class NewSystem extends ECSSystem{
void init() {}
void update(/* any required parameters*/){
/* implementation */
}
}
```
## Examples
### System that operates on entities with <span style="color:white">multiple components</span>
``` java
public class PhysicsSystem extends ECSSystem{
ECS gameEngine;
public PhysicsSystem(ECS gameEngine){
this.gameEngine = gameEngine;
}
void init() {}
void update(double dt){
for (Integer entity : entities) {
// Get entity components
Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class.getName());
RidgidBody ridgidBody = (RidgidBody)gameEngine.getComponentData(entity, RidgidBody.class.getName());
Gravity gravity = (Gravity)gameEngine.getComponentData(entity, Gravity.class.getName());
// Add the result of the accelerative forces to the ridgidbody's velocity
ridgidBody.xdot += ridgidBody.xAcc * dt;
ridgidBody.ydot += ridgidBody.yAcc * dt;
// Gravity is a force of acceleration as above, but is generally considered to be constant.
if (gravity.terminalX < 0 || Math.abs(ridgidBody.xdot) < gravity.terminalX){
ridgidBody.xdot += gravity.x * dt;
}
if (gravity.terminalY < 0 || Math.abs(ridgidBody.ydot) < gravity.terminalY){
ridgidBody.ydot += gravity.y * dt;
}
// Finally, move the vec2d by the new velocity
pos.x += ridgidBody.xdot * dt;
pos.y += ridgidBody.ydot * dt;
}
}
}
```
### System that operates on a <span style="color:white">single component</span>
``` java
public class LogVec2DSystem extends ECSSystem{
ECS gameEngine;
public LogVec2DSystem(ECS gameEngine){
this.gameEngine = gameEngine;
}
void init() {}
void update(double dt){
for (Integer entity : entities) {
Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class.getName());
System.out.println(String.format("X: %.6g, Y: %.6g", pos.x, pos.y));
}
}
}
```
### System that operates on <span style="color:white">no components</span>
Note that it does not require a reference the the `gameEngine`; no component data is accessed.
``` java
public class FrameRateSystem extends ECSSystem{
void init() {}
void update(double dt, double idleTime){
System.out.print(String.format("dt: %.3g (%.3g idle) ", dt, idleTime));
}
}
```
## Notes
* Each system is represented by a name-index pair, and the action that gets executed every time the system is performed.
* This is implicitly sequential, but a custom system that performs concurrent actions can be implemented.
* Care must be taken to ensure all threads are synchronised before the concurrent system finishes its execution