Fully implemented the ECS

Basic example implementation also included, with a single entity that is under the effect of gravity. Various debug systems included
This commit is contained in:
Brychan Dempsey 2021-04-27 13:50:59 +12:00
parent 48a0fe2e1e
commit 2192a4e93b
13 changed files with 349 additions and 29 deletions

View File

@ -1,5 +1,7 @@
package nz.ac.massey.programming_project_159333_s1_2021;
import java.util.BitSet;
/**
* Hello world!
*/
@ -10,8 +12,76 @@ public final class App {
/**
* Says hello to the world.
* @param args The arguments of the program.
* @throws InterruptedException
*/
public static void main(String[] args) {
public static void main(String[] args) throws InterruptedException {
ECS gameEngine = new ECS();
System.out.println("Hello World!");
gameEngine.registerComponent(Vec2D.class.getName());
gameEngine.registerComponent(RidgidBody.class.getName());
gameEngine.registerComponent(Gravity.class.getName());
PhysicsSystem physicsSystem = new PhysicsSystem(gameEngine);
gameEngine.registerSystem(PhysicsSystem.class.getName(), physicsSystem);
{
BitSet signature = new BitSet();
signature.set(gameEngine.getComponentIndex(Gravity.class.getName()));
signature.set(gameEngine.getComponentIndex(Vec2D.class.getName()));
signature.set(gameEngine.getComponentIndex(RidgidBody.class.getName()));
gameEngine.setSystemSignature(PhysicsSystem.class.getName(), signature);
}
physicsSystem.init();
LogVec2DSystem logVec2DSystem = new LogVec2DSystem(gameEngine);
gameEngine.registerSystem(LogVec2DSystem.class.getName(), logVec2DSystem);
{
BitSet signature = new BitSet();
signature.set(gameEngine.getComponentIndex(Gravity.class.getName()));
signature.set(gameEngine.getComponentIndex(Vec2D.class.getName()));
signature.set(gameEngine.getComponentIndex(RidgidBody.class.getName()));
gameEngine.setSystemSignature(LogVec2DSystem.class.getName(), signature);
}
logVec2DSystem.init();
FrameRateSystem frameRateSystem = new FrameRateSystem();
gameEngine.registerSystem(FrameRateSystem.class.getName(), frameRateSystem);
// Create components:
int entity = gameEngine.createEntity();
gameEngine.addComponent(entity, Gravity.class.getName(), new Gravity(0.0, -9.80665, -1.0, 100.0));
gameEngine.addComponent(entity, Vec2D.class.getName(), new Vec2D(1.5, 0.0, 1));
gameEngine.addComponent(entity, RidgidBody.class.getName(), new RidgidBody());
double dt = 0.0;
double frameRate = 1.0 / 20; // 1 second divided by target number of frames
boolean quit = false;
long loopStart = System.currentTimeMillis();
while (!quit){
// Get the time between frames for accurate time-based calculations (i.e. physics systems etc)
long startTime = System.nanoTime();
frameRateSystem.update(dt);
physicsSystem.update(dt);
logVec2DSystem.update(dt);
dt = (System.nanoTime() - startTime) / 1e9; // convert nanoseconds to seconds
// Limit frame rate (approximately) to minimum of 16 ms
if (dt < frameRate){
Thread.sleep((int)((frameRate-dt)*1000));
dt = (System.nanoTime() - startTime) / 1e9;
}
if (System.currentTimeMillis() - loopStart >= 1000){
loopStart = System.currentTimeMillis();
System.out.println("Second Elapsed");
}
}
}
}

View File

@ -1,4 +1,23 @@
import java.util.*;
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* Component Array
* Defines the data structure that component data is stored under.
* Has a list of defined objects, and two associative maps that link
* the position of the data with the entity number.
*
* Therefore, every entity in entityComponentDataMap is valid, so
* no additional sorting is required
*
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
*/
import java.util.Map;
import java.util.HashMap;
import java.util.List;
import java.util.ArrayList;
class ComponentArray{
@ -8,8 +27,7 @@ class ComponentArray{
Map<Integer, Integer> componentDataEntityMap = new HashMap<>();
public void entityDestroyed(int entity){
Optional<Integer> pos = entityComponentDataMap.get(entity);
if (pos.isEmpty()){
if (entityComponentDataMap.containsKey(entity)){
removeData(entity);
}
}
@ -36,8 +54,7 @@ class ComponentArray{
}
public void insertData(int entity, Object component){
Optional<Integer> pos = entityComponentDataMap.get(entity);
if (!pos.isEmpty()){
if (entityComponentDataMap.containsKey(entity)){
System.err.println("Entity is already subscribed to the component");
return;
}

View File

@ -1,5 +1,15 @@
import java.util.BitSet;
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* Component Manager
* This class manages component registrations, and adding,
* removing, and retrieving data from the component arrays.
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
*/
import java.util.Map;
import java.util.HashMap;
class ComponentManager{
Map<String, ComponentArray> componentArrays = new HashMap<>();

View File

@ -1,58 +1,127 @@
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* ECS root file
* ECS manager class.
* Call this class and its functions to interact correctly with the ECS system.
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
* References:
* Based on the implementation by Austin Morlan:
* https://code.austinmorlan.com/austin/ecs - 'A simple C++ Entity Component System' - released under MIT licence
*
*/
import java.util.*;
import java.util.BitSet;
/**
* The ECS manager.
* <p>
* See <href src="https://git.software.kauripeak.co.nz/BrychanD/JavaECS">https://git.software.kauripeak.co.nz/BrychanD/JavaECS</href>
* for documentation and more information.
*/
public class ECS {
EntityManager entityManager;
ComponentManager componentManager;
SystemManager systemManager;
protected EntityManager entityManager;
protected ComponentManager componentManager;
protected SystemManager systemManager;
/**
* Initialises the ECS with default values
* <p>
* Maximum 1024 enitites default
*/
public ECS(){
entityManager = new EntityManager();
componentManager = new ComponentManager();
systemManager = new SystemManager();
}
/**
* Initialises the ECS with the specified value(s)
* @param maxEntities the maximum number of entities to allow
*/
public ECS(int maxEntities){
entityManager = new EntityManager(maxEntities);
componentManager = new ComponentManager();
systemManager = new SystemManager();
}
/**
* Creates a new entity
* @return the id of the new entity
*/
Integer createEntity(){
return entityManager.addEntity();
}
/**
* Signals each manager to remove the specified entity
* @param entity the entity to destroy
*/
void destroyEntity(int entity){
entityManager.removeEntity(entity);
componentManager.entityDestroyed(entity);
systemManager.entityDestroyed(entity);
}
/**
* Registers the specified name in the component manager
* @param name the name to register. Should be the component class name or a suitable name for primitive types
*/
void registerComponent(String name){
componentManager.registerComponent(name);
}
Integer getComponentIndex(String name){
return componentManager.getComponentIndex(name);
}
/**
* Adds an exisiting component to an exisiting entity
* @param entity the entity to add the component to
* @param componentName the class name of the component to add
* @param component the actual component data
*/
void addComponent(int entity, String componentName, Object component){
componentManager.addComponentToEntity(componentName, component, entity);
entityManager.registerComponent(componentManager.getComponentIndex(componentName), entity);
systemManager.entitySignatureChanged(entity, entityManager.getRegistrations(entity));
}
/**
* Removes the component from the specified entity
* @param entity the entity to remove the component from
* @param componentName the class name of the component
*/
void removeComponent(int entity, String componentName){
componentManager.removeComponentFromEntity(componentName, entity);
entityManager.unregisterComponent(componentManager.getComponentIndex(componentName), entity);
systemManager.entitySignatureChanged(entity, entityManager.getRegistrations(entity));
}
/**
* Gets the actual data of the component associated to the entity.
* May require casting from Object to the known data type
* @param entity the entity to retrieve the data for
* @param componentName the class name of the component
* @return the component data Object associated with the entity
*/
Object getComponentData(int entity, String componentName){
return componentManager.getComponentData(entity, componentName);
return componentManager.getComponent(componentName, entity);
}
/**
*
* @param systemName
* @param action
*/
void registerSystem(String systemName, ECSSystem action){
systemManager.registerSystem(systemName, action);
}
/**
* Sets the specified system's signature to the provided signature
* @param system the class name of the system to set the signature of
* @param signature the new signature data
*/
void setSystemSignature(String system, BitSet signature){
systemManager.setSignature(system, signature);
}

View File

@ -1,4 +1,19 @@
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* ECS System class
* This class stores entity-system registrations. These are
* updated by SystemManager, but need a type to store the
* data under.
*
* All systems should inherit from this
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
*/
import java.util.Set;
import java.util.HashSet;
class ECSSystem{
Set<Integer> entities = new HashSet<>();

View File

@ -1,8 +1,21 @@
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* Entity Manager
* This class manages entity allocations; keeping a list
* of all unassigned entities values.
* Additionally, handles setting the registered component
* flags for an entity.
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
*/
import java.util.BitSet;
import java.util.LinkedList;
import java.util.List;
import java.util.Queue;
import javax.swing.text.html.parser.Entity;
import java.util.ArrayList;
// Define the manager classes internally - should be moved to seperate source files as appropriate
/**
@ -15,7 +28,7 @@ class EntityManager{
List<BitSet> entityRegistrations;
public EntityManager(){
unusedEntities = new ArrayList<>();
unusedEntities = new LinkedList<>();
entityRegistrations = new ArrayList<>();
for (int i = 0; i < 1024; i++) {
@ -25,7 +38,7 @@ class EntityManager{
}
public EntityManager(int maxEntities){
unusedEntities = new ArrayList<>();
unusedEntities = new LinkedList<>();
entityRegistrations = new ArrayList<>();
for (int i = 0; i < maxEntities; i++) {

View File

@ -0,0 +1,9 @@
package nz.ac.massey.programming_project_159333_s1_2021;
public class FrameRateSystem extends ECSSystem{
void init() {}
void update(double dt){
System.out.print("dt: " + dt + " ");
}
}

View File

@ -0,0 +1,23 @@
package nz.ac.massey.programming_project_159333_s1_2021;
public class Gravity {
public Gravity(){
}
public Gravity(double x, double y){
this.x = x;
this.y = y;
}
public Gravity(double x, double y, double terminalX, double terminalY){
this.x = x;
this.y = y;
this.terminalX = terminalX;
this.terminalY = terminalY;
}
double x = 0.0;
double y = -9.80665;
// Gravity won't be considered if the velocity exceeds this (absolute value). Negative values are ignored (not limited)
double terminalX = -1.0;
double terminalY = -1.0;
}

View File

@ -0,0 +1,17 @@
package nz.ac.massey.programming_project_159333_s1_2021;
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("X: " + pos.x + ", Y:" + pos.y);
}
}
}

View File

@ -0,0 +1,33 @@
package nz.ac.massey.programming_project_159333_s1_2021;
public class PhysicsSystem extends ECSSystem{
ECS gameEngine;
public PhysicsSystem(ECS gameEngine){
this.gameEngine = gameEngine;
}
void init() {}
void update(double dt){
for (Integer entity : entities) {
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());
// Firstly, add the result of the accelerative forces to the ridgidbody
ridgidBody.xdot += ridgidBody.xAcc * dt;
ridgidBody.ydot += ridgidBody.yAcc * dt;
// Special case of gravity
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;
}
}
}

View File

@ -0,0 +1,18 @@
package nz.ac.massey.programming_project_159333_s1_2021;
public class RidgidBody {
public RidgidBody(){}
public RidgidBody(double xdot, double ydot, double xAcc, double yAcc){
this.xdot = xdot;
this.ydot = ydot;
this.xAcc = xAcc;
this.yAcc = yAcc;
}
// Velocities
double xdot = 0.0;
double ydot = 0.0;
// accelerations
double xAcc = 0.0;
double yAcc = 0.0;
}

View File

@ -1,15 +1,22 @@
package nz.ac.massey.programming_project_159333_s1_2021;
/**
* System Manager
* This class manages systems registrations, and keeps a current list
* of all entities the system should operate on
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
*/
import java.util.BitSet;
import java.util.Map;
import java.util.HashMap;
class SystemManager{
Map<String, BitSet> signatures = new HashMap<>();
Map<String, ECSSystem> systems = new HashMap<>();
public SystemManager(ECS baseECS){
this.baseECS = baseECS;
systemIndex = 0;
}
// Registering the system adds it to the array of systems.
// In Austin Morlan's implementation, this also creates an instance of the
// system that can be called from the main thread.
@ -25,6 +32,7 @@ class SystemManager{
return false;
}
systems.put(system, action);
signatures.put(system, new BitSet());
return true;
}
@ -40,7 +48,11 @@ class SystemManager{
public void entitySignatureChanged(int entity, BitSet entitySignature){
for (String key : systems.keySet()) {
if (entitySignature.and(signatures.get(key)) == signatures.get(key)){ // Bitwise check if the entity is subscribed to this system
// Check if the signature is null
if (!entitySignature.equals(null)){
BitSet srcCpy = (BitSet)entitySignature.clone();
srcCpy.and(signatures.get(key));
if (srcCpy.equals(signatures.get(key))){ // Bitwise check if the entity is subscribed to this system
systems.get(key).entities.add(entity);
}
else{
@ -48,4 +60,5 @@ class SystemManager{
}
}
}
}
}

View File

@ -0,0 +1,13 @@
package nz.ac.massey.programming_project_159333_s1_2021;
public class Vec2D {
public Vec2D(){}
public Vec2D(double x, double y, int z){
this.x = x;
this.y = y;
this.z = z;
}
double x = 0.0;
double y = 0.0;
int z = 0;
}