freecs/lib.rs
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//! freecs is a zero-abstraction ECS library for Rust, designed for high performance and simplicity.
//!
//! It provides an archetypal table-based storage system for components, allowing for fast queries,
//! fast system iteration and parallel processing.
//!
//! A macro is used to define the world and its components, and generates
//! the entity component system as part of your source code at compile time. The generated code
//! contains only plain data structures (no methods) and free functions that transform them, achieving static dispatch.
//!
//! The internal implementation is ~500 loc, and does not use object orientation, generics, traits, or dynamic dispatch.
//!
//! # Key Features
//!
//! - **Table-based Storage**: Entities with the same components are stored together in memory
//! - **Raw Access**: Functions work directly on the underlying vectors of components
//! - **Parallel Processing**: Built-in support for processing tables in parallel with rayon
//! - **Simple Queries**: Find entities by their components using bit masks
//! - **Serialization**: Save and load worlds using serde
//!
//! # Creating a World
//!
//! ```rust,ignore
//! use freecs::{world, has_components};
//! use serde::{Serialize, Deserialize};
//!
//! // First, define components.
//! // They must implement: `Default + Clone + Serialize + Deserialize`
//!
//! #[derive(Default, Clone, Debug, Serialize, Deserialize)]
//! struct Position { x: f32, y: f32 }
//!
//! #[derive(Default, Clone, Debug, Serialize, Deserialize)]
//! struct Velocity { x: f32, y: f32 }
//!
//! // Then, create a world with the `world!` macro.
//! // Resources are stored independently of component data.
//! world! {
//! World {
//! components {
//! positions: Position => POSITION,
//! velocities: Velocity => VELOCITY,
//! health: Health => HEALTH,
//! },
//! Resources {
//! delta_time: f32
//! }
//! }
//! }
//! ```
//!
//! ## Entity and Component Access
//!
//! ```rust
//! let mut world = World::default();
//!
//! // Spawn entities with components by mask
//! let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
//!
//! // Lookup and modify a component
//! if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
//! pos.x += 1.0;
//! }
//!
//! // Add new components to an entity by mask
//! add_components(&mut world, entity, HEALTH | VELOCITY);
//!
//! // Remove components from an entity by mask
//! remove_components(&mut world, entity, VELOCITY | POSITION);
//!
//! // Query entities, iterating over all entities matching the component mask
//! let entities = query_entities(&world, POSITION | VELOCITY);
//!
//! // Query for the first entity matching the component mask, returning early when found
//! let player = query_first_entity(&world, POSITION | VELOCITY);
//! ```
//!
//! ## Systems and Parallel Processing
//!
//! Systems are plain functions that iterate over
//! the component tables and transform component data.
//!
//! The example function below invokes two systems in parallel
//! for each table in the world, filtered by component mask.
//!
//! ```rust
//! pub fn run_systems(world: &mut World, dt: f32) {
//! use rayon::prelude::*;
//! world.tables.par_iter_mut().for_each(|table| {
//! if has_components!(table, POSITION | VELOCITY | HEALTH) {
//! update_positions_system(&mut table.positions, &table.velocities, dt);
//! }
//! if has_components!(table, HEALTH) {
//! health_system(&mut table.health);
//! }
//! });
//! }
//!
//! // The system itself can also access components in parallel and be inlined for performance.
//! #[inline]
//! pub fn update_positions_system(positions: &mut [Position], velocities: &[Velocity], dt: f32) {
//! positions
//! .par_iter_mut()
//! .zip(velocities.par_iter())
//! .for_each(|(pos, vel)| {
//! pos.x += vel.x * dt;
//! pos.y += vel.y * dt;
//! });
//! }
//!
//! #[inline]
//! pub fn health_system(health: &mut [Health]) {
//! health.par_iter_mut().for_each(|health| {
//! health.value *= 0.98; // gradually decline health value
//! });
//! }
//! ```
//!
//! # Optional Performance Tips
//!
//! - Call `merge_tables(&mut world)` periodically to combine tables with identical layouts, boosting iteration performance
//! - Group commonly accessed components at entity creation, rather than adding them at runtime to reduce copying entities between archtype tables
//! - Leverage parallel iteration for large datasets
#[macro_export]
macro_rules! world {
(
$world:ident {
components {
$($name:ident: $type:ty => $mask:ident),* $(,)?
}$(,)?
$resources:ident {
$($resource_name:ident: $resource_type:ty),* $(,)?
}
}
) => {
/// Component masks
#[repr(u32)]
#[allow(clippy::upper_case_acronyms)]
#[allow(non_camel_case_types)]
pub enum Component {
$($mask,)*
}
$(pub const $mask: u32 = 1 << (Component::$mask as u32);)*
/// Entity ID, an index into storage and a generation counter to prevent stale references
#[derive(Default, Clone, Copy, Debug, Eq, PartialEq, Hash, serde::Serialize, serde::Deserialize)]
pub struct EntityId {
pub id: u32,
pub generation: u32,
}
/// Entity location cache for quick access
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct EntityLocations {
pub generations: Vec<u32>,
pub locations: Vec<Option<(usize, usize)>>,
}
/// A collection of component tables
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct $world {
pub entity_locations: EntityLocations,
pub tables: Vec<ComponentArrays>,
pub next_entity_id: u32,
pub table_registry: Vec<(u32, usize)>,
pub resources: $resources,
}
/// Resources
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct $resources {
$(pub $resource_name: $resource_type,)*
}
/// Component Table
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct ComponentArrays {
$(pub $name: Vec<$type>,)*
pub entity_indices: Vec<EntityId>,
pub mask: u32,
}
/// Spawn a batch of new entities with the same component mask
pub fn spawn_entities(world: &mut $world, mask: u32, count: usize) -> Vec<EntityId> {
let mut entities = Vec::with_capacity(count);
let table_index = get_or_create_table(world, mask);
$(
if mask & $mask != 0 {
world.tables[table_index].$name.reserve(count);
}
)*
world.tables[table_index].entity_indices.reserve(count);
for _ in 0..count {
let entity = create_entity(world);
add_to_table(
&mut world.tables[table_index],
entity,
(
$(
if mask & $mask != 0 {
Some(<$type>::default())
} else {
None
},
)*
),
);
entities.push(entity);
location_insert(
&mut world.entity_locations,
entity,
(
table_index,
world.tables[table_index].entity_indices.len() - 1,
),
);
}
entities
}
/// Query for all entities that match the component mask
pub fn query_entities(world: &$world, mask: u32) -> Vec<EntityId> {
let mut result = Vec::new();
for table in &world.tables {
if table.mask & mask == mask {
result.extend(table.entity_indices.iter().copied());
}
}
result
}
/// Query for the first entity that matches the component mask
/// Returns as soon as a match is found, instead of running for all entities
/// Useful for components where only one instance exists on any entity at a time,
/// such as keyboard input / mouse input / controllers.
pub fn query_first_entity(world: &$world, mask: u32) -> Option<EntityId> {
for table in &world.tables {
if table.mask & mask == mask {
return table.entity_indices.first().copied();
}
}
None
}
/// Get a specific component for an entity
pub fn get_component<T: 'static>(world: &$world, entity: EntityId, mask: u32) -> Option<&T> {
let (table_idx, array_idx) = location_get(&world.entity_locations, entity)?;
let table = &world.tables[table_idx];
if table.mask & mask == 0 {
return None;
}
$(
if mask == $mask && std::any::TypeId::of::<T>() == std::any::TypeId::of::<$type>() {
// SAFETY: This operation is safe because:
// 1. We verify the component type T exactly matches $type via TypeId
// 2. We confirm the table contains this component via mask check
// 3. array_idx is valid from location_get bounds check
// 4. The reference is valid for the lifetime of the return value
// because it's tied to the table reference lifetime
// 5. No mutable aliases can exist during the shared borrow
// 6. The type cast maintains proper alignment as types are identical
return Some(unsafe { &*(&table.$name[array_idx] as *const $type as *const T) });
}
)*
None
}
/// Get a mutable reference to a specific component for an entity
pub fn get_component_mut<T: 'static>(world: &mut $world, entity: EntityId, mask: u32) -> Option<&mut T> {
let (table_idx, array_idx) = location_get(&world.entity_locations, entity)?;
let table = &mut world.tables[table_idx];
if table.mask & mask == 0 {
return None;
}
$(
if mask == $mask && std::any::TypeId::of::<T>() == std::any::TypeId::of::<$type>() {
// SAFETY: This operation is safe because:
// 1. We verify the component type T exactly matches $type via TypeId
// 2. We confirm the table contains this component via mask check
// 3. array_idx is valid from location_get bounds check
// 4. We have exclusive access through the mutable borrow
// 5. The borrow checker ensures no other references exist
// 6. The pointer cast is valid as we verified the types are identical
// 7. Proper alignment is maintained as the types are the same
return Some(unsafe { &mut *(&mut table.$name[array_idx] as *mut $type as *mut T) });
}
)*
None
}
/// Despawn a batch of entities
pub fn despawn_entities(world: &mut $world, entities: &[EntityId]) -> Vec<EntityId> {
use std::collections::{HashMap, HashSet};
// Deduplicate entities to prevent double-removal issues
let entities: HashSet<_> = entities.iter().copied().collect();
let mut despawned = Vec::new();
// Track which tables need cleanup
let mut table_removals: HashMap<usize, Vec<usize>> = HashMap::new();
let mut tables_to_check: HashSet<usize> = HashSet::new();
// First pass: collect all removals and mark entities as despawned
for &entity in &entities {
if let Some((table_idx, array_idx)) = location_get(&world.entity_locations, entity) {
table_removals.entry(table_idx)
.or_insert_with(Vec::new)
.push(array_idx);
tables_to_check.insert(table_idx);
// Clear the entity's location and increment generation
let id = entity.id as usize;
if id < world.entity_locations.locations.len() {
world.entity_locations.locations[id] = None;
world.entity_locations.generations[id] =
world.entity_locations.generations[id].wrapping_add(1);
despawned.push(entity);
}
}
}
// Second pass: perform removals for each table
for table_idx in tables_to_check {
if let Some(mut indices) = table_removals.remove(&table_idx) {
// Sort indices in descending order for safe swap_remove
indices.sort_unstable_by(|a, b| b.cmp(a));
let table = &mut world.tables[table_idx];
for &index in &indices {
remove_from_table(table, index);
}
// Update locations for remaining valid entities that may have been moved
for (new_idx, &entity) in table.entity_indices.iter().enumerate() {
if !entities.contains(&entity) {
// Only update location if entity wasn't despawned
location_insert(
&mut world.entity_locations,
entity,
(table_idx, new_idx)
);
}
}
}
}
// Clean up empty tables
let mut i = 0;
while i < world.tables.len() {
if world.tables[i].entity_indices.is_empty() {
world.tables.swap_remove(i);
// Update table registry
world.table_registry.retain(|(_, table_idx)| *table_idx != i);
for (_, table_idx) in world.table_registry.iter_mut() {
if *table_idx > i {
*table_idx -= 1;
}
}
} else {
i += 1;
}
}
despawned
}
/// Add components to an entity
pub fn add_components(world: &mut $world, entity: EntityId, mask: u32) -> bool {
if let Some((table_idx, array_idx)) = location_get(&world.entity_locations, entity) {
let current_mask = world.tables[table_idx].mask;
// If entity already has all these components, no need to move
if current_mask & mask == mask {
return true;
}
let new_mask = current_mask | mask;
let new_table_idx = get_or_create_table(world, new_mask);
move_entity(world, entity, table_idx, array_idx, new_table_idx);
true
} else {
false
}
}
/// Remove components from an entity
pub fn remove_components(world: &mut $world, entity: EntityId, mask: u32) -> bool {
if let Some((table_idx, array_idx)) = location_get(&world.entity_locations, entity) {
let current_mask = world.tables[table_idx].mask;
// If entity doesn't have any of these components, no need to move
if current_mask & mask == 0 {
return true;
}
let new_mask = current_mask & !mask;
let new_table_idx = get_or_create_table(world, new_mask);
move_entity(world, entity, table_idx, array_idx, new_table_idx);
true
} else {
false
}
}
/// Get the current component mask for an entity
pub fn component_mask(world: &$world, entity: EntityId) -> Option<u32> {
location_get(&world.entity_locations, entity)
.map(|(table_idx, _)| world.tables[table_idx].mask)
}
/// Merge tables that have the same mask
pub fn merge_tables(world: &mut $world) {
let mut moves = Vec::new();
// Collect all moves first to avoid holding references while mutating
{
let mut mask_to_tables = std::collections::HashMap::new();
for (i, table) in world.tables.iter().enumerate() {
mask_to_tables
.entry(table.mask)
.or_insert_with(Vec::new)
.push(i);
}
for tables in mask_to_tables.values() {
if tables.len() <= 1 {
continue;
}
let target_idx = tables[0];
for &source_idx in &tables[1..] {
let source = &world.tables[source_idx];
for (i, &entity) in source.entity_indices.iter().enumerate() {
if let Some((table_idx, _array_idx)) =
location_get(&world.entity_locations, entity)
{
if table_idx == source_idx {
moves.push((entity, source_idx, i, target_idx));
}
}
}
}
}
}
// Now perform all moves
for (entity, source_idx, array_idx, target_idx) in moves {
move_entity(world, entity, source_idx, array_idx, target_idx);
}
// Clean up empty tables
let mut i = 0;
while i < world.tables.len() {
if world.tables[i].entity_indices.is_empty() {
world.tables.swap_remove(i);
world
.table_registry
.retain(|(_, table_idx)| *table_idx != i);
for (_, table_idx) in world.table_registry.iter_mut() {
if *table_idx > i {
*table_idx -= 1;
}
}
} else {
i += 1;
}
}
}
/// Get the total number of entities in the world
pub fn total_entities(world: &$world) -> usize {
world.tables.iter().map(|table| table.entity_indices.len()).sum()
}
// Implementation details
fn remove_from_table(arrays: &mut ComponentArrays, index: usize) {
$(
if arrays.mask & $mask != 0 {
arrays.$name.swap_remove(index);
}
)*
arrays.entity_indices.swap_remove(index);
}
fn move_entity(
world: &mut $world,
entity: EntityId,
from_table: usize,
from_index: usize,
to_table: usize,
) {
let ($($name,)*) =
get_components(&world.tables[from_table], from_index);
remove_from_table(&mut world.tables[from_table], from_index);
let dst = &mut world.tables[to_table];
add_to_table(dst, entity, ($($name,)*));
location_insert(
&mut world.entity_locations,
entity,
(to_table, dst.entity_indices.len() - 1),
);
}
fn get_components(
arrays: &ComponentArrays,
index: usize,
) -> ( $(Option<$type>,)* ) {
(
$(
if arrays.mask & $mask != 0 {
Some(arrays.$name[index].clone())
} else {
None
},
)*
)
}
fn location_get(locations: &EntityLocations, entity: EntityId) -> Option<(usize, usize)> {
if entity.id as usize >= locations.generations.len() {
return None;
}
if locations.generations[entity.id as usize] != entity.generation {
return None;
}
if entity.id as usize >= locations.locations.len() {
None
} else {
locations.locations[entity.id as usize]
}
}
fn location_insert(
locations: &mut EntityLocations,
entity: EntityId,
location: (usize, usize),
) {
let id = entity.id as usize;
if id >= locations.generations.len() {
locations.generations.resize(id + 1, 0);
}
if id >= locations.locations.len() {
locations.locations.resize(id + 1, None);
}
locations.generations[id] = entity.generation;
locations.locations[id] = Some(location);
}
fn create_entity(world: &mut $world) -> EntityId {
let id = world.next_entity_id;
world.next_entity_id += 1;
let generation = if id as usize >= world.entity_locations.generations.len() {
0
} else {
world.entity_locations.generations[id as usize]
};
EntityId { id, generation }
}
fn add_to_table(
arrays: &mut ComponentArrays,
entity: EntityId,
components: ( $(Option<$type>,)* ),
) {
let ($($name,)*) = components;
$(
if arrays.mask & $mask != 0 {
arrays
.$name
.push($name.unwrap_or_default());
}
)*
arrays.entity_indices.push(entity);
}
fn get_or_create_table(world: &mut $world, mask: u32) -> usize {
if let Some(idx) = world.table_registry.iter().position(|(m, _)| *m == mask) {
return world.table_registry[idx].1;
}
world.tables.push(ComponentArrays {
mask,
..Default::default()
});
let table_idx = world.tables.len() - 1;
world.table_registry.push((mask, table_idx));
table_idx
}
};
}
#[macro_export]
macro_rules! has_components {
($table:expr, $mask:expr) => {
$table.mask & $mask == $mask
};
}
#[cfg(test)]
mod tests {
use super::*;
use rayon::*;
use std::collections::HashSet;
world! {
World {
components {
positions: Position => POSITION,
velocities: Velocity => VELOCITY,
health: Health => HEALTH,
},
Resources {
delta_time: f32
}
}
}
use components::*;
mod components {
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Position {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Velocity {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Health {
pub value: f32,
}
}
mod systems {
use super::*;
use rayon::prelude::*;
// Systems are functions that iterate over
// the component tables and transform component data.
// This function invokes two systems in parallel
// for each table in the world filtered by component mask.
pub fn run_systems(world: &mut World, dt: f32) {
world.tables.par_iter_mut().for_each(|table| {
if has_components!(table, POSITION | VELOCITY | HEALTH) {
update_positions_system(&mut table.positions, &table.velocities, dt);
}
if has_components!(table, HEALTH) {
health_system(&mut table.health);
}
});
}
// The system itself can also access components in parallel
#[inline]
pub fn update_positions_system(
positions: &mut [Position],
velocities: &[Velocity],
dt: f32,
) {
positions
.par_iter_mut()
.zip(velocities.par_iter())
.for_each(|(pos, vel)| {
pos.x += vel.x * dt;
pos.y += vel.y * dt;
});
}
#[inline]
pub fn health_system(health: &mut [Health]) {
health.par_iter_mut().for_each(|health| {
health.value *= 0.98; // gradually decline health value
});
}
}
// Helper function to create a test world with some entities
fn setup_test_world() -> (World, EntityId) {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
// Set initial component values
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 1.0;
pos.y = 2.0;
}
if let Some(vel) = get_component_mut::<Velocity>(&mut world, entity, VELOCITY) {
vel.x = 3.0;
vel.y = 4.0;
}
(world, entity)
}
#[test]
fn test_spawn_entities() {
let mut world = World::default();
let entities = spawn_entities(&mut world, POSITION | VELOCITY, 3);
assert_eq!(entities.len(), 3);
assert_eq!(total_entities(&world), 3);
// Verify each entity has the correct components
for entity in entities {
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_some());
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
}
#[test]
fn test_component_access() {
let (mut world, entity) = setup_test_world();
// Test reading components
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 2.0);
// Test mutating components
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 5.0;
}
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
assert_eq!(pos.x, 5.0);
}
#[test]
fn test_add_remove_components() {
let (mut world, entity) = setup_test_world();
// Initial state
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
// Add component
add_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_some());
// Remove component
remove_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
#[test]
fn test_component_mask() {
let (mut world, entity) = setup_test_world();
// Check initial mask
let mask = component_mask(&world, entity).unwrap();
assert_eq!(mask, POSITION | VELOCITY);
// Check mask after adding component
add_components(&mut world, entity, HEALTH);
let mask = component_mask(&world, entity).unwrap();
assert_eq!(mask, POSITION | VELOCITY | HEALTH);
}
#[test]
fn test_query_entities() {
let mut world = World::default();
// Create entities with different component combinations
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let _e2 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
let e3 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Test queries
let pos_vel = query_entities(&world, POSITION | VELOCITY);
let pos_health = query_entities(&world, POSITION | HEALTH);
let all = query_entities(&world, POSITION | VELOCITY | HEALTH);
assert_eq!(pos_vel.len(), 2);
assert_eq!(pos_health.len(), 2);
assert_eq!(all.len(), 1);
let pos_vel: HashSet<_> = pos_vel.into_iter().collect();
assert!(pos_vel.contains(&e1));
assert!(pos_vel.contains(&e3));
assert_eq!(all[0], e3);
}
#[test]
fn test_query_first_entity() {
let mut world = World::default();
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let e2 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
let first = query_first_entity(&world, POSITION | VELOCITY).unwrap();
assert!(first == e1 || first == e2);
assert!(query_first_entity(&world, HEALTH).is_some());
assert!(query_first_entity(&world, POSITION | VELOCITY | HEALTH).is_some());
}
#[test]
fn test_despawn_entities() {
let mut world = World::default();
// Spawn multiple entities
let entities = spawn_entities(&mut world, POSITION | VELOCITY, 3);
assert_eq!(total_entities(&world), 3);
// Despawn one entity
let despawned = despawn_entities(&mut world, &[entities[1]]);
assert_eq!(despawned.len(), 1);
assert_eq!(total_entities(&world), 2);
// Verify the entity is truly despawned
assert!(get_component::<Position>(&world, entities[1], POSITION).is_none());
// Verify other entities still exist
assert!(get_component::<Position>(&world, entities[0], POSITION).is_some());
assert!(get_component::<Position>(&world, entities[2], POSITION).is_some());
}
#[test]
fn test_merge_tables() {
let mut world = World::default();
// Create entities in different tables with same components
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let e2 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
// Add and remove a component to create a fragmented table
add_components(&mut world, e1, HEALTH);
remove_components(&mut world, e1, HEALTH);
let initial_table_count = world.tables.len();
merge_tables(&mut world);
// Verify tables were merged
assert!(world.tables.len() <= initial_table_count);
// Verify all entities still accessible
assert!(get_component::<Position>(&world, e1, POSITION).is_some());
assert!(get_component::<Position>(&world, e2, POSITION).is_some());
}
#[test]
fn test_parallel_systems() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Set initial values
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 0.0;
pos.y = 0.0;
}
if let Some(vel) = get_component_mut::<Velocity>(&mut world, entity, VELOCITY) {
vel.x = 1.0;
vel.y = 1.0;
}
if let Some(health) = get_component_mut::<Health>(&mut world, entity, HEALTH) {
health.value = 100.0;
}
// Run systems
systems::run_systems(&mut world, 1.0);
// Verify system effects
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
let health = get_component::<Health>(&world, entity, HEALTH).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 1.0);
assert!(health.value < 100.0); // Health should have decreased
}
}