hyperfy-ecs
v0.0.11
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A high performance ECS framework for the web.
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Hyperfy ECS
A high performance ECS framework for the web.
See TECHNICAL.md for details on performance and the internals of this library.
Quickstart
import { World, System, Component, StateComponent, Types, Not, Modified } from 'hyperfy-ecs'
import { Object3D } from './types'
class Model extends Component {
static props = {
type: Types.Text,
}
}
class Mesh extends StateComponent {
static props = {
value: Object3D,
}
}
class ModelSystem extends System {
static queries = {
added: [Model, Not(Mesh)],
modified: [Modified(Model), Mesh],
removed: [Not(Model), Mesh],
}
update() {
this.queries.added.forEach(entity => {
const model = entity.get(Model)
const object3d = getModel(model.type)
entity.add(Mesh, { value: object3d })
})
this.queries.modified.forEach(entity => {
entity.remove(Mesh)
const model = entity.get(Model)
const object3d = getModel(model.type)
entity.add(Mesh, { value: object3d })
})
this.queries.removed.forEach(entity => {
const object3d = entity.get(Mesh).value
object3d.dispose()
entity.remove(Mesh)
})
}
}
const world = new World()
world.systems.register(ModelSystem)
world.components.register([Model, Mesh])
world.entities.create().add(Model, { type: 'basketball' }).activate()
function update() {
world.update()
requestAnimationFrame(update)
}
update()
Worlds
Creating a world
import { World } from 'hyperfy-ecs'
const world = new World()
Updating the world
world.update()
Entities
Creating an entity
const basketball = world.entities.create()
Adding components
basketball.add(Model, { path: 'basketball.glb' })
Retrieving components
const model = basketball.get(Model)
Marking a component as modified
If you use queries that need to know when components are modified you will need to mark them as modified.
const model = basketball.get(Model)
model.path = 'basketball-2.glb'
model.modified()
Removing components
basketball.remove(Model)
Activating an entity
Entities are inactive by default and are not simulated in the world until they are activated:
basketball.activate()
Deactivating an entity
If you want to remove an entity from the world but still keep it around, use deactivate. When deactivated, all Components are temporarily removed except StateComponents, so that System queries can still process and deallocate any resources.
basketball.deactivate()
Destroying an entity
If you want to completely remove an entity, use destroy. All Components are removed except StateComponents so that System queries can still process and deallocate resources. Once all StateComponents are removed the entity is completely destroyed.
basketball.destroy()
Components
Defining components
import { Component, Types } from 'hyperfy-ecs'
export class Model extends Component {
static props = {
path: Types.Text
}
}
Registering components
world.components.register(Model)
This method also accepts an array of Components.
StateComponents
StateComponents work the same way as regular Components but are kept around after an entity is deactivated or destroyed so that Systems can process or deallocate resources.
import { StateComponent } from 'hyperfy-ecs'
import { Object3D } from './types'
export class Mesh extends StateComponent {
static props = {
value: Types.Object3D
}
}
Systems
Defining systems
import { System, Not, Changed } from 'hyperfy-ecs'
import { Mesh } from './components'
export class ModelSystem extends System {
static queries = {
added: [Model, Not(Mesh)],
modified: [Modified(Model), Mesh],
removed: [Not(Model), Mesh],
}
update() {
this.queries.added.forEach(entity => {
const model = entity.get(Model)
const object3d = getModel(model.type)
entity.add(Mesh, { value: object3d })
})
this.queries.modified.forEach(entity => {
entity.remove(Mesh)
const model = entity.get(Model)
const object3d = getModel(model.type)
entity.add(Mesh, { value: object3d })
})
this.queries.removed.forEach(entity => {
const object3d = entity.get(Mesh).value
object3d.dispose()
entity.remove(Mesh)
})
}
}
Registering systems
world.systems.register(ModelSystem)
This method also accepts an array of Systems