forked from Misaki/GhostEngine
Refactor project structure and enhance functionality
Changed the project namespace from `Ghost.Editor` to `Ghost.App` across multiple files. Changed the `InternalsVisibleTo` attribute in `AssemblyInfo.cs` to include `Ghost.App`. Changed the `ProjectRepository` class to add new asynchronous methods for retrieving projects by ID, name, and metadata path. Changed the `ProjectService` class to utilize the new asynchronous project loading methods. Changed the `SceneGraph` classes to improve node management and serialization. Changed the `EntityManager` class to enhance entity management with new component handling methods. Added new test classes, `EntityTest` and `SerializationTest`, to ensure reliability in entity and serialization systems. Added the `Ghost.App` project file to establish a modular project structure. Added the `Ghost.Generator` project for automated component serialization code generation. Updated UI components to reflect the new namespace for proper functionality.
This commit is contained in:
21
Ghost.Editor/SceneGraph/EntityNode.cs
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21
Ghost.Editor/SceneGraph/EntityNode.cs
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using Ghost.Entities;
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namespace Ghost.Editor.SceneGraph;
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public partial class EntityNode : SceneGraphNode
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{
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private readonly Entity _entity;
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public Entity Entity => _entity;
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public override SceneGraphNodeType NodeType => SceneGraphNodeType.Entity;
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public EntityNode(Entity entity, string name)
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{
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_entity = entity;
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Name = name;
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}
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internal EntityNode()
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{
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}
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}
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112
Ghost.Editor/SceneGraph/SceneGraphHelpers.cs
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112
Ghost.Editor/SceneGraph/SceneGraphHelpers.cs
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using Ghost.Engine.Components;
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using Ghost.Entities;
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namespace Ghost.Editor.SceneGraph;
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public class SceneGraphHelpers
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{
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/// <summary>
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/// Creates a new <see cref="EntityNode"/> entity with default components.
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/// </summary>
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/// <param name="world">The world context where the entity will be created.</param>
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/// <param name="entity">The entity to be wrapped in the <see cref="EntityNode"/>.</param>
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public static EntityNode CreateEntityNode(World world, Entity entity, string name)
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{
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world.EntityManager.AddComponent(entity, LocalToWorld.Identity);
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world.EntityManager.AddComponent(entity, Hierarchy.Root);
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return new EntityNode(entity, name);
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}
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/// <summary>
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/// Creates a new <see cref="Entity"/> and <see cref="EntityNode"/> entity with default components.
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/// </summary>
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/// <param name="world">The world context where the entity will be created.</param>
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public static EntityNode CreateEntityNode(World world, string name)
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{
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var entity = world.EntityManager.CreateEntity();
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return CreateEntityNode(world, entity, name);
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}
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/// <summary>
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/// Attaches childEntity to parentEntity in the scene graph.
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/// </summary>
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/// <param name="world">The world context where the entities exist.</param>
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/// <param name="parentNode">The parent entity to which the child will be attached.</param>
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/// <param name="childNode">The child entity to be attached.</param>
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public static void AttachChild(WorldNode scene, EntityNode parentNode, EntityNode childNode)
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{
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// 1) If the child already has a parent, detach it first
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var childHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
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if (childHierarchy.ValueRO.parent != Entity.Invalid)
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{
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DetachFromParent(scene, childNode);
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}
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// 2) Link child to new parent
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childHierarchy.ValueRW.parent = parentNode.Entity;
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// 3) Insert child at the head of parent's child list
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var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
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childHierarchy.ValueRW.nextSibling = parentHierarchy.ValueRO.firstChild;
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parentHierarchy.ValueRW.firstChild = childNode.Entity;
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// 4) Write back
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scene.World.EntityManager.SetComponent(parentNode.Entity, in parentHierarchy.ValueRO);
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scene.World.EntityManager.SetComponent(childNode.Entity, in childHierarchy.ValueRO);
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// 5) Update children list in parent node
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parentNode.AddChild(childNode);
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}
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/// <summary>
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/// Detaches the specified entity from its parent in the scene graph.
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/// </summary>
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/// <param name="world">The world context where the entities exist.</param>
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/// <param name="node">The entity to detach from its parent.</param>
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public static void DetachFromParent(WorldNode scene, EntityNode node)
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{
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var hierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
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var parent = hierarchy.ValueRO.parent;
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if (parent == Entity.Invalid)
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{
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return; // already root
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}
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var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parent);
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// If entity is the first child, simply move head
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if (parentHierarchy.ValueRO.firstChild == node.Entity)
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{
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parentHierarchy.ValueRW.firstChild = hierarchy.ValueRO.nextSibling;
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}
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else
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{
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// Otherwise, find the previous sibling in the linked list
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var prevSibling = parentHierarchy.ValueRO.firstChild;
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while (prevSibling != Entity.Invalid)
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{
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var prevHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
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if (prevHierarchy.ValueRW.nextSibling == node.Entity)
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{
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prevHierarchy.ValueRW.nextSibling = hierarchy.ValueRO.nextSibling;
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scene.World.EntityManager.SetComponent(prevSibling, in prevHierarchy.ValueRO);
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break;
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}
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prevSibling = prevHierarchy.ValueRO.nextSibling;
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}
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}
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// Clear child's references
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hierarchy.ValueRW.parent = Entity.Invalid;
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hierarchy.ValueRW.nextSibling = Entity.Invalid;
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// Write back
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scene.World.EntityManager.SetComponent(parent, in parentHierarchy.ValueRO);
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scene.World.EntityManager.SetComponent(node.Entity, in hierarchy.ValueRO);
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// Remove from parent's children list
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scene.EntityNodeLookup[parent].RemoveChild(node);
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}
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}
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54
Ghost.Editor/SceneGraph/SceneGraphNode.cs
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54
Ghost.Editor/SceneGraph/SceneGraphNode.cs
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using CommunityToolkit.Mvvm.ComponentModel;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.SceneGraph;
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public enum SceneGraphNodeType
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{
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Scene,
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Entity,
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}
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public abstract partial class SceneGraphNode : ObservableObject
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{
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public ObservableCollection<SceneGraphNode>? Children
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{
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get;
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private set;
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}
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[ObservableProperty]
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public partial string Name
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{
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get;
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set;
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}
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public abstract SceneGraphNodeType NodeType
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{
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get;
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}
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public int ChildCount => Children?.Count ?? 0;
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public virtual void AddChild(SceneGraphNode child)
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{
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Children ??= new();
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Children.Add(child);
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}
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public virtual bool RemoveChild(SceneGraphNode child)
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{
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return Children?.Remove(child) ?? false;
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}
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public SceneGraphNode GetChild(int index)
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{
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if (Children == null || index < 0 || index >= Children.Count)
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{
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throw new ArgumentOutOfRangeException(nameof(index), "Index is out of range.");
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}
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return Children[index];
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}
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}
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112
Ghost.Editor/SceneGraph/WorldNode.cs
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112
Ghost.Editor/SceneGraph/WorldNode.cs
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using Ghost.Editor.Serializer;
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using Ghost.Engine.Components;
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using Ghost.Entities;
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using System.Text.Json.Serialization;
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namespace Ghost.Editor.SceneGraph;
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[JsonConverter(typeof(WorldNodeSerializer))]
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public partial class WorldNode : SceneGraphNode
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{
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private readonly World _world;
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private Dictionary<Entity, EntityNode> _entityNodeLookup = new();
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public World World => _world;
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public Dictionary<Entity, EntityNode> EntityNodeLookup => _entityNodeLookup;
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public override SceneGraphNodeType NodeType => SceneGraphNodeType.Scene;
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public WorldNode(World world, string name)
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{
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_world = world;
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Name = name;
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}
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internal WorldNode()
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{
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_world = World.Create();
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}
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private void UpdateLookup(Entity key, EntityNode value)
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{
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_entityNodeLookup[key] = value;
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if (value.Children == null)
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{
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return;
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}
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foreach (var child in value.Children)
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{
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if (child is EntityNode entityChild)
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{
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UpdateLookup(entityChild.Entity, entityChild);
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}
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}
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}
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public override void AddChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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base.AddChild(entityNode);
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UpdateLookup(entityNode.Entity, entityNode);
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}
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public override bool RemoveChild(SceneGraphNode child)
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{
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if (child is not EntityNode entityNode)
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{
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throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
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}
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var result = base.RemoveChild(child);
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if (result)
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{
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_entityNodeLookup.Remove(entityNode.Entity);
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}
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return result;
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}
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private EntityNode BuildNodeRecursive(Entity entity, World world)
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{
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// TODO: Node serialization.
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if (!_entityNodeLookup.TryGetValue(entity, out var node))
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{
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node = new EntityNode(entity, "New Entity");
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_entityNodeLookup[entity] = node;
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}
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var hc = world.EntityManager.GetComponent<Hierarchy>(entity);
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var child = hc.ValueRO.firstChild;
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while (child != Entity.Invalid)
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{
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node.AddChild(BuildNodeRecursive(child, world));
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var childHC = world.EntityManager.GetComponent<Hierarchy>(child);
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child = childHC.ValueRO.nextSibling;
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}
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return node;
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}
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private void BuildGraph()
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{
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foreach (var (entity, hierarchy) in _world.Query<Hierarchy>())
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{
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if (hierarchy.ValueRO.parent == Entity.Invalid)
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{
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var node = BuildNodeRecursive(entity, _world);
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AddChild(node);
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}
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}
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}
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public void Load()
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{
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BuildGraph();
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}
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}
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Reference in New Issue
Block a user