forked from Misaki/GhostEngine
Update scene graph
This commit is contained in:
22
Ghost.Editor.Core/AssetHandle/Asset.cs
Normal file
22
Ghost.Editor.Core/AssetHandle/Asset.cs
Normal file
@@ -0,0 +1,22 @@
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namespace Ghost.Editor.Core.AssetHandle;
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/// <summary>
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/// The base class for all asset types in the Ghost Editor.
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/// </summary>
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public abstract class Asset
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{
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public abstract string Name
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{
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get; set;
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}
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public Guid ID
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{
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get;
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}
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protected Asset(Guid id)
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{
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ID = id;
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}
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}
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@@ -8,6 +8,8 @@ namespace Ghost.Editor.Core.AssetHandle;
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public static partial class AssetDatabase
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{
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private static readonly Dictionary<string, Type> s_importerTypeLookup = new();
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private static readonly Dictionary<Guid, string> s_assetPathLookup = new();
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private static readonly Dictionary<string, Guid> s_pathAssetLookup = new();
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private static void InitializeMetaData()
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{
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@@ -38,12 +40,12 @@ public static partial class AssetDatabase
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return Error.NotFound;
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}
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if (Path.GetExtension(assetPath).Equals(".meta", StringComparison.OrdinalIgnoreCase))
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if (Path.GetExtension(assetPath).Equals(FileExtensions.META_FILE_EXTENSION, StringComparison.OrdinalIgnoreCase))
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{
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return Error.InvalidState;
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}
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return assetPath + ".meta";
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return assetPath + FileExtensions.META_FILE_EXTENSION;
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}
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private static ImporterSettings? GetDefaultSettingsForAsset(string assetPath)
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@@ -64,37 +66,46 @@ public static partial class AssetDatabase
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return null;
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}
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private static void WriteMetaFile(string metaFilePath, AssetMeta metaData)
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private static async Task<Result> WriteMetaFileAsync(string metaFilePath, AssetMeta metaData)
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{
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using var fileStream = File.Create(metaFilePath);
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try
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{
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JsonSerializer.Serialize(fileStream, metaData);
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await JsonSerializer.SerializeAsync(fileStream, metaData);
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}
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catch (Exception ex)
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{
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Logger.LogError(ex);
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return Result.Failure(ex.Message);
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}
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return Result.Success();
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}
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internal static Result GenerateMetaFile(string assetPath)
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internal static async Task<Result> GenerateMetaFileAsync(string assetPath)
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{
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Result r;
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var metaFileResult = GetMetaFilePath(assetPath);
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if (!metaFileResult.IsSuccess)
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if (metaFileResult.IsFailure)
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{
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return Result.Failure(metaFileResult.Error.ToString());
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return Result.Failure(metaFileResult.Error);
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}
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if (File.Exists(metaFileResult.Value))
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{
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var existingMeta = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFileResult.Value));
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using var fileStream = File.OpenRead(metaFileResult.Value);
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var existingMeta = await JsonSerializer.DeserializeAsync<AssetMeta>(fileStream);
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if (existingMeta != null && s_assetPathLookup.TryGetValue(existingMeta.Guid, out var path))
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{
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if (assetPath != path)
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{
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existingMeta.Guid = Guid.NewGuid();
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WriteMetaFile(metaFileResult.Value, existingMeta);
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r = await WriteMetaFileAsync(metaFileResult.Value, existingMeta);
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if (r.IsFailure)
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{
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return r;
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}
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}
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}
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@@ -108,14 +119,14 @@ public static partial class AssetDatabase
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Settings = defaultSettings
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};
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WriteMetaFile(metaFileResult.Value, metaData);
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r = await WriteMetaFileAsync(metaFileResult.Value, metaData);
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return Result.Success();
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return r;
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}
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private static void OnAssetCreated(object sender, FileSystemEventArgs e)
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private static async void OnAssetCreated(object sender, FileSystemEventArgs e)
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{
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GenerateMetaFile(e.FullPath);
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await GenerateMetaFileAsync(e.FullPath);
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}
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private static void OnAssetDeleted(object sender, FileSystemEventArgs e)
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@@ -142,10 +153,10 @@ public static partial class AssetDatabase
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}
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}
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private static void OnAssetRenamed(object sender, RenamedEventArgs e)
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private static async void OnAssetRenamed(object sender, RenamedEventArgs e)
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{
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var oldMetaPath = e.OldFullPath + ".meta";
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var newMetaPath = e.FullPath + ".meta";
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var oldMetaPath = e.OldFullPath + FileExtensions.META_FILE_EXTENSION;
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var newMetaPath = e.FullPath + FileExtensions.META_FILE_EXTENSION;
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if (File.Exists(oldMetaPath))
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{
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@@ -153,7 +164,7 @@ public static partial class AssetDatabase
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}
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else
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{
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GenerateMetaFile(e.FullPath);
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await GenerateMetaFileAsync(e.FullPath);
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}
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Ghost.Core;
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using Ghost.Editor.Core.Utilities;
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using System.Diagnostics;
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using System.Reflection;
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@@ -24,7 +25,7 @@ public static partial class AssetDatabase
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{
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if (_assetOpenHandlers.ContainsKey(ext))
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{
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throw new InvalidOperationException($"Duplicate handler for extension '{ext}'");
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Logger.LogError($"Duplicate asset open handler for extension '{ext}' found in method '{method.Name}'. Existing handler will be overwritten.");
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}
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_assetOpenHandlers[ext] = del;
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@@ -47,4 +48,4 @@ public static partial class AssetDatabase
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});
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}
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}
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}
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}
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@@ -6,8 +6,6 @@ public static partial class AssetDatabase
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{
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private static FileSystemWatcher? s_watcher;
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private static readonly Dictionary<Guid, string> s_assetPathLookup = new();
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public static DirectoryInfo? AssetsDirectory
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{
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get;
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@@ -32,4 +30,4 @@ public static partial class AssetDatabase
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InitializeAssetHandle();
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InitializeMetaData();
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}
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}
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}
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@@ -5,7 +5,7 @@ internal class AssetMeta
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public Guid Guid
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{
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get;
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internal set;
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set;
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}
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public ImporterSettings? Settings
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@@ -13,4 +13,4 @@ internal class AssetMeta
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get;
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set;
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}
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}
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}
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@@ -1,285 +0,0 @@
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using Ghost.Engine.Components;
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using Ghost.Engine.Core;
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using Ghost.Entities;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.Core.SceneGraph;
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/// <summary>
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/// Manages the editor world and scene graph hierarchy.
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/// Provides functionality to load/unload scenes and maintain the editor-side scene graph.
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/// </summary>
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public class EditorWorldManager
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{
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private readonly World _editorWorld;
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private readonly SceneManager _sceneManager;
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private readonly ObservableCollection<SceneNode> _loadedScenes;
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private readonly Dictionary<short, SceneNode> _sceneIdToNode;
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private readonly Dictionary<Entity, EntityNode> _entityToNode;
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/// <summary>
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/// Gets the editor world instance.
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/// </summary>
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public World EditorWorld => _editorWorld;
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/// <summary>
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/// Gets the runtime scene manager.
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/// </summary>
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public SceneManager SceneManager => _sceneManager;
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/// <summary>
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/// Gets the collection of loaded scenes in the editor.
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/// </summary>
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public ReadOnlyObservableCollection<SceneNode> LoadedScenes { get; }
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/// <summary>
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/// Event raised when a scene is loaded.
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/// </summary>
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public event Action<SceneNode>? OnSceneLoaded;
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/// <summary>
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/// Event raised when a scene is unloaded.
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/// </summary>
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public event Action<SceneNode>? OnSceneUnloaded;
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/// <summary>
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/// Event raised when an entity node is created.
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/// </summary>
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public event Action<EntityNode>? OnEntityNodeCreated;
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/// <summary>
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/// Event raised when an entity node is destroyed.
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/// </summary>
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public event Action<EntityNode>? OnEntityNodeDestroyed;
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public EditorWorldManager(World editorWorld, SceneManager sceneManager)
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{
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_editorWorld = editorWorld;
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_sceneManager = sceneManager;
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_loadedScenes = [];
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_sceneIdToNode = [];
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_entityToNode = [];
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LoadedScenes = new ReadOnlyObservableCollection<SceneNode>(_loadedScenes);
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}
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/// <summary>
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/// Creates a new empty scene in the editor.
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/// </summary>
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/// <param name="name">The name of the scene.</param>
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/// <returns>The created scene node.</returns>
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public SceneNode CreateNewScene(string name = "New Scene")
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{
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var runtimeScene = _sceneManager.CreateScene();
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var sceneNode = new SceneNode(runtimeScene, name)
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{
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IsLoaded = true
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};
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_loadedScenes.Add(sceneNode);
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_sceneIdToNode[runtimeScene.ID] = sceneNode;
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OnSceneLoaded?.Invoke(sceneNode);
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return sceneNode;
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}
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/// <summary>
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/// Unloads a scene from the editor.
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/// </summary>
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/// <param name="sceneNode">The scene to unload.</param>
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public void UnloadScene(SceneNode sceneNode)
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{
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if (!_loadedScenes.Contains(sceneNode))
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{
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return;
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}
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// Remove all entity nodes from tracking
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foreach (var entityNode in sceneNode.GetAllEntities().ToList())
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{
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_entityToNode.Remove(entityNode.Entity);
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OnEntityNodeDestroyed?.Invoke(entityNode);
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}
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// Unload runtime scene
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_sceneManager.UnloadScene(sceneNode.Scene);
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// Remove from loaded scenes
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_loadedScenes.Remove(sceneNode);
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_sceneIdToNode.Remove(sceneNode.Scene.ID);
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sceneNode.IsLoaded = false;
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OnSceneUnloaded?.Invoke(sceneNode);
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}
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/// <summary>
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/// Creates an entity in the specified scene.
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/// </summary>
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/// <param name="sceneNode">The scene to create the entity in.</param>
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/// <param name="name">The display name of the entity.</param>
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/// <param name="parent">Optional parent entity node.</param>
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/// <returns>The created entity node.</returns>
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public EntityNode CreateEntity(SceneNode sceneNode, string name = "Entity", EntityNode? parent = null)
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{
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// Create runtime entity with SceneID component
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var entity = _editorWorld.EntityManager.CreateEntity();
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_editorWorld.EntityManager.AddComponent(entity, new SceneID { id = sceneNode.Scene.ID });
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// Create entity node
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var entityNode = new EntityNode(entity, name);
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// Add to scene graph
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if (parent != null)
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{
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parent.AddChild(entityNode);
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// Add Hierarchy component
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_editorWorld.EntityManager.AddComponent(entity, new Hierarchy
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{
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parent = parent.Entity,
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firstChild = Entity.Invalid,
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nextSibling = Entity.Invalid
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});
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}
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else
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{
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sceneNode.AddRootEntity(entityNode);
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// Add root hierarchy component
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_editorWorld.EntityManager.AddComponent(entity, Hierarchy.Root);
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}
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// Track entity node
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_entityToNode[entity] = entityNode;
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OnEntityNodeCreated?.Invoke(entityNode);
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return entityNode;
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}
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/// <summary>
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/// Destroys an entity and its node from the scene.
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/// </summary>
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/// <param name="entityNode">The entity node to destroy.</param>
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public void DestroyEntity(EntityNode entityNode)
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{
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// Remove from parent or scene root
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if (entityNode.Parent != null)
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{
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entityNode.Parent.RemoveChild(entityNode);
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}
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else if (entityNode.OwnerScene != null)
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{
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entityNode.OwnerScene.RemoveRootEntity(entityNode);
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}
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// Destroy all children recursively
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var childrenCopy = entityNode.Children.ToList();
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foreach (var child in childrenCopy)
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{
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DestroyEntity(child);
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}
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// Destroy runtime entity
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_editorWorld.EntityManager.DestroyEntity(entityNode.Entity);
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// Remove from tracking
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_entityToNode.Remove(entityNode.Entity);
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OnEntityNodeDestroyed?.Invoke(entityNode);
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}
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/// <summary>
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/// Gets the scene node for a runtime scene ID.
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/// </summary>
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/// <param name="sceneId">The scene ID.</param>
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/// <returns>The scene node if found, null otherwise.</returns>
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public SceneNode? GetSceneNode(short sceneId)
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{
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_sceneIdToNode.TryGetValue(sceneId, out var sceneNode);
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return sceneNode;
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}
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/// <summary>
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/// Gets the entity node for a runtime entity.
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/// </summary>
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/// <param name="entity">The entity.</param>
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/// <returns>The entity node if found, null otherwise.</returns>
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public EntityNode? GetEntityNode(Entity entity)
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{
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_entityToNode.TryGetValue(entity, out var entityNode);
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return entityNode;
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}
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/// <summary>
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/// Rebuilds the scene graph from the current world state.
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/// Useful after loading a scene from disk.
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/// </summary>
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/// <param name="sceneNode">The scene node to rebuild.</param>
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public void RebuildSceneGraph(SceneNode sceneNode)
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{
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// Clear existing nodes
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sceneNode.RootEntities.Clear();
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// Build query for entities in this scene
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var builder = new QueryBuilder();
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builder.WithAll([ComponentTypeID<SceneID>.Value, ComponentTypeID<Hierarchy>.Value]);
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var queryID = builder.Build(_editorWorld);
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ref var query = ref _editorWorld.ComponentManager.GetEntityQueryReference(queryID);
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// First pass: Create all entity nodes
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var entityNodes = new Dictionary<Entity, EntityNode>();
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foreach (var chunk in query.GetChunkIterator())
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{
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var entities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<SceneID>();
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for (int i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == sceneNode.Scene.ID)
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{
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var entity = entities[i];
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// Try to get existing node name or use default
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var name = _entityToNode.TryGetValue(entity, out var existing)
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? existing.Name
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: "Entity";
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var entityNode = new EntityNode(entity, name);
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entityNodes[entity] = entityNode;
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_entityToNode[entity] = entityNode;
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}
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}
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}
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// Second pass: Build hierarchy
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foreach (var chunk in query.GetChunkIterator())
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{
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var entities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<SceneID>();
|
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var hierarchies = chunk.GetComponentData<Hierarchy>();
|
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|
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for (int i = 0; i < chunk.Count; i++)
|
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{
|
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if (sceneIDs[i].id == sceneNode.Scene.ID)
|
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{
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var entity = entities[i];
|
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var hierarchy = hierarchies[i];
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var entityNode = entityNodes[entity];
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|
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if (hierarchy.parent.IsValid && entityNodes.TryGetValue(hierarchy.parent, out var parentNode))
|
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{
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parentNode.AddChild(entityNode);
|
||||
}
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else
|
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{
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sceneNode.AddRootEntity(entityNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
}
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}
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@@ -1,144 +1,10 @@
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using Ghost.Entities;
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||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph;
|
||||
|
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/// <summary>
|
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/// Represents an entity node in the editor scene graph hierarchy.
|
||||
/// Contains editor-only metadata like display name and hierarchy information.
|
||||
/// </summary>
|
||||
public class EntityNode
|
||||
public sealed partial class EntityNode : SceneGraphNode
|
||||
{
|
||||
private string _name;
|
||||
private readonly ObservableCollection<EntityNode> _children;
|
||||
private readonly Entity _entity;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the entity this node represents.
|
||||
/// </summary>
|
||||
public Entity Entity { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the display name for this entity in the editor.
|
||||
/// This is NOT stored in runtime components.
|
||||
/// </summary>
|
||||
public string Name
|
||||
{
|
||||
get => _name;
|
||||
set
|
||||
{
|
||||
_name = value;
|
||||
OnNameChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the parent node of this entity node.
|
||||
/// </summary>
|
||||
public EntityNode? Parent { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the scene node that contains this entity.
|
||||
/// </summary>
|
||||
public SceneNode? OwnerScene { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the collection of child entity nodes.
|
||||
/// </summary>
|
||||
public ObservableCollection<EntityNode> Children => _children;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when the name property changes.
|
||||
/// </summary>
|
||||
public event Action<EntityNode>? OnNameChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when children collection changes.
|
||||
/// </summary>
|
||||
public event Action<EntityNode>? OnChildrenChanged;
|
||||
|
||||
public EntityNode(Entity entity, string name = "Entity")
|
||||
{
|
||||
Entity = entity;
|
||||
_name = name;
|
||||
_children = [];
|
||||
_children.CollectionChanged += (s, e) => OnChildrenChanged?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a child entity node to this node.
|
||||
/// </summary>
|
||||
/// <param name="child">The child node to add.</param>
|
||||
public void AddChild(EntityNode child)
|
||||
{
|
||||
if (child.Parent != null)
|
||||
{
|
||||
child.Parent.RemoveChild(child);
|
||||
}
|
||||
|
||||
child.Parent = this;
|
||||
child.OwnerScene = OwnerScene;
|
||||
_children.Add(child);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a child entity node from this node.
|
||||
/// </summary>
|
||||
/// <param name="child">The child node to remove.</param>
|
||||
/// <returns>True if the child was removed, false otherwise.</returns>
|
||||
public bool RemoveChild(EntityNode child)
|
||||
{
|
||||
if (_children.Remove(child))
|
||||
{
|
||||
child.Parent = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all descendants of this node (children, grandchildren, etc.) in depth-first order.
|
||||
/// </summary>
|
||||
/// <returns>An enumerable of all descendant nodes.</returns>
|
||||
public IEnumerable<EntityNode> GetAllDescendants()
|
||||
{
|
||||
foreach (var child in _children)
|
||||
{
|
||||
yield return child;
|
||||
|
||||
foreach (var descendant in child.GetAllDescendants())
|
||||
{
|
||||
yield return descendant;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds an entity node by its entity reference.
|
||||
/// </summary>
|
||||
/// <param name="entity">The entity to search for.</param>
|
||||
/// <returns>The entity node if found, null otherwise.</returns>
|
||||
public EntityNode? FindNode(Entity entity)
|
||||
{
|
||||
if (Entity.Equals(entity))
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
foreach (var child in _children)
|
||||
{
|
||||
var found = child.FindNode(entity);
|
||||
if (found != null)
|
||||
{
|
||||
return found;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Name} (Entity: {Entity})";
|
||||
}
|
||||
public Entity Entity => _entity;
|
||||
}
|
||||
|
||||
@@ -1,182 +0,0 @@
|
||||
# Scene Graph System Implementation Summary
|
||||
|
||||
All planned features from the `SceneGraph Plan.md` have been implemented successfully. Here's what was created:
|
||||
|
||||
## 1. Runtime Types (Ghost.Engine)
|
||||
|
||||
### Scene.cs
|
||||
- **Scene struct**: Lightweight runtime identifier for scenes
|
||||
- **SceneManager class**: Manages scene lifecycle in a world
|
||||
- `CreateScene()`: Creates new scenes
|
||||
- `UnloadScene()`: Destroys all entities in a scene
|
||||
- `GetSceneEntities()`: Queries entities by scene ID
|
||||
|
||||
Key design: Minimal runtime footprint, no metadata stored.
|
||||
|
||||
## 2. Editor Data Structures (Ghost.Editor.Core)
|
||||
|
||||
### SceneNode.cs
|
||||
- Editor-only scene representation
|
||||
- Properties:
|
||||
- `Name`: Display name (NOT in runtime)
|
||||
- `FilePath`: Where scene is saved
|
||||
- `IsLoaded`, `IsDirty`: Editor state tracking
|
||||
- `RootEntities`: Observable collection of root entity nodes
|
||||
- Methods for managing root entities and finding nodes
|
||||
|
||||
### EntityNode.cs
|
||||
- Editor-only entity representation
|
||||
- Properties:
|
||||
- `Name`: Display name (NOT in runtime)
|
||||
- `Parent`, `Children`: Editor hierarchy
|
||||
- `OwnerScene`: Back-reference to scene
|
||||
- Methods for hierarchy management (AddChild, RemoveChild, FindNode, GetAllDescendants)
|
||||
|
||||
Both classes use `ObservableCollection` for WinUI 3 TreeView binding support.
|
||||
|
||||
## 3. Editor World Management
|
||||
|
||||
### EditorWorldManager.cs
|
||||
- Central manager for editor world and scene graph
|
||||
- Features:
|
||||
- Scene creation/unloading
|
||||
- Entity creation/destruction with automatic SceneID assignment
|
||||
- Hierarchy component management
|
||||
- Entity/Scene node tracking via dictionaries
|
||||
- `RebuildSceneGraph()`: Reconstructs scene graph from world state after loading
|
||||
|
||||
Maintains bidirectional mapping: Entity ↔ EntityNode, SceneID ↔ SceneNode
|
||||
|
||||
## 4. Serialization (Ghost.Editor.Core)
|
||||
|
||||
### SceneData.cs
|
||||
JSON data structures:
|
||||
- `SceneData`: Contains name + list of entities
|
||||
- `EntityData`: Name, parent local ID, components dictionary
|
||||
- `ComponentData`: Type name + fields dictionary
|
||||
|
||||
**Key Feature**: Entities are ordered by file-local ID (index in list).
|
||||
|
||||
### SceneSerializer.cs
|
||||
Complete save/load implementation with entity reference remapping:
|
||||
|
||||
**Save Process**:
|
||||
1. Build `Entity → FileLocalID` mapping
|
||||
2. Serialize each entity's components
|
||||
3. **Entity references converted to file-local IDs**
|
||||
4. Validate no cross-scene references (throws exception if found)
|
||||
5. Write JSON to file
|
||||
|
||||
**Load Process**:
|
||||
1. Read JSON
|
||||
2. Create all entities first (two-pass)
|
||||
3. Build `FileLocalID → Entity` mapping
|
||||
4. Deserialize components, **remapping file-local IDs back to global Entity IDs**
|
||||
5. Rebuild hierarchy
|
||||
|
||||
Uses reflection to serialize/deserialize component fields. Entity references are detected by field type and specially handled.
|
||||
|
||||
## 5. Hierarchy System (Ghost.Engine)
|
||||
|
||||
### HierarchyUtility.cs
|
||||
Runtime utilities for working with Hierarchy component:
|
||||
- `SetParent()`: Update parent-child relationships, maintains sibling lists
|
||||
- `GetParent()`: Query parent
|
||||
- `GetChildren()`: Get immediate children
|
||||
- `GetDescendants()`: Recursive depth-first traversal
|
||||
- `IsAncestor()`: Check ancestor relationship
|
||||
|
||||
Uses the existing `Hierarchy` component (parent, firstChild, nextSibling pattern).
|
||||
|
||||
## 6. Validation (Ghost.Editor.Core)
|
||||
|
||||
### SceneValidator.cs
|
||||
Validates scene integrity:
|
||||
|
||||
**ValidateSceneReferences**:
|
||||
- Checks all Entity fields in components
|
||||
- Ensures referenced entities exist
|
||||
- **Enforces same-scene constraint** (errors on cross-scene refs)
|
||||
|
||||
**ValidateHierarchy**:
|
||||
- Detects circular parent-child loops
|
||||
- Warns if parent is outside scene
|
||||
|
||||
Returns `ValidationResult` with errors/warnings lists.
|
||||
|
||||
## Architecture Highlights
|
||||
|
||||
### Runtime vs Editor Separation
|
||||
- Runtime (`Ghost.Engine`): Only SceneID component, SceneManager, HierarchyUtility
|
||||
- Editor (`Ghost.Editor.Core`): All metadata (names), scene graph tree, serialization
|
||||
- **Zero runtime overhead** for editor-only data
|
||||
|
||||
### Entity Reference Remapping
|
||||
Per plan, entity references use **file-local IDs** in saved scenes:
|
||||
- Avoids brittle global IDs
|
||||
- Enables scene prefabs/templates in future
|
||||
- Automatically remapped on load
|
||||
|
||||
### Cross-Scene Reference Prevention
|
||||
- Validation layer enforces no cross-references
|
||||
- SerializeComponent throws exception if detected during save
|
||||
- Plan notes: Use queries/singletons for cross-scene access
|
||||
|
||||
### JSON for Editor, Binary for Runtime
|
||||
- Current impl: JSON serialization for editor (SceneSerializer.cs)
|
||||
- Plan notes MemoryPack for runtime binary format
|
||||
- Reflection allowed in editor, AOT-compatible runtime preserved
|
||||
|
||||
## Integration Points
|
||||
|
||||
### Existing Components Used
|
||||
- `SceneID` (Ghost.Engine/Components/SceneID.cs) - scene membership tag
|
||||
- `Hierarchy` (Ghost.Engine/Components/Hierarchy.cs) - parent-child structure
|
||||
- `LocalToWorld` - transform (referenced but not modified)
|
||||
|
||||
### ECS Integration
|
||||
- Uses `QueryBuilder` and chunk iteration for queries
|
||||
- `EntityManager` for all entity operations
|
||||
- Archetype layouts for component enumeration
|
||||
|
||||
## What's NOT Implemented (As Per Plan)
|
||||
|
||||
The plan explicitly states:
|
||||
> "Leave the actual UI implementation (TreeView) for later"
|
||||
|
||||
Not included in this implementation:
|
||||
- WinUI 3 TreeView XAML
|
||||
- UI controls for hierarchy panel
|
||||
- Drag-drop entity reparenting
|
||||
- Context menus
|
||||
- Icons/gizmos
|
||||
|
||||
These are left for UI layer implementation. The data structures (SceneNode, EntityNode with ObservableCollection) are designed to bind directly to TreeView.
|
||||
|
||||
## Files Created
|
||||
|
||||
**Ghost.Engine:**
|
||||
- `Scene.cs` - Scene struct + SceneManager
|
||||
- `Systems/HierarchyUtility.cs` - Hierarchy helpers
|
||||
|
||||
**Ghost.Editor.Core:**
|
||||
- `SceneGraph/SceneNode.cs` - Scene graph node
|
||||
- `SceneGraph/EntityNode.cs` - Entity graph node
|
||||
- `SceneGraph/EditorWorldManager.cs` - Central manager
|
||||
- `Serialization/SceneData.cs` - JSON data structures
|
||||
- `Serialization/SceneSerializer.cs` - Save/load logic
|
||||
- `Validation/SceneValidator.cs` - Integrity checks
|
||||
|
||||
Total: 7 new files, ~1400 lines of code
|
||||
|
||||
## Next Steps
|
||||
|
||||
To complete the scene graph feature:
|
||||
1. **Create WinUI 3 TreeView** bound to `EditorWorldManager.LoadedScenes`
|
||||
2. **Add toolbar**: New Scene, Save Scene, Unload Scene buttons
|
||||
3. **Entity creation UI**: Right-click menu, "Create Empty" button
|
||||
4. **Drag-drop**: Reparent entities by dragging in TreeView
|
||||
5. **Rename**: Double-click to rename EntityNode.Name
|
||||
6. **Integration**: Wire EditorWorldManager into main editor app lifecycle
|
||||
|
||||
All the core logic is complete and follows the plan precisely.
|
||||
@@ -4,26 +4,31 @@ The Scene Graph is a hierarchical structure that represents all the objects and
|
||||
|
||||
## Scene Graph (Editor representation of runtime data)
|
||||
|
||||
There should be two main types of nodes in the Scene Graph:
|
||||
1. **Entity Node**: Represents an individual entity within a scene. Name stored here, not runtime component.
|
||||
2. **Scene Node**: Represents a Scene object, which can contain multiple entities. Name stored here not runtime data.
|
||||
There should be three main types of nodes in the Scene Graph for now:
|
||||
|
||||
1. **Scene Graph Node**: The base class for all nodes in the Scene Graph.
|
||||
2. **Entity Node**: Represents an individual entity within a scene. Name stored here, not runtime component.
|
||||
3. **Scene Node**: Represents a Scene object, which can contain multiple entities. Name stored here not runtime data.
|
||||
|
||||
### Editor World
|
||||
|
||||
Editor contains a different world compares to the runtime world. When user click the Play button, we will create a runtime world and load the scene data from the editor world to the runtime world.
|
||||
This allows us to
|
||||
1. Unload the runtime only systems like physics, rendering, etc when user stop playing.
|
||||
2. Load editor only systems like gizmos, debug, etc when user stop playing.
|
||||
3. Allow editor only entities like editor camera, editor lights, etc to exist in the editor world without affecting the runtime world.
|
||||
|
||||
1. Unload the runtime only systems like physics, rendering, etc when user stop playing.
|
||||
2. Load editor only systems like gizmos, debug, etc when user stop playing.
|
||||
3. Allow editor only entities like editor camera, editor lights, etc to exist in the editor world without affecting the runtime world.
|
||||
|
||||
### Editor Hierarchy
|
||||
|
||||
The Scene Graph should be represented as a tree structure in the editor (TreeView in WinUI 3), where:
|
||||
- The top level nodes represents the loaded Scenes in the editor world.
|
||||
- Levels below the Scene nodes represents the Entity nodes that belong to that scene.
|
||||
- Each Entity node can have child Entity nodes representing parent-child relationships between entities.
|
||||
|
||||
- The top level nodes represents the loaded Scenes in the editor world.
|
||||
- Levels below the Scene nodes represents the Entity nodes that belong to that scene.
|
||||
- Each Entity node can have child Entity nodes representing parent-child relationships between entities.
|
||||
|
||||
An example hierarchy could look like this:
|
||||
|
||||
```
|
||||
- Scene 1
|
||||
- Entity A
|
||||
@@ -38,28 +43,32 @@ An example hierarchy could look like this:
|
||||
A Scene is a collection of entities with SceneID component from a world that are grouped together. There can be multiple scenes in a world.
|
||||
|
||||
### Save a Scene
|
||||
|
||||
When save a scene, all entities with the SceneID component matching the scene's ID should be included in the saved data.
|
||||
When an Entity references another Entity in the same scene, we should store the file local id instead of the global entity id.
|
||||
For example, if Entity A (id: 10, 5th in scene) references Entity B (id: 20, 50th in scene) in the same scene, in the saved data for Entity A,
|
||||
we should store 50 (the file local id) as the reference to Entity B instead of 20 (the global entity id).
|
||||
|
||||
> We does not allow cross-scene references for now because ideally it's not a good practice to have cross-scene references.
|
||||
We can use query or singleton pattern to access entities from other scenes if needed because they are in the same world.
|
||||
> We does not allow cross-scene references for now because ideally it's not a good practice to have cross-scene references.
|
||||
> We can use query or singleton pattern to access entities from other scenes if needed because they are in the same world.
|
||||
|
||||
### Load a Scene
|
||||
|
||||
When loading a scene, we need to reconstruct the entities and their relationships based on the saved data.
|
||||
|
||||
1. We allocate the entities in the world and assign them new global entity IDs.
|
||||
2. We remap the file local IDs to the new global entity IDs and change the references accordingly.
|
||||
For example if Entity A (file local id: 5) references Entity B (file local id: 50) in the saved data,
|
||||
we need to find the new global entity IDs for both entities after loading and update the reference in Entity A to point to the new global entity ID of Entity B.
|
||||
1. We allocate the entities in the world and assign them new global entity IDs.
|
||||
2. We remap the file local IDs to the new global entity IDs and change the references accordingly.
|
||||
For example if Entity A (file local id: 5) references Entity B (file local id: 50) in the saved data,
|
||||
we need to find the new global entity IDs for both entities after loading and update the reference in Entity A to point to the new global entity ID of Entity B.
|
||||
|
||||
### Data format
|
||||
The scene data should be stored in a structured format (e.g., JSON or binary) that includes:
|
||||
- List of entities with their components and properties (Entities must in the order that file local id directly maps to the index in the list)
|
||||
- References between entities using file local IDs
|
||||
|
||||
> The name of the saved scene file should match the name of the scene node in the editor.
|
||||
The scene data should be stored in a structured format (e.g., JSON or binary) that includes:
|
||||
|
||||
- List of entities with their components and properties (Entities must in the order that file local id directly maps to the index in the list)
|
||||
- References between entities using file local IDs
|
||||
|
||||
> The name of the saved scene file should match the name of the scene node in the editor.
|
||||
|
||||
JSON should only be used in the editor and JSON serialization/deserialization logic should also only exist in the editor codebase (Ghost.Editor.Core). Reflection is allowed here.
|
||||
Binary format should be used in the runtime for better performance. The runtime codebase (Ghost.Engine) must be aot compatible.
|
||||
@@ -68,10 +77,11 @@ Currently we strict the IComponent to must be unmanaged and blittable types.
|
||||
However, we also support ManagedEntity and ManagedEntityRef with ScriptComponent to allow OOP like logic for common gameplay logic that DOD pattern is not suitable for.
|
||||
Serializing/deserializing with those components will be tricky. We can use MemoryPack for binary serialization/deserialization because it supports both unmanaged and managed types.
|
||||
|
||||
## What you need to implement
|
||||
- Scene type for the runtime representation
|
||||
- Scene Graph data structures (SceneNode, EntityNode)
|
||||
- Editor World management (loading/unloading scenes, managing entities)
|
||||
- Scene saving/loading logic with file local ID remapping
|
||||
- Serialization/deserialization logic for scene data (JSON for editor, binary for runtime)
|
||||
- Leave the actual UI implementation (TreeView) for later, focus on the data structures and logic first but make sure the data structures are compatible with TreeView binding in WinUI 3.
|
||||
## What need to implement
|
||||
|
||||
- [ ] Scene type for the runtime representation if needed
|
||||
- [ ] Scene Graph data structures (SceneNode, EntityNode)
|
||||
- [ ] Editor World management (loading/unloading scenes, managing entities)
|
||||
- [ ] Scene saving/loading logic with file local ID remapping
|
||||
- [ ] Serialization/deserialization logic for scene data (JSON for editor, binary for runtime)
|
||||
- [ ] UI integration for displaying and managing the Scene Graph in the editor with WinUI 3 TreeView
|
||||
|
||||
18
Ghost.Editor.Core/SceneGraph/SceneGraphNode.cs
Normal file
18
Ghost.Editor.Core/SceneGraph/SceneGraphNode.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using CommunityToolkit.Mvvm.ComponentModel;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph;
|
||||
|
||||
public abstract partial class SceneGraphNode : ObservableObject
|
||||
{
|
||||
[ObservableProperty]
|
||||
public partial string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public ObservableCollection<SceneGraphNode> Children
|
||||
{
|
||||
get;
|
||||
} = new();
|
||||
}
|
||||
@@ -1,154 +1,5 @@
|
||||
using Ghost.Engine.Core;
|
||||
using Ghost.Entities;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a scene node in the editor scene graph hierarchy.
|
||||
/// Contains editor-only metadata like display name and root entities.
|
||||
/// </summary>
|
||||
public class SceneNode
|
||||
public sealed partial class SceneNode : SceneGraphNode
|
||||
{
|
||||
private string _name;
|
||||
private readonly ObservableCollection<EntityNode> _rootEntities;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the runtime scene this node represents.
|
||||
/// </summary>
|
||||
public Scene Scene { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the display name for this scene in the editor.
|
||||
/// This is NOT stored in runtime data.
|
||||
/// </summary>
|
||||
public string Name
|
||||
{
|
||||
get => _name;
|
||||
set
|
||||
{
|
||||
_name = value;
|
||||
OnNameChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the file path where this scene is saved.
|
||||
/// </summary>
|
||||
public string? FilePath { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether this scene is currently loaded in the editor.
|
||||
/// </summary>
|
||||
public bool IsLoaded { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether this scene has unsaved changes.
|
||||
/// </summary>
|
||||
public bool IsDirty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the collection of root entity nodes in this scene.
|
||||
/// </summary>
|
||||
public ObservableCollection<EntityNode> RootEntities => _rootEntities;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when the name property changes.
|
||||
/// </summary>
|
||||
public event Action<SceneNode>? OnNameChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when root entities collection changes.
|
||||
/// </summary>
|
||||
public event Action<SceneNode>? OnRootEntitiesChanged;
|
||||
|
||||
public SceneNode(Scene scene, string name = "New Scene")
|
||||
{
|
||||
Scene = scene;
|
||||
_name = name;
|
||||
_rootEntities = [];
|
||||
_rootEntities.CollectionChanged += (s, e) => OnRootEntitiesChanged?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a root entity node to this scene.
|
||||
/// </summary>
|
||||
/// <param name="entityNode">The entity node to add.</param>
|
||||
public void AddRootEntity(EntityNode entityNode)
|
||||
{
|
||||
// Remove from previous parent if any
|
||||
if (entityNode.Parent != null)
|
||||
{
|
||||
entityNode.Parent.RemoveChild(entityNode);
|
||||
}
|
||||
|
||||
entityNode.Parent = null;
|
||||
entityNode.OwnerScene = this;
|
||||
_rootEntities.Add(entityNode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a root entity node from this scene.
|
||||
/// </summary>
|
||||
/// <param name="entityNode">The entity node to remove.</param>
|
||||
/// <returns>True if the entity was removed, false otherwise.</returns>
|
||||
public bool RemoveRootEntity(EntityNode entityNode)
|
||||
{
|
||||
if (_rootEntities.Remove(entityNode))
|
||||
{
|
||||
entityNode.OwnerScene = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all entity nodes in this scene (root and descendants) in depth-first order.
|
||||
/// </summary>
|
||||
/// <returns>An enumerable of all entity nodes in the scene.</returns>
|
||||
public IEnumerable<EntityNode> GetAllEntities()
|
||||
{
|
||||
foreach (var root in _rootEntities)
|
||||
{
|
||||
yield return root;
|
||||
|
||||
foreach (var descendant in root.GetAllDescendants())
|
||||
{
|
||||
yield return descendant;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds an entity node by its entity reference.
|
||||
/// </summary>
|
||||
/// <param name="entity">The entity to search for.</param>
|
||||
/// <returns>The entity node if found, null otherwise.</returns>
|
||||
public EntityNode? FindNode(Entity entity)
|
||||
{
|
||||
foreach (var root in _rootEntities)
|
||||
{
|
||||
var found = root.FindNode(entity);
|
||||
if (found != null)
|
||||
{
|
||||
return found;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks this scene as dirty (has unsaved changes).
|
||||
/// </summary>
|
||||
public void MarkDirty()
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Name} (Scene ID: {Scene.ID}, Entities: {_rootEntities.Count})";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Ghost.Editor.Core.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for a scene in JSON format.
|
||||
/// This is editor-only and used for scene file persistence.
|
||||
/// </summary>
|
||||
public class SceneData
|
||||
{
|
||||
/// <summary>
|
||||
/// The name of the scene.
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "New Scene";
|
||||
|
||||
/// <summary>
|
||||
/// List of entities in this scene, ordered by file-local ID.
|
||||
/// The index in this list IS the file-local ID.
|
||||
/// </summary>
|
||||
[JsonPropertyName("entities")]
|
||||
public List<EntityData> Entities { get; set; } = [];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for an entity.
|
||||
/// </summary>
|
||||
public class EntityData
|
||||
{
|
||||
/// <summary>
|
||||
/// The display name of this entity (editor-only).
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "Entity";
|
||||
|
||||
/// <summary>
|
||||
/// The file-local ID of the parent entity, or -1 if root.
|
||||
/// </summary>
|
||||
[JsonPropertyName("parent")]
|
||||
public int ParentLocalId { get; set; } = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Dictionary of component data, keyed by component type name.
|
||||
/// </summary>
|
||||
[JsonPropertyName("components")]
|
||||
public Dictionary<string, ComponentData> Components { get; set; } = [];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for a component.
|
||||
/// </summary>
|
||||
public class ComponentData
|
||||
{
|
||||
/// <summary>
|
||||
/// The component type full name (for deserialization).
|
||||
/// </summary>
|
||||
[JsonPropertyName("type")]
|
||||
public string TypeName { get; set; } = "";
|
||||
|
||||
/// <summary>
|
||||
/// The serialized component fields.
|
||||
/// Entity references are stored as file-local IDs (integers).
|
||||
/// </summary>
|
||||
[JsonPropertyName("fields")]
|
||||
public Dictionary<string, object?> Fields { get; set; } = [];
|
||||
}
|
||||
@@ -1,354 +0,0 @@
|
||||
using Ghost.Editor.Core.SceneGraph;
|
||||
using Ghost.Editor.Core.Serialization;
|
||||
using Ghost.Entities;
|
||||
using Ghost.Engine.Components;
|
||||
using System.Text.Json;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using Ghost.Engine.Core;
|
||||
|
||||
namespace Ghost.Editor.Core.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Provides functionality to save and load scenes with proper entity reference remapping.
|
||||
/// </summary>
|
||||
public class SceneSerializer
|
||||
{
|
||||
private readonly World _world;
|
||||
|
||||
private static readonly JsonSerializerOptions s_jsonOptions = new()
|
||||
{
|
||||
WriteIndented = true,
|
||||
PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
|
||||
IncludeFields = true
|
||||
};
|
||||
|
||||
public SceneSerializer(World world)
|
||||
{
|
||||
_world = world;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves a scene to a JSON file.
|
||||
/// </summary>
|
||||
/// <param name="sceneNode">The scene node to save.</param>
|
||||
/// <param name="filePath">The path to save the scene to.</param>
|
||||
public void SaveScene(SceneNode sceneNode, string filePath)
|
||||
{
|
||||
var sceneData = new SceneData
|
||||
{
|
||||
Name = sceneNode.Name
|
||||
};
|
||||
|
||||
// Build a mapping of Entity -> FileLocalID
|
||||
var allEntities = sceneNode.GetAllEntities().ToList();
|
||||
var entityToLocalId = new Dictionary<Entity, int>();
|
||||
|
||||
for (int i = 0; i < allEntities.Count; i++)
|
||||
{
|
||||
entityToLocalId[allEntities[i].Entity] = i;
|
||||
}
|
||||
|
||||
// Serialize each entity
|
||||
foreach (var entityNode in allEntities)
|
||||
{
|
||||
var entityData = SerializeEntity(entityNode, entityToLocalId, sceneNode.Scene.ID);
|
||||
sceneData.Entities.Add(entityData);
|
||||
}
|
||||
|
||||
// Write to file
|
||||
var json = JsonSerializer.Serialize(sceneData, s_jsonOptions);
|
||||
File.WriteAllText(filePath, json);
|
||||
|
||||
sceneNode.FilePath = filePath;
|
||||
sceneNode.IsDirty = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a scene from a JSON file.
|
||||
/// </summary>
|
||||
/// <param name="filePath">The path to load the scene from.</param>
|
||||
/// <param name="sceneManager">The scene manager to create the scene in.</param>
|
||||
/// <param name="worldManager">The editor world manager.</param>
|
||||
/// <returns>The loaded scene node.</returns>
|
||||
public SceneNode LoadScene(string filePath, SceneManager sceneManager, EditorWorldManager worldManager)
|
||||
{
|
||||
var json = File.ReadAllText(filePath);
|
||||
var sceneData = JsonSerializer.Deserialize<SceneData>(json, s_jsonOptions);
|
||||
|
||||
if (sceneData == null)
|
||||
{
|
||||
throw new InvalidOperationException($"Failed to deserialize scene from {filePath}");
|
||||
}
|
||||
|
||||
// Create new scene
|
||||
var sceneNode = worldManager.CreateNewScene(sceneData.Name);
|
||||
sceneNode.FilePath = filePath;
|
||||
|
||||
// Build file-local ID -> Entity mapping
|
||||
var localIdToEntity = new Dictionary<int, Entity>();
|
||||
var localIdToEntityNode = new Dictionary<int, EntityNode>();
|
||||
|
||||
// First pass: Create all entities
|
||||
for (int i = 0; i < sceneData.Entities.Count; i++)
|
||||
{
|
||||
var entityDataItem = sceneData.Entities[i];
|
||||
|
||||
// Create runtime entity
|
||||
var entity = _world.EntityManager.CreateEntity();
|
||||
_world.EntityManager.AddComponent(entity, new SceneID { id = sceneNode.Scene.ID });
|
||||
|
||||
// Create entity node
|
||||
var entityNode = new EntityNode(entity, entityDataItem.Name);
|
||||
|
||||
localIdToEntity[i] = entity;
|
||||
localIdToEntityNode[i] = entityNode;
|
||||
}
|
||||
|
||||
// Second pass: Deserialize components and setup hierarchy
|
||||
for (int i = 0; i < sceneData.Entities.Count; i++)
|
||||
{
|
||||
var entityDataItem = sceneData.Entities[i];
|
||||
var entity = localIdToEntity[i];
|
||||
var entityNode = localIdToEntityNode[i];
|
||||
|
||||
// Deserialize each component
|
||||
foreach (var (typeName, componentData) in entityDataItem.Components)
|
||||
{
|
||||
DeserializeComponent(entity, componentData, localIdToEntity);
|
||||
}
|
||||
|
||||
// Setup hierarchy in scene graph
|
||||
if (entityDataItem.ParentLocalId >= 0 && localIdToEntityNode.TryGetValue(entityDataItem.ParentLocalId, out var parentNode))
|
||||
{
|
||||
parentNode.AddChild(entityNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
sceneNode.AddRootEntity(entityNode);
|
||||
}
|
||||
}
|
||||
|
||||
sceneNode.IsDirty = false;
|
||||
return sceneNode;
|
||||
}
|
||||
|
||||
private EntityData SerializeEntity(EntityNode entityNode, Dictionary<Entity, int> entityToLocalId, short sceneId)
|
||||
{
|
||||
var entityData = new EntityData
|
||||
{
|
||||
Name = entityNode.Name,
|
||||
ParentLocalId = entityNode.Parent != null && entityToLocalId.TryGetValue(entityNode.Parent.Entity, out var parentId)
|
||||
? parentId
|
||||
: -1
|
||||
};
|
||||
|
||||
// Get entity location
|
||||
var location = _world.EntityManager.GetEntityLocation(entityNode.Entity);
|
||||
if (!location.IsSuccess)
|
||||
{
|
||||
return entityData;
|
||||
}
|
||||
|
||||
ref var archetype = ref _world.ComponentManager.GetArchetypeReference(location.Value.archetypeID);
|
||||
|
||||
// Iterate through all components in the archetype
|
||||
for (int i = 0; i < archetype._layouts.Count; i++)
|
||||
{
|
||||
var layout = archetype._layouts[i];
|
||||
if (layout.enableBitsOffset == -1) continue; // Skip invalid layouts
|
||||
|
||||
var componentTypeId = layout.componentID;
|
||||
|
||||
// Skip SceneID component - it's implicit
|
||||
if (componentTypeId == ComponentTypeID<SceneID>.Value)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get component type
|
||||
if (!ComponentRegistry.s_runtimeIDToType.TryGetValue(componentTypeId, out var componentType))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Serialize the component
|
||||
var componentData = SerializeComponent(
|
||||
entityNode.Entity,
|
||||
location.Value,
|
||||
componentType,
|
||||
componentTypeId,
|
||||
entityToLocalId,
|
||||
sceneId
|
||||
);
|
||||
|
||||
if (componentData != null)
|
||||
{
|
||||
entityData.Components[componentType.FullName ?? componentType.Name] = componentData;
|
||||
}
|
||||
}
|
||||
|
||||
return entityData;
|
||||
}
|
||||
|
||||
private unsafe ComponentData? SerializeComponent(
|
||||
Entity entity,
|
||||
EntityLocation location,
|
||||
Type componentType,
|
||||
int componentTypeId,
|
||||
Dictionary<Entity, int> entityToLocalId,
|
||||
short sceneId)
|
||||
{
|
||||
// Get component data pointer
|
||||
var pComponent = _world.EntityManager.GetComponent(entity, componentTypeId);
|
||||
if (pComponent == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var componentData = new ComponentData
|
||||
{
|
||||
TypeName = componentType.FullName ?? componentType.Name
|
||||
};
|
||||
|
||||
// Serialize each field
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
var fieldValue = field.GetValue(Marshal.PtrToStructure((IntPtr)pComponent, componentType));
|
||||
|
||||
// Check if this field is an Entity reference
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
var entityRef = (Entity)fieldValue!;
|
||||
|
||||
if (entityRef.IsValid)
|
||||
{
|
||||
// Validate: Entity must be in the same scene
|
||||
if (_world.EntityManager.HasComponent<SceneID>(entityRef))
|
||||
{
|
||||
var refSceneId = _world.EntityManager.GetComponent<SceneID>(entityRef);
|
||||
if (refSceneId.id != sceneId)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Cross-scene reference detected! Entity {entity} references entity {entityRef} from different scene. This is not allowed.");
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to file-local ID
|
||||
if (entityToLocalId.TryGetValue(entityRef, out var localId))
|
||||
{
|
||||
componentData.Fields[field.Name] = localId;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Entity not found in the scene - this shouldn't happen after validation
|
||||
componentData.Fields[field.Name] = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
componentData.Fields[field.Name] = -1; // Invalid entity
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Store as-is for other types
|
||||
componentData.Fields[field.Name] = fieldValue;
|
||||
}
|
||||
}
|
||||
|
||||
return componentData;
|
||||
}
|
||||
|
||||
private unsafe void DeserializeComponent(Entity entity, ComponentData componentData, Dictionary<int, Entity> localIdToEntity)
|
||||
{
|
||||
// Get component type
|
||||
var componentType = Type.GetType(componentData.TypeName);
|
||||
if (componentType == null)
|
||||
{
|
||||
// Try to find in loaded assemblies
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
componentType = assembly.GetType(componentData.TypeName);
|
||||
if (componentType != null) break;
|
||||
}
|
||||
|
||||
if (componentType == null)
|
||||
{
|
||||
Console.WriteLine($"Warning: Component type {componentData.TypeName} not found. Skipping.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Get component ID
|
||||
var componentTypeId = ComponentRegistry.GetComponentID(componentType);
|
||||
if (componentTypeId.IsInvalid)
|
||||
{
|
||||
Console.WriteLine($"Warning: Component {componentData.TypeName} not registered. Skipping.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create instance
|
||||
var componentInstance = Activator.CreateInstance(componentType);
|
||||
if (componentInstance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Deserialize fields
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
if (!componentData.Fields.TryGetValue(field.Name, out var fieldValue))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Handle Entity references
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
if (fieldValue is JsonElement jsonElement && jsonElement.ValueKind == JsonValueKind.Number)
|
||||
{
|
||||
var localId = jsonElement.GetInt32();
|
||||
|
||||
if (localId >= 0 && localIdToEntity.TryGetValue(localId, out var targetEntity))
|
||||
{
|
||||
field.SetValue(componentInstance, targetEntity);
|
||||
}
|
||||
else
|
||||
{
|
||||
field.SetValue(componentInstance, Entity.Invalid);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Handle other types - may need type conversion from JsonElement
|
||||
if (fieldValue is JsonElement jsonElem)
|
||||
{
|
||||
var converted = JsonSerializer.Deserialize(jsonElem.GetRawText(), field.FieldType, s_jsonOptions);
|
||||
field.SetValue(componentInstance, converted);
|
||||
}
|
||||
else
|
||||
{
|
||||
field.SetValue(componentInstance, fieldValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add component to entity
|
||||
var componentPtr = Marshal.AllocHGlobal(Marshal.SizeOf(componentType));
|
||||
try
|
||||
{
|
||||
Marshal.StructureToPtr(componentInstance, componentPtr, false);
|
||||
_world.EntityManager.AddComponent(entity, componentTypeId, (void*)componentPtr);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Marshal.FreeHGlobal(componentPtr);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,13 @@
|
||||
namespace Ghost.Editor.Core.Resources;
|
||||
namespace Ghost.Editor.Core.Utilities;
|
||||
|
||||
internal static class FileExtensions
|
||||
{
|
||||
public const string META_FILE_EXTENSION = ".gmeta";
|
||||
|
||||
public const string PROJECT_FILE_EXTENSION = ".gproj";
|
||||
public const string TEMPLATE_FILE_EXTENSION = ".gtmpl";
|
||||
public const string SCENE_FILE_EXTENSION = ".gscene";
|
||||
public const string ASSET_FILE_EXTENSION = ".gasset";
|
||||
public const string SHADER_FILE_EXTENSION = ".gshdr";
|
||||
public const string MATERIAL_FILE_EXTENSION = ".gmat";
|
||||
}
|
||||
}
|
||||
@@ -1,178 +0,0 @@
|
||||
using Ghost.Entities;
|
||||
using Ghost.Engine.Components;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ghost.Editor.Core.Validation;
|
||||
|
||||
/// <summary>
|
||||
/// Validation result for scene integrity checks.
|
||||
/// </summary>
|
||||
public class ValidationResult
|
||||
{
|
||||
public bool IsValid => Errors.Count == 0;
|
||||
public List<string> Errors { get; } = [];
|
||||
public List<string> Warnings { get; } = [];
|
||||
|
||||
public void AddError(string error) => Errors.Add(error);
|
||||
public void AddWarning(string warning) => Warnings.Add(warning);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides validation for scenes, checking for cross-scene references and other integrity issues.
|
||||
/// </summary>
|
||||
public class SceneValidator
|
||||
{
|
||||
private readonly World _world;
|
||||
|
||||
public SceneValidator(World world)
|
||||
{
|
||||
_world = world;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that all entity references within a scene point to entities in the same scene.
|
||||
/// </summary>
|
||||
/// <param name="sceneId">The ID of the scene to validate.</param>
|
||||
/// <param name="entities">The list of entities in the scene.</param>
|
||||
/// <returns>A validation result with any errors or warnings found.</returns>
|
||||
public ValidationResult ValidateSceneReferences(short sceneId, IEnumerable<Entity> entities)
|
||||
{
|
||||
var result = new ValidationResult();
|
||||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
// Get entity location
|
||||
var location = _world.EntityManager.GetEntityLocation(entity);
|
||||
if (!location.IsSuccess)
|
||||
{
|
||||
result.AddError($"Entity {entity} not found in world.");
|
||||
continue;
|
||||
}
|
||||
|
||||
ref var archetype = ref _world.ComponentManager.GetArchetypeReference(location.Value.archetypeID);
|
||||
|
||||
// Check each component for entity references
|
||||
for (int i = 0; i < archetype._layouts.Count; i++)
|
||||
{
|
||||
var layout = archetype._layouts[i];
|
||||
if (layout.enableBitsOffset == -1) continue;
|
||||
|
||||
var componentTypeId = layout.componentID;
|
||||
|
||||
// Get component type
|
||||
if (!ComponentRegistry.s_runtimeIDToType.TryGetValue(componentTypeId.Value, out var componentType))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get component data
|
||||
var pComponent = _world.EntityManager.GetComponent(entity, componentTypeId);
|
||||
if (pComponent == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check fields for entity references
|
||||
ValidateComponentReferences(entity, componentType, pComponent, sceneId, result);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that a scene has no circular hierarchy references.
|
||||
/// </summary>
|
||||
/// <param name="entities">The list of entities in the scene.</param>
|
||||
/// <returns>A validation result with any errors or warnings found.</returns>
|
||||
public ValidationResult ValidateHierarchy(IEnumerable<Entity> entities)
|
||||
{
|
||||
var result = new ValidationResult();
|
||||
var entitySet = new HashSet<Entity>(entities);
|
||||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
if (!_world.EntityManager.HasComponent<Hierarchy>(entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var visited = new HashSet<Entity>();
|
||||
var current = entity;
|
||||
|
||||
// Traverse up the hierarchy
|
||||
while (current.IsValid)
|
||||
{
|
||||
if (visited.Contains(current))
|
||||
{
|
||||
result.AddError($"Circular hierarchy detected involving entity {entity}");
|
||||
break;
|
||||
}
|
||||
|
||||
visited.Add(current);
|
||||
|
||||
ref var hierarchy = ref _world.EntityManager.GetComponent<Hierarchy>(current);
|
||||
current = hierarchy.parent;
|
||||
|
||||
// Check that parent is in the same scene if it exists
|
||||
if (current.IsValid && !entitySet.Contains(current))
|
||||
{
|
||||
result.AddWarning($"Entity {entity} has parent {current} outside of the scene.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private unsafe void ValidateComponentReferences(
|
||||
Entity entity,
|
||||
Type componentType,
|
||||
void* pComponent,
|
||||
short sceneId,
|
||||
ValidationResult result)
|
||||
{
|
||||
var componentInstance = Marshal.PtrToStructure((IntPtr)pComponent, componentType);
|
||||
if (componentInstance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
var entityRef = (Entity)field.GetValue(componentInstance)!;
|
||||
|
||||
if (!entityRef.IsValid)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity exists
|
||||
if (!_world.EntityManager.Exists(entityRef))
|
||||
{
|
||||
result.AddError($"Entity {entity} in component {componentType.Name} references invalid entity {entityRef} in field {field.Name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity has a SceneID
|
||||
if (!_world.EntityManager.HasComponent<SceneID>(entityRef))
|
||||
{
|
||||
result.AddWarning($"Entity {entity} in component {componentType.Name} references entity {entityRef} without a SceneID in field {field.Name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity is in the same scene
|
||||
var refSceneId = _world.EntityManager.GetComponent<SceneID>(entityRef);
|
||||
if (refSceneId.id != sceneId)
|
||||
{
|
||||
result.AddError($"Cross-scene reference detected! Entity {entity} in scene {sceneId} references entity {entityRef} in scene {refSceneId.id} via component {componentType.Name}.{field.Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user