forked from Misaki/GhostEngine
Refactor project structure and improve performance
Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
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112
Ghost.Editor/Infrastructures/SceneGraph/SceneGraphHelpers.cs
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112
Ghost.Editor/Infrastructures/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.Infrastructures.SceneGraph;
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internal 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(SceneNode 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.Children.Add(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(SceneNode 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].Children.Remove(node);
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}
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}
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