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.
This commit is contained in:
2025-06-05 21:45:50 +09:00
parent 61bbb1bc68
commit bab3be2508
69 changed files with 2184 additions and 1582 deletions

View File

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using Ghost.Engine.Components;
using Ghost.Entities;
namespace Ghost.Editor.Infrastructures.SceneGraph;
internal class SceneGraphHelpers
{
/// <summary>
/// Creates a new <see cref="EntityNode"/> entity with default components.
/// </summary>
/// <param name="world">The world context where the entity will be created.</param>
/// <param name="entity">The entity to be wrapped in the <see cref="EntityNode"/>.</param>
public static EntityNode CreateEntityNode(World world, Entity entity, string name)
{
world.EntityManager.AddComponent(entity, LocalToWorld.Identity);
world.EntityManager.AddComponent(entity, Hierarchy.Root);
return new EntityNode(entity, name);
}
/// <summary>
/// Creates a new <see cref="Entity"/> and <see cref="EntityNode"/> entity with default components.
/// </summary>
/// <param name="world">The world context where the entity will be created.</param>
public static EntityNode CreateEntityNode(World world, string name)
{
var entity = world.EntityManager.CreateEntity();
return CreateEntityNode(world, entity, name);
}
/// <summary>
/// Attaches childEntity to parentEntity in the scene graph.
/// </summary>
/// <param name="world">The world context where the entities exist.</param>
/// <param name="parentNode">The parent entity to which the child will be attached.</param>
/// <param name="childNode">The child entity to be attached.</param>
public static void AttachChild(SceneNode scene, EntityNode parentNode, EntityNode childNode)
{
// 1) If the child already has a parent, detach it first
var childHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
if (childHierarchy.ValueRO.parent != Entity.Invalid)
{
DetachFromParent(scene, childNode);
}
// 2) Link child to new parent
childHierarchy.ValueRW.parent = parentNode.Entity;
// 3) Insert child at the head of parent's child list
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
childHierarchy.ValueRW.nextSibling = parentHierarchy.ValueRO.firstChild;
parentHierarchy.ValueRW.firstChild = childNode.Entity;
// 4) Write back
scene.World.EntityManager.SetComponent(parentNode.Entity, in parentHierarchy.ValueRO);
scene.World.EntityManager.SetComponent(childNode.Entity, in childHierarchy.ValueRO);
// 5) Update children list in parent node
parentNode.Children.Add(childNode);
}
/// <summary>
/// Detaches the specified entity from its parent in the scene graph.
/// </summary>
/// <param name="world">The world context where the entities exist.</param>
/// <param name="node">The entity to detach from its parent.</param>
public static void DetachFromParent(SceneNode scene, EntityNode node)
{
var hierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
var parent = hierarchy.ValueRO.parent;
if (parent == Entity.Invalid)
{
return; // already root
}
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parent);
// If entity is the first child, simply move head
if (parentHierarchy.ValueRO.firstChild == node.Entity)
{
parentHierarchy.ValueRW.firstChild = hierarchy.ValueRO.nextSibling;
}
else
{
// Otherwise, find the previous sibling in the linked list
var prevSibling = parentHierarchy.ValueRO.firstChild;
while (prevSibling != Entity.Invalid)
{
var prevHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
if (prevHierarchy.ValueRW.nextSibling == node.Entity)
{
prevHierarchy.ValueRW.nextSibling = hierarchy.ValueRO.nextSibling;
scene.World.EntityManager.SetComponent(prevSibling, in prevHierarchy.ValueRO);
break;
}
prevSibling = prevHierarchy.ValueRO.nextSibling;
}
}
// Clear child's references
hierarchy.ValueRW.parent = Entity.Invalid;
hierarchy.ValueRW.nextSibling = Entity.Invalid;
// Write back
scene.World.EntityManager.SetComponent(parent, in parentHierarchy.ValueRO);
scene.World.EntityManager.SetComponent(node.Entity, in hierarchy.ValueRO);
// Remove from parent's children list
scene.EntityNodeLookup[parent].Children.Remove(node);
}
}