forked from Misaki/GhostEngine
feat: implement complete scene graph system with hierarchical editor support
- Add SceneNode and EntityNode classes for editor-only metadata storage - Implement SceneGraph view-model with O(1) entity lookup via internal caching - Create IdRemapTable for file-local to global entity ID remapping on load - Implement SceneSerializationContext for load/save operation tracking - Add JSON-serializable SceneAssetData, EntityData, and ComponentData models - Implement SceneSerializer for save/load with validation and reference remapping - Add comprehensive documentation: README.md, IMPLEMENTATION_GUIDE.md, SYSTEM_SUMMARY.md - Update Ghost.Editor.Core.csproj to reference Ghost.Entities assembly - Support parent-child relationships via Hierarchy component - Enforce no cross-scene entity references - Keep runtime minimal: only SceneID, Hierarchy, LocalToWorld components - All editor metadata (names, UI state) stored in editor-only SceneNode/EntityNode classes This implements the architecture from SceneGraph Plan.md with clean separation of concerns, minimal runtime footprint, and AOT compatibility.
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@@ -22,6 +22,7 @@
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<ItemGroup>
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<ProjectReference Include="..\Ghost.Data\Ghost.Data.csproj" />
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<ProjectReference Include="..\Ghost.Core\Ghost.Core.csproj" />
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<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
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<ProjectReference Include="..\Ghost.Engine\Ghost.Engine.csproj" />
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</ItemGroup>
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