using Ghost.Engine.Components;
using Ghost.Entities;
namespace Ghost.Editor.Core.SceneGraph;
public class SceneGraphHelpers
{
///
/// Creates a new entity with default components.
///
/// The world context where the entity will be created.
/// The entity to be wrapped in the .
public static EntityNode CreateEntityNode(WorldNode owner, Entity entity, string name)
{
owner.World.EntityManager.AddComponent(entity, new LocalToWorld { matrix = Misaki.HighPerformance.Mathematics.float4x4.identity });
owner.World.EntityManager.AddComponent(entity, Hierarchy.Root);
return new EntityNode(owner, entity, name);
}
///
/// Creates a new and entity with default components.
///
/// The world context where the entity will be created.
public static EntityNode CreateEntityNode(WorldNode owner, string name)
{
var entity = owner.World.EntityManager.CreateEntity();
return CreateEntityNode(owner, entity, name);
}
///
/// Attaches childEntity to parentEntity in the scene graph.
///
/// The world context where the entities exist.
/// The parent entity to which the child will be attached.
/// The child entity to be attached.
public static void AttachChild(WorldNode scene, EntityNode parentNode, EntityNode childNode)
{
// 1) If the child already has a parent, detach it first
var childHierarchy = scene.World.EntityManager.GetComponent(childNode.Entity);
if (childHierarchy.parent != Entity.Invalid)
{
DetachFromParent(scene, childNode);
}
// 2) Link child to new parent
childHierarchy.parent = parentNode.Entity;
// 3) Insert child at the head of parent's child list
var parentHierarchy = scene.World.EntityManager.GetComponent(parentNode.Entity);
childHierarchy.nextSibling = parentHierarchy.firstChild;
parentHierarchy.firstChild = childNode.Entity;
// 4) Write back
scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
// 5) Update children list in parent node
parentNode.AddChild(childNode);
}
///
/// Detaches the specified entity from its parent in the scene graph.
///
/// The world context where the entities exist.
/// The entity to detach from its parent.
public static void DetachFromParent(WorldNode scene, EntityNode node)
{
var hierarchy = scene.World.EntityManager.GetComponent(node.Entity);
var parent = hierarchy.parent;
if (parent == Entity.Invalid)
{
return; // already root
}
var parentHierarchy = scene.World.EntityManager.GetComponent(parent);
// If entity is the first child, simply move head
if (parentHierarchy.firstChild == node.Entity)
{
parentHierarchy.firstChild = hierarchy.nextSibling;
}
else
{
// Otherwise, find the previous sibling in the linked list
var prevSibling = parentHierarchy.firstChild;
while (prevSibling != Entity.Invalid)
{
var prevHierarchy = scene.World.EntityManager.GetComponent(prevSibling);
if (prevHierarchy.nextSibling == node.Entity)
{
prevHierarchy.nextSibling = hierarchy.nextSibling;
scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
break;
}
prevSibling = prevHierarchy.nextSibling;
}
}
// Clear child's references
hierarchy.parent = Entity.Invalid;
hierarchy.nextSibling = Entity.Invalid;
// Write back
scene.World.EntityManager.SetComponent(parent, parentHierarchy);
scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
// Remove from parent's children list
scene.EntityNodeLookup[parent].RemoveChild(node);
}
}