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); } }