forked from Misaki/GhostEngine
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
113 lines
4.5 KiB
C#
113 lines
4.5 KiB
C#
using Ghost.Engine.Components;
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using Ghost.Entities;
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namespace Ghost.Editor.Core.SceneGraph;
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public 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(SceneNode owner, Entity entity, string name)
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{
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owner.Scene.World.EntityManager.AddComponent(entity, new LocalToWorld { matrix = Misaki.HighPerformance.Mathematics.float4x4.identity });
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owner.Scene.World.EntityManager.AddComponent(entity, Hierarchy.Root);
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return new EntityNode(owner, 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="owner">The world context where the entity will be created.</param>
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public static EntityNode CreateEntityNode(SceneNode owner, string name)
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{
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var entity = owner.Scene.World.EntityManager.CreateEntity();
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return CreateEntityNode(owner, 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.Scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
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if (childHierarchy.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.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.Scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
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childHierarchy.nextSibling = parentHierarchy.firstChild;
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parentHierarchy.firstChild = childNode.Entity;
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// 4) Write back
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scene.Scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
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scene.Scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
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// 5) Update children list in parent node
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parentNode.AddChild(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.Scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
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var parent = hierarchy.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.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.firstChild == node.Entity)
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{
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parentHierarchy.firstChild = hierarchy.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.firstChild;
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while (prevSibling != Entity.Invalid)
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{
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var prevHierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
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if (prevHierarchy.nextSibling == node.Entity)
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{
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prevHierarchy.nextSibling = hierarchy.nextSibling;
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scene.Scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
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break;
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}
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prevSibling = prevHierarchy.nextSibling;
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}
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}
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// Clear child's references
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hierarchy.parent = Entity.Invalid;
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hierarchy.nextSibling = Entity.Invalid;
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// Write back
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scene.Scene.World.EntityManager.SetComponent(parent, parentHierarchy);
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scene.Scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
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// Remove from parent's children list
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scene.EntityNodeLookup[parent].RemoveChild(node);
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}
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}
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