Files
GhostEngine/Ghost.Engine/Core/Scene.cs

150 lines
4.2 KiB
C#

using Ghost.Core;
using Ghost.Entities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Engine.Core;
/// <summary>
/// Represents a runtime scene - a collection of entities with the same SceneID.
/// </summary>
public readonly struct Scene : IEquatable<Scene>
{
private readonly short _id;
/// <summary>
/// Gets the unique identifier of this scene.
/// </summary>
public short ID => _id;
/// <summary>
/// Gets whether this scene is valid.
/// </summary>
public bool IsValid => _id >= 0;
/// <summary>
/// Gets an invalid scene instance.
/// </summary>
public static Scene Invalid => new(-1);
internal Scene(short id)
{
_id = id;
}
public bool Equals(Scene other)
{
return _id == other._id;
}
public override bool Equals(object? obj)
{
return obj is Scene other && Equals(other);
}
public override int GetHashCode()
{
return _id.GetHashCode();
}
public static bool operator ==(Scene left, Scene right)
{
return left.Equals(right);
}
public static bool operator !=(Scene left, Scene right)
{
return !left.Equals(right);
}
public override string ToString()
{
return $"Scene(ID: {_id})";
}
}
/// <summary>
/// Manages scenes within a world.
/// </summary>
/// <remarks>
/// This is a minimal runtime representation. All metadata (like scene names)
/// should be stored in editor-only classes (SceneNode).
/// </remarks>
public static class SceneManager
{
private static short s_nextSceneID;
/// <summary>
/// Creates a new scene in the world.
/// </summary>
/// <returns>The created scene.</returns>
public static Scene CreateScene()
{
var scene = new Scene(s_nextSceneID++);
return scene;
}
/// <summary>
/// Destroys all entities belonging to the specified scene.
/// </summary>
/// <param name="scene">The scene to unload.</param>
/// <param name="world">The world containing the entities.</param>
public static void UnloadScene(Scene scene, World world)
{
var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
using var scope = AllocationManager.CreateStackScope();
var entitiesToDestroy = new UnsafeList<Entity>(128, scope.AllocationHandle);
// Iterate through all matching entities
foreach (var chunk in query.GetChunkIterator())
{
var entities = chunk.GetEntities();
var sceneIDs = chunk.GetComponentData<Components.SceneID>();
for (var i = 0; i < chunk.Count; i++)
{
if (sceneIDs[i].id == scene.ID)
{
entitiesToDestroy.Add(entities[i]);
}
}
}
world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
}
/// <summary>
/// Gets all entities belonging to the specified scene.
/// </summary>
/// <param name="scene">The scene to query.</param>
/// <param name="world">The world containing the entities.</param>
/// <param name="entities">Span to store the entities.</param>
/// <returns>The number of entities written to the span.</returns>
public static int GetSceneEntities(Scene scene, World world, Span<Entity> entities)
{
var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
var index = 0;
// Iterate through all matching entities
foreach (var chunk in query.GetChunkIterator())
{
var chunkEntities = chunk.GetEntities();
var sceneIDs = chunk.GetComponentData<Components.SceneID>();
for (var i = 0; i < chunk.Count && index < entities.Length; i++)
{
if (sceneIDs[i].id == scene.ID)
{
entities[index++] = chunkEntities[i];
}
}
}
return index;
}
}