ECS refactor: new ComponentSet, serialization, generators

Major ECS API overhaul: added ComponentSet, refactored ComponentRegistry, and updated all entity/component creation methods. Introduced robust custom serialization infrastructure and per-component source generators for registration and (de)serialization. Updated editor, engine, and test code to use new APIs. Improved code quality, naming, and performance throughout. Removed obsolete code and updated dependencies.
This commit is contained in:
2025-12-20 20:41:40 +09:00
parent 3118021272
commit 00b4e82ded
60 changed files with 1216 additions and 814 deletions

View File

@@ -1,5 +1,5 @@
using Ghost.Engine.Components;
using Ghost.SparseEntities;
using Ghost.Entities;
namespace Ghost.Editor.Core.SceneGraph;
@@ -37,23 +37,23 @@ public class SceneGraphHelpers
{
// 1) If the child already has a parent, detach it first
var childHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
if (childHierarchy.ValueRO.parent != Entity.Invalid)
if (childHierarchy.parent != Entity.Invalid)
{
DetachFromParent(scene, childNode);
}
// 2) Link child to new parent
childHierarchy.ValueRW.parent = parentNode.Entity;
childHierarchy.parent = parentNode.Entity;
// 3) Insert child at the head of parent's child list
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
childHierarchy.ValueRW.nextSibling = parentHierarchy.ValueRO.firstChild;
parentHierarchy.ValueRW.firstChild = childNode.Entity;
childHierarchy.nextSibling = parentHierarchy.firstChild;
parentHierarchy.firstChild = childNode.Entity;
// 4) Write back
scene.World.EntityManager.SetComponent(parentNode.Entity, in parentHierarchy.ValueRO);
scene.World.EntityManager.SetComponent(childNode.Entity, in childHierarchy.ValueRO);
scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
// 5) Update children list in parent node
parentNode.AddChild(childNode);
@@ -67,7 +67,7 @@ public class SceneGraphHelpers
public static void DetachFromParent(WorldNode scene, EntityNode node)
{
var hierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
var parent = hierarchy.ValueRO.parent;
var parent = hierarchy.parent;
if (parent == Entity.Invalid)
{
return; // already root
@@ -76,35 +76,35 @@ public class SceneGraphHelpers
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parent);
// If entity is the first child, simply move head
if (parentHierarchy.ValueRO.firstChild == node.Entity)
if (parentHierarchy.firstChild == node.Entity)
{
parentHierarchy.ValueRW.firstChild = hierarchy.ValueRO.nextSibling;
parentHierarchy.firstChild = hierarchy.nextSibling;
}
else
{
// Otherwise, find the previous sibling in the linked list
var prevSibling = parentHierarchy.ValueRO.firstChild;
var prevSibling = parentHierarchy.firstChild;
while (prevSibling != Entity.Invalid)
{
var prevHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
if (prevHierarchy.ValueRW.nextSibling == node.Entity)
if (prevHierarchy.nextSibling == node.Entity)
{
prevHierarchy.ValueRW.nextSibling = hierarchy.ValueRO.nextSibling;
scene.World.EntityManager.SetComponent(prevSibling, in prevHierarchy.ValueRO);
prevHierarchy.nextSibling = hierarchy.nextSibling;
scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
break;
}
prevSibling = prevHierarchy.ValueRO.nextSibling;
prevSibling = prevHierarchy.nextSibling;
}
}
// Clear child's references
hierarchy.ValueRW.parent = Entity.Invalid;
hierarchy.ValueRW.nextSibling = Entity.Invalid;
hierarchy.parent = Entity.Invalid;
hierarchy.nextSibling = Entity.Invalid;
// Write back
scene.World.EntityManager.SetComponent(parent, in parentHierarchy.ValueRO);
scene.World.EntityManager.SetComponent(node.Entity, in hierarchy.ValueRO);
scene.World.EntityManager.SetComponent(parent, parentHierarchy);
scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
// Remove from parent's children list
scene.EntityNodeLookup[parent].RemoveChild(node);