Add scene graph draft
This commit is contained in:
@@ -1,88 +1,39 @@
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using Ghost.Entities;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.Engine.Core;
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/// <summary>
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/// Represents a lightweight handle to a loaded scene.
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/// Represents a runtime scene - a collection of entities with the same SceneID.
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/// </summary>
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/// <remarks>
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/// A Scene is a collection of entities tagged with a unique SceneID component.
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/// The Scene class provides a convenient handle to interact with all entities
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/// belonging to a particular scene within a World.
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/// </remarks>
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public sealed class Scene : IDisposable, IEquatable<Scene>
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public readonly struct Scene : IEquatable<Scene>
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{
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private static short s_nextSceneID = 0;
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private readonly World _world;
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private readonly short _id;
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private readonly string _name;
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private bool _isDisposed;
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/// <summary>
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/// Gets the world this scene belongs to.
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/// </summary>
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public World World => _world;
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/// <summary>
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/// Gets the unique identifier for this scene.
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/// Gets the unique identifier of this scene.
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/// </summary>
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public short ID => _id;
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/// <summary>
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/// Gets the name of this scene.
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/// Gets whether this scene is valid.
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/// </summary>
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public string Name => _name;
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public bool IsValid => _id >= 0;
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/// <summary>
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/// Creates a new scene handle.
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/// Gets an invalid scene instance.
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/// </summary>
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/// <param name="world">The world this scene belongs to.</param>
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/// <param name="name">The name of the scene.</param>
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internal Scene(World world, string name)
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{
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_world = world;
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_id = s_nextSceneID++;
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_name = name;
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}
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public static Scene Invalid => new(-1);
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/// <summary>
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/// Creates a new scene handle with a specific ID.
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/// </summary>
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/// <param name="world">The world this scene belongs to.</param>
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/// <param name="id">The scene ID.</param>
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/// <param name="name">The name of the scene.</param>
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internal Scene(World world, short id, string name)
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internal Scene(short id)
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{
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_world = world;
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_id = id;
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_name = name;
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// Update next ID if necessary
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if (id >= s_nextSceneID)
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{
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s_nextSceneID = (short)(id + 1);
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}
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}
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~Scene()
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public bool Equals(Scene other)
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{
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Dispose();
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}
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public bool Equals(Scene? other)
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{
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if (other is null)
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{
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return false;
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}
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if (ReferenceEquals(this, other))
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{
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return true;
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}
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return _world.Equals(other._world) && _id == other._id;
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return _id == other._id;
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}
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public override bool Equals(object? obj)
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@@ -92,36 +43,117 @@ public sealed class Scene : IDisposable, IEquatable<Scene>
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public override int GetHashCode()
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{
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return HashCode.Combine(_world, _id);
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return _id.GetHashCode();
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}
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public static bool operator ==(Scene left, Scene right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Scene left, Scene right)
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{
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return !left.Equals(right);
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}
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public override string ToString()
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{
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return $"Scene: {_name} (ID: {_id})";
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}
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public static bool operator ==(Scene? left, Scene? right)
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{
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if (left is null)
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{
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return right is null;
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}
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return left.Equals(right);
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}
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public static bool operator !=(Scene? left, Scene? right)
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{
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return !(left == right);
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}
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public void Dispose()
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{
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if (_isDisposed)
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{
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return;
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}
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_isDisposed = true;
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GC.SuppressFinalize(this);
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return $"Scene {{ ID: {_id} }}";
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}
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}
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/// <summary>
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/// Manages scenes within a world.
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/// </summary>
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/// <remarks>
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/// This is a minimal runtime representation. All metadata (like scene names)
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/// should be stored in editor-only classes (SceneNode).
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/// </remarks>
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public class SceneManager
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{
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private readonly World _world;
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private short _nextSceneID;
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internal SceneManager(World world)
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{
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_world = world;
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_nextSceneID = 0;
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}
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/// <summary>
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/// Creates a new scene in the world.
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/// </summary>
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/// <returns>The created scene.</returns>
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public Scene CreateScene()
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{
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var scene = new Scene(_nextSceneID++);
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return scene;
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}
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/// <summary>
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/// Destroys all entities belonging to the specified scene.
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/// </summary>
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/// <param name="scene">The scene to unload.</param>
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public void UnloadScene(Scene scene)
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{
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// Build query for entities with SceneID
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var builder = new QueryBuilder();
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builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
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var queryID = builder.Build(_world);
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ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
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using var scope = AllocationManager.CreateStackScope();
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var entitiesToDestroy = new UnsafeList<Entity>(128, scope.AllocationHandle);
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// Iterate through all matching entities
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foreach (var chunk in query.GetChunkIterator())
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{
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var entities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<Components.SceneID>();
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for (var i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == scene.ID)
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{
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entitiesToDestroy.Add(entities[i]);
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}
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}
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}
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_world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
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}
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/// <summary>
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/// Gets all entities belonging to the specified scene.
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/// </summary>
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/// <param name="scene">The scene to query.</param>
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/// <param name="entities">Span to store the entities.</param>
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/// <returns>The number of entities written to the span.</returns>
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public int GetSceneEntities(Scene scene, Span<Entity> entities)
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{
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// Build query for entities with SceneID
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var builder = new QueryBuilder();
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builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
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var queryID = builder.Build(_world);
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ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
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var index = 0;
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// Iterate through all matching entities
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foreach (var chunk in query.GetChunkIterator())
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{
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var chunkEntities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<Components.SceneID>();
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for (var i = 0; i < chunk.Count && index < entities.Length; i++)
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{
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if (sceneIDs[i].id == scene.ID)
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{
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entities[index++] = chunkEntities[i];
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}
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}
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}
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return index;
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}
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}
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