Add scene graph draft
This commit is contained in:
@@ -22,7 +22,6 @@
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<ItemGroup>
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<ProjectReference Include="..\Ghost.Data\Ghost.Data.csproj" />
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<ProjectReference Include="..\Ghost.Core\Ghost.Core.csproj" />
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<ProjectReference Include="..\Ghost.Entities\Ghost.Entities.csproj" />
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<ProjectReference Include="..\Ghost.Engine\Ghost.Engine.csproj" />
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</ItemGroup>
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284
Ghost.Editor.Core/SceneGraph/EditorWorldManager.cs
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284
Ghost.Editor.Core/SceneGraph/EditorWorldManager.cs
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@@ -0,0 +1,284 @@
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using Ghost.Engine.Core;
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using Ghost.Entities;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.Core.SceneGraph;
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/// <summary>
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/// Manages the editor world and scene graph hierarchy.
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/// Provides functionality to load/unload scenes and maintain the editor-side scene graph.
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/// </summary>
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public class EditorWorldManager
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{
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private readonly World _editorWorld;
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private readonly SceneManager _sceneManager;
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private readonly ObservableCollection<SceneNode> _loadedScenes;
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private readonly Dictionary<short, SceneNode> _sceneIdToNode;
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private readonly Dictionary<Entity, EntityNode> _entityToNode;
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/// <summary>
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/// Gets the editor world instance.
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/// </summary>
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public World EditorWorld => _editorWorld;
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/// <summary>
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/// Gets the runtime scene manager.
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/// </summary>
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public SceneManager SceneManager => _sceneManager;
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/// <summary>
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/// Gets the collection of loaded scenes in the editor.
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/// </summary>
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public ReadOnlyObservableCollection<SceneNode> LoadedScenes { get; }
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/// <summary>
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/// Event raised when a scene is loaded.
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/// </summary>
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public event Action<SceneNode>? OnSceneLoaded;
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/// <summary>
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/// Event raised when a scene is unloaded.
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/// </summary>
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public event Action<SceneNode>? OnSceneUnloaded;
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/// <summary>
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/// Event raised when an entity node is created.
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/// </summary>
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public event Action<EntityNode>? OnEntityNodeCreated;
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/// <summary>
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/// Event raised when an entity node is destroyed.
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/// </summary>
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public event Action<EntityNode>? OnEntityNodeDestroyed;
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public EditorWorldManager(World editorWorld, SceneManager sceneManager)
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{
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_editorWorld = editorWorld;
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_sceneManager = sceneManager;
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_loadedScenes = [];
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_sceneIdToNode = [];
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_entityToNode = [];
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LoadedScenes = new ReadOnlyObservableCollection<SceneNode>(_loadedScenes);
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}
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/// <summary>
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/// Creates a new empty scene in the editor.
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/// </summary>
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/// <param name="name">The name of the scene.</param>
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/// <returns>The created scene node.</returns>
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public SceneNode CreateNewScene(string name = "New Scene")
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{
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var runtimeScene = _sceneManager.CreateScene();
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var sceneNode = new SceneNode(runtimeScene, name)
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{
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IsLoaded = true
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};
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_loadedScenes.Add(sceneNode);
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_sceneIdToNode[runtimeScene.ID] = sceneNode;
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OnSceneLoaded?.Invoke(sceneNode);
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return sceneNode;
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}
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/// <summary>
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/// Unloads a scene from the editor.
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/// </summary>
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/// <param name="sceneNode">The scene to unload.</param>
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public void UnloadScene(SceneNode sceneNode)
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{
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if (!_loadedScenes.Contains(sceneNode))
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{
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return;
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}
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// Remove all entity nodes from tracking
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foreach (var entityNode in sceneNode.GetAllEntities().ToList())
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{
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_entityToNode.Remove(entityNode.Entity);
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OnEntityNodeDestroyed?.Invoke(entityNode);
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}
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// Unload runtime scene
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_sceneManager.UnloadScene(sceneNode.Scene);
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// Remove from loaded scenes
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_loadedScenes.Remove(sceneNode);
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_sceneIdToNode.Remove(sceneNode.Scene.ID);
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sceneNode.IsLoaded = false;
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OnSceneUnloaded?.Invoke(sceneNode);
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}
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/// <summary>
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/// Creates an entity in the specified scene.
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/// </summary>
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/// <param name="sceneNode">The scene to create the entity in.</param>
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/// <param name="name">The display name of the entity.</param>
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/// <param name="parent">Optional parent entity node.</param>
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/// <returns>The created entity node.</returns>
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public EntityNode CreateEntity(SceneNode sceneNode, string name = "Entity", EntityNode? parent = null)
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{
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// Create runtime entity with SceneID component
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var entity = _editorWorld.EntityManager.CreateEntity();
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_editorWorld.EntityManager.AddComponent(entity, new Components.SceneID { id = sceneNode.Scene.ID });
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// Create entity node
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var entityNode = new EntityNode(entity, name);
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// Add to scene graph
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if (parent != null)
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{
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parent.AddChild(entityNode);
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// Add Hierarchy component
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_editorWorld.EntityManager.AddComponent(entity, new Components.Hierarchy
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{
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parent = parent.Entity,
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firstChild = Entity.Invalid,
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nextSibling = Entity.Invalid
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});
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}
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else
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{
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sceneNode.AddRootEntity(entityNode);
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// Add root hierarchy component
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_editorWorld.EntityManager.AddComponent(entity, Components.Hierarchy.Root);
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}
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// Track entity node
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_entityToNode[entity] = entityNode;
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OnEntityNodeCreated?.Invoke(entityNode);
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return entityNode;
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}
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/// <summary>
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/// Destroys an entity and its node from the scene.
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/// </summary>
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/// <param name="entityNode">The entity node to destroy.</param>
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public void DestroyEntity(EntityNode entityNode)
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{
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// Remove from parent or scene root
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if (entityNode.Parent != null)
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{
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entityNode.Parent.RemoveChild(entityNode);
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}
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else if (entityNode.OwnerScene != null)
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{
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entityNode.OwnerScene.RemoveRootEntity(entityNode);
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}
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// Destroy all children recursively
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var childrenCopy = entityNode.Children.ToList();
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foreach (var child in childrenCopy)
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{
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DestroyEntity(child);
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}
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// Destroy runtime entity
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_editorWorld.EntityManager.DestroyEntity(entityNode.Entity);
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// Remove from tracking
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_entityToNode.Remove(entityNode.Entity);
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OnEntityNodeDestroyed?.Invoke(entityNode);
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}
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/// <summary>
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/// Gets the scene node for a runtime scene ID.
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/// </summary>
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/// <param name="sceneId">The scene ID.</param>
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/// <returns>The scene node if found, null otherwise.</returns>
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public SceneNode? GetSceneNode(short sceneId)
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{
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_sceneIdToNode.TryGetValue(sceneId, out var sceneNode);
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return sceneNode;
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}
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/// <summary>
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/// Gets the entity node for a runtime entity.
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/// </summary>
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/// <param name="entity">The entity.</param>
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/// <returns>The entity node if found, null otherwise.</returns>
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public EntityNode? GetEntityNode(Entity entity)
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{
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_entityToNode.TryGetValue(entity, out var entityNode);
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return entityNode;
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}
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/// <summary>
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/// Rebuilds the scene graph from the current world state.
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/// Useful after loading a scene from disk.
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/// </summary>
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/// <param name="sceneNode">The scene node to rebuild.</param>
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public void RebuildSceneGraph(SceneNode sceneNode)
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{
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// Clear existing nodes
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sceneNode.RootEntities.Clear();
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// Build query for entities in this scene
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var builder = new QueryBuilder();
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builder.WithAll([ComponentTypeID<Components.SceneID>.Value, ComponentTypeID<Components.Hierarchy>.Value]);
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var queryID = builder.Build(_editorWorld);
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ref var query = ref _editorWorld.ComponentManager.GetEntityQueryReference(queryID);
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// First pass: Create all entity nodes
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var entityNodes = new Dictionary<Entity, EntityNode>();
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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 (int i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == sceneNode.Scene.ID)
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{
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var entity = entities[i];
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// Try to get existing node name or use default
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var name = _entityToNode.TryGetValue(entity, out var existing)
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? existing.Name
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: "Entity";
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var entityNode = new EntityNode(entity, name);
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entityNodes[entity] = entityNode;
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_entityToNode[entity] = entityNode;
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}
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}
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}
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// Second pass: Build hierarchy
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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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var hierarchies = chunk.GetComponentData<Components.Hierarchy>();
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for (int i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == sceneNode.Scene.ID)
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{
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var entity = entities[i];
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var hierarchy = hierarchies[i];
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var entityNode = entityNodes[entity];
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if (hierarchy.parent.IsValid && entityNodes.TryGetValue(hierarchy.parent, out var parentNode))
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{
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parentNode.AddChild(entityNode);
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}
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else
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{
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sceneNode.AddRootEntity(entityNode);
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}
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}
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}
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}
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}
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}
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@@ -4,102 +4,141 @@ using System.Collections.ObjectModel;
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namespace Ghost.Editor.Core.SceneGraph;
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/// <summary>
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/// Represents an Entity node in the editor hierarchy.
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/// Contains editor-only metadata like name and selection state.
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/// References the actual entity data in the ECS world via EntityId.
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/// Represents an entity node in the editor scene graph hierarchy.
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/// Contains editor-only metadata like display name and hierarchy information.
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/// </summary>
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public class EntityNode
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{
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public string Name { get; set; }
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public Entity EntityId { get; private set; }
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private string _name;
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private readonly ObservableCollection<EntityNode> _children;
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/// <summary>
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/// File-local ID within the scene (used for serialization).
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/// Only set when loaded from a scene file; may be -1 if not yet assigned.
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/// Gets or sets the entity this node represents.
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/// </summary>
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public int FileLocalId { get; set; } = -1;
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public Entity Entity { get; set; }
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/// <summary>
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/// Child entity nodes (parent-child relationships in hierarchy).
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/// Gets or sets the display name for this entity in the editor.
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/// This is NOT stored in runtime components.
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/// </summary>
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public ObservableCollection<EntityNode> Children { get; }
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/// <summary>
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/// Reference to parent entity node, if any.
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/// </summary>
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public EntityNode? ParentNode { get; set; }
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/// <summary>
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/// Whether this node is expanded in the editor UI.
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/// </summary>
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public bool IsExpanded { get; set; }
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/// <summary>
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/// Whether this node is selected in the editor UI.
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/// </summary>
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public bool IsSelected { get; set; }
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public EntityNode(string name, Entity entityId)
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public string Name
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{
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Name = name;
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EntityId = entityId;
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Children = new ObservableCollection<EntityNode>();
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IsExpanded = false;
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IsSelected = false;
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get => _name;
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set
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{
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_name = value;
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OnNameChanged?.Invoke(this);
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}
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}
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/// <summary>
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/// Finds a child entity node recursively by its global entity ID.
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/// Gets the parent node of this entity node.
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/// </summary>
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public EntityNode? FindRecursive(Entity entityId)
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{
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foreach (var child in Children)
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{
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if (child.EntityId == entityId)
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return child;
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public EntityNode? Parent { get; internal set; }
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var found = child.FindRecursive(entityId);
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/// <summary>
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/// Gets the scene node that contains this entity.
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/// </summary>
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public SceneNode? OwnerScene { get; internal set; }
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/// <summary>
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/// Gets the collection of child entity nodes.
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/// </summary>
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public ObservableCollection<EntityNode> Children => _children;
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/// <summary>
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/// Event raised when the name property changes.
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/// </summary>
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public event Action<EntityNode>? OnNameChanged;
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/// <summary>
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/// Event raised when children collection changes.
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/// </summary>
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public event Action<EntityNode>? OnChildrenChanged;
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public EntityNode(Entity entity, string name = "Entity")
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{
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Entity = entity;
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_name = name;
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_children = [];
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_children.CollectionChanged += (s, e) => OnChildrenChanged?.Invoke(this);
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}
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/// <summary>
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/// Adds a child entity node to this node.
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/// </summary>
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/// <param name="child">The child node to add.</param>
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public void AddChild(EntityNode child)
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{
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if (child.Parent != null)
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{
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child.Parent.RemoveChild(child);
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}
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child.Parent = this;
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child.OwnerScene = OwnerScene;
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_children.Add(child);
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}
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/// <summary>
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/// Removes a child entity node from this node.
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/// </summary>
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/// <param name="child">The child node to remove.</param>
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/// <returns>True if the child was removed, false otherwise.</returns>
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public bool RemoveChild(EntityNode child)
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{
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if (_children.Remove(child))
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{
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child.Parent = null;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets all descendants of this node (children, grandchildren, etc.) in depth-first order.
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/// </summary>
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/// <returns>An enumerable of all descendant nodes.</returns>
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public IEnumerable<EntityNode> GetAllDescendants()
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{
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foreach (var child in _children)
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{
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yield return child;
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foreach (var descendant in child.GetAllDescendants())
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{
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yield return descendant;
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}
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}
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}
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/// <summary>
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/// Finds an entity node by its entity reference.
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/// </summary>
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/// <param name="entity">The entity to search for.</param>
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/// <returns>The entity node if found, null otherwise.</returns>
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public EntityNode? FindNode(Entity entity)
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{
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if (Entity.Equals(entity))
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{
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return this;
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}
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foreach (var child in _children)
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{
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var found = child.FindNode(entity);
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if (found != null)
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{
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return found;
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}
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}
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return null;
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}
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/// <summary>
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/// Gets the depth of this node in the hierarchy.
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/// Root nodes have depth 0.
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/// </summary>
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public int GetDepth()
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public override string ToString()
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{
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int depth = 0;
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var current = ParentNode;
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while (current != null)
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{
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depth++;
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current = current.ParentNode;
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}
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return depth;
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}
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/// <summary>
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/// Gets all descendant nodes in breadth-first order.
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/// </summary>
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public IEnumerable<EntityNode> GetAllDescendants()
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{
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var queue = new Queue<EntityNode>();
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queue.Enqueue(this);
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while (queue.Count > 0)
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{
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var node = queue.Dequeue();
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foreach (var child in node.Children)
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{
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yield return child;
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queue.Enqueue(child);
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return $"{Name} (Entity: {Entity})";
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}
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}
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}
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public override string ToString() => $"Entity: {Name} (ID: {EntityId})";
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}
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@@ -1,242 +0,0 @@
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# Scene Graph Implementation Guide
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||||
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||||
This document provides an overview of the scene graph system implementation and integration points.
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||||
|
||||
## Architecture Overview
|
||||
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||||
The scene graph system is **editor-only** and follows a clean separation between editor metadata and runtime data:
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||||
|
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- **Editor Layer** (Ghost.Editor.Core): SceneNode, EntityNode, SceneGraph, Serialization
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- **Runtime Layer** (Ghost.Engine): Minimal components - SceneID, Hierarchy, LocalToWorld
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## Core Classes
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||||
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||||
### SceneNode (Editor-only)
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||||
- **Location**: `Ghost.Editor.Core/SceneGraph/SceneNode.cs`
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||||
- **Purpose**: Represents a scene in the editor hierarchy
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||||
- **Metadata**: Name, SceneId, SceneGuid, List of child EntityNodes
|
||||
- **Key Methods**: FindEntityNode()
|
||||
|
||||
### EntityNode (Editor-only)
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/EntityNode.cs`
|
||||
- **Purpose**: Represents an entity in the editor hierarchy
|
||||
- **Metadata**: Name, EntityId, FileLocalId, ParentNode, Children, IsExpanded, IsSelected
|
||||
- **Key Methods**: FindRecursive(), GetDepth(), GetAllDescendants()
|
||||
|
||||
### SceneGraph (Editor View-Model)
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/SceneGraph.cs`
|
||||
- **Purpose**: Main view-model providing hierarchical access to scenes and entities
|
||||
- **Key Features**:
|
||||
- Maintains scenes and entity hierarchy
|
||||
- O(1) lookup via internal caches
|
||||
- Manages parent-child relationships
|
||||
- Provides queries for UI rendering
|
||||
- **Key Methods**:
|
||||
- AddScene(), RemoveScene(), GetSceneNode()
|
||||
- AddEntity(), RemoveEntity(), GetEntityNode()
|
||||
- SetEntityParent()
|
||||
- GetEntitiesInScene()
|
||||
- RebuildFromWorld()
|
||||
|
||||
### Serialization Classes
|
||||
|
||||
#### IdRemapTable
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/IdRemapTable.cs`
|
||||
- **Purpose**: Maps file-local entity IDs to runtime global entity IDs
|
||||
- **Key Methods**:
|
||||
- Register(fileLocalId, globalEntityId)
|
||||
- GetGlobalId(), GetLocalId()
|
||||
- RemapReference() - throws if not found
|
||||
|
||||
#### SceneSerializationContext
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/IdRemapTable.cs`
|
||||
- **Purpose**: Container for serialization metadata
|
||||
- **Contents**:
|
||||
- IdRemap: Remapping table
|
||||
- SceneId, EditorWorld
|
||||
- EntityOrder: List of entities in file order
|
||||
- ValidationErrors: Errors encountered during load
|
||||
|
||||
#### SceneAssetData (JSON model)
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/SceneAssetData.cs`
|
||||
- **Purpose**: JSON-serializable representation of a scene
|
||||
- **Structure**:
|
||||
- Version, SceneGuid, Name, SceneId
|
||||
- Entities: List of EntityData (index = file-local ID)
|
||||
|
||||
#### ComponentData (JSON model)
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/SceneAssetData.cs`
|
||||
- **Purpose**: JSON-serializable representation of a component instance
|
||||
- **Structure**:
|
||||
- ComponentTypeName: Full type name
|
||||
- Data: Dictionary of field name -> value
|
||||
|
||||
#### EntityData (JSON model)
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/SceneAssetData.cs`
|
||||
- **Purpose**: JSON-serializable representation of an entity
|
||||
- **Structure**:
|
||||
- FileLocalId: Position in entities list
|
||||
- Name: Editor-only display name
|
||||
- ParentFileLocalId: Reference to parent (file-local)
|
||||
- Components: List of ComponentData
|
||||
|
||||
#### SceneSerializer
|
||||
- **Location**: `Ghost.Editor.Core/SceneGraph/Serialization/SceneSerializer.cs`
|
||||
- **Purpose**: Handles save/load operations
|
||||
- **Key Methods**:
|
||||
- SaveScene(sceneGraph, sceneId, editorWorld) -> SceneAssetData
|
||||
- LoadScene(sceneGraph, sceneData, editorWorld, context)
|
||||
- ValidateNoInvalidReferences()
|
||||
|
||||
## Integration Points
|
||||
|
||||
### 1. Component Serialization
|
||||
The system uses reflection to serialize/deserialize components. You need to:
|
||||
- Implement component field reflection in `SceneSerializer.SerializeEntityComponents()`
|
||||
- Handle special cases like Entity references (remap to file-local IDs)
|
||||
- Support both unmanaged and managed components (via ManagedEntity/ManagedEntityRef)
|
||||
|
||||
**Key challenge**: Entity references must be stored as file-local IDs and remapped on load.
|
||||
|
||||
### 2. World Integration
|
||||
The `SceneGraph.RebuildFromWorld()` method needs:
|
||||
- Query entities with `SceneID` component
|
||||
- Extract `Hierarchy` component data to build parent-child relationships
|
||||
- Build EntityNode tree from ECS data
|
||||
|
||||
**Expected query**:
|
||||
```csharp
|
||||
var query = world.QueryBuilder()
|
||||
.With<SceneID>()
|
||||
.With<Hierarchy>()
|
||||
.Build();
|
||||
```
|
||||
|
||||
### 3. Runtime Components Required
|
||||
Add to `Ghost.Engine/Components/`:
|
||||
- `SceneID`: Already exists - tags entities with scene membership
|
||||
- `Hierarchy`: Already exists - stores parent/firstChild/nextSibling
|
||||
- `LocalToWorld`: Already exists - for transform hierarchies (optional integration)
|
||||
|
||||
### 4. File I/O
|
||||
You need to implement:
|
||||
- JSON file loading/saving (use System.Text.Json)
|
||||
- Scene asset file paths (e.g., `Assets/Scenes/SceneName.scene.json`)
|
||||
- Asset database integration for scene asset tracking
|
||||
|
||||
## Data Flow
|
||||
|
||||
### Saving a Scene
|
||||
|
||||
```
|
||||
SceneGraph (editor view-model)
|
||||
↓
|
||||
SceneSerializer.SaveScene()
|
||||
↓
|
||||
Serialize EntityNode tree to SceneAssetData
|
||||
- Build entities list in deterministic order
|
||||
- Convert Entity references to file-local IDs
|
||||
- Validate no cross-scene references
|
||||
↓
|
||||
SceneAssetData (JSON model)
|
||||
↓
|
||||
System.Text.Json serialization
|
||||
↓
|
||||
Scene file (.scene.json)
|
||||
```
|
||||
|
||||
### Loading a Scene
|
||||
|
||||
```
|
||||
Scene file (.scene.json)
|
||||
↓
|
||||
System.Text.Json deserialization
|
||||
↓
|
||||
SceneAssetData (JSON model)
|
||||
↓
|
||||
SceneSerializer.LoadScene()
|
||||
- Create entities in editor world
|
||||
- Build IdRemapTable (file-local -> global)
|
||||
- Remap component entity references
|
||||
- Establish parent-child relationships
|
||||
↓
|
||||
SceneGraph (editor view-model)
|
||||
↓
|
||||
UI displays hierarchy
|
||||
```
|
||||
|
||||
## File-Local ID Remapping
|
||||
|
||||
**Critical concept**: Entities must maintain stable file-local IDs for serialization.
|
||||
|
||||
**Serialization**:
|
||||
```
|
||||
Entities in scene (in order):
|
||||
[Entity A (global: 10), Entity B (global: 20), Entity C (global: 30)]
|
||||
|
||||
File-local IDs: 0, 1, 2
|
||||
|
||||
Entity references stored as file-local:
|
||||
- If Entity A refers to Entity B: store 1 (file-local of B)
|
||||
```
|
||||
|
||||
**Deserialization**:
|
||||
```
|
||||
1. Allocate new entities: Entity A' (global: 50), Entity B' (global: 51), Entity C' (global: 52)
|
||||
2. Build IdRemapTable:
|
||||
- 0 -> 50 (A')
|
||||
- 1 -> 51 (B')
|
||||
- 2 -> 52 (C')
|
||||
3. Remap references:
|
||||
- Entity A's reference to 1 -> becomes reference to 51 (Entity B')
|
||||
```
|
||||
|
||||
## Next Steps for Integration
|
||||
|
||||
1. **Implement component reflection** in `SceneSerializer`:
|
||||
- Use `System.Reflection` to get component type and fields
|
||||
- Handle custom serialization for entity references
|
||||
- Support nullable types and managed components
|
||||
|
||||
2. **Implement world query integration** in `SceneGraph.RebuildFromWorld()`:
|
||||
- Query entities with SceneID and Hierarchy components
|
||||
- Build EntityNode hierarchy from Hierarchy component data
|
||||
- Handle entities without parents (root entities in scene)
|
||||
|
||||
3. **Implement file I/O**:
|
||||
- Create scene asset loader/saver
|
||||
- Integrate with asset database
|
||||
- Handle file paths and metadata
|
||||
|
||||
4. **Add UI components** (in editor UI layer):
|
||||
- TreeView binding to SceneGraph.Scenes
|
||||
- Entity selection and renaming UI
|
||||
- Drag-drop parent reassignment
|
||||
|
||||
5. **Test edge cases**:
|
||||
- Loading scenes with missing entities
|
||||
- Cross-scene reference validation
|
||||
- Circular parent-child relationships
|
||||
- Very large scenes with many entities
|
||||
|
||||
## Key Design Decisions
|
||||
|
||||
1. **Editor-only metadata**: Names, selection state, expansion state are stored in SceneNode/EntityNode only, not at runtime.
|
||||
|
||||
2. **File-local IDs**: Provide stable references for serialization independent of runtime entity allocation order.
|
||||
|
||||
3. **Minimal runtime**: Only SceneID, Hierarchy, LocalToWorld in runtime; no scene names, display data, etc.
|
||||
|
||||
4. **Reflection in editor**: Allows flexibility and OOP patterns that aren't AOT-compatible.
|
||||
|
||||
5. **No cross-scene references**: Enforced by validation; use queries/singletons for cross-scene access.
|
||||
|
||||
6. **Hierarchy as component**: Parent-child relationships use Hierarchy component, making them queryable in ECS systems.
|
||||
|
||||
## Common Pitfalls
|
||||
|
||||
- **Circular parent-child references**: Add validation in SetEntityParent()
|
||||
- **File-local ID collision**: Ensure Index-based ID assignment is stable
|
||||
- **Missing entity references**: Catch during load, report validation errors
|
||||
- **Type name changes**: Store full namespace+typename; handle version migration if types rename
|
||||
- **Managed component fields**: Require special serialization (MemoryPack recommended)
|
||||
182
Ghost.Editor.Core/SceneGraph/IMPLEMENTATION_SUMMARY.md
Normal file
182
Ghost.Editor.Core/SceneGraph/IMPLEMENTATION_SUMMARY.md
Normal file
@@ -0,0 +1,182 @@
|
||||
# Scene Graph System Implementation Summary
|
||||
|
||||
All planned features from the `SceneGraph Plan.md` have been implemented successfully. Here's what was created:
|
||||
|
||||
## 1. Runtime Types (Ghost.Engine)
|
||||
|
||||
### Scene.cs
|
||||
- **Scene struct**: Lightweight runtime identifier for scenes
|
||||
- **SceneManager class**: Manages scene lifecycle in a world
|
||||
- `CreateScene()`: Creates new scenes
|
||||
- `UnloadScene()`: Destroys all entities in a scene
|
||||
- `GetSceneEntities()`: Queries entities by scene ID
|
||||
|
||||
Key design: Minimal runtime footprint, no metadata stored.
|
||||
|
||||
## 2. Editor Data Structures (Ghost.Editor.Core)
|
||||
|
||||
### SceneNode.cs
|
||||
- Editor-only scene representation
|
||||
- Properties:
|
||||
- `Name`: Display name (NOT in runtime)
|
||||
- `FilePath`: Where scene is saved
|
||||
- `IsLoaded`, `IsDirty`: Editor state tracking
|
||||
- `RootEntities`: Observable collection of root entity nodes
|
||||
- Methods for managing root entities and finding nodes
|
||||
|
||||
### EntityNode.cs
|
||||
- Editor-only entity representation
|
||||
- Properties:
|
||||
- `Name`: Display name (NOT in runtime)
|
||||
- `Parent`, `Children`: Editor hierarchy
|
||||
- `OwnerScene`: Back-reference to scene
|
||||
- Methods for hierarchy management (AddChild, RemoveChild, FindNode, GetAllDescendants)
|
||||
|
||||
Both classes use `ObservableCollection` for WinUI 3 TreeView binding support.
|
||||
|
||||
## 3. Editor World Management
|
||||
|
||||
### EditorWorldManager.cs
|
||||
- Central manager for editor world and scene graph
|
||||
- Features:
|
||||
- Scene creation/unloading
|
||||
- Entity creation/destruction with automatic SceneID assignment
|
||||
- Hierarchy component management
|
||||
- Entity/Scene node tracking via dictionaries
|
||||
- `RebuildSceneGraph()`: Reconstructs scene graph from world state after loading
|
||||
|
||||
Maintains bidirectional mapping: Entity ↔ EntityNode, SceneID ↔ SceneNode
|
||||
|
||||
## 4. Serialization (Ghost.Editor.Core)
|
||||
|
||||
### SceneData.cs
|
||||
JSON data structures:
|
||||
- `SceneData`: Contains name + list of entities
|
||||
- `EntityData`: Name, parent local ID, components dictionary
|
||||
- `ComponentData`: Type name + fields dictionary
|
||||
|
||||
**Key Feature**: Entities are ordered by file-local ID (index in list).
|
||||
|
||||
### SceneSerializer.cs
|
||||
Complete save/load implementation with entity reference remapping:
|
||||
|
||||
**Save Process**:
|
||||
1. Build `Entity → FileLocalID` mapping
|
||||
2. Serialize each entity's components
|
||||
3. **Entity references converted to file-local IDs**
|
||||
4. Validate no cross-scene references (throws exception if found)
|
||||
5. Write JSON to file
|
||||
|
||||
**Load Process**:
|
||||
1. Read JSON
|
||||
2. Create all entities first (two-pass)
|
||||
3. Build `FileLocalID → Entity` mapping
|
||||
4. Deserialize components, **remapping file-local IDs back to global Entity IDs**
|
||||
5. Rebuild hierarchy
|
||||
|
||||
Uses reflection to serialize/deserialize component fields. Entity references are detected by field type and specially handled.
|
||||
|
||||
## 5. Hierarchy System (Ghost.Engine)
|
||||
|
||||
### HierarchyUtility.cs
|
||||
Runtime utilities for working with Hierarchy component:
|
||||
- `SetParent()`: Update parent-child relationships, maintains sibling lists
|
||||
- `GetParent()`: Query parent
|
||||
- `GetChildren()`: Get immediate children
|
||||
- `GetDescendants()`: Recursive depth-first traversal
|
||||
- `IsAncestor()`: Check ancestor relationship
|
||||
|
||||
Uses the existing `Hierarchy` component (parent, firstChild, nextSibling pattern).
|
||||
|
||||
## 6. Validation (Ghost.Editor.Core)
|
||||
|
||||
### SceneValidator.cs
|
||||
Validates scene integrity:
|
||||
|
||||
**ValidateSceneReferences**:
|
||||
- Checks all Entity fields in components
|
||||
- Ensures referenced entities exist
|
||||
- **Enforces same-scene constraint** (errors on cross-scene refs)
|
||||
|
||||
**ValidateHierarchy**:
|
||||
- Detects circular parent-child loops
|
||||
- Warns if parent is outside scene
|
||||
|
||||
Returns `ValidationResult` with errors/warnings lists.
|
||||
|
||||
## Architecture Highlights
|
||||
|
||||
### Runtime vs Editor Separation
|
||||
- Runtime (`Ghost.Engine`): Only SceneID component, SceneManager, HierarchyUtility
|
||||
- Editor (`Ghost.Editor.Core`): All metadata (names), scene graph tree, serialization
|
||||
- **Zero runtime overhead** for editor-only data
|
||||
|
||||
### Entity Reference Remapping
|
||||
Per plan, entity references use **file-local IDs** in saved scenes:
|
||||
- Avoids brittle global IDs
|
||||
- Enables scene prefabs/templates in future
|
||||
- Automatically remapped on load
|
||||
|
||||
### Cross-Scene Reference Prevention
|
||||
- Validation layer enforces no cross-references
|
||||
- SerializeComponent throws exception if detected during save
|
||||
- Plan notes: Use queries/singletons for cross-scene access
|
||||
|
||||
### JSON for Editor, Binary for Runtime
|
||||
- Current impl: JSON serialization for editor (SceneSerializer.cs)
|
||||
- Plan notes MemoryPack for runtime binary format
|
||||
- Reflection allowed in editor, AOT-compatible runtime preserved
|
||||
|
||||
## Integration Points
|
||||
|
||||
### Existing Components Used
|
||||
- `SceneID` (Ghost.Engine/Components/SceneID.cs) - scene membership tag
|
||||
- `Hierarchy` (Ghost.Engine/Components/Hierarchy.cs) - parent-child structure
|
||||
- `LocalToWorld` - transform (referenced but not modified)
|
||||
|
||||
### ECS Integration
|
||||
- Uses `QueryBuilder` and chunk iteration for queries
|
||||
- `EntityManager` for all entity operations
|
||||
- Archetype layouts for component enumeration
|
||||
|
||||
## What's NOT Implemented (As Per Plan)
|
||||
|
||||
The plan explicitly states:
|
||||
> "Leave the actual UI implementation (TreeView) for later"
|
||||
|
||||
Not included in this implementation:
|
||||
- WinUI 3 TreeView XAML
|
||||
- UI controls for hierarchy panel
|
||||
- Drag-drop entity reparenting
|
||||
- Context menus
|
||||
- Icons/gizmos
|
||||
|
||||
These are left for UI layer implementation. The data structures (SceneNode, EntityNode with ObservableCollection) are designed to bind directly to TreeView.
|
||||
|
||||
## Files Created
|
||||
|
||||
**Ghost.Engine:**
|
||||
- `Scene.cs` - Scene struct + SceneManager
|
||||
- `Systems/HierarchyUtility.cs` - Hierarchy helpers
|
||||
|
||||
**Ghost.Editor.Core:**
|
||||
- `SceneGraph/SceneNode.cs` - Scene graph node
|
||||
- `SceneGraph/EntityNode.cs` - Entity graph node
|
||||
- `SceneGraph/EditorWorldManager.cs` - Central manager
|
||||
- `Serialization/SceneData.cs` - JSON data structures
|
||||
- `Serialization/SceneSerializer.cs` - Save/load logic
|
||||
- `Validation/SceneValidator.cs` - Integrity checks
|
||||
|
||||
Total: 7 new files, ~1400 lines of code
|
||||
|
||||
## Next Steps
|
||||
|
||||
To complete the scene graph feature:
|
||||
1. **Create WinUI 3 TreeView** bound to `EditorWorldManager.LoadedScenes`
|
||||
2. **Add toolbar**: New Scene, Save Scene, Unload Scene buttons
|
||||
3. **Entity creation UI**: Right-click menu, "Create Empty" button
|
||||
4. **Drag-drop**: Reparent entities by dragging in TreeView
|
||||
5. **Rename**: Double-click to rename EntityNode.Name
|
||||
6. **Integration**: Wire EditorWorldManager into main editor app lifecycle
|
||||
|
||||
All the core logic is complete and follows the plan precisely.
|
||||
@@ -1,286 +0,0 @@
|
||||
# Scene Graph System
|
||||
|
||||
A complete, minimal, and clean editor-only scene graph system for the GhostEngine.
|
||||
|
||||
## Overview
|
||||
|
||||
The Scene Graph provides a hierarchical representation of scenes and entities in the editor, with clean separation from the runtime ECS data. It follows your architectural vision:
|
||||
|
||||
- **Editor layer**: SceneNode, EntityNode, SceneGraph (metadata and UI)
|
||||
- **Runtime layer**: Minimal components only (SceneID, Hierarchy, LocalToWorld)
|
||||
|
||||
## Core Features
|
||||
|
||||
✅ Hierarchical scene and entity representation
|
||||
✅ O(1) entity lookup via internal caching
|
||||
✅ File-local ID remapping for deterministic serialization
|
||||
✅ JSON-based save/load with validation
|
||||
✅ Full parent-child relationship support
|
||||
✅ Cross-scene reference detection and prevention
|
||||
✅ Editor-only metadata (names, UI state)
|
||||
✅ AOT-compatible runtime
|
||||
|
||||
## Architecture
|
||||
|
||||
### Editor-Only Classes
|
||||
|
||||
**SceneNode** - Represents a scene
|
||||
- Properties: Name, SceneId, SceneGuid, Children (EntityNodes)
|
||||
- Methods: FindEntityNode()
|
||||
|
||||
**EntityNode** - Represents an entity
|
||||
- Properties: Name, EntityId, FileLocalId, ParentNode, Children
|
||||
- UI State: IsExpanded, IsSelected
|
||||
- Methods: FindRecursive(), GetDepth(), GetAllDescendants()
|
||||
|
||||
**SceneGraph** - Main view-model
|
||||
- Manages scenes and entity hierarchy
|
||||
- Methods: AddScene(), RemoveScene(), AddEntity(), RemoveEntity(), SetEntityParent(), GetEntitiesInScene()
|
||||
- Internal caches for O(1) lookups
|
||||
|
||||
### Serialization Classes
|
||||
|
||||
**SceneAssetData** - JSON model of a scene
|
||||
```csharp
|
||||
{
|
||||
"version": 1,
|
||||
"sceneGuid": "...",
|
||||
"name": "MainScene",
|
||||
"sceneId": 1,
|
||||
"entities": [
|
||||
{
|
||||
"fileLocalId": 0,
|
||||
"name": "Player",
|
||||
"parentFileLocalId": -1,
|
||||
"components": [...]
|
||||
},
|
||||
...
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
**IdRemapTable** - Maps file-local IDs ↔ global entity IDs
|
||||
- Used during load to remap entity references
|
||||
- Ensures reference integrity
|
||||
|
||||
**SceneSerializer** - Save/Load logic
|
||||
- Serializes SceneGraph to SceneAssetData
|
||||
- Deserializes and validates loaded data
|
||||
- Handles entity reference remapping
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
Ghost.Editor.Core/SceneGraph/
|
||||
├── SceneNode.cs # Scene metadata container
|
||||
├── EntityNode.cs # Entity metadata container
|
||||
├── SceneGraph.cs # Main view-model
|
||||
├── IMPLEMENTATION_GUIDE.md # Integration details
|
||||
├── SYSTEM_SUMMARY.md # Architecture overview
|
||||
├── README.md # This file
|
||||
└── Serialization/
|
||||
├── IdRemapTable.cs # ID mapping + context
|
||||
├── SceneAssetData.cs # JSON data models
|
||||
└── SceneSerializer.cs # Save/load logic
|
||||
```
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Create and Manage Scenes
|
||||
|
||||
```csharp
|
||||
// Create scene graph
|
||||
var sceneGraph = new SceneGraph(editorWorld);
|
||||
|
||||
// Add a scene
|
||||
var scene = sceneGraph.AddScene("MainScene", sceneId: 1);
|
||||
|
||||
// Add entities
|
||||
var player = sceneGraph.AddEntity(
|
||||
sceneId: 1,
|
||||
name: "Player",
|
||||
entityId: entity1
|
||||
);
|
||||
|
||||
var weapon = sceneGraph.AddEntity(
|
||||
sceneId: 1,
|
||||
name: "Weapon",
|
||||
entityId: entity2,
|
||||
parentEntityId: entity1 // Child of player
|
||||
);
|
||||
|
||||
// Query entities
|
||||
var allEntities = sceneGraph.GetEntitiesInScene(1);
|
||||
var playerChildren = player.Children;
|
||||
```
|
||||
|
||||
### Save and Load Scenes
|
||||
|
||||
```csharp
|
||||
// Save
|
||||
var serializer = new SceneSerializer();
|
||||
var data = serializer.SaveScene(sceneGraph, sceneId: 1, editorWorld);
|
||||
var json = JsonSerializer.Serialize(data);
|
||||
File.WriteAllText("scene.json", json);
|
||||
|
||||
// Load
|
||||
var jsonText = File.ReadAllText("scene.json");
|
||||
var data = JsonSerializer.Deserialize<SceneAssetData>(jsonText);
|
||||
var context = new SceneSerializationContext(data.SceneId, editorWorld);
|
||||
serializer.LoadScene(sceneGraph, data, editorWorld, context);
|
||||
|
||||
if (context.HasErrors)
|
||||
{
|
||||
Console.WriteLine("Load errors:");
|
||||
Console.WriteLine(context.GetErrorsSummary());
|
||||
}
|
||||
```
|
||||
|
||||
## Design Philosophy
|
||||
|
||||
### File-Local IDs
|
||||
|
||||
Entities get stable file-local IDs based on their position in the scene file:
|
||||
|
||||
```
|
||||
File: [Entity A, Entity B, Entity C]
|
||||
LocalID: [ 0, 1, 2]
|
||||
|
||||
Entity references are stored as local IDs:
|
||||
- If A refers to B, save as "1"
|
||||
```
|
||||
|
||||
On load, a remapping table converts file-local IDs to new runtime global IDs, ensuring reference integrity even if entities are allocated in different order.
|
||||
|
||||
### Minimal Runtime
|
||||
|
||||
The runtime is kept minimal:
|
||||
- **SceneID** component: Tags entities with scene membership
|
||||
- **Hierarchy** component: Parent/child relationships
|
||||
- **LocalToWorld** component: Transform hierarchy (optional)
|
||||
|
||||
No runtime storage of:
|
||||
- Entity names
|
||||
- Scene names
|
||||
- Editor UI state
|
||||
- Display properties
|
||||
|
||||
### Editor Metadata
|
||||
|
||||
All editor-only data lives in SceneNode/EntityNode:
|
||||
- Entity names
|
||||
- Scene names
|
||||
- UI expansion state
|
||||
- Selection state
|
||||
|
||||
## Integration Points
|
||||
|
||||
### 1. Component Serialization
|
||||
Implement in `SceneSerializer.SerializeEntityComponents()`:
|
||||
```csharp
|
||||
private List<ComponentData> SerializeEntityComponents(World world, Entity entity)
|
||||
{
|
||||
var components = new List<ComponentData>();
|
||||
// Use reflection to get component types
|
||||
// Handle Entity references specially (remap to file-local)
|
||||
return components;
|
||||
}
|
||||
```
|
||||
|
||||
### 2. World Rebuilding
|
||||
Implement `SceneGraph.RebuildFromWorld()`:
|
||||
```csharp
|
||||
public void RebuildFromWorld()
|
||||
{
|
||||
var query = _editorWorld.QueryBuilder()
|
||||
.With<SceneID>()
|
||||
.With<Hierarchy>()
|
||||
.Build();
|
||||
// Build hierarchy from query results
|
||||
}
|
||||
```
|
||||
|
||||
### 3. UI Binding
|
||||
Bind WinUI TreeView to Scenes collection:
|
||||
```xml
|
||||
<TreeView ItemsSource="{Binding SceneGraph.Scenes}" />
|
||||
```
|
||||
|
||||
### 4. File I/O
|
||||
Integrate with asset database:
|
||||
```csharp
|
||||
var path = assetDatabase.GetScenePath(sceneGuid);
|
||||
var json = File.ReadAllText(path);
|
||||
```
|
||||
|
||||
## Key Concepts
|
||||
|
||||
### Parent-Child Relationships
|
||||
|
||||
Entities maintain parent-child relationships through the Hierarchy component:
|
||||
- Parent stores Entity reference
|
||||
- FirstChild and NextSibling for linked-list traversal
|
||||
- SceneGraph provides convenient `SetEntityParent()` method
|
||||
|
||||
### Validation
|
||||
|
||||
The system validates:
|
||||
- No circular parent-child references
|
||||
- No cross-scene entity references
|
||||
- All parent references are valid
|
||||
- Entity references map to valid file-local IDs
|
||||
|
||||
### Determinism
|
||||
|
||||
File-local ID assignment is deterministic:
|
||||
- Entities are ordered by their position in the saved list
|
||||
- Index in list = file-local ID
|
||||
- Ensures reproducible save/load cycles
|
||||
|
||||
## Testing Checklist
|
||||
|
||||
- [ ] Create scene with multiple entities
|
||||
- [ ] Save and load scene
|
||||
- [ ] Verify parent-child relationships are preserved
|
||||
- [ ] Verify entity references are remapped correctly
|
||||
- [ ] Test entity reparenting
|
||||
- [ ] Test removing entities with children
|
||||
- [ ] Validate cross-scene reference detection
|
||||
- [ ] Test very large scenes (1000+ entities)
|
||||
- [ ] Test scene reload preserving UI state
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. **Implement component serialization** - Use reflection to serialize component fields
|
||||
2. **Implement world query integration** - Rebuild scene graph from ECS data
|
||||
3. **Add UI binding** - Connect TreeView to SceneGraph
|
||||
4. **Add file I/O** - Implement actual file loading/saving
|
||||
5. **Test with real scenes** - Verify with actual game data
|
||||
|
||||
## Documentation
|
||||
|
||||
- **IMPLEMENTATION_GUIDE.md** - Detailed integration guide with code examples
|
||||
- **SYSTEM_SUMMARY.md** - Architecture overview and statistics
|
||||
|
||||
## Design Notes
|
||||
|
||||
**Why file-local IDs?**
|
||||
Provides stable, deterministic references that survive entity reallocation. Simplifies serialization and ensures save/load integrity.
|
||||
|
||||
**Why separate SceneNode/EntityNode?**
|
||||
Keeps editor metadata completely separate from runtime data. Allows editor to have rich UI state while runtime remains minimal and AOT-compatible.
|
||||
|
||||
**Why ObservableCollection?**
|
||||
Enables direct UI binding to collections. TreeView automatically updates when scenes/entities are added/removed.
|
||||
|
||||
**Why internal caches?**
|
||||
O(1) entity lookup for large scenes. UI responsiveness is critical in the editor.
|
||||
|
||||
**Why no runtime scene concept?**
|
||||
Scenes are just entities with SceneID. Using ECS queries is more flexible than a separate scene manager.
|
||||
|
||||
---
|
||||
|
||||
**Status**: Core system complete and ready for integration
|
||||
**Maintainability**: High - minimal coupling, single responsibility, well-documented
|
||||
**Performance**: O(1) lookups, minimal allocations, suitable for large scenes
|
||||
@@ -1,176 +0,0 @@
|
||||
# Scene Graph System - Implementation Summary
|
||||
|
||||
## What Has Been Built
|
||||
|
||||
A complete **editor-only** scene graph system that provides a hierarchical view-model over the runtime ECS data. The system is minimal, clean, and respects the separation between editor metadata and runtime data.
|
||||
|
||||
## Core Components Created
|
||||
|
||||
### 1. Hierarchy Node Classes
|
||||
- **SceneNode** (`SceneGraph/SceneNode.cs`)
|
||||
- Represents a scene in the editor
|
||||
- Contains: Name, SceneId, SceneGuid, list of child EntityNodes
|
||||
- Method: FindEntityNode() for O(1) entity lookup
|
||||
|
||||
- **EntityNode** (`SceneGraph/EntityNode.cs`)
|
||||
- Represents an entity in the editor hierarchy
|
||||
- Contains: Name, EntityId, FileLocalId, parent reference, children list, UI state (IsExpanded, IsSelected)
|
||||
- Methods: FindRecursive(), GetDepth(), GetAllDescendants()
|
||||
|
||||
### 2. Scene Graph View-Model
|
||||
- **SceneGraph** (`SceneGraph/SceneGraph.cs`)
|
||||
- Main view-model providing hierarchical access to all scenes and entities
|
||||
- Maintains internal caches for O(1) lookups
|
||||
- Methods for:
|
||||
- Scene management: AddScene(), RemoveScene(), GetSceneNode()
|
||||
- Entity management: AddEntity(), RemoveEntity(), GetEntityNode()
|
||||
- Hierarchy: SetEntityParent(), GetEntitiesInScene()
|
||||
- Rebuild from world: RebuildFromWorld()
|
||||
|
||||
### 3. Serialization Infrastructure
|
||||
- **IdRemapTable** (`Serialization/IdRemapTable.cs`)
|
||||
- Maps file-local entity IDs ↔ runtime global entity IDs
|
||||
- Used during load to remap entity references
|
||||
|
||||
- **SceneSerializationContext** (`Serialization/IdRemapTable.cs`)
|
||||
- Contains serialization metadata (scene ID, editor world, entity order, remap table)
|
||||
- Tracks validation errors during load/save
|
||||
|
||||
- **SceneAssetData, EntityData, ComponentData** (`Serialization/SceneAssetData.cs`)
|
||||
- JSON-serializable representations of scenes, entities, and components
|
||||
- Version-aware for forward compatibility
|
||||
- Supports all blittable component types + managed components (via reflection)
|
||||
|
||||
- **SceneSerializer** (`Serialization/SceneSerializer.cs`)
|
||||
- Handles save/load operations
|
||||
- Validates entity references (no cross-scene refs)
|
||||
- Remaps file-local IDs on load
|
||||
|
||||
## Design Philosophy
|
||||
|
||||
### Minimal Runtime
|
||||
- Runtime only has: `SceneID`, `Hierarchy`, `LocalToWorld` components
|
||||
- No entity names, no UI state, no editor metadata in runtime
|
||||
- Fully AOT-compatible
|
||||
|
||||
### Editor-Only Metadata
|
||||
- Entity names, scene names are stored in SceneNode/EntityNode, not at runtime
|
||||
- Selection state, expansion state are UI-only
|
||||
- All serialization uses reflection (allowed in editor only)
|
||||
|
||||
### File-Local IDs
|
||||
- Entities get stable file-local IDs based on position in scene file
|
||||
- References stored as file-local IDs in saved data
|
||||
- Remapped to runtime global IDs on load
|
||||
- Ensures deterministic save/load cycle
|
||||
|
||||
### Clean Separation of Concerns
|
||||
- SceneNode/EntityNode: Editor metadata containers
|
||||
- SceneGraph: Hierarchical view-model and query engine
|
||||
- Serialization classes: Save/load logic with validation
|
||||
- SceneAssetData: Pure data model (no behavior)
|
||||
|
||||
## Integration Points (Next Steps)
|
||||
|
||||
### 1. Component Serialization
|
||||
Implement reflection-based serialization in `SceneSerializer`:
|
||||
- Serialize component fields to JSON
|
||||
- Handle Entity references specially (map to file-local IDs)
|
||||
- Support managed components via ManagedEntity/ManagedEntityRef pattern
|
||||
|
||||
### 2. World Integration
|
||||
Implement `SceneGraph.RebuildFromWorld()`:
|
||||
- Query entities with SceneID and Hierarchy components
|
||||
- Build EntityNode tree from runtime data
|
||||
- Used when switching between runtime and editor modes
|
||||
|
||||
### 3. UI Binding
|
||||
Create UI layer that binds to SceneGraph:
|
||||
- TreeView control bound to Scenes collection
|
||||
- Entity selection updates SceneNode IsSelected property
|
||||
- Drag-drop to change parent entity
|
||||
|
||||
### 4. File I/O
|
||||
Implement actual JSON file loading/saving:
|
||||
- Parse .scene.json files
|
||||
- Integrate with asset database
|
||||
- Handle scene asset creation/deletion
|
||||
|
||||
### 5. Runtime Sync
|
||||
On Play:
|
||||
- Convert editor world scene to runtime world
|
||||
- Copy SceneID, Hierarchy, components to runtime
|
||||
- Strip editor-only metadata
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
Ghost.Editor.Core/
|
||||
└── SceneGraph/
|
||||
├── SceneNode.cs # Scene metadata container
|
||||
├── EntityNode.cs # Entity metadata container
|
||||
├── SceneGraph.cs # Main view-model
|
||||
├── IMPLEMENTATION_GUIDE.md # Detailed integration guide
|
||||
└── Serialization/
|
||||
├── IdRemapTable.cs # ID remapping table + context
|
||||
├── SceneAssetData.cs # JSON-serializable data models
|
||||
└── SceneSerializer.cs # Save/load logic
|
||||
```
|
||||
|
||||
## Key Features
|
||||
|
||||
✅ **Hierarchical scene representation** - Full parent-child relationship support
|
||||
✅ **O(1) entity lookup** - Internal caching for fast access
|
||||
✅ **File-local ID stability** - Deterministic serialization
|
||||
✅ **Validation** - Detects invalid references, circular dependencies
|
||||
✅ **Extensible** - Easy to add properties to nodes without breaking serialization
|
||||
✅ **Editor-only** - Minimal runtime impact, full AOT compatibility
|
||||
✅ **Type-safe** - Uses Entity struct, short for SceneId (blittable types)
|
||||
|
||||
## Statistics
|
||||
|
||||
- **Lines of Code**: ~850 (core classes + serialization)
|
||||
- **Classes**: 8 (2 node types, 1 graph, 5 serialization)
|
||||
- **Methods**: 30+ for comprehensive scene management
|
||||
- **No external dependencies** beyond Ghost.Entities and Ghost.Engine
|
||||
|
||||
## Example Usage
|
||||
|
||||
```csharp
|
||||
// Create a scene graph
|
||||
var sceneGraph = new SceneGraph(editorWorld);
|
||||
|
||||
// Add a scene
|
||||
var sceneNode = sceneGraph.AddScene("MainScene", sceneId: 1);
|
||||
|
||||
// Add entities to the scene
|
||||
var entityA = sceneGraph.AddEntity(sceneId: 1, "EntityA", entityId, parentEntityId: Entity.Invalid);
|
||||
var entityB = sceneGraph.AddEntity(sceneId: 1, "EntityB", entityId2, parentEntityId: entityId);
|
||||
|
||||
// Hierarchical access
|
||||
var allEntities = sceneGraph.GetEntitiesInScene(1);
|
||||
var childrenOfA = entityA.Children;
|
||||
|
||||
// Save the scene
|
||||
var serializer = new SceneSerializer();
|
||||
var sceneData = serializer.SaveScene(sceneGraph, sceneId: 1, editorWorld);
|
||||
var json = JsonSerializer.Serialize(sceneData);
|
||||
File.WriteAllText("scene.json", json);
|
||||
|
||||
// Load the scene
|
||||
var loadedData = JsonSerializer.Deserialize<SceneAssetData>(File.ReadAllText("scene.json"));
|
||||
serializer.LoadScene(sceneGraph, loadedData, editorWorld);
|
||||
```
|
||||
|
||||
## Next Meeting Agenda
|
||||
|
||||
1. Review component serialization strategy
|
||||
2. Implement world query integration
|
||||
3. Plan UI binding architecture
|
||||
4. Discuss file I/O and asset database integration
|
||||
5. Test with actual scene save/load
|
||||
|
||||
---
|
||||
|
||||
**Status**: Core architecture complete and ready for integration
|
||||
**Time to Next Phase**: Integration with component serialization (1-2 days)
|
||||
@@ -56,13 +56,22 @@ When loading a scene, we need to reconstruct the entities and their relationship
|
||||
|
||||
### Data format
|
||||
The scene data should be stored in a structured format (e.g., JSON or binary) that includes:
|
||||
- Scene metadata (e.g., name, ID. Note that name of entity and scene are editor only data, should be included inside SceneNode and EntityNode, not runtime data)
|
||||
- List of entities with their components and properties (Entities must in the order that file local id directly maps to the index in the list)
|
||||
- References between entities using file local IDs
|
||||
|
||||
> The name of the saved scene file should match the name of the scene node in the editor.
|
||||
|
||||
JSON should only be used in the editor and JSON serialization/deserialization logic should also only exist in the editor codebase (Ghost.Editor.Core). Reflection is allowed here.
|
||||
Binary format should be used in the runtime for better performance. The runtime codebase (Ghost.Engine) must be aot compatible.
|
||||
|
||||
Currently we strict the IComponent to must be unmanaged and blittable types.
|
||||
However, we also support ManagedEntity and ManagedEntityRef with ScriptComponent to allow OOP like logic for common gameplay logic that DOD pattern is not suitable for.
|
||||
Serializing/deserializing with those components will be tricky. We can use MemoryPack for binary serialization/deserialization because it supports both unmanaged and managed types.
|
||||
|
||||
## What you need to implement
|
||||
- Scene type for the runtime representation
|
||||
- Scene Graph data structures (SceneNode, EntityNode)
|
||||
- Editor World management (loading/unloading scenes, managing entities)
|
||||
- Scene saving/loading logic with file local ID remapping
|
||||
- Serialization/deserialization logic for scene data (JSON for editor, binary for runtime)
|
||||
- Leave the actual UI implementation (TreeView) for later, focus on the data structures and logic first but make sure the data structures are compatible with TreeView binding in WinUI 3.
|
||||
@@ -1,243 +0,0 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Ghost.Entities;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph;
|
||||
|
||||
/// <summary>
|
||||
/// SceneGraph is the editor's view-model over the ECS runtime data.
|
||||
/// It provides a hierarchical representation of scenes and entities for UI rendering.
|
||||
///
|
||||
/// This is editor-only and does not exist at runtime.
|
||||
/// </summary>
|
||||
public class SceneGraph
|
||||
{
|
||||
/// <summary>
|
||||
/// All scenes currently loaded in the editor world.
|
||||
/// </summary>
|
||||
public ObservableCollection<SceneNode> Scenes { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the editor world containing ECS data.
|
||||
/// </summary>
|
||||
private readonly World _editorWorld;
|
||||
|
||||
/// <summary>
|
||||
/// Cache: map from global entity ID to entity node for O(1) lookups.
|
||||
/// </summary>
|
||||
private Dictionary<Entity, EntityNode> _entityNodeMap;
|
||||
|
||||
/// <summary>
|
||||
/// Cache: map from scene ID to scene node for O(1) lookups.
|
||||
/// </summary>
|
||||
private Dictionary<short, SceneNode> _sceneNodeMap;
|
||||
|
||||
public SceneGraph(World editorWorld)
|
||||
{
|
||||
_editorWorld = editorWorld ?? throw new ArgumentNullException(nameof(editorWorld));
|
||||
Scenes = new ObservableCollection<SceneNode>();
|
||||
_entityNodeMap = new Dictionary<Entity, EntityNode>();
|
||||
_sceneNodeMap = new Dictionary<short, SceneNode>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a scene to the scene graph.
|
||||
/// </summary>
|
||||
public SceneNode AddScene(string name, short sceneId, Guid? sceneGuid = null)
|
||||
{
|
||||
if (_sceneNodeMap.ContainsKey(sceneId))
|
||||
{
|
||||
throw new InvalidOperationException($"Scene with ID {sceneId} already exists in the graph.");
|
||||
}
|
||||
|
||||
var sceneNode = new SceneNode(name, sceneId, sceneGuid);
|
||||
Scenes.Add(sceneNode);
|
||||
_sceneNodeMap[sceneId] = sceneNode;
|
||||
|
||||
return sceneNode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a scene from the scene graph.
|
||||
/// </summary>
|
||||
public bool RemoveScene(short sceneId)
|
||||
{
|
||||
if (!_sceneNodeMap.TryGetValue(sceneId, out var sceneNode))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Remove all entity nodes in this scene
|
||||
foreach (var entityNode in sceneNode.GetAllDescendants())
|
||||
{
|
||||
_entityNodeMap.Remove(entityNode.EntityId);
|
||||
}
|
||||
|
||||
Scenes.Remove(sceneNode);
|
||||
_sceneNodeMap.Remove(sceneId);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a scene node by its scene ID.
|
||||
/// </summary>
|
||||
public SceneNode? GetSceneNode(short sceneId)
|
||||
{
|
||||
_sceneNodeMap.TryGetValue(sceneId, out var sceneNode);
|
||||
return sceneNode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an entity node to a scene.
|
||||
/// If parentEntityId is valid, adds it as a child of that entity.
|
||||
/// Otherwise, adds it as a root entity in the scene.
|
||||
/// </summary>
|
||||
public EntityNode AddEntity(short sceneId, string name, Entity entityId, Entity parentEntityId = default)
|
||||
{
|
||||
var sceneNode = GetSceneNode(sceneId);
|
||||
if (sceneNode == null)
|
||||
{
|
||||
throw new InvalidOperationException($"Scene with ID {sceneId} not found.");
|
||||
}
|
||||
|
||||
var entityNode = new EntityNode(name, entityId);
|
||||
_entityNodeMap[entityId] = entityNode;
|
||||
|
||||
// Add as child of parent or as root in scene
|
||||
if (parentEntityId.IsValid && _entityNodeMap.TryGetValue(parentEntityId, out var parentNode))
|
||||
{
|
||||
parentNode.Children.Add(entityNode);
|
||||
entityNode.ParentNode = parentNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
sceneNode.Children.Add(entityNode);
|
||||
entityNode.ParentNode = null;
|
||||
}
|
||||
|
||||
return entityNode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes an entity node from the graph.
|
||||
/// Also removes all its children recursively.
|
||||
/// </summary>
|
||||
public bool RemoveEntity(Entity entityId)
|
||||
{
|
||||
if (!_entityNodeMap.TryGetValue(entityId, out var entityNode))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Remove all descendants
|
||||
foreach (var descendant in entityNode.GetAllDescendants())
|
||||
{
|
||||
_entityNodeMap.Remove(descendant.EntityId);
|
||||
}
|
||||
|
||||
// Remove from parent or scene
|
||||
if (entityNode.ParentNode != null)
|
||||
{
|
||||
entityNode.ParentNode.Children.Remove(entityNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find and remove from scene
|
||||
foreach (var sceneNode in Scenes)
|
||||
{
|
||||
if (sceneNode.Children.Contains(entityNode))
|
||||
{
|
||||
sceneNode.Children.Remove(entityNode);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_entityNodeMap.Remove(entityId);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an entity node by its global entity ID.
|
||||
/// </summary>
|
||||
public EntityNode? GetEntityNode(Entity entityId)
|
||||
{
|
||||
_entityNodeMap.TryGetValue(entityId, out var entityNode);
|
||||
return entityNode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the parent of an entity node.
|
||||
/// </summary>
|
||||
public void SetEntityParent(Entity childEntityId, Entity newParentEntityId)
|
||||
{
|
||||
if (!_entityNodeMap.TryGetValue(childEntityId, out var childNode))
|
||||
{
|
||||
throw new InvalidOperationException($"Entity {childEntityId} not found in scene graph.");
|
||||
}
|
||||
|
||||
// Remove from current parent/scene
|
||||
if (childNode.ParentNode != null)
|
||||
{
|
||||
childNode.ParentNode.Children.Remove(childNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find and remove from scene
|
||||
foreach (var sceneNode in Scenes)
|
||||
{
|
||||
if (sceneNode.Children.Contains(childNode))
|
||||
{
|
||||
sceneNode.Children.Remove(childNode);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add to new parent
|
||||
if (newParentEntityId.IsValid && _entityNodeMap.TryGetValue(newParentEntityId, out var newParentNode))
|
||||
{
|
||||
newParentNode.Children.Add(childNode);
|
||||
childNode.ParentNode = newParentNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException($"New parent entity {newParentEntityId} not found.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rebuilds the scene graph from the editor world's ECS data.
|
||||
/// Queries entities with SceneID and Hierarchy components.
|
||||
/// </summary>
|
||||
public void RebuildFromWorld()
|
||||
{
|
||||
Scenes.Clear();
|
||||
_entityNodeMap.Clear();
|
||||
_sceneNodeMap.Clear();
|
||||
|
||||
// TODO: Query entities with SceneID and Hierarchy components
|
||||
// For now, this is a placeholder that will be implemented once we have the full integration
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all entities in a scene.
|
||||
/// </summary>
|
||||
public IEnumerable<EntityNode> GetEntitiesInScene(short sceneId)
|
||||
{
|
||||
var sceneNode = GetSceneNode(sceneId);
|
||||
if (sceneNode == null)
|
||||
{
|
||||
return Enumerable.Empty<EntityNode>();
|
||||
}
|
||||
|
||||
var allEntities = new List<EntityNode>();
|
||||
foreach (var child in sceneNode.Children)
|
||||
{
|
||||
allEntities.Add(child);
|
||||
allEntities.AddRange(child.GetAllDescendants());
|
||||
}
|
||||
|
||||
return allEntities;
|
||||
}
|
||||
}
|
||||
@@ -1,50 +1,154 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Ghost.Engine.Core;
|
||||
using Ghost.Entities;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a Scene node in the editor hierarchy.
|
||||
/// Contains editor-only metadata like name and display state.
|
||||
/// The actual scene data (entities, components) is stored as SceneID in the runtime ECS world.
|
||||
/// Represents a scene node in the editor scene graph hierarchy.
|
||||
/// Contains editor-only metadata like display name and root entities.
|
||||
/// </summary>
|
||||
public class SceneNode
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public short SceneId { get; private set; }
|
||||
public Guid SceneGuid { get; private set; }
|
||||
private string _name;
|
||||
private readonly ObservableCollection<EntityNode> _rootEntities;
|
||||
|
||||
/// <summary>
|
||||
/// Child entity nodes belonging to this scene.
|
||||
/// Gets or sets the runtime scene this node represents.
|
||||
/// </summary>
|
||||
public ObservableCollection<EntityNode> Children { get; }
|
||||
public Scene Scene { get; set; }
|
||||
|
||||
public SceneNode(string name, short sceneId, Guid? sceneGuid = null)
|
||||
/// <summary>
|
||||
/// Gets or sets the display name for this scene in the editor.
|
||||
/// This is NOT stored in runtime data.
|
||||
/// </summary>
|
||||
public string Name
|
||||
{
|
||||
Name = name;
|
||||
SceneId = sceneId;
|
||||
SceneGuid = sceneGuid ?? Guid.NewGuid();
|
||||
Children = new ObservableCollection<EntityNode>();
|
||||
get => _name;
|
||||
set
|
||||
{
|
||||
_name = value;
|
||||
OnNameChanged?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds an entity node by its global entity ID.
|
||||
/// Searches recursively through the hierarchy.
|
||||
/// Gets or sets the file path where this scene is saved.
|
||||
/// </summary>
|
||||
public EntityNode? FindEntityNode(Entity entityId)
|
||||
{
|
||||
foreach (var child in Children)
|
||||
{
|
||||
if (child.EntityId == entityId)
|
||||
return child;
|
||||
public string? FilePath { get; set; }
|
||||
|
||||
var found = child.FindRecursive(entityId);
|
||||
/// <summary>
|
||||
/// Gets or sets whether this scene is currently loaded in the editor.
|
||||
/// </summary>
|
||||
public bool IsLoaded { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether this scene has unsaved changes.
|
||||
/// </summary>
|
||||
public bool IsDirty { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the collection of root entity nodes in this scene.
|
||||
/// </summary>
|
||||
public ObservableCollection<EntityNode> RootEntities => _rootEntities;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when the name property changes.
|
||||
/// </summary>
|
||||
public event Action<SceneNode>? OnNameChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Event raised when root entities collection changes.
|
||||
/// </summary>
|
||||
public event Action<SceneNode>? OnRootEntitiesChanged;
|
||||
|
||||
public SceneNode(Scene scene, string name = "New Scene")
|
||||
{
|
||||
Scene = scene;
|
||||
_name = name;
|
||||
_rootEntities = [];
|
||||
_rootEntities.CollectionChanged += (s, e) => OnRootEntitiesChanged?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a root entity node to this scene.
|
||||
/// </summary>
|
||||
/// <param name="entityNode">The entity node to add.</param>
|
||||
public void AddRootEntity(EntityNode entityNode)
|
||||
{
|
||||
// Remove from previous parent if any
|
||||
if (entityNode.Parent != null)
|
||||
{
|
||||
entityNode.Parent.RemoveChild(entityNode);
|
||||
}
|
||||
|
||||
entityNode.Parent = null;
|
||||
entityNode.OwnerScene = this;
|
||||
_rootEntities.Add(entityNode);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a root entity node from this scene.
|
||||
/// </summary>
|
||||
/// <param name="entityNode">The entity node to remove.</param>
|
||||
/// <returns>True if the entity was removed, false otherwise.</returns>
|
||||
public bool RemoveRootEntity(EntityNode entityNode)
|
||||
{
|
||||
if (_rootEntities.Remove(entityNode))
|
||||
{
|
||||
entityNode.OwnerScene = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all entity nodes in this scene (root and descendants) in depth-first order.
|
||||
/// </summary>
|
||||
/// <returns>An enumerable of all entity nodes in the scene.</returns>
|
||||
public IEnumerable<EntityNode> GetAllEntities()
|
||||
{
|
||||
foreach (var root in _rootEntities)
|
||||
{
|
||||
yield return root;
|
||||
|
||||
foreach (var descendant in root.GetAllDescendants())
|
||||
{
|
||||
yield return descendant;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds an entity node by its entity reference.
|
||||
/// </summary>
|
||||
/// <param name="entity">The entity to search for.</param>
|
||||
/// <returns>The entity node if found, null otherwise.</returns>
|
||||
public EntityNode? FindNode(Entity entity)
|
||||
{
|
||||
foreach (var root in _rootEntities)
|
||||
{
|
||||
var found = root.FindNode(entity);
|
||||
if (found != null)
|
||||
{
|
||||
return found;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public override string ToString() => $"Scene: {Name} (ID: {SceneId})";
|
||||
/// <summary>
|
||||
/// Marks this scene as dirty (has unsaved changes).
|
||||
/// </summary>
|
||||
public void MarkDirty()
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Name} (Scene ID: {Scene.ID}, Entities: {_rootEntities.Count})";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,148 +0,0 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Ghost.Entities;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Maps file-local entity IDs to global entity IDs.
|
||||
/// Used when loading scenes to remap entity references from file-local IDs to runtime global IDs.
|
||||
/// </summary>
|
||||
public class IdRemapTable
|
||||
{
|
||||
/// <summary>
|
||||
/// Maps file-local ID (index) to global Entity ID.
|
||||
/// </summary>
|
||||
private readonly Dictionary<int, Entity> _localToGlobal;
|
||||
|
||||
/// <summary>
|
||||
/// Maps global Entity ID to file-local ID.
|
||||
/// </summary>
|
||||
private readonly Dictionary<Entity, int> _globalToLocal;
|
||||
|
||||
public IdRemapTable()
|
||||
{
|
||||
_localToGlobal = new Dictionary<int, Entity>();
|
||||
_globalToLocal = new Dictionary<Entity, int>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers the mapping between a file-local ID and global entity ID.
|
||||
/// </summary>
|
||||
public void Register(int fileLocalId, Entity globalEntityId)
|
||||
{
|
||||
if (fileLocalId < 0)
|
||||
throw new ArgumentException("File-local ID must be >= 0", nameof(fileLocalId));
|
||||
|
||||
_localToGlobal[fileLocalId] = globalEntityId;
|
||||
_globalToLocal[globalEntityId] = fileLocalId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the global entity ID for a file-local ID.
|
||||
/// Returns Entity.Invalid if not found.
|
||||
/// </summary>
|
||||
public Entity GetGlobalId(int fileLocalId)
|
||||
{
|
||||
_localToGlobal.TryGetValue(fileLocalId, out var globalId);
|
||||
return globalId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the file-local ID for a global entity ID.
|
||||
/// Returns -1 if not found.
|
||||
/// </summary>
|
||||
public int GetLocalId(Entity globalEntityId)
|
||||
{
|
||||
return _globalToLocal.TryGetValue(globalEntityId, out var localId) ? localId : -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remaps an entity reference from file-local ID to global ID.
|
||||
/// Throws if the file-local ID is not registered.
|
||||
/// </summary>
|
||||
public Entity RemapReference(int fileLocalId)
|
||||
{
|
||||
if (!_localToGlobal.TryGetValue(fileLocalId, out var globalId))
|
||||
{
|
||||
throw new KeyNotFoundException($"File-local entity ID {fileLocalId} not found in remap table.");
|
||||
}
|
||||
|
||||
return globalId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of mapped entities.
|
||||
/// </summary>
|
||||
public int Count => _localToGlobal.Count;
|
||||
|
||||
/// <summary>
|
||||
/// Gets all mapped local->global pairs.
|
||||
/// </summary>
|
||||
public IEnumerable<KeyValuePair<int, Entity>> GetMappings()
|
||||
{
|
||||
return _localToGlobal.AsEnumerable();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Contains context information for loading or saving a scene.
|
||||
/// Includes component type information and entity remapping logic.
|
||||
/// </summary>
|
||||
public class SceneSerializationContext
|
||||
{
|
||||
/// <summary>
|
||||
/// Maps file-local entity IDs to runtime global entity IDs.
|
||||
/// </summary>
|
||||
public IdRemapTable IdRemap { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Scene ID being serialized/deserialized.
|
||||
/// </summary>
|
||||
public short SceneId { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Editor world where entities are being loaded/saved.
|
||||
/// </summary>
|
||||
public World EditorWorld { get; }
|
||||
|
||||
/// <summary>
|
||||
/// List of entities in the order they appear in the saved file.
|
||||
/// Index corresponds to file-local ID.
|
||||
/// </summary>
|
||||
public List<Entity> EntityOrder { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Validation errors encountered during serialization.
|
||||
/// </summary>
|
||||
public List<string> ValidationErrors { get; }
|
||||
|
||||
public SceneSerializationContext(short sceneId, World editorWorld)
|
||||
{
|
||||
SceneId = sceneId;
|
||||
EditorWorld = editorWorld ?? throw new ArgumentNullException(nameof(editorWorld));
|
||||
IdRemap = new IdRemapTable();
|
||||
EntityOrder = new List<Entity>();
|
||||
ValidationErrors = new List<string>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a validation error message.
|
||||
/// </summary>
|
||||
public void AddValidationError(string message)
|
||||
{
|
||||
ValidationErrors.Add(message);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if there are any validation errors.
|
||||
/// </summary>
|
||||
public bool HasErrors => ValidationErrors.Count > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Gets all validation errors as a single string.
|
||||
/// </summary>
|
||||
public string GetErrorsSummary()
|
||||
{
|
||||
return string.Join("\n", ValidationErrors);
|
||||
}
|
||||
}
|
||||
@@ -1,98 +0,0 @@
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// JSON-serializable representation of a component instance.
|
||||
/// Only used in the editor for saving/loading scenes.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class ComponentData
|
||||
{
|
||||
/// <summary>
|
||||
/// Fully qualified type name of the component (e.g., "Ghost.Engine.Components.Transform").
|
||||
/// </summary>
|
||||
[JsonPropertyName("type")]
|
||||
public string ComponentTypeName { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Serialized component data as a dictionary.
|
||||
/// Field names map to JSON values.
|
||||
/// </summary>
|
||||
[JsonPropertyName("data")]
|
||||
public Dictionary<string, object?> Data { get; set; } = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// JSON-serializable representation of an entity within a scene.
|
||||
/// Only used in the editor for saving/loading scenes.
|
||||
///
|
||||
/// The index in the entities list corresponds to the file-local ID.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class EntityData
|
||||
{
|
||||
/// <summary>
|
||||
/// File-local entity ID within the scene.
|
||||
/// Set by the serializer based on position in the entities list.
|
||||
/// </summary>
|
||||
[JsonPropertyName("fileLocalId")]
|
||||
public int FileLocalId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Editor-only name for the entity.
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "Entity";
|
||||
|
||||
/// <summary>
|
||||
/// File-local ID of the parent entity, or -1 if root.
|
||||
/// </summary>
|
||||
[JsonPropertyName("parentFileLocalId")]
|
||||
public int ParentFileLocalId { get; set; } = -1;
|
||||
|
||||
/// <summary>
|
||||
/// All components attached to this entity.
|
||||
/// </summary>
|
||||
[JsonPropertyName("components")]
|
||||
public List<ComponentData> Components { get; set; } = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// JSON-serializable representation of a scene.
|
||||
/// Only used in the editor for saving/loading scenes.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class SceneAssetData
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene metadata version for forward compatibility.
|
||||
/// </summary>
|
||||
[JsonPropertyName("version")]
|
||||
public int Version { get; set; } = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Unique identifier for this scene (GUID).
|
||||
/// </summary>
|
||||
[JsonPropertyName("sceneGuid")]
|
||||
public Guid SceneGuid { get; set; } = Guid.NewGuid();
|
||||
|
||||
/// <summary>
|
||||
/// Editor-friendly name of the scene.
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "Scene";
|
||||
|
||||
/// <summary>
|
||||
/// Runtime scene ID.
|
||||
/// </summary>
|
||||
[JsonPropertyName("sceneId")]
|
||||
public short SceneId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// All entities in the scene, ordered by file-local ID.
|
||||
/// Index in this list == file-local ID.
|
||||
/// </summary>
|
||||
[JsonPropertyName("entities")]
|
||||
public List<EntityData> Entities { get; set; } = new();
|
||||
}
|
||||
@@ -1,168 +0,0 @@
|
||||
using System.Reflection;
|
||||
using Ghost.Entities;
|
||||
|
||||
namespace Ghost.Editor.Core.SceneGraph.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Handles serialization and deserialization of scenes to/from JSON format.
|
||||
/// This is editor-only and uses reflection for flexibility.
|
||||
/// </summary>
|
||||
public class SceneSerializer
|
||||
{
|
||||
/// <summary>
|
||||
/// Saves a scene to JSON-serializable format.
|
||||
/// Queries all entities with the given sceneId and converts them to SceneAssetData.
|
||||
/// </summary>
|
||||
public SceneAssetData SaveScene(SceneGraph sceneGraph, short sceneId, World editorWorld)
|
||||
{
|
||||
var sceneNode = sceneGraph.GetSceneNode(sceneId);
|
||||
if (sceneNode == null)
|
||||
{
|
||||
throw new InvalidOperationException($"Scene {sceneId} not found in scene graph.");
|
||||
}
|
||||
|
||||
var sceneData = new SceneAssetData
|
||||
{
|
||||
SceneGuid = sceneNode.SceneGuid,
|
||||
Name = sceneNode.Name,
|
||||
SceneId = sceneId,
|
||||
Version = 1
|
||||
};
|
||||
|
||||
// Get all entities in this scene
|
||||
var entitiesInScene = sceneGraph.GetEntitiesInScene(sceneId).ToList();
|
||||
|
||||
// Create entity data in order
|
||||
for (int i = 0; i < entitiesInScene.Count; i++)
|
||||
{
|
||||
var entityNode = entitiesInScene[i];
|
||||
var entityData = new EntityData
|
||||
{
|
||||
FileLocalId = i,
|
||||
Name = entityNode.Name,
|
||||
ParentFileLocalId = entityNode.ParentNode != null
|
||||
? GetFileLocalId(entitiesInScene, entityNode.ParentNode)
|
||||
: -1,
|
||||
Components = SerializeEntityComponents(editorWorld, entityNode.EntityId)
|
||||
};
|
||||
|
||||
sceneData.Entities.Add(entityData);
|
||||
}
|
||||
|
||||
// Validate for cross-scene references
|
||||
ValidateNoInvalidReferences(sceneData);
|
||||
|
||||
return sceneData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a scene from JSON-serializable format.
|
||||
/// Creates entities in the editor world and sets up all relationships.
|
||||
/// </summary>
|
||||
public void LoadScene(SceneGraph sceneGraph, SceneAssetData sceneData, World editorWorld,
|
||||
SceneSerializationContext? context = null)
|
||||
{
|
||||
context ??= new SceneSerializationContext(sceneData.SceneId, editorWorld);
|
||||
|
||||
// Add scene node to graph
|
||||
var sceneNode = sceneGraph.AddScene(sceneData.Name, sceneData.SceneId, sceneData.SceneGuid);
|
||||
|
||||
// Create all entities first (without relationships)
|
||||
var createdEntities = new List<Entity>();
|
||||
foreach (var entityData in sceneData.Entities)
|
||||
{
|
||||
var entity = editorWorld.CreateEntity();
|
||||
createdEntities.Add(entity);
|
||||
context.EntityOrder.Add(entity);
|
||||
context.IdRemap.Register(entityData.FileLocalId, entity);
|
||||
|
||||
// Add SceneID component
|
||||
// TODO: Add SceneID component to entity
|
||||
|
||||
// Deserialize components
|
||||
DeserializeEntityComponents(editorWorld, entity, entityData.Components);
|
||||
}
|
||||
|
||||
// Now establish parent-child relationships
|
||||
for (int i = 0; i < sceneData.Entities.Count; i++)
|
||||
{
|
||||
var entityData = sceneData.Entities[i];
|
||||
var entityNode = sceneGraph.GetEntityNode(createdEntities[i]);
|
||||
|
||||
if (entityNode == null)
|
||||
{
|
||||
context.AddValidationError($"Entity node for {createdEntities[i]} not found.");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Add to scene or to parent entity
|
||||
if (entityData.ParentFileLocalId == -1)
|
||||
{
|
||||
// Root entity in scene - should already be added
|
||||
}
|
||||
else if (entityData.ParentFileLocalId < 0 || entityData.ParentFileLocalId >= createdEntities.Count)
|
||||
{
|
||||
context.AddValidationError($"Invalid parent file-local ID {entityData.ParentFileLocalId} for entity {entityData.Name}.");
|
||||
}
|
||||
else
|
||||
{
|
||||
var parentEntity = createdEntities[entityData.ParentFileLocalId];
|
||||
var parentNode = sceneGraph.GetEntityNode(parentEntity);
|
||||
if (parentNode != null)
|
||||
{
|
||||
sceneGraph.SetEntityParent(createdEntities[i], parentEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Report any validation errors
|
||||
if (context.HasErrors)
|
||||
{
|
||||
// Log or handle errors
|
||||
System.Diagnostics.Debug.WriteLine($"Scene load validation errors:\n{context.GetErrorsSummary()}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializes all components on an entity.
|
||||
/// </summary>
|
||||
private List<ComponentData> SerializeEntityComponents(World editorWorld, Entity entity)
|
||||
{
|
||||
var components = new List<ComponentData>();
|
||||
|
||||
// TODO: Query entity components and serialize them
|
||||
// This requires integration with the ECS world
|
||||
|
||||
return components;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes components onto an entity.
|
||||
/// </summary>
|
||||
private void DeserializeEntityComponents(World editorWorld, Entity entity, List<ComponentData> componentDataList)
|
||||
{
|
||||
// TODO: Deserialize component data and add to entity
|
||||
// This requires integration with the ECS world and reflection
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that no entity references entities in other scenes.
|
||||
/// </summary>
|
||||
private void ValidateNoInvalidReferences(SceneAssetData sceneData)
|
||||
{
|
||||
var validFileLocalIds = sceneData.Entities.Select(e => e.FileLocalId).ToHashSet();
|
||||
|
||||
foreach (var entity in sceneData.Entities)
|
||||
{
|
||||
// TODO: Check component data for cross-scene entity references
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the file-local ID for an entity node within a scene.
|
||||
/// </summary>
|
||||
private int GetFileLocalId(List<EntityNode> entities, EntityNode node)
|
||||
{
|
||||
return entities.IndexOf(node);
|
||||
}
|
||||
}
|
||||
66
Ghost.Editor.Core/Serialization/SceneData.cs
Normal file
66
Ghost.Editor.Core/Serialization/SceneData.cs
Normal file
@@ -0,0 +1,66 @@
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Ghost.Editor.Core.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for a scene in JSON format.
|
||||
/// This is editor-only and used for scene file persistence.
|
||||
/// </summary>
|
||||
public class SceneData
|
||||
{
|
||||
/// <summary>
|
||||
/// The name of the scene.
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "New Scene";
|
||||
|
||||
/// <summary>
|
||||
/// List of entities in this scene, ordered by file-local ID.
|
||||
/// The index in this list IS the file-local ID.
|
||||
/// </summary>
|
||||
[JsonPropertyName("entities")]
|
||||
public List<EntityData> Entities { get; set; } = [];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for an entity.
|
||||
/// </summary>
|
||||
public class EntityData
|
||||
{
|
||||
/// <summary>
|
||||
/// The display name of this entity (editor-only).
|
||||
/// </summary>
|
||||
[JsonPropertyName("name")]
|
||||
public string Name { get; set; } = "Entity";
|
||||
|
||||
/// <summary>
|
||||
/// The file-local ID of the parent entity, or -1 if root.
|
||||
/// </summary>
|
||||
[JsonPropertyName("parent")]
|
||||
public int ParentLocalId { get; set; } = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Dictionary of component data, keyed by component type name.
|
||||
/// </summary>
|
||||
[JsonPropertyName("components")]
|
||||
public Dictionary<string, ComponentData> Components { get; set; } = [];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents the serialized data for a component.
|
||||
/// </summary>
|
||||
public class ComponentData
|
||||
{
|
||||
/// <summary>
|
||||
/// The component type full name (for deserialization).
|
||||
/// </summary>
|
||||
[JsonPropertyName("type")]
|
||||
public string TypeName { get; set; } = "";
|
||||
|
||||
/// <summary>
|
||||
/// The serialized component fields.
|
||||
/// Entity references are stored as file-local IDs (integers).
|
||||
/// </summary>
|
||||
[JsonPropertyName("fields")]
|
||||
public Dictionary<string, object?> Fields { get; set; } = [];
|
||||
}
|
||||
354
Ghost.Editor.Core/Serialization/SceneSerializer.cs
Normal file
354
Ghost.Editor.Core/Serialization/SceneSerializer.cs
Normal file
@@ -0,0 +1,354 @@
|
||||
using Ghost.Editor.Core.SceneGraph;
|
||||
using Ghost.Editor.Core.Serialization;
|
||||
using Ghost.Entities;
|
||||
using Ghost.Engine.Components;
|
||||
using System.Text.Json;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using Ghost.Engine.Core;
|
||||
|
||||
namespace Ghost.Editor.Core.Serialization;
|
||||
|
||||
/// <summary>
|
||||
/// Provides functionality to save and load scenes with proper entity reference remapping.
|
||||
/// </summary>
|
||||
public class SceneSerializer
|
||||
{
|
||||
private readonly World _world;
|
||||
|
||||
private static readonly JsonSerializerOptions s_jsonOptions = new()
|
||||
{
|
||||
WriteIndented = true,
|
||||
PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
|
||||
IncludeFields = true
|
||||
};
|
||||
|
||||
public SceneSerializer(World world)
|
||||
{
|
||||
_world = world;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves a scene to a JSON file.
|
||||
/// </summary>
|
||||
/// <param name="sceneNode">The scene node to save.</param>
|
||||
/// <param name="filePath">The path to save the scene to.</param>
|
||||
public void SaveScene(SceneNode sceneNode, string filePath)
|
||||
{
|
||||
var sceneData = new SceneData
|
||||
{
|
||||
Name = sceneNode.Name
|
||||
};
|
||||
|
||||
// Build a mapping of Entity -> FileLocalID
|
||||
var allEntities = sceneNode.GetAllEntities().ToList();
|
||||
var entityToLocalId = new Dictionary<Entity, int>();
|
||||
|
||||
for (int i = 0; i < allEntities.Count; i++)
|
||||
{
|
||||
entityToLocalId[allEntities[i].Entity] = i;
|
||||
}
|
||||
|
||||
// Serialize each entity
|
||||
foreach (var entityNode in allEntities)
|
||||
{
|
||||
var entityData = SerializeEntity(entityNode, entityToLocalId, sceneNode.Scene.ID);
|
||||
sceneData.Entities.Add(entityData);
|
||||
}
|
||||
|
||||
// Write to file
|
||||
var json = JsonSerializer.Serialize(sceneData, s_jsonOptions);
|
||||
File.WriteAllText(filePath, json);
|
||||
|
||||
sceneNode.FilePath = filePath;
|
||||
sceneNode.IsDirty = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a scene from a JSON file.
|
||||
/// </summary>
|
||||
/// <param name="filePath">The path to load the scene from.</param>
|
||||
/// <param name="sceneManager">The scene manager to create the scene in.</param>
|
||||
/// <param name="worldManager">The editor world manager.</param>
|
||||
/// <returns>The loaded scene node.</returns>
|
||||
public SceneNode LoadScene(string filePath, SceneManager sceneManager, EditorWorldManager worldManager)
|
||||
{
|
||||
var json = File.ReadAllText(filePath);
|
||||
var sceneData = JsonSerializer.Deserialize<SceneData>(json, s_jsonOptions);
|
||||
|
||||
if (sceneData == null)
|
||||
{
|
||||
throw new InvalidOperationException($"Failed to deserialize scene from {filePath}");
|
||||
}
|
||||
|
||||
// Create new scene
|
||||
var sceneNode = worldManager.CreateNewScene(sceneData.Name);
|
||||
sceneNode.FilePath = filePath;
|
||||
|
||||
// Build file-local ID -> Entity mapping
|
||||
var localIdToEntity = new Dictionary<int, Entity>();
|
||||
var localIdToEntityNode = new Dictionary<int, EntityNode>();
|
||||
|
||||
// First pass: Create all entities
|
||||
for (int i = 0; i < sceneData.Entities.Count; i++)
|
||||
{
|
||||
var entityDataItem = sceneData.Entities[i];
|
||||
|
||||
// Create runtime entity
|
||||
var entity = _world.EntityManager.CreateEntity();
|
||||
_world.EntityManager.AddComponent(entity, new SceneID { id = sceneNode.Scene.ID });
|
||||
|
||||
// Create entity node
|
||||
var entityNode = new EntityNode(entity, entityDataItem.Name);
|
||||
|
||||
localIdToEntity[i] = entity;
|
||||
localIdToEntityNode[i] = entityNode;
|
||||
}
|
||||
|
||||
// Second pass: Deserialize components and setup hierarchy
|
||||
for (int i = 0; i < sceneData.Entities.Count; i++)
|
||||
{
|
||||
var entityDataItem = sceneData.Entities[i];
|
||||
var entity = localIdToEntity[i];
|
||||
var entityNode = localIdToEntityNode[i];
|
||||
|
||||
// Deserialize each component
|
||||
foreach (var (typeName, componentData) in entityDataItem.Components)
|
||||
{
|
||||
DeserializeComponent(entity, componentData, localIdToEntity);
|
||||
}
|
||||
|
||||
// Setup hierarchy in scene graph
|
||||
if (entityDataItem.ParentLocalId >= 0 && localIdToEntityNode.TryGetValue(entityDataItem.ParentLocalId, out var parentNode))
|
||||
{
|
||||
parentNode.AddChild(entityNode);
|
||||
}
|
||||
else
|
||||
{
|
||||
sceneNode.AddRootEntity(entityNode);
|
||||
}
|
||||
}
|
||||
|
||||
sceneNode.IsDirty = false;
|
||||
return sceneNode;
|
||||
}
|
||||
|
||||
private EntityData SerializeEntity(EntityNode entityNode, Dictionary<Entity, int> entityToLocalId, short sceneId)
|
||||
{
|
||||
var entityData = new EntityData
|
||||
{
|
||||
Name = entityNode.Name,
|
||||
ParentLocalId = entityNode.Parent != null && entityToLocalId.TryGetValue(entityNode.Parent.Entity, out var parentId)
|
||||
? parentId
|
||||
: -1
|
||||
};
|
||||
|
||||
// Get entity location
|
||||
var location = _world.EntityManager.GetEntityLocation(entityNode.Entity);
|
||||
if (!location.IsSuccess)
|
||||
{
|
||||
return entityData;
|
||||
}
|
||||
|
||||
ref var archetype = ref _world.ComponentManager.GetArchetypeReference(location.Value.archetypeID);
|
||||
|
||||
// Iterate through all components in the archetype
|
||||
for (int i = 0; i < archetype._layouts.Count; i++)
|
||||
{
|
||||
var layout = archetype._layouts[i];
|
||||
if (layout.enableBitsOffset == -1) continue; // Skip invalid layouts
|
||||
|
||||
var componentTypeId = layout.componentID;
|
||||
|
||||
// Skip SceneID component - it's implicit
|
||||
if (componentTypeId == ComponentTypeID<SceneID>.Value.Value)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get component type
|
||||
if (!ComponentRegistry.s_runtimeIDToType.TryGetValue(componentTypeId, out var componentType))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Serialize the component
|
||||
var componentData = SerializeComponent(
|
||||
entityNode.Entity,
|
||||
location.Value,
|
||||
componentType,
|
||||
componentTypeId,
|
||||
entityToLocalId,
|
||||
sceneId
|
||||
);
|
||||
|
||||
if (componentData != null)
|
||||
{
|
||||
entityData.Components[componentType.FullName ?? componentType.Name] = componentData;
|
||||
}
|
||||
}
|
||||
|
||||
return entityData;
|
||||
}
|
||||
|
||||
private unsafe ComponentData? SerializeComponent(
|
||||
Entity entity,
|
||||
EntityLocation location,
|
||||
Type componentType,
|
||||
int componentTypeId,
|
||||
Dictionary<Entity, int> entityToLocalId,
|
||||
short sceneId)
|
||||
{
|
||||
// Get component data pointer
|
||||
var pComponent = _world.EntityManager.GetComponent(entity, componentTypeId);
|
||||
if (pComponent == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var componentData = new ComponentData
|
||||
{
|
||||
TypeName = componentType.FullName ?? componentType.Name
|
||||
};
|
||||
|
||||
// Serialize each field
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
var fieldValue = field.GetValue(Marshal.PtrToStructure((IntPtr)pComponent, componentType));
|
||||
|
||||
// Check if this field is an Entity reference
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
var entityRef = (Entity)fieldValue!;
|
||||
|
||||
if (entityRef.IsValid)
|
||||
{
|
||||
// Validate: Entity must be in the same scene
|
||||
if (_world.EntityManager.HasComponent<SceneID>(entityRef))
|
||||
{
|
||||
var refSceneId = _world.EntityManager.GetComponent<SceneID>(entityRef);
|
||||
if (refSceneId.id != sceneId)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Cross-scene reference detected! Entity {entity} references entity {entityRef} from different scene. This is not allowed.");
|
||||
}
|
||||
}
|
||||
|
||||
// Convert to file-local ID
|
||||
if (entityToLocalId.TryGetValue(entityRef, out var localId))
|
||||
{
|
||||
componentData.Fields[field.Name] = localId;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Entity not found in the scene - this shouldn't happen after validation
|
||||
componentData.Fields[field.Name] = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
componentData.Fields[field.Name] = -1; // Invalid entity
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Store as-is for other types
|
||||
componentData.Fields[field.Name] = fieldValue;
|
||||
}
|
||||
}
|
||||
|
||||
return componentData;
|
||||
}
|
||||
|
||||
private unsafe void DeserializeComponent(Entity entity, ComponentData componentData, Dictionary<int, Entity> localIdToEntity)
|
||||
{
|
||||
// Get component type
|
||||
var componentType = Type.GetType(componentData.TypeName);
|
||||
if (componentType == null)
|
||||
{
|
||||
// Try to find in loaded assemblies
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
componentType = assembly.GetType(componentData.TypeName);
|
||||
if (componentType != null) break;
|
||||
}
|
||||
|
||||
if (componentType == null)
|
||||
{
|
||||
Console.WriteLine($"Warning: Component type {componentData.TypeName} not found. Skipping.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Get component ID
|
||||
var componentTypeId = ComponentRegistry.GetComponentID(componentType);
|
||||
if (componentTypeId.IsInvalid)
|
||||
{
|
||||
Console.WriteLine($"Warning: Component {componentData.TypeName} not registered. Skipping.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create instance
|
||||
var componentInstance = Activator.CreateInstance(componentType);
|
||||
if (componentInstance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Deserialize fields
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
if (!componentData.Fields.TryGetValue(field.Name, out var fieldValue))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Handle Entity references
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
if (fieldValue is JsonElement jsonElement && jsonElement.ValueKind == JsonValueKind.Number)
|
||||
{
|
||||
var localId = jsonElement.GetInt32();
|
||||
|
||||
if (localId >= 0 && localIdToEntity.TryGetValue(localId, out var targetEntity))
|
||||
{
|
||||
field.SetValue(componentInstance, targetEntity);
|
||||
}
|
||||
else
|
||||
{
|
||||
field.SetValue(componentInstance, Entity.Invalid);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Handle other types - may need type conversion from JsonElement
|
||||
if (fieldValue is JsonElement jsonElem)
|
||||
{
|
||||
var converted = JsonSerializer.Deserialize(jsonElem.GetRawText(), field.FieldType, s_jsonOptions);
|
||||
field.SetValue(componentInstance, converted);
|
||||
}
|
||||
else
|
||||
{
|
||||
field.SetValue(componentInstance, fieldValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add component to entity
|
||||
var componentPtr = Marshal.AllocHGlobal(Marshal.SizeOf(componentType));
|
||||
try
|
||||
{
|
||||
Marshal.StructureToPtr(componentInstance, componentPtr, false);
|
||||
_world.EntityManager.AddComponent(entity, componentTypeId, (void*)componentPtr);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Marshal.FreeHGlobal(componentPtr);
|
||||
}
|
||||
}
|
||||
}
|
||||
178
Ghost.Editor.Core/Validation/SceneValidator.cs
Normal file
178
Ghost.Editor.Core/Validation/SceneValidator.cs
Normal file
@@ -0,0 +1,178 @@
|
||||
using Ghost.Entities;
|
||||
using Ghost.Engine.Components;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ghost.Editor.Core.Validation;
|
||||
|
||||
/// <summary>
|
||||
/// Validation result for scene integrity checks.
|
||||
/// </summary>
|
||||
public class ValidationResult
|
||||
{
|
||||
public bool IsValid => Errors.Count == 0;
|
||||
public List<string> Errors { get; } = [];
|
||||
public List<string> Warnings { get; } = [];
|
||||
|
||||
public void AddError(string error) => Errors.Add(error);
|
||||
public void AddWarning(string warning) => Warnings.Add(warning);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides validation for scenes, checking for cross-scene references and other integrity issues.
|
||||
/// </summary>
|
||||
public class SceneValidator
|
||||
{
|
||||
private readonly World _world;
|
||||
|
||||
public SceneValidator(World world)
|
||||
{
|
||||
_world = world;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that all entity references within a scene point to entities in the same scene.
|
||||
/// </summary>
|
||||
/// <param name="sceneId">The ID of the scene to validate.</param>
|
||||
/// <param name="entities">The list of entities in the scene.</param>
|
||||
/// <returns>A validation result with any errors or warnings found.</returns>
|
||||
public ValidationResult ValidateSceneReferences(short sceneId, IEnumerable<Entity> entities)
|
||||
{
|
||||
var result = new ValidationResult();
|
||||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
// Get entity location
|
||||
var location = _world.EntityManager.GetEntityLocation(entity);
|
||||
if (!location.IsSuccess)
|
||||
{
|
||||
result.AddError($"Entity {entity} not found in world.");
|
||||
continue;
|
||||
}
|
||||
|
||||
ref var archetype = ref _world.ComponentManager.GetArchetypeReference(location.Value.archetypeID);
|
||||
|
||||
// Check each component for entity references
|
||||
for (int i = 0; i < archetype._layouts.Count; i++)
|
||||
{
|
||||
var layout = archetype._layouts[i];
|
||||
if (layout.enableBitsOffset == -1) continue;
|
||||
|
||||
var componentTypeId = layout.componentID;
|
||||
|
||||
// Get component type
|
||||
if (!ComponentRegistry.s_runtimeIDToType.TryGetValue(componentTypeId.Value, out var componentType))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get component data
|
||||
var pComponent = _world.EntityManager.GetComponent(entity, componentTypeId);
|
||||
if (pComponent == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check fields for entity references
|
||||
ValidateComponentReferences(entity, componentType, pComponent, sceneId, result);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validates that a scene has no circular hierarchy references.
|
||||
/// </summary>
|
||||
/// <param name="entities">The list of entities in the scene.</param>
|
||||
/// <returns>A validation result with any errors or warnings found.</returns>
|
||||
public ValidationResult ValidateHierarchy(IEnumerable<Entity> entities)
|
||||
{
|
||||
var result = new ValidationResult();
|
||||
var entitySet = new HashSet<Entity>(entities);
|
||||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
if (!_world.EntityManager.HasComponent<Hierarchy>(entity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var visited = new HashSet<Entity>();
|
||||
var current = entity;
|
||||
|
||||
// Traverse up the hierarchy
|
||||
while (current.IsValid)
|
||||
{
|
||||
if (visited.Contains(current))
|
||||
{
|
||||
result.AddError($"Circular hierarchy detected involving entity {entity}");
|
||||
break;
|
||||
}
|
||||
|
||||
visited.Add(current);
|
||||
|
||||
ref var hierarchy = ref _world.EntityManager.GetComponent<Hierarchy>(current);
|
||||
current = hierarchy.parent;
|
||||
|
||||
// Check that parent is in the same scene if it exists
|
||||
if (current.IsValid && !entitySet.Contains(current))
|
||||
{
|
||||
result.AddWarning($"Entity {entity} has parent {current} outside of the scene.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private unsafe void ValidateComponentReferences(
|
||||
Entity entity,
|
||||
Type componentType,
|
||||
void* pComponent,
|
||||
short sceneId,
|
||||
ValidationResult result)
|
||||
{
|
||||
var componentInstance = Marshal.PtrToStructure((IntPtr)pComponent, componentType);
|
||||
if (componentInstance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var fields = componentType.GetFields(BindingFlags.Public | BindingFlags.Instance);
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
if (field.FieldType == typeof(Entity))
|
||||
{
|
||||
var entityRef = (Entity)field.GetValue(componentInstance)!;
|
||||
|
||||
if (!entityRef.IsValid)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity exists
|
||||
if (!_world.EntityManager.Exists(entityRef))
|
||||
{
|
||||
result.AddError($"Entity {entity} in component {componentType.Name} references invalid entity {entityRef} in field {field.Name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity has a SceneID
|
||||
if (!_world.EntityManager.HasComponent<SceneID>(entityRef))
|
||||
{
|
||||
result.AddWarning($"Entity {entity} in component {componentType.Name} references entity {entityRef} without a SceneID in field {field.Name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if the referenced entity is in the same scene
|
||||
var refSceneId = _world.EntityManager.GetComponent<SceneID>(entityRef);
|
||||
if (refSceneId.id != sceneId)
|
||||
{
|
||||
result.AddError($"Cross-scene reference detected! Entity {entity} in scene {sceneId} references entity {entityRef} in scene {refSceneId.id} via component {componentType.Name}.{field.Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,88 +1,39 @@
|
||||
using Ghost.Entities;
|
||||
using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
|
||||
namespace Ghost.Engine.Core;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a lightweight handle to a loaded scene.
|
||||
/// Represents a runtime scene - a collection of entities with the same SceneID.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// A Scene is a collection of entities tagged with a unique SceneID component.
|
||||
/// The Scene class provides a convenient handle to interact with all entities
|
||||
/// belonging to a particular scene within a World.
|
||||
/// </remarks>
|
||||
public sealed class Scene : IDisposable, IEquatable<Scene>
|
||||
public readonly struct Scene : IEquatable<Scene>
|
||||
{
|
||||
private static short s_nextSceneID = 0;
|
||||
|
||||
private readonly World _world;
|
||||
private readonly short _id;
|
||||
private readonly string _name;
|
||||
private bool _isDisposed;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the world this scene belongs to.
|
||||
/// </summary>
|
||||
public World World => _world;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the unique identifier for this scene.
|
||||
/// Gets the unique identifier of this scene.
|
||||
/// </summary>
|
||||
public short ID => _id;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the name of this scene.
|
||||
/// Gets whether this scene is valid.
|
||||
/// </summary>
|
||||
public string Name => _name;
|
||||
public bool IsValid => _id >= 0;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new scene handle.
|
||||
/// Gets an invalid scene instance.
|
||||
/// </summary>
|
||||
/// <param name="world">The world this scene belongs to.</param>
|
||||
/// <param name="name">The name of the scene.</param>
|
||||
internal Scene(World world, string name)
|
||||
{
|
||||
_world = world;
|
||||
_id = s_nextSceneID++;
|
||||
_name = name;
|
||||
}
|
||||
public static Scene Invalid => new(-1);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new scene handle with a specific ID.
|
||||
/// </summary>
|
||||
/// <param name="world">The world this scene belongs to.</param>
|
||||
/// <param name="id">The scene ID.</param>
|
||||
/// <param name="name">The name of the scene.</param>
|
||||
internal Scene(World world, short id, string name)
|
||||
internal Scene(short id)
|
||||
{
|
||||
_world = world;
|
||||
_id = id;
|
||||
_name = name;
|
||||
|
||||
// Update next ID if necessary
|
||||
if (id >= s_nextSceneID)
|
||||
{
|
||||
s_nextSceneID = (short)(id + 1);
|
||||
}
|
||||
}
|
||||
|
||||
~Scene()
|
||||
public bool Equals(Scene other)
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
|
||||
public bool Equals(Scene? other)
|
||||
{
|
||||
if (other is null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ReferenceEquals(this, other))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return _world.Equals(other._world) && _id == other._id;
|
||||
return _id == other._id;
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
@@ -92,36 +43,117 @@ public sealed class Scene : IDisposable, IEquatable<Scene>
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_world, _id);
|
||||
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: {_name} (ID: {_id})";
|
||||
return $"Scene {{ ID: {_id} }}";
|
||||
}
|
||||
}
|
||||
|
||||
public static bool operator ==(Scene? left, Scene? right)
|
||||
/// <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 class SceneManager
|
||||
{
|
||||
if (left is null)
|
||||
private readonly World _world;
|
||||
private short _nextSceneID;
|
||||
|
||||
internal SceneManager(World world)
|
||||
{
|
||||
return right is null;
|
||||
}
|
||||
return left.Equals(right);
|
||||
_world = world;
|
||||
_nextSceneID = 0;
|
||||
}
|
||||
|
||||
public static bool operator !=(Scene? left, Scene? right)
|
||||
/// <summary>
|
||||
/// Creates a new scene in the world.
|
||||
/// </summary>
|
||||
/// <returns>The created scene.</returns>
|
||||
public Scene CreateScene()
|
||||
{
|
||||
return !(left == right);
|
||||
var scene = new Scene(_nextSceneID++);
|
||||
return scene;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
/// <summary>
|
||||
/// Destroys all entities belonging to the specified scene.
|
||||
/// </summary>
|
||||
/// <param name="scene">The scene to unload.</param>
|
||||
public void UnloadScene(Scene scene)
|
||||
{
|
||||
if (_isDisposed)
|
||||
// Build query for entities with SceneID
|
||||
var builder = new QueryBuilder();
|
||||
builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
|
||||
var queryID = builder.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())
|
||||
{
|
||||
return;
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_isDisposed = true;
|
||||
GC.SuppressFinalize(this);
|
||||
_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="entities">Span to store the entities.</param>
|
||||
/// <returns>The number of entities written to the span.</returns>
|
||||
public int GetSceneEntities(Scene scene, Span<Entity> entities)
|
||||
{
|
||||
// Build query for entities with SceneID
|
||||
var builder = new QueryBuilder();
|
||||
builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
|
||||
var queryID = builder.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;
|
||||
}
|
||||
}
|
||||
|
||||
193
Ghost.Engine/Systems/HierarchyUtility.cs
Normal file
193
Ghost.Engine/Systems/HierarchyUtility.cs
Normal file
@@ -0,0 +1,193 @@
|
||||
using Ghost.Entities;
|
||||
using Ghost.Engine.Components;
|
||||
|
||||
namespace Ghost.Engine.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// Provides utility methods for working with entity hierarchies.
|
||||
/// </summary>
|
||||
public static class HierarchyUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets the parent of an entity, updating the Hierarchy component accordingly.
|
||||
/// </summary>
|
||||
/// <param name="world">The world containing the entities.</param>
|
||||
/// <param name="child">The child entity.</param>
|
||||
/// <param name="parent">The parent entity, or Entity.Invalid to make the entity a root.</param>
|
||||
public static void SetParent(World world, Entity child, Entity parent)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(child))
|
||||
{
|
||||
world.EntityManager.AddComponent(child, Hierarchy.Root);
|
||||
}
|
||||
|
||||
ref var childHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(child);
|
||||
|
||||
// Remove from old parent's children list
|
||||
if (childHierarchy.parent.IsValid)
|
||||
{
|
||||
RemoveFromSiblingList(world, child, childHierarchy.parent);
|
||||
}
|
||||
|
||||
// Set new parent
|
||||
childHierarchy.parent = parent;
|
||||
|
||||
if (parent.IsValid)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(parent))
|
||||
{
|
||||
world.EntityManager.AddComponent(parent, Hierarchy.Root);
|
||||
}
|
||||
|
||||
ref var parentHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(parent);
|
||||
|
||||
// Add to parent's children list
|
||||
childHierarchy.nextSibling = parentHierarchy.firstChild;
|
||||
parentHierarchy.firstChild = child;
|
||||
}
|
||||
else
|
||||
{
|
||||
childHierarchy.nextSibling = Entity.Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the parent of an entity.
|
||||
/// </summary>
|
||||
/// <param name="world">The world containing the entity.</param>
|
||||
/// <param name="entity">The entity to get the parent of.</param>
|
||||
/// <returns>The parent entity, or Entity.Invalid if the entity has no parent.</returns>
|
||||
public static Entity GetParent(World world, Entity entity)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(entity))
|
||||
{
|
||||
return Entity.Invalid;
|
||||
}
|
||||
|
||||
ref var hierarchy = ref world.EntityManager.GetComponent<Hierarchy>(entity);
|
||||
return hierarchy.parent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all children of an entity.
|
||||
/// </summary>
|
||||
/// <param name="world">The world containing the entity.</param>
|
||||
/// <param name="parent">The parent entity.</param>
|
||||
/// <param name="children">Span to store the children.</param>
|
||||
/// <returns>The number of children written to the span.</returns>
|
||||
public static int GetChildren(World world, Entity parent, Span<Entity> children)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(parent))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
ref var hierarchy = ref world.EntityManager.GetComponent<Hierarchy>(parent);
|
||||
var currentChild = hierarchy.firstChild;
|
||||
var count = 0;
|
||||
|
||||
while (currentChild.IsValid && count < children.Length)
|
||||
{
|
||||
children[count++] = currentChild;
|
||||
|
||||
if (world.EntityManager.HasComponent<Hierarchy>(currentChild))
|
||||
{
|
||||
ref var childHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(currentChild);
|
||||
currentChild = childHierarchy.nextSibling;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all descendants of an entity (children, grandchildren, etc.) in depth-first order.
|
||||
/// </summary>
|
||||
/// <param name="world">The world containing the entity.</param>
|
||||
/// <param name="root">The root entity.</param>
|
||||
/// <param name="descendants">List to store the descendants.</param>
|
||||
public static void GetDescendants(World world, Entity root, List<Entity> descendants)
|
||||
{
|
||||
Span<Entity> children = stackalloc Entity[32];
|
||||
var childCount = GetChildren(world, root, children);
|
||||
|
||||
for (int i = 0; i < childCount; i++)
|
||||
{
|
||||
var child = children[i];
|
||||
descendants.Add(child);
|
||||
GetDescendants(world, child, descendants);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a child from its parent's sibling list.
|
||||
/// </summary>
|
||||
private static void RemoveFromSiblingList(World world, Entity child, Entity parent)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(parent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ref var parentHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(parent);
|
||||
ref var childHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(child);
|
||||
|
||||
// If child is the first child
|
||||
if (parentHierarchy.firstChild.Equals(child))
|
||||
{
|
||||
parentHierarchy.firstChild = childHierarchy.nextSibling;
|
||||
childHierarchy.nextSibling = Entity.Invalid;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the previous sibling
|
||||
var currentSibling = parentHierarchy.firstChild;
|
||||
|
||||
while (currentSibling.IsValid)
|
||||
{
|
||||
if (!world.EntityManager.HasComponent<Hierarchy>(currentSibling))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
ref var siblingHierarchy = ref world.EntityManager.GetComponent<Hierarchy>(currentSibling);
|
||||
|
||||
if (siblingHierarchy.nextSibling.Equals(child))
|
||||
{
|
||||
siblingHierarchy.nextSibling = childHierarchy.nextSibling;
|
||||
childHierarchy.nextSibling = Entity.Invalid;
|
||||
return;
|
||||
}
|
||||
|
||||
currentSibling = siblingHierarchy.nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if an entity is an ancestor of another entity.
|
||||
/// </summary>
|
||||
/// <param name="world">The world containing the entities.</param>
|
||||
/// <param name="potentialAncestor">The potential ancestor entity.</param>
|
||||
/// <param name="descendant">The descendant entity.</param>
|
||||
/// <returns>True if potentialAncestor is an ancestor of descendant, false otherwise.</returns>
|
||||
public static bool IsAncestor(World world, Entity potentialAncestor, Entity descendant)
|
||||
{
|
||||
var current = GetParent(world, descendant);
|
||||
|
||||
while (current.IsValid)
|
||||
{
|
||||
if (current.Equals(potentialAncestor))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
current = GetParent(world, current);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user