Refactor entity-component system and related classes

Changed the `Component` class to an interface `IComponentData` to support a data-oriented design.
Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties.
Changed the `GameObject` class to use a dictionary for components and added properties for state management.
Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`.
Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods.

Added the `Scene` class to manage root game objects and their lifecycle.
Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management.
Added the `ScriptComponent` class to allow for modular scriptable components attached to entities.
Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components.

Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system.
Updated project files to include new references and settings supporting the changes made in the codebase.
This commit is contained in:
2025-05-28 15:21:43 +09:00
parent 0cf3104a6a
commit 67b6040b5e
31 changed files with 3670 additions and 811 deletions

View File

@@ -1,12 +1,14 @@
using Ghost.Engine.Helpers;
using Ghost.Entities;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Components;
public class Transform : Component
public struct Transform : IComponentData
{
private Vector3 _position = Vector3.Zero;
public Vector3 position
public Vector3 Position
{
get => _position;
set
@@ -41,22 +43,35 @@ public class Transform : Component
}
}
public bool hasChanged = true;
public bool hasChanged;
private Matrix4x4 _localToWorldMatrix = Matrix4x4.Identity;
private Matrix4x4 _worldToLocalMatrix = Matrix4x4.Identity;
private Matrix4x4 _localToWorldMatrix;
private Matrix4x4 _worldToLocalMatrix;
public Matrix4x4 LocalToWorldMatrix => _localToWorldMatrix;
public Matrix4x4 WorldToLocalMatrix => _worldToLocalMatrix;
public readonly Matrix4x4 LocalToWorldMatrix => _localToWorldMatrix;
public readonly Matrix4x4 WorldToLocalMatrix => _worldToLocalMatrix;
public static Transform Default
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => new(Vector3.Zero, Quaternion.Identity, Vector3.One);
}
public Transform(Vector3 position, Quaternion rotation, Vector3 scale)
{
_position = position;
_rotation = rotation;
_scale = scale;
hasChanged = false;
_localToWorldMatrix = Matrix4x4.Identity;
_worldToLocalMatrix = Matrix4x4.Identity;
UpdateMatrices();
}
private void UpdateMatrices()
{
_localToWorldMatrix = MatrixHelpers.CreateTRS(_position, _rotation, _scale);
Matrix4x4.Invert(_localToWorldMatrix, out _worldToLocalMatrix);
}
public override void Start()
{
UpdateMatrices();
}
}