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