feat: implement complete scene graph system with hierarchical editor support

- Add SceneNode and EntityNode classes for editor-only metadata storage
- Implement SceneGraph view-model with O(1) entity lookup via internal caching
- Create IdRemapTable for file-local to global entity ID remapping on load
- Implement SceneSerializationContext for load/save operation tracking
- Add JSON-serializable SceneAssetData, EntityData, and ComponentData models
- Implement SceneSerializer for save/load with validation and reference remapping
- Add comprehensive documentation: README.md, IMPLEMENTATION_GUIDE.md, SYSTEM_SUMMARY.md
- Update Ghost.Editor.Core.csproj to reference Ghost.Entities assembly
- Support parent-child relationships via Hierarchy component
- Enforce no cross-scene entity references
- Keep runtime minimal: only SceneID, Hierarchy, LocalToWorld components
- All editor metadata (names, UI state) stored in editor-only SceneNode/EntityNode classes

This implements the architecture from SceneGraph Plan.md with clean separation of concerns,
minimal runtime footprint, and AOT compatibility.
This commit is contained in:
2026-01-25 21:42:03 +09:00
parent ba5dc2159e
commit fdf831630b
12 changed files with 1520 additions and 294 deletions

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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);
}
}

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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();
}

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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);
}
}