# 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.