using Ghost.Entities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Engine.Core;
///
/// Represents a runtime scene - a collection of entities with the same SceneID.
///
public readonly struct Scene : IEquatable
{
private readonly short _id;
///
/// Gets the unique identifier of this scene.
///
public short ID => _id;
///
/// Gets whether this scene is valid.
///
public bool IsValid => _id >= 0;
///
/// Gets an invalid scene instance.
///
public static Scene Invalid => new(-1);
internal Scene(short id)
{
_id = id;
}
public bool Equals(Scene other)
{
return _id == other._id;
}
public override bool Equals(object? obj)
{
return obj is Scene other && Equals(other);
}
public override int GetHashCode()
{
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 {{ ID: {_id} }}";
}
}
///
/// Manages scenes within a world.
///
///
/// This is a minimal runtime representation. All metadata (like scene names)
/// should be stored in editor-only classes (SceneNode).
///
public class SceneManager
{
private readonly World _world;
private short _nextSceneID;
internal SceneManager(World world)
{
_world = world;
_nextSceneID = 0;
}
///
/// Creates a new scene in the world.
///
/// The created scene.
public Scene CreateScene()
{
var scene = new Scene(_nextSceneID++);
return scene;
}
///
/// Destroys all entities belonging to the specified scene.
///
/// The scene to unload.
public void UnloadScene(Scene scene)
{
// Build query for entities with SceneID
var builder = new QueryBuilder();
builder.WithAll([ComponentTypeID.Value]);
var queryID = builder.Build(_world);
ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
using var scope = AllocationManager.CreateStackScope();
var entitiesToDestroy = new UnsafeList(128, scope.AllocationHandle);
// Iterate through all matching entities
foreach (var chunk in query.GetChunkIterator())
{
var entities = chunk.GetEntities();
var sceneIDs = chunk.GetComponentData();
for (var i = 0; i < chunk.Count; i++)
{
if (sceneIDs[i].id == scene.ID)
{
entitiesToDestroy.Add(entities[i]);
}
}
}
_world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
}
///
/// Gets all entities belonging to the specified scene.
///
/// The scene to query.
/// Span to store the entities.
/// The number of entities written to the span.
public int GetSceneEntities(Scene scene, Span entities)
{
// Build query for entities with SceneID
var builder = new QueryBuilder();
builder.WithAll([ComponentTypeID.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();
for (var i = 0; i < chunk.Count && index < entities.Length; i++)
{
if (sceneIDs[i].id == scene.ID)
{
entities[index++] = chunkEntities[i];
}
}
}
return index;
}
}