Major ECS API overhaul: added ComponentSet, refactored ComponentRegistry, and updated all entity/component creation methods. Introduced robust custom serialization infrastructure and per-component source generators for registration and (de)serialization. Updated editor, engine, and test code to use new APIs. Improved code quality, naming, and performance throughout. Removed obsolete code and updated dependencies.
112 lines
4.4 KiB
C#
112 lines
4.4 KiB
C#
using Ghost.Engine.Components;
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using Ghost.Entities;
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namespace Ghost.Editor.Core.SceneGraph;
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public class SceneGraphHelpers
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{
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/// <summary>
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/// Creates a new <see cref="EntityNode"/> entity with default components.
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/// </summary>
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/// <param name="world">The world context where the entity will be created.</param>
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/// <param name="entity">The entity to be wrapped in the <see cref="EntityNode"/>.</param>
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public static EntityNode CreateEntityNode(WorldNode owner, Entity entity, string name)
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{
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owner.World.EntityManager.AddComponent(entity, LocalToWorld.Identity);
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owner.World.EntityManager.AddComponent(entity, Hierarchy.Root);
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return new EntityNode(owner, entity, name);
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}
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/// <summary>
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/// Creates a new <see cref="Entity"/> and <see cref="EntityNode"/> entity with default components.
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/// </summary>
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/// <param name="owner">The world context where the entity will be created.</param>
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public static EntityNode CreateEntityNode(WorldNode owner, string name)
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{
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var entity = owner.World.EntityManager.CreateEntity();
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return CreateEntityNode(owner, entity, name);
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}
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/// <summary>
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/// Attaches childEntity to parentEntity in the scene graph.
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/// </summary>
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/// <param name="world">The world context where the entities exist.</param>
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/// <param name="parentNode">The parent entity to which the child will be attached.</param>
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/// <param name="childNode">The child entity to be attached.</param>
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public static void AttachChild(WorldNode scene, EntityNode parentNode, EntityNode childNode)
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{
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// 1) If the child already has a parent, detach it first
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var childHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
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if (childHierarchy.parent != Entity.Invalid)
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{
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DetachFromParent(scene, childNode);
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}
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// 2) Link child to new parent
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childHierarchy.parent = parentNode.Entity;
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// 3) Insert child at the head of parent's child list
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var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
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childHierarchy.nextSibling = parentHierarchy.firstChild;
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parentHierarchy.firstChild = childNode.Entity;
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// 4) Write back
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scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
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scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
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// 5) Update children list in parent node
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parentNode.AddChild(childNode);
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}
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/// <summary>
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/// Detaches the specified entity from its parent in the scene graph.
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/// </summary>
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/// <param name="world">The world context where the entities exist.</param>
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/// <param name="node">The entity to detach from its parent.</param>
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public static void DetachFromParent(WorldNode scene, EntityNode node)
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{
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var hierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
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var parent = hierarchy.parent;
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if (parent == Entity.Invalid)
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{
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return; // already root
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}
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var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parent);
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// If entity is the first child, simply move head
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if (parentHierarchy.firstChild == node.Entity)
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{
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parentHierarchy.firstChild = hierarchy.nextSibling;
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}
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else
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{
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// Otherwise, find the previous sibling in the linked list
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var prevSibling = parentHierarchy.firstChild;
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while (prevSibling != Entity.Invalid)
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{
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var prevHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
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if (prevHierarchy.nextSibling == node.Entity)
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{
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prevHierarchy.nextSibling = hierarchy.nextSibling;
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scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
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break;
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}
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prevSibling = prevHierarchy.nextSibling;
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}
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}
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// Clear child's references
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hierarchy.parent = Entity.Invalid;
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hierarchy.nextSibling = Entity.Invalid;
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// Write back
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scene.World.EntityManager.SetComponent(parent, parentHierarchy);
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scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
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// Remove from parent's children list
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scene.EntityNodeLookup[parent].RemoveChild(node);
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}
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} |