Files
GhostEngine/Ghost.Editor.Core/SceneGraph/WorldNode.cs
Misaki 2881fda112 Refactor component registration, update deps, improve JSON
- Updated Misaki.HighPerformance package versions in Core and Graphics projects.
- Added IsTrimmable to Ghost.Engine.csproj for trimming support.
- Renamed GetOrRegisterComponent to GetOrRegisterComponentID and updated all usages.
- Component registration codegen now uses a static class with [ModuleInitializer], no longer requires [EngineEntry].
- Improved JSON serialization: added string support, introduced Utf8JsonObjectScope/ArrayScope, and new extension methods for cleaner JSON writing.
- Removed [SkipLocalsInit] from Hierarchy and LocalToWorld.
- Fixed Entity.Invalid to use INVALID_ID for both fields.
- Minor cleanup: clarified comments, reorganized Ghost.Generator in solution, and disabled component serialization generator.
2025-12-21 22:18:25 +09:00

183 lines
4.5 KiB
C#

using Ghost.Editor.Core.AssetHandle;
using Ghost.Editor.Core.Inspector;
using Ghost.Editor.Core.Resources;
using Ghost.Editor.Core.Serializer;
using Ghost.Engine.Components;
using Ghost.Engine.IO;
using Ghost.Entities;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
namespace Ghost.Editor.Core.SceneGraph;
// FIX: This should be scene node, not world node
[CustomSerializer(typeof(WorldNodeSerializer))]
public partial class WorldNode : SceneGraphNode, IEquatable<WorldNode>
{
private World _world;
private Dictionary<Entity, EntityNode> _entityNodeLookup = new();
public World World => _world;
public Dictionary<Entity, EntityNode> EntityNodeLookup => _entityNodeLookup;
public override SceneGraphNodeType NodeType => SceneGraphNodeType.Scene;
public WorldNode(World world, string name)
{
_world = world;
Name = name;
}
private void UpdateLookup(Entity key, EntityNode value)
{
_entityNodeLookup[key] = value;
if (value.Children == null)
{
return;
}
foreach (var child in value.Children)
{
if (child is EntityNode entityChild)
{
UpdateLookup(entityChild.Entity, entityChild);
}
}
}
public override void AddChild(SceneGraphNode child)
{
if (child is not EntityNode entityNode)
{
throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
}
base.AddChild(entityNode);
UpdateLookup(entityNode.Entity, entityNode);
}
public override bool RemoveChild(SceneGraphNode child)
{
if (child is not EntityNode entityNode)
{
throw new ArgumentException("Child must be of type EntityNode.", nameof(child));
}
var result = base.RemoveChild(child);
if (result)
{
_entityNodeLookup.Remove(entityNode.Entity);
}
return result;
}
private EntityNode BuildNodeRecursive(Entity entity)
{
if (!_entityNodeLookup.TryGetValue(entity, out var node))
{
node = new EntityNode(this, entity, "New Entity");
_entityNodeLookup[entity] = node;
}
var hc = _world.EntityManager.GetComponent<Hierarchy>(entity);
var child = hc.firstChild;
while (child != Entity.Invalid)
{
node.AddChild(BuildNodeRecursive(child));
var childHC = _world.EntityManager.GetComponent<Hierarchy>(child);
child = childHC.nextSibling;
}
return node;
}
private void BuildGraph()
{
var queryID = new QueryBuilder()
.WithAll<Hierarchy>()
.Build(_world);
_world.GetEntityQueryReference(queryID).ForEach<Hierarchy>((entity, ref hierarchy) =>
{
if (hierarchy.parent == Entity.Invalid)
{
var node = BuildNodeRecursive(entity);
AddChild(node);
}
});
}
public Task LoadAsync()
{
return Task.Run(BuildGraph);
}
public void Unload()
{
_world = null!;
Children?.Clear();
_entityNodeLookup.Clear();
}
public override string ToString()
{
return $"WorldNode: {Name} (World ID: {_world.ID})";
}
public override int GetHashCode()
{
return HashCode.Combine(_world, Name);
}
public override bool Equals(object? obj)
{
return obj is WorldNode other && Equals(other);
}
public bool Equals(WorldNode? other)
{
if (other is null)
{
return false;
}
if (ReferenceEquals(this, other))
{
return true;
}
return _world.Equals(other._world) && Name == other.Name;
}
public static bool operator ==(WorldNode? left, WorldNode? right)
{
if (left is null)
{
return right is null;
}
return left.Equals(right);
}
public static bool operator !=(WorldNode? left, WorldNode? right)
{
return !(left == right);
}
}
public partial class WorldNode : IInspectable
{
public IconSource? Icon => EditorIconSource.scene_24;
[AssetOpenHandler(FileExtensions.SCENE_FILE_EXTENSION)]
public static async void Open(string path)
{
await EditorWorldManager.LoadWorld(path);
}
public UIElement? HeaderContent => null;
public UIElement? InspectorContent => null;
}