hierachy and parent child system updates
- started working on an editor hierarchy window - testing filters - testing parent child relations without system - testing root component - thinking about how to get all entities that are not a child, but also don't have an other identifying component
This commit is contained in:
parent
0d14a32726
commit
91b4f5fafb
@ -66,6 +66,11 @@ private static void HandleOnGui()
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UpdateDock();
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ImGui.ShowDemoWindow();
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foreach (MoonTools.ECS.System system in Program.editorSystems)
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{
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system.Update(Engine.Timestep);
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}
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}
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}
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}
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@ -1,7 +1,9 @@
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using MoonTools.ECS;
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using Nerfed.Editor.Systems;
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using Nerfed.Runtime;
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Systems;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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namespace Nerfed.Editor;
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@ -10,6 +12,7 @@ internal class Program
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{
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private static readonly World world = new World();
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private static List<MoonTools.ECS.System> systems = new List<MoonTools.ECS.System>();
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public static List<MoonTools.ECS.System> editorSystems = new List<MoonTools.ECS.System>();
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private static void Main(string[] args)
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{
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@ -23,15 +26,25 @@ private static void Main(string[] args)
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private static void HandleOnInitialize()
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{
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systems.Add(new ParentSystem(world));
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//systems.Add(new ParentSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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editorSystems.Add(new EditorHierarchyWindow(world));
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Entity ent1 = world.CreateEntity();
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Entity ent1 = world.CreateEntity("parent");
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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Entity ent2 = world.CreateEntity();
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Entity ent2 = world.CreateEntity("child");
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world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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world.Set(ent2, new Parent(ent1));
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Transform.SetParent(world, ent2, ent1);
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Entity ent3 = world.CreateEntity("entity3");
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world.Set(ent3, new Root());
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Transform.SetParent(world, ent3, ent2);
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Entity ent4 = world.CreateEntity("entity4");
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world.Set(ent4, new Root());
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Entity ent5 = world.CreateBaseEntity("entity5");
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// Open project.
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// Setip EditorGui.
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@ -50,6 +63,8 @@ private static void HandleOnUpdate()
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// Try Catch UserCode Update.
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world.FinishUpdate();
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}
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private static void HandleOnRender()
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60
Nerfed.Editor/Systems/EditorHierarchyWindow.cs
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60
Nerfed.Editor/Systems/EditorHierarchyWindow.cs
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@ -0,0 +1,60 @@
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using ImGuiNET;
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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namespace Nerfed.Editor.Systems
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{
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internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
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{
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private readonly Filter rootEntitiesWithTransformFilter;
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private readonly Filter rootEntitiesFilterBroken;
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private readonly Filter rootEntitiesFilter;
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public EditorHierarchyWindow(World world) : base(world)
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{
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rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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// TODO: this doesn't work.
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rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
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// Maybe the parent/child functions should add a root component when not being a child.
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rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
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// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
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// The version would update each time something changes on the entity.
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//
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}
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public override void Update(TimeSpan delta)
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{
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ImGui.Begin("Hierarchy");
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foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
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{
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DrawEntityAndChildren(entity);
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}
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ImGui.NewLine();
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foreach (Entity entity in rootEntitiesFilter.Entities)
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{
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DrawEntityAndChildren(entity);
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}
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ImGui.End();
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}
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private void DrawEntityAndChildren(in Entity entity, int depth = 0)
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{
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string label = new string(' ', depth);
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ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
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depth++;
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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DrawEntityAndChildren(childEntity, depth);
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}
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}
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}
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}
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@ -2,7 +2,10 @@
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namespace Nerfed.Runtime.Components
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{
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public readonly record struct Parent(Entity parentEntity);
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public readonly record struct PreviousParent(Entity parentEntity);
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public readonly record struct ChildRelation;
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public readonly record struct Root;
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//public readonly record struct Parent;
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//public readonly record struct PreviousParent;
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public readonly record struct Child;
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// Describes a relation from the child to the parent.
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public readonly record struct ChildParentRelation;
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}
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4
Nerfed.Runtime/Components/Test.cs
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4
Nerfed.Runtime/Components/Test.cs
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@ -0,0 +1,4 @@
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namespace Nerfed.Runtime.Components
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{
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public readonly record struct Test();
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}
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@ -2,6 +2,7 @@
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using Nerfed.Runtime.Components;
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using Nerfed.Runtime.Util;
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using System.Numerics;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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// TODO:
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// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
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@ -19,7 +20,7 @@ public class LocalToWorldSystem : MoonTools.ECS.System
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public LocalToWorldSystem(World world) : base(world)
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{
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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}
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public override void Update(TimeSpan delta)
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@ -32,20 +33,23 @@ public override void Update(TimeSpan delta)
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}
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}
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private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
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private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
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{
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// TODO: Only update dirty transforms.
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// If a parent is dirty all the children need to update their localToWorld matrix.
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// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
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LocalTransform localTransform = Get<LocalTransform>(entity);
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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if (Has<LocalTransform>(entity))
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{
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LocalTransform localTransform = Get<LocalTransform>(entity);
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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Set(entity, localToWorld);
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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}
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ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildRelation>(entity);
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ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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UpdateWorldTransform(childEntity, localToWorldMatrix);
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@ -3,60 +3,65 @@
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namespace Nerfed.Runtime.Systems
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{
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public class ParentSystem : MoonTools.ECS.System
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{
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private readonly Filter parentsAddedFilter;
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private readonly Filter parentsRemovedFilter;
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private readonly Filter parentsFilter;
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//public class ParentSystem : MoonTools.ECS.System
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//{
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// private readonly Filter parentsAddedFilter;
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// private readonly Filter parentsRemovedFilter;
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// private readonly Filter parentsFilter;
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public ParentSystem(World world) : base(world)
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{
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parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
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parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
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parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
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}
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// public ParentSystem(World world) : base(world)
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// {
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// parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
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// parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
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// parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
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// }
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public override void Update(TimeSpan delta)
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{
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// Update removed parents.
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foreach (Entity entity in parentsRemovedFilter.Entities)
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{
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// Do stuff here to update/remove child relations etc.
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PreviousParent previousParent = Get<PreviousParent>(entity);
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World.Unrelate<ChildRelation>(previousParent.parentEntity, entity);
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Remove<PreviousParent>(entity);
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}
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// public override void Update(TimeSpan delta)
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// {
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// // Update removed parents.
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// foreach (Entity entity in parentsRemovedFilter.Entities)
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// {
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// // Do stuff here to update/remove child relations etc.
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// //PreviousParent previousParent = Get<PreviousParent>(entity);
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// //World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
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// Remove<PreviousParent>(entity);
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// }
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// Update added parents.
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foreach (Entity entity in parentsAddedFilter.Entities)
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{
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Parent parent = Get<Parent>(entity);
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// // Update added parents.
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// foreach (Entity entity in parentsAddedFilter.Entities)
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// {
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// Parent parent = Get<Parent>(entity);
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if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
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{
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Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
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Remove<Parent>(entity);
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continue;
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}
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// if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
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// {
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// Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
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// Remove<Parent>(entity);
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// continue;
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// }
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PreviousParent previousParent = new(parent.parentEntity);
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Set(entity, previousParent);
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World.Relate(parent.parentEntity, entity, new ChildRelation());
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}
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// PreviousParent previousParent = new(parent.parentEntity);
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// Set(entity, previousParent);
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// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
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// }
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// Update relations if the parent has changed.
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foreach (Entity entity in parentsFilter.Entities)
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{
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Parent parent = Get<Parent>(entity);
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PreviousParent previousParent = Get<PreviousParent>(entity);
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// // Update relations if the parent has changed.
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// foreach (Entity entity in parentsFilter.Entities)
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// {
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// Parent parent = Get<Parent>(entity);
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// PreviousParent previousParent = Get<PreviousParent>(entity);
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if(parent.parentEntity != previousParent.parentEntity)
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{
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World.Unrelate<ChildRelation>(previousParent.parentEntity, entity);
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Set(entity, new PreviousParent(parent.parentEntity));
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World.Relate(parent.parentEntity, entity, new ChildRelation());
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}
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}
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}
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}
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// if(parent.parentEntity != previousParent.parentEntity)
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// {
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// World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
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// Set(entity, new PreviousParent(parent.parentEntity));
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// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
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// }
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// }
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// // TODO:
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// // What if an parent entity gets destroyed?
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// // How does the child know if the parent is in valid. Also we need to remove the parent component.
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// // Maybe if we also relate the other way around child -> parent via relations, and the relation is gone that means the parent is gone so we should remove the component.
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// }
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//}
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}
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@ -6,7 +6,7 @@
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namespace Nerfed.Runtime.Util
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{
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// https://github.com/needle-mirror/com.unity.entities/blob/master/Unity.Transforms/TransformHelpers.cs
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internal static class Transform
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public static class Transform
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{
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public static Vector3 Forward(in this Matrix4x4 matrix) => new Vector3(matrix.M31, matrix.M32, matrix.M33);
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public static Vector3 Back(in this Matrix4x4 matrix) => -matrix.Forward();
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@ -24,34 +24,76 @@ public static Matrix4x4 TRS(in this LocalTransform localTransform)
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Matrix4x4.CreateTranslation(localTransform.position);
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}
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// Sets the parent child relation and adds a child component.
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// Relation goes from child to parent.
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public static void SetParent(in World world, in Entity child, in Entity parent)
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{
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if (world.Related<ChildParentRelation>(parent, child))
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{
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RemoveParent(world, parent);
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}
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world.Relate(child, parent, new ChildParentRelation());
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world.Set(child, new Child());
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world.Remove<Root>(child);
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return;
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}
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// Removes any parent child relation ship, thus making it a 'root' object.
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public static void RemoveParent(in World world, in Entity child)
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{
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if (!world.HasOutRelation<ChildParentRelation>(child))
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{
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return;
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}
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// TODO: Check if Unrelate all also unrelates incomming relations..?
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world.UnrelateAll<ChildParentRelation>(child);
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world.Remove<Child>(child);
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world.Set(child, new Root());
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}
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public static Entity CreateBaseEntity(this World world, string tag = "")
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{
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Entity entity = world.CreateEntity(tag);
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world.Set(entity, new Root());
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return entity;
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}
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// Force update the transform data of an entity (and children).
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// Useful for when you need precise up to date transform data.
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public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
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{
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Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
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if (world.Has<Parent>(entity))
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{
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Entity parent = world.Get<Parent>(entity).parentEntity;
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parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
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if (world.HasOutRelation<ChildParentRelation>(entity)) {
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Entity parent = world.OutRelationSingleton<ChildParentRelation>(entity);
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if (world.Has<LocalToWorld>(parent))
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{
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parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
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}
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}
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ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
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}
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private static void ForceUpdateLocalToWorld(in World world, in Entity entity, in Matrix4x4 parentLocalToWorldMatrix)
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private static void ForceUpdateLocalToWorld(in World world, in Entity entity, Matrix4x4 localToWorldMatrix)
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{
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LocalTransform localTransform = world.Get<LocalTransform>(entity);
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Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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world.Set(entity, localToWorld);
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if (world.Has<LocalTransform>(entity))
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{
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LocalTransform localTransform = world.Get<LocalTransform>(entity);
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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world.Set(entity, localToWorld);
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
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}
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ReverseSpanEnumerator<Entity> childEntities = world.OutRelations<ChildRelation>(entity);
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ReverseSpanEnumerator<Entity> childEntities = world.InRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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ForceUpdateLocalToWorld(world, childEntity, parentLocalToWorldMatrix);
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ForceUpdateLocalToWorld(world, childEntity, localToWorldMatrix);
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}
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}
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}
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Reference in New Issue
Block a user