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:
		@@ -66,6 +66,11 @@ namespace Nerfed.Editor
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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 @@ internal class Program
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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 @@ internal class Program
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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
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										60
									
								
								Nerfed.Editor/Systems/EditorHierarchyWindow.cs
									
									
									
									
									
										Normal file
									
								
							@@ -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
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										4
									
								
								Nerfed.Runtime/Components/Test.cs
									
									
									
									
									
										Normal file
									
								
							@@ -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 @@ namespace Nerfed.Runtime.Systems
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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 @@ namespace Nerfed.Runtime.Systems
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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 @@ using Nerfed.Runtime.Components;
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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)
 | 
			
		||||
                {
 | 
			
		||||
                    World.Unrelate<ChildRelation>(previousParent.parentEntity, entity);
 | 
			
		||||
                    Set(entity, new PreviousParent(parent.parentEntity));
 | 
			
		||||
                    World.Relate(parent.parentEntity, entity, new ChildRelation());
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    //            if(parent.parentEntity != previousParent.parentEntity)
 | 
			
		||||
    //            {
 | 
			
		||||
    //                World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
 | 
			
		||||
    //                Set(entity, new PreviousParent(parent.parentEntity));
 | 
			
		||||
    //                World.Relate(parent.parentEntity, entity, new ChildParentRelation());
 | 
			
		||||
    //            }
 | 
			
		||||
    //        }
 | 
			
		||||
 | 
			
		||||
    //        // TODO:
 | 
			
		||||
    //        // What if an parent entity gets destroyed?
 | 
			
		||||
    //        // How does the child know if the parent is in valid. Also we need to remove the parent component.
 | 
			
		||||
    //        // 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.
 | 
			
		||||
    //    }
 | 
			
		||||
    //}
 | 
			
		||||
}
 | 
			
		||||
@@ -6,7 +6,7 @@ using System.Numerics;
 | 
			
		||||
namespace Nerfed.Runtime.Util
 | 
			
		||||
{
 | 
			
		||||
    // https://github.com/needle-mirror/com.unity.entities/blob/master/Unity.Transforms/TransformHelpers.cs
 | 
			
		||||
    internal static class Transform
 | 
			
		||||
    public static class Transform
 | 
			
		||||
    {
 | 
			
		||||
        public static Vector3 Forward(in this Matrix4x4 matrix) => new Vector3(matrix.M31, matrix.M32, matrix.M33);
 | 
			
		||||
        public static Vector3 Back(in this Matrix4x4 matrix) => -matrix.Forward();
 | 
			
		||||
@@ -24,34 +24,76 @@ namespace Nerfed.Runtime.Util
 | 
			
		||||
                Matrix4x4.CreateTranslation(localTransform.position);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Sets the parent child relation and adds a child component.
 | 
			
		||||
        // Relation goes from child to parent.
 | 
			
		||||
        public static void SetParent(in World world, in Entity child, in Entity parent)
 | 
			
		||||
        {
 | 
			
		||||
            if (world.Related<ChildParentRelation>(parent, child))
 | 
			
		||||
            {
 | 
			
		||||
                RemoveParent(world, parent);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            world.Relate(child, parent, new ChildParentRelation());
 | 
			
		||||
            world.Set(child, new Child());
 | 
			
		||||
            world.Remove<Root>(child);
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Removes any parent child relation ship, thus making it a 'root' object.
 | 
			
		||||
        public static void RemoveParent(in World world, in Entity child)
 | 
			
		||||
        {
 | 
			
		||||
            if (!world.HasOutRelation<ChildParentRelation>(child))
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // TODO: Check if Unrelate all also unrelates incomming relations..?
 | 
			
		||||
            world.UnrelateAll<ChildParentRelation>(child);
 | 
			
		||||
            world.Remove<Child>(child);
 | 
			
		||||
            world.Set(child, new Root());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static Entity CreateBaseEntity(this World world, string tag = "")
 | 
			
		||||
        {
 | 
			
		||||
            Entity entity = world.CreateEntity(tag);
 | 
			
		||||
            world.Set(entity, new Root());
 | 
			
		||||
            return entity;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Force update the transform data of an entity (and children).
 | 
			
		||||
        // Useful for when you need precise up to date transform data.
 | 
			
		||||
        public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
 | 
			
		||||
        {
 | 
			
		||||
            Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
 | 
			
		||||
 | 
			
		||||
            if (world.Has<Parent>(entity))
 | 
			
		||||
            {
 | 
			
		||||
                Entity parent = world.Get<Parent>(entity).parentEntity;
 | 
			
		||||
                parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
 | 
			
		||||
            if (world.HasOutRelation<ChildParentRelation>(entity)) {
 | 
			
		||||
                Entity parent = world.OutRelationSingleton<ChildParentRelation>(entity);
 | 
			
		||||
 | 
			
		||||
                if (world.Has<LocalToWorld>(parent))
 | 
			
		||||
                {
 | 
			
		||||
                    parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static void ForceUpdateLocalToWorld(in World world, in Entity entity, in Matrix4x4 parentLocalToWorldMatrix)
 | 
			
		||||
        private static void ForceUpdateLocalToWorld(in World world, in Entity entity, Matrix4x4 localToWorldMatrix)
 | 
			
		||||
        {
 | 
			
		||||
            LocalTransform localTransform = world.Get<LocalTransform>(entity);
 | 
			
		||||
            Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorldMatrix, localTransform.TRS());
 | 
			
		||||
            LocalToWorld localToWorld = new(localToWorldMatrix);
 | 
			
		||||
            world.Set(entity, localToWorld);
 | 
			
		||||
            if (world.Has<LocalTransform>(entity))
 | 
			
		||||
            {
 | 
			
		||||
                LocalTransform localTransform = world.Get<LocalTransform>(entity);
 | 
			
		||||
                localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
 | 
			
		||||
                LocalToWorld localToWorld = new(localToWorldMatrix);
 | 
			
		||||
                world.Set(entity, localToWorld);
 | 
			
		||||
 | 
			
		||||
            Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
 | 
			
		||||
                Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ReverseSpanEnumerator<Entity> childEntities = world.OutRelations<ChildRelation>(entity);
 | 
			
		||||
            ReverseSpanEnumerator<Entity> childEntities = world.InRelations<ChildParentRelation>(entity);
 | 
			
		||||
            foreach (Entity childEntity in childEntities)
 | 
			
		||||
            {
 | 
			
		||||
                ForceUpdateLocalToWorld(world, childEntity, parentLocalToWorldMatrix);
 | 
			
		||||
                ForceUpdateLocalToWorld(world, childEntity, localToWorldMatrix);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user