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:
max 2024-10-15 00:41:45 +02:00
parent 0d14a32726
commit 91b4f5fafb
8 changed files with 215 additions and 77 deletions

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@ -66,6 +66,11 @@ private static void HandleOnGui()
UpdateDock();
ImGui.ShowDemoWindow();
foreach (MoonTools.ECS.System system in Program.editorSystems)
{
system.Update(Engine.Timestep);
}
}
}
}

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@ -1,7 +1,9 @@
using MoonTools.ECS;
using Nerfed.Editor.Systems;
using Nerfed.Runtime;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Systems;
using Nerfed.Runtime.Util;
using System.Numerics;
namespace Nerfed.Editor;
@ -10,6 +12,7 @@ internal class Program
{
private static readonly World world = new World();
private static List<MoonTools.ECS.System> systems = new List<MoonTools.ECS.System>();
public static List<MoonTools.ECS.System> editorSystems = new List<MoonTools.ECS.System>();
private static void Main(string[] args)
{
@ -23,15 +26,25 @@ private static void Main(string[] args)
private static void HandleOnInitialize()
{
systems.Add(new ParentSystem(world));
//systems.Add(new ParentSystem(world));
systems.Add(new LocalToWorldSystem(world));
editorSystems.Add(new EditorHierarchyWindow(world));
Entity ent1 = world.CreateEntity();
Entity ent1 = world.CreateEntity("parent");
world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
Entity ent2 = world.CreateEntity();
Entity ent2 = world.CreateEntity("child");
world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
world.Set(ent2, new Parent(ent1));
Transform.SetParent(world, ent2, ent1);
Entity ent3 = world.CreateEntity("entity3");
world.Set(ent3, new Root());
Transform.SetParent(world, ent3, ent2);
Entity ent4 = world.CreateEntity("entity4");
world.Set(ent4, new Root());
Entity ent5 = world.CreateBaseEntity("entity5");
// Open project.
// Setip EditorGui.
@ -50,6 +63,8 @@ private static void HandleOnUpdate()
// Try Catch UserCode Update.
world.FinishUpdate();
}
private static void HandleOnRender()

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@ -0,0 +1,60 @@
using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Runtime.Components;
namespace Nerfed.Editor.Systems
{
internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
{
private readonly Filter rootEntitiesWithTransformFilter;
private readonly Filter rootEntitiesFilterBroken;
private readonly Filter rootEntitiesFilter;
public EditorHierarchyWindow(World world) : base(world)
{
rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
// TODO: this doesn't work.
rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
// Maybe the parent/child functions should add a root component when not being a child.
rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
// 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.
// The version would update each time something changes on the entity.
//
}
public override void Update(TimeSpan delta)
{
ImGui.Begin("Hierarchy");
foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.NewLine();
foreach (Entity entity in rootEntitiesFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.End();
}
private void DrawEntityAndChildren(in Entity entity, int depth = 0)
{
string label = new string(' ', depth);
ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
depth++;
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
DrawEntityAndChildren(childEntity, depth);
}
}
}
}

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@ -2,7 +2,10 @@
namespace Nerfed.Runtime.Components
{
public readonly record struct Parent(Entity parentEntity);
public readonly record struct PreviousParent(Entity parentEntity);
public readonly record struct ChildRelation;
public readonly record struct Root;
//public readonly record struct Parent;
//public readonly record struct PreviousParent;
public readonly record struct Child;
// Describes a relation from the child to the parent.
public readonly record struct ChildParentRelation;
}

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@ -0,0 +1,4 @@
namespace Nerfed.Runtime.Components
{
public readonly record struct Test();
}

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@ -2,6 +2,7 @@
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
using System.Numerics;
using static System.Runtime.InteropServices.JavaScript.JSType;
// TODO:
// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
@ -19,7 +20,7 @@ public class LocalToWorldSystem : MoonTools.ECS.System
public LocalToWorldSystem(World world) : base(world)
{
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Parent>().Build();
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
}
public override void Update(TimeSpan delta)
@ -32,20 +33,23 @@ public override void Update(TimeSpan delta)
}
}
private void UpdateWorldTransform(in Entity entity, in Matrix4x4 parentLocalToWorld)
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
{
// TODO: Only update dirty transforms.
// If a parent is dirty all the children need to update their localToWorld matrix.
// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
LocalTransform localTransform = Get<LocalTransform>(entity);
Matrix4x4 localToWorldMatrix = Matrix4x4.Multiply(parentLocalToWorld, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
Set(entity, localToWorld);
if (Has<LocalTransform>(entity))
{
LocalTransform localTransform = Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
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.OutRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
UpdateWorldTransform(childEntity, localToWorldMatrix);

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@ -3,60 +3,65 @@
namespace Nerfed.Runtime.Systems
{
public class ParentSystem : MoonTools.ECS.System
{
private readonly Filter parentsAddedFilter;
private readonly Filter parentsRemovedFilter;
private readonly Filter parentsFilter;
//public class ParentSystem : MoonTools.ECS.System
//{
// private readonly Filter parentsAddedFilter;
// private readonly Filter parentsRemovedFilter;
// private readonly Filter parentsFilter;
public ParentSystem(World world) : base(world)
{
parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
}
// public ParentSystem(World world) : base(world)
// {
// parentsAddedFilter = FilterBuilder.Include<Parent>().Exclude<PreviousParent>().Build();
// parentsRemovedFilter = FilterBuilder.Include<PreviousParent>().Exclude<Parent>().Build();
// parentsFilter = FilterBuilder.Include<Parent>().Include<PreviousParent>().Build();
// }
public override void Update(TimeSpan delta)
{
// Update removed parents.
foreach (Entity entity in parentsRemovedFilter.Entities)
{
// Do stuff here to update/remove child relations etc.
PreviousParent previousParent = Get<PreviousParent>(entity);
World.Unrelate<ChildRelation>(previousParent.parentEntity, entity);
Remove<PreviousParent>(entity);
}
// public override void Update(TimeSpan delta)
// {
// // Update removed parents.
// foreach (Entity entity in parentsRemovedFilter.Entities)
// {
// // Do stuff here to update/remove child relations etc.
// //PreviousParent previousParent = Get<PreviousParent>(entity);
// //World.Unrelate<ChildParentRelation>(previousParent.parentEntity, entity);
// Remove<PreviousParent>(entity);
// }
// Update added parents.
foreach (Entity entity in parentsAddedFilter.Entities)
{
Parent parent = Get<Parent>(entity);
// // Update added parents.
// foreach (Entity entity in parentsAddedFilter.Entities)
// {
// Parent parent = Get<Parent>(entity);
if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
{
Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
Remove<Parent>(entity);
continue;
}
// if (Has<Parent>(parent.parentEntity) && Get<Parent>(parent.parentEntity).parentEntity == entity)
// {
// Log.Warning($"Entity {entity} cannot be a parent of entity {parent.parentEntity}, because {parent.parentEntity} is the parent of {entity}");
// Remove<Parent>(entity);
// continue;
// }
PreviousParent previousParent = new(parent.parentEntity);
Set(entity, previousParent);
World.Relate(parent.parentEntity, entity, new ChildRelation());
}
// PreviousParent previousParent = new(parent.parentEntity);
// Set(entity, previousParent);
// World.Relate(parent.parentEntity, entity, new ChildParentRelation());
// }
// Update relations if the parent has changed.
foreach (Entity entity in parentsFilter.Entities)
{
Parent parent = Get<Parent>(entity);
PreviousParent previousParent = Get<PreviousParent>(entity);
// // Update relations if the parent has changed.
// foreach (Entity entity in parentsFilter.Entities)
// {
// Parent parent = Get<Parent>(entity);
// PreviousParent previousParent = Get<PreviousParent>(entity);
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.
// }
//}
}

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@ -6,7 +6,7 @@
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 @@ public static Matrix4x4 TRS(in this LocalTransform localTransform)
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);
}
}
}