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

View File

@ -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 @@ namespace Nerfed.Runtime.Systems
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 @@ namespace Nerfed.Runtime.Systems
}
}
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);

View File

@ -3,60 +3,65 @@ using Nerfed.Runtime.Components;
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.
// }
//}
}