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
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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)
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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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