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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@ -6,7 +6,7 @@ using System.Numerics;
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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 @@ namespace Nerfed.Runtime.Util
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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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