feat(M03): add entity presentation facade
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class_name EntityPresentationSnapshot
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extends RefCounted
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## Immutable renderer input for one session-local world entity visual.
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## Gameplay authority, identity allocation and asset selection remain external.
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const CONTRACT_VERSION := 1
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const SCRIPT_PATH := "res://src/render/entities/entity_presentation_snapshot.gd"
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const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
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const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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var is_valid: bool:
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get:
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return _failure_code.is_empty()
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var failure_code: StringName:
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get:
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return _failure_code
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var entity_id: RefCounted:
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get:
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return _entity_id
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var world_position: RefCounted:
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get:
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return _world_position
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var visual_scene_path: String:
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get:
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return _visual_scene_path
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var yaw_radians: float:
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get:
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return _yaw_radians
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var uniform_scale: float:
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get:
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return _uniform_scale
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var is_visible: bool:
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get:
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return _is_visible
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var _failure_code: StringName
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var _entity_id: RefCounted
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var _world_position: RefCounted
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var _visual_scene_path: String
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var _yaw_radians: float
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var _uniform_scale: float
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var _is_visible: bool
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## Creates a version-1 full visual snapshot. Invalid values remain inspectable and
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## are rejected without scene mutation by the facade/presenter.
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static func create(
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entity_id_value: RefCounted,
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world_position_value: RefCounted,
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visual_scene_path_value: String,
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yaw_radians_value: float = 0.0,
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uniform_scale_value: float = 1.0,
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is_visible_value: bool = true
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) -> RefCounted:
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return load(SCRIPT_PATH).new(
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entity_id_value,
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world_position_value,
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visual_scene_path_value,
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yaw_radians_value,
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uniform_scale_value,
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is_visible_value
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)
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func _init(
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entity_id_value: RefCounted,
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world_position_value: RefCounted,
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visual_scene_path_value: String,
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yaw_radians_value: float,
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uniform_scale_value: float,
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is_visible_value: bool
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) -> void:
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_entity_id = entity_id_value
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_world_position = world_position_value
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_visual_scene_path = visual_scene_path_value.strip_edges()
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_yaw_radians = yaw_radians_value
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_uniform_scale = uniform_scale_value
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_is_visible = is_visible_value
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_failure_code = _validate()
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func _validate() -> StringName:
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if _entity_id == null or _entity_id.get_script() != ENTITY_ID_SCRIPT or not bool(_entity_id.call("is_valid")):
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return &"entity_presentation_invalid_entity_id"
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if _world_position == null or _world_position.get_script() != GODOT_WORLD_POSITION_SCRIPT:
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return &"entity_presentation_invalid_world_position"
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for coordinate_name in [&"x_units", &"y_units", &"z_units"]:
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if not is_finite(float(_world_position.get(coordinate_name))):
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return &"entity_presentation_position_not_finite"
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if _visual_scene_path.is_empty():
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return &"entity_presentation_visual_path_empty"
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if not is_finite(_yaw_radians):
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return &"entity_presentation_yaw_not_finite"
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if not is_finite(_uniform_scale) or _uniform_scale <= 0.0:
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return &"entity_presentation_scale_invalid"
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return &""
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@@ -0,0 +1 @@
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uid://djvnorls0yf06
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@@ -0,0 +1,130 @@
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@tool
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class_name WorldEntityPresenter
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extends Node3D
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## Main-thread owner of visual subtrees for session-local world entities.
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## The full immutable snapshot is reapplied idempotently by entity identity.
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const ENTITY_PRESENTATION_SNAPSHOT_SCRIPT := preload("res://src/render/entities/entity_presentation_snapshot.gd")
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const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
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var _presented_entities: Dictionary = {}
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## Creates or updates one entity visual. A changed visual path is instantiated
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## successfully before the previous subtree is detached, so failed replacement
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## retains the last valid presentation.
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func present_entity(entity_presentation_snapshot: RefCounted) -> bool:
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if not _is_valid_snapshot(entity_presentation_snapshot):
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return false
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var entity_id: RefCounted = entity_presentation_snapshot.get("entity_id")
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var entity_key := _entity_key(entity_id)
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var visual_scene_path := String(entity_presentation_snapshot.get("visual_scene_path"))
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var current_entry: Dictionary = _presented_entities.get(entity_key, {})
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var visual_root := current_entry.get("visual_root") as Node3D
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if visual_root == null or not is_instance_valid(visual_root) or String(current_entry.get("visual_scene_path", "")) != visual_scene_path:
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var replacement_root := _instantiate_visual_root(entity_id, visual_scene_path)
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if replacement_root == null:
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return false
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if visual_root != null and is_instance_valid(visual_root):
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remove_child(visual_root)
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add_child(replacement_root)
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_apply_snapshot_transform(replacement_root, entity_presentation_snapshot)
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if visual_root != null and is_instance_valid(visual_root):
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visual_root.queue_free()
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visual_root = replacement_root
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else:
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_apply_snapshot_transform(visual_root, entity_presentation_snapshot)
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_presented_entities[entity_key] = {
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"visual_root": visual_root,
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"visual_scene_path": visual_scene_path,
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"snapshot": entity_presentation_snapshot,
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}
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return true
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## Removes one owned entity visual. Returns false for an invalid/unknown identity.
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func remove_entity(entity_id: RefCounted) -> bool:
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if entity_id == null or entity_id.get_script() != ENTITY_ID_SCRIPT or not bool(entity_id.call("is_valid")):
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return false
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var entity_key := _entity_key(entity_id)
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if not _presented_entities.has(entity_key):
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return false
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var entry: Dictionary = _presented_entities[entity_key]
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var visual_root := entry.get("visual_root") as Node3D
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_presented_entities.erase(entity_key)
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if visual_root != null and is_instance_valid(visual_root):
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remove_child(visual_root)
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visual_root.queue_free()
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return true
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## Returns detached scalar diagnostics without exposing owned Nodes or snapshots.
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func entity_presentation_snapshot() -> Dictionary:
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var entities: Array[Dictionary] = []
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var sorted_entity_keys: Array = _presented_entities.keys()
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sorted_entity_keys.sort()
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for entity_key_variant in sorted_entity_keys:
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var entity_key := String(entity_key_variant)
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var entry: Dictionary = _presented_entities[entity_key]
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var snapshot: RefCounted = entry.get("snapshot")
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entities.append({
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"entity_key": entity_key,
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"visual_scene_path": String(entry.get("visual_scene_path", "")),
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"visible": bool(snapshot.get("is_visible")),
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})
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return {
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"contract_version": ENTITY_PRESENTATION_SNAPSHOT_SCRIPT.CONTRACT_VERSION,
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"entity_count": entities.size(),
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"entities": entities,
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}
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func _exit_tree() -> void:
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_presented_entities.clear()
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func _is_valid_snapshot(entity_presentation_snapshot: RefCounted) -> bool:
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return (
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entity_presentation_snapshot != null
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and entity_presentation_snapshot.get_script() == ENTITY_PRESENTATION_SNAPSHOT_SCRIPT
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and bool(entity_presentation_snapshot.get("is_valid"))
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)
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func _entity_key(entity_id: RefCounted) -> String:
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return String(entity_id.call("to_debug_key"))
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func _instantiate_visual_root(entity_id: RefCounted, visual_scene_path: String) -> Node3D:
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if not ResourceLoader.exists(visual_scene_path, "PackedScene"):
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push_warning("WorldEntityPresenter cannot find visual scene: %s" % visual_scene_path)
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return null
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var visual_scene := load(visual_scene_path) as PackedScene
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if visual_scene == null:
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push_warning("WorldEntityPresenter cannot load visual scene: %s" % visual_scene_path)
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return null
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var visual_instance := visual_scene.instantiate()
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if not (visual_instance is Node3D):
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visual_instance.free()
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push_warning("WorldEntityPresenter visual scene root is not Node3D: %s" % visual_scene_path)
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return null
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var visual_root := visual_instance as Node3D
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visual_root.name = "EntityVisual_%020d" % int(entity_id.get("session_sequence"))
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return visual_root
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func _apply_snapshot_transform(visual_root: Node3D, entity_presentation_snapshot: RefCounted) -> void:
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var world_position: RefCounted = entity_presentation_snapshot.get("world_position")
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var position_units := Vector3(
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float(world_position.get("x_units")),
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float(world_position.get("y_units")),
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float(world_position.get("z_units"))
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)
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var uniform_scale := float(entity_presentation_snapshot.get("uniform_scale"))
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var yaw_radians := float(entity_presentation_snapshot.get("yaw_radians"))
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visual_root.global_transform = Transform3D(
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Basis(Vector3.UP, yaw_radians).scaled(Vector3.ONE * uniform_scale),
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position_units
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)
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visual_root.visible = bool(entity_presentation_snapshot.get("is_visible"))
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@@ -0,0 +1 @@
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uid://b0keiyi1wuu5i
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