SHADE_Y3/SHADE_Engine/src/Serialization/SHSerialization.cpp

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#include "SHpch.h"
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#include "SHSerializationHelper.hpp"
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#include "SHSerialization.h"
#include <yaml-cpp/yaml.h>
#include "Scene/SHSceneManager.h"
#include "Tools/SHException.h"
#include "Math/Transform/SHTransformComponent.h"
namespace SHADE
{
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void SHSerialization::SerializeSceneToFile(std::filesystem::path const& path)
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{
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}
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std::string SHSerialization::SerializeSceneToString()
{
YAML::Emitter out;
SerializeSceneToEmitter(out);
return std::string(out.c_str());
}
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void SHSerialization::SerializeSceneToEmitter(YAML::Emitter& out)
{
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
auto root = sceneGraph.GetRoot();
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SHASSERT(root != nullptr, "Root is null. Failed to serialize scene to node.");
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auto const& children = root->GetChildren();
out << YAML::BeginDoc;
for (auto child : children)
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{
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out << YAML::BeginSeq;
out << SerializeEntityToNode(child);
out << YAML::EndSeq;
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}
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out << YAML::EndDoc;
}
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std::string SHSerialization::SerializeEntityToString()
{
return std::string();
}
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void SHSerialization::SerializeEntityToFile(std::filesystem::path const& path)
{
}
YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode)
{
YAML::Node node;
if (!sceneNode)
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{
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node = YAML::Null;
return node;
}
auto eid = sceneNode->GetEntityID();
node["EID"] = eid;
node["isActive"] = sceneNode->IsActive();
auto const& children = sceneNode->GetChildren();
node["NumberOfChildren"] = children.size();
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YAML::Node components;
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if (const auto transform = SHComponentManager::GetComponent_s<SHTransformComponent>(eid))
{
components[rttr::type::get<SHTransformComponent>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(transform);
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}
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node["Components"] = components;
return node;
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}
}