Serialization/Deserialization

This commit is contained in:
Sri Sham Haran 2022-10-19 01:03:32 +08:00
parent 2f429f33f8
commit 96f5b29418
4 changed files with 54 additions and 8 deletions

View File

@ -21,6 +21,8 @@
//#==============================================================#
#include <imgui.h>
#include "Serialization/SHSerialization.h"
namespace SHADE
{
@ -171,6 +173,10 @@ namespace SHADE
editor->selectedEntities.clear();
editor->selectedEntities.push_back(eid);
}
if(ImGui::Selectable("Copy"))
{
SHLOG_INFO(SHSerialization::SerializeEntitiesToString(editor->selectedEntities))
}
if(ImGui::Selectable(std::format("{} Delete", ICON_MD_DELETE).data()))
{
SHEntityManager::DestroyEntity(eid);

View File

@ -17,6 +17,8 @@
#include <imgui_internal.h>
#include <rttr/type>
#include "Serialization/SHSerialization.h"
namespace SHADE
{
constexpr ImGuiWindowFlags editorMenuBarFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse |
@ -73,7 +75,14 @@ namespace SHADE
{
if (ImGui::BeginMenu("File"))
{
if(ImGui::Selectable("Save"))
{
SHSerialization::SerializeSceneToFile("../../Assets/Scenes/Test.SHADE");
}
if(ImGui::Selectable("Load"))
{
SHSerialization::DeserializeSceneFromFile("../../Assets/Scenes/Test.SHADE");
}
ImGui::EndMenu();
}
if(ImGui::BeginMenu("Edit"))

View File

@ -12,6 +12,7 @@
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Physics/Components/SHRigidBodyComponent.h"
namespace SHADE
{
@ -119,11 +120,27 @@ namespace SHADE
}
}
std::string SHSerialization::SerializeEntityToString()
void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out)
{
return std::string();
out << SerializeEntityToNode(entityNode);
auto const& children = entityNode->GetChildren();
for(auto const& child : children)
{
EmitEntity(child, out);
}
}
std::string SHSerialization::SerializeEntitiesToString(std::vector<EntityID> const& entities)
{
YAML::Emitter out;
YAML::Node node;
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
for (auto const& eid : entities)
{
auto entityNode = sceneGraph.GetNode(eid);
EmitEntity(entityNode, out);
}
return std::basic_string<char>(out.c_str());
}
void SHSerialization::SerializeEntityToFile(std::filesystem::path const& path)
@ -153,6 +170,14 @@ namespace SHADE
{
components[rttr::type::get<SHTransformComponent>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(transform);
}
if (const auto renderable = SHComponentManager::GetComponent_s<SHRenderable>(eid))
{
components[rttr::type::get<SHRenderable>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(renderable);
}
if (const auto rigidbody = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(eid))
{
components[rttr::type::get<SHRigidBodyComponent>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(rigidbody);
}
node[ComponentsNode] = components;
return node;
}
@ -173,17 +198,22 @@ namespace SHADE
auto id = GetComponentID<SHTransformComponent>(componentsNode);
if (id.has_value())
componentIDList.push_back(id.value());
id = GetComponentID<SHRenderable>(componentsNode);
if (id.has_value())
componentIDList.push_back(id.value());
id = GetComponentID<SHRigidBodyComponent>(componentsNode);
if (id.has_value())
componentIDList.push_back(id.value());
return componentIDList;
}
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
{
auto componentsNode = entityNode[ComponentsNode];
if(!componentsNode)
auto const componentsNode = entityNode[ComponentsNode];
if (!componentsNode)
return;
SHSerializationHelper::InitializeComponentFromNode<SHTransformComponent>(componentsNode, eid);
}

View File

@ -31,7 +31,8 @@ namespace SHADE
static void DeserializeSceneFromFile(std::filesystem::path const& path);
static std::string SerializeEntityToString();
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out);
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities);
static void SerializeEntityToFile(std::filesystem::path const& path);
static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode);