From ddd93a85f4f7791168b2b122f124a579fc1d1725 Mon Sep 17 00:00:00 2001 From: Kah Wei Date: Tue, 8 Nov 2022 00:53:47 +0800 Subject: [PATCH] Added support for null GameObjects (loading is buggy) --- Assets/Scenes/M2Scene.shade | 5 +- SHADE_Engine/src/Editor/SHEditorUI.cpp | 11 +- SHADE_Engine/src/Editor/SHEditorUI.h | 6 +- SHADE_Managed/src/Editor/Editor.cxx | 7 +- SHADE_Managed/src/Engine/GameObject.cxx | 104 +++++++++++++----- SHADE_Managed/src/Engine/GameObject.hxx | 18 ++- .../src/Serialisation/ReflectionUtilities.cxx | 6 +- 7 files changed, 119 insertions(+), 38 deletions(-) diff --git a/Assets/Scenes/M2Scene.shade b/Assets/Scenes/M2Scene.shade index 443d4a87..585582e4 100644 --- a/Assets/Scenes/M2Scene.shade +++ b/Assets/Scenes/M2Scene.shade @@ -256,4 +256,7 @@ Color: {x: 1, y: 1, z: 1, w: 1} Layer: 4294967295 Strength: 0.25 - Scripts: ~ \ No newline at end of file + Scripts: + - Type: PickAndThrow + throwForce: [100, 200, 100] + item: 1 \ No newline at end of file diff --git a/SHADE_Engine/src/Editor/SHEditorUI.cpp b/SHADE_Engine/src/Editor/SHEditorUI.cpp index cc63c565..49cfbfd6 100644 --- a/SHADE_Engine/src/Editor/SHEditorUI.cpp +++ b/SHADE_Engine/src/Editor/SHEditorUI.cpp @@ -288,7 +288,7 @@ namespace SHADE return CHANGED; } - bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered) + bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull) { ImGui::Text(label.c_str()); if (isHovered) @@ -296,7 +296,7 @@ namespace SHADE ImGui::SameLine(); SHEntity* entity = SHEntityManager::GetEntityByID(value); std::ostringstream oss; - if (entity) + if (!alwaysNull && entity) { oss << value << ": " << entity->name; } @@ -314,6 +314,13 @@ namespace SHADE SHDragDrop::EndTarget(); } } + ImGui::SameLine(); + if (ImGui::Button("Clear")) + { + value = MAX_EID; + changed = true; + } + return changed; } diff --git a/SHADE_Engine/src/Editor/SHEditorUI.h b/SHADE_Engine/src/Editor/SHEditorUI.h index d4104639..4e8f4400 100644 --- a/SHADE_Engine/src/Editor/SHEditorUI.h +++ b/SHADE_Engine/src/Editor/SHEditorUI.h @@ -313,8 +313,12 @@ namespace SHADE /// Label used to identify this widget. /// Reference to the variable to store the result. /// + /// If set, the field displayed will always be blank regardless of specified + /// GameObject. + /// /// True if the value was changed. - static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr); + static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr, bool alwaysNull = false); /// /// Creates a combo box for enumeration input. /// diff --git a/SHADE_Managed/src/Editor/Editor.cxx b/SHADE_Managed/src/Editor/Editor.cxx index 55fe91da..2afe9697 100644 --- a/SHADE_Managed/src/Editor/Editor.cxx +++ b/SHADE_Managed/src/Editor/Editor.cxx @@ -290,9 +290,14 @@ namespace SHADE { GameObject gameObj = safe_cast(field->GetValue(object)); uint32_t entityId = gameObj.GetEntity(); - if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered)) + if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered, !gameObj)) { GameObject newVal = GameObject(entityId); + if (entityId != MAX_EID) + { + // Null GameObject set + newVal = GameObject(entityId); + } field->SetValue(object, newVal); registerUndoAction(object, field, newVal, gameObj); } diff --git a/SHADE_Managed/src/Engine/GameObject.cxx b/SHADE_Managed/src/Engine/GameObject.cxx index 7ceabfed..9f15c6c9 100644 --- a/SHADE_Managed/src/Engine/GameObject.cxx +++ b/SHADE_Managed/src/Engine/GameObject.cxx @@ -6,9 +6,9 @@ \brief Contains the definition of the functions for the GameObject managed class. Note: This file is written in C++17/CLI. - + Copyright (C) 2021 DigiPen Institute of Technology. -Reproduction or disclosure of this file or its contents without the prior written consent +Reproduction or disclosure of this file or its contents without the prior written consent of DigiPen Institute of Technology is prohibited. *//*************************************************************************************/ // Precompiled Headers @@ -36,10 +36,12 @@ namespace SHADE void GameObject::Destroy(GameObject obj) { + if (!obj.valid) + throw gcnew System::NullReferenceException("Attempted to destroy a null GameObject."); SHEntityManager::DestroyEntity(static_cast(obj.GetEntity())); } - System::Nullable GameObject::Find(System::String ^ name) + System::Nullable GameObject::Find(System::String^ name) { // Search the GameObjectLibrary for an Entity with the specified name const auto ENTITY_ID = SHEntityManager::GetEntityByName(Convert::ToNative(name)); @@ -50,21 +52,27 @@ namespace SHADE return GameObject(ENTITY_ID); } - + /*---------------------------------------------------------------------------------*/ /* Properties */ /*---------------------------------------------------------------------------------*/ System::String^ GameObject::Name::get() { + if (!valid) + throw gcnew System::NullReferenceException(); return Convert::ToCLI(GetNativeEntity().name); - - } + + } bool GameObject::IsActiveSelf::get() { + if (!valid) + throw gcnew System::NullReferenceException(); return GetNativeEntity().GetActive(); } bool GameObject::IsActiveInHierarchy::get() { + if (!valid) + throw gcnew System::NullReferenceException(); auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity()); if (!node) { @@ -75,39 +83,49 @@ namespace SHADE } Entity GameObject::EntityId::get() { + if (!valid) + throw gcnew System::NullReferenceException(); return entity; } GameObject^ GameObject::Parent::get() { - const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); - const auto* ROOT = SCENE_GRAPH.GetRoot(); + if (!valid) + throw gcnew System::NullReferenceException(); + const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); + const auto* ROOT = SCENE_GRAPH.GetRoot(); - const auto* NODE = SCENE_GRAPH.GetNode(entity); - if (NODE == nullptr) - throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString()); + const auto* NODE = SCENE_GRAPH.GetNode(entity); + if (NODE == nullptr) + throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString()); - const auto* PARENT = NODE->GetParent(); - return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr; + const auto* PARENT = NODE->GetParent(); + return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr; } void GameObject::Parent::set(GameObject^ newParent) { - const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); + if (!valid) + throw gcnew System::NullReferenceException(); + const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); - if (newParent == nullptr) - SCENE_GRAPH.SetParent(entity, nullptr); - else - SCENE_GRAPH.SetParent(entity, newParent->EntityId); + if (newParent == nullptr) + SCENE_GRAPH.SetParent(entity, nullptr); + else + SCENE_GRAPH.SetParent(entity, newParent->EntityId); } - + /*---------------------------------------------------------------------------------*/ /* GameObject Property Functions */ /*---------------------------------------------------------------------------------*/ void GameObject::SetName(System::String^ name) { + if (!valid) + throw gcnew System::NullReferenceException(); GetNativeEntity().name = Convert::ToNative(name); } void GameObject::SetActive(bool active) { + if (!valid) + throw gcnew System::NullReferenceException(); GetNativeEntity().SetActive(active); } @@ -117,63 +135,83 @@ namespace SHADE generic T GameObject::AddComponent() { + if (!valid) + throw gcnew System::NullReferenceException(); return ECS::AddComponent(entity); } generic T GameObject::GetComponent() { + if (!valid) + throw gcnew System::NullReferenceException(); return ECS::GetComponent(entity); } generic T GameObject::GetComponentInChildren() { + if (!valid) + throw gcnew System::NullReferenceException(); return ECS::GetComponentInChildren(entity); } generic T GameObject::EnsureComponent() { + if (!valid) + throw gcnew System::NullReferenceException(); return ECS::EnsureComponent(entity); } generic void GameObject::RemoveComponent() { + if (!valid) + throw gcnew System::NullReferenceException(); ECS::RemoveComponent(entity); } - + /*---------------------------------------------------------------------------------*/ /* Script Access Functions */ /*---------------------------------------------------------------------------------*/ generic T GameObject::AddScript() { + if (!valid) + throw gcnew System::NullReferenceException(); return ScriptStore::AddScript(entity); } generic T GameObject::GetScript() { + if (!valid) + throw gcnew System::NullReferenceException(); return ScriptStore::GetScript(entity); } generic T GameObject::GetScriptInChildren() { + if (!valid) + throw gcnew System::NullReferenceException(); return ScriptStore::GetScriptInChildren(entity); } generic System::Collections::Generic::IEnumerable^ GameObject::GetScripts() { + if (!valid) + throw gcnew System::NullReferenceException(); return ScriptStore::GetScripts(entity); } generic void GameObject::RemoveScript() { + if (!valid) + throw gcnew System::NullReferenceException(); ScriptStore::RemoveScript(entity); } @@ -181,20 +219,24 @@ namespace SHADE /* Constructors */ /*---------------------------------------------------------------------------------*/ GameObject::GameObject(const SHEntity& entity) - : entity { entity.GetEID() } - , children{ gcnew System::Collections::ArrayList } + : entity{ entity.GetEID() } + , children{ gcnew System::Collections::ArrayList } + , valid{ true } {} GameObject::GameObject(Entity entity) - : entity { entity } - , children{ gcnew System::Collections::ArrayList } + : entity{ entity } + , children{ gcnew System::Collections::ArrayList } + , valid{ true } {} - + /*---------------------------------------------------------------------------------*/ /* Getters */ /*---------------------------------------------------------------------------------*/ SHEntity& GameObject::GetNativeEntity() { + if (!valid) + throw gcnew System::NullReferenceException(); SHEntity* nativeEntity = SHEntityManager::GetEntityByID(entity); if (nativeEntity == nullptr) throw gcnew System::InvalidOperationException("[GameObject] Unable to obtain native Entity for GameObject."); @@ -202,14 +244,22 @@ namespace SHADE return *nativeEntity; } + /*---------------------------------------------------------------------------------*/ + /* Operator Overloads */ + /*---------------------------------------------------------------------------------*/ + GameObject::operator bool(GameObject gameObj) + { + return gameObj.valid; + } + /*---------------------------------------------------------------------------------*/ /* IEquatable */ /*---------------------------------------------------------------------------------*/ bool GameObject::Equals(GameObject other) { - return entity == other.entity; + return (!valid && !other.valid) || entity == other.entity; } - + /*---------------------------------------------------------------------------------*/ /* Object */ /*---------------------------------------------------------------------------------*/ diff --git a/SHADE_Managed/src/Engine/GameObject.hxx b/SHADE_Managed/src/Engine/GameObject.hxx index 99296a91..525b6c10 100644 --- a/SHADE_Managed/src/Engine/GameObject.hxx +++ b/SHADE_Managed/src/Engine/GameObject.hxx @@ -29,8 +29,8 @@ namespace SHADE /* Class Definitions */ /*---------------------------------------------------------------------------------*/ /// - /// Lightweight object for an PlushieEngine Entity that allows for easy access - /// to Component and Script operations. + /// Lightweight object for an Entity that allows for easy access to Component and + /// Script operations. /// public value class GameObject : public System::IEquatable { @@ -98,8 +98,8 @@ namespace SHADE /// property GameObject^ Parent { - GameObject^ get(); - void set(GameObject^); + GameObject^ get(); + void set(GameObject^); } /*-----------------------------------------------------------------------------*/ @@ -247,12 +247,22 @@ namespace SHADE /// Native Entity object that this GameObject represents. SHEntity& GetNativeEntity(); + /*-----------------------------------------------------------------------------*/ + /* Operator Overloads */ + /*-----------------------------------------------------------------------------*/ + /// + /// Implicit conversion operator to enable checking if a GameObject is valid. + /// + /// GameObjects to check. + static operator bool(GameObject gameObj); + private: /*-----------------------------------------------------------------------------*/ /* Data Members */ /*-----------------------------------------------------------------------------*/ Entity entity; System::Collections::ArrayList^ children; + bool valid; public: /*-----------------------------------------------------------------------------*/ diff --git a/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx b/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx index 4b4e44fc..66ef493a 100644 --- a/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx +++ b/SHADE_Managed/src/Serialisation/ReflectionUtilities.cxx @@ -171,7 +171,7 @@ namespace SHADE else if (fieldInfo->FieldType == GameObject::typeid) { GameObject gameObj = safe_cast(fieldInfo->GetValue(object)); - fieldNode = gameObj.GetEntity(); + fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID; } else // Not any of the supported types { @@ -250,7 +250,9 @@ namespace SHADE } else if (fieldInfo->FieldType == GameObject::typeid) { - fieldInfo->SetValue(object, GameObject(node.as())); + const uint32_t EID = node.as(); + fieldInfo->SetValue(object, EID == MAX_EID ? GameObject() : GameObject(EID)); + Debug::LogError(std::to_string(EID)); } else // Not any of the supported types {