Compare commits
5 Commits
Author | SHA1 | Date |
---|---|---|
SHAM-DP | a833de2c91 | |
SHAM-DP | f27dbb92b3 | |
SHAM-DP | 23c6f57899 | |
SHAM-DP | 49ef701994 | |
SHAM-DP | ad875050cd |
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@ -1,147 +0,0 @@
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||||||
- EID: 0
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PrefabID: 117058283
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Name: ====Raccoon====
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IsActive: true
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NumberOfChildren: 2
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Components: ~
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Scripts: ~
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- EID: 1
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Name: Player
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IsActive: true
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NumberOfChildren: 3
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Components:
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Transform Component:
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Translate: {x: 2.35245037, y: 0.38365531, z: 7.10571432}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 0.999999881, y: 1, z: 0.999999881}
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IsActive: true
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Use Gravity: false
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Interpolate: false
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Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: true
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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IsActive: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 0.400000006, y: 0.5, z: 0.300000012}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.25, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts:
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- Type: PlayerController
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Enabled: true
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respawnPoint: 239
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currentState: 0
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maxMoveVel: 3
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moveForce: 50
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sprintMultiplier: 1.5
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rotationFactorPerFrame: 5
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maxJumpHeight: 2
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maxJumpTime: 0.75
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fallMultipler: 3
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lightMultiper: 0.899999976
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mediumMultiper: 0.699999988
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heavyMultiper: 0.5
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- Type: PickAndThrow
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Enabled: true
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throwForce: [10, 8, 10]
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cameraArmOffSet: [0.25, 0.600000024, 0.200000003]
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delayTimer: 1
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aimingLength: 1
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- EID: 2
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Name: HoldingPoint
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 0.899999976, z: 0.200000286}
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Rotate: {x: 0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Scripts: ~
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- EID: 3
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Name: PlayerCamera
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -5.96046448e-08, z: 0}
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Rotate: {x: 0, y: 6.28318548, z: 2.23517329e-08}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Camera Component:
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Position: {x: 2.12735963, y: 0.362327784, z: 7.98933029}
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Pitch: 0
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Yaw: 360
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Roll: 1.28065994e-06
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Width: 2560
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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FOV: 45
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IsActive: true
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Camera Arm Component:
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Arm Pitch: 0
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Arm Yaw: 0
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Arm Length: 3
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Look At Camera Origin: true
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Target Offset: {x: 0, y: 0.75, z: 0}
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Camera Collision: true
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IsActive: true
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Scripts:
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- Type: SHADE_Scripting.ThirdPersonCamera
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Enabled: true
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armLength: 3
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turnSpeedPitch: 0.200000003
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turnSpeedYaw: 0.400000006
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pitchClamp: 45
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inverseXControls: false
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inverseYControls: false
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lowerClamp: 5
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- EID: 4
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Name: PlayerBag
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -2.98023224e-08, z: 4.76837158e-07}
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Rotate: {x: 0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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IsActive: true
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Scripts: ~
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- EID: 5
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Name: RespawnPoint
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 2.5, y: 0.660660267, z: 7}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Scripts: ~
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@ -1,3 +0,0 @@
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||||||
Name: ====Raccoon====
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|
||||||
ID: 117058283
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|
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Type: 6
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@ -23,6 +23,7 @@
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#include "Serialization/SHSerialization.h"
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#include "Serialization/SHSerialization.h"
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#include <Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.h>
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#include <Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.h>
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#include "Serialization/Prefab/SHPrefabManager.h"
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#include "Serialization/Prefab/SHPrefabManager.h"
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#include <Scene/SHSceneManager.h>
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namespace SHADE
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namespace SHADE
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{
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{
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@ -415,7 +416,10 @@ namespace SHADE
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{
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{
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auto createdEntitiesList = SHSerialization::DeserializeEntitiesFromString(SHAssetManager::GetData<SHPrefabAsset>(asset->id)->data);
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auto createdEntitiesList = SHSerialization::DeserializeEntitiesFromString(SHAssetManager::GetData<SHPrefabAsset>(asset->id)->data);
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SHEditorWindowManager::GetEditorWindow<SHHierarchyPanel>()->SetScrollTo(createdEntitiesList.begin()->second);
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SHEditorWindowManager::GetEditorWindow<SHHierarchyPanel>()->SetScrollTo(createdEntitiesList.begin()->second);
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SHPrefabManager::AddEntity(asset->id, createdEntitiesList.begin()->second);
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std::vector<EntityID> eidList;
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SHPrefabManager::RecursivelyFlattenEntityHierarchy(SHSceneManager::GetCurrentSceneGraph().GetNode(createdEntitiesList.begin()->second), eidList);
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SHPrefabManager::AddPrefabInstance(asset->id, eidList);
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//SHPrefabManager::AddEntity(asset->id, createdEntitiesList.begin()->second);
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}
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}
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}
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}
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break;
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break;
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@ -390,7 +390,8 @@ namespace SHADE
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std::ranges::transform(createdEntitiesList, std::back_inserter(eidList), [](std::pair<EntityID, EntityID> pair){return pair.second;} );
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std::ranges::transform(createdEntitiesList, std::back_inserter(eidList), [](std::pair<EntityID, EntityID> pair){return pair.second;} );
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ParentSelectedEntities(eid, eidList);
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ParentSelectedEntities(eid, eidList);
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SetScrollTo(createdEntitiesList.begin()->second);
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SetScrollTo(createdEntitiesList.begin()->second);
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SHPrefabManager::AddEntity(assetId, createdEntitiesList.begin()->second);
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SHPrefabManager::AddPrefabInstance(assetId, eidList);
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//SHPrefabManager::AddEntity(assetId, createdEntitiesList.begin()->second);
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skipFrame = true;
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skipFrame = true;
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}
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}
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}
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}
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@ -8,22 +8,26 @@
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namespace SHADE
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namespace SHADE
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{
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{
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SHPrefabManager::PrefabMap SHPrefabManager::prefabMap{};
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SHPrefabManager::PrefabMap SHPrefabManager::prefabMap{};
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SHPrefabManager::PrefabEntityDatabase SHPrefabManager::prefabEntityDatabase{};
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AssetID SHPrefabManager::GetPrefabAssetID(EntityID eid) noexcept
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AssetID SHPrefabManager::GetPrefabAssetID(EntityID eid) noexcept
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{
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{
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for(auto const& [assetId, entityList] : prefabMap)
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for (auto const& [assetId, entityList] : prefabMap)
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{
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{
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if(std::ranges::find(entityList, eid) != entityList.end())
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if (std::ranges::find(entityList, eid) != entityList.end())
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{
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{
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return assetId;
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return assetId;
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}
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}
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}
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}
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return 0;
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return 0;
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}
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}
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||||||
void SHPrefabManager::AddPrefab(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::AddPrefab(AssetID const& prefabAssetID) noexcept
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||||||
{
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{
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prefabMap[prefabAssetID] = {};
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//if (prefabMap.contains(prefabAssetID))
|
||||||
|
//{
|
||||||
|
// prefabMap.insert(prefabAssetID, {});
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||||||
|
//}
|
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}
|
}
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|
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void SHPrefabManager::RemovePrefab(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::RemovePrefab(AssetID const& prefabAssetID) noexcept
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@ -35,37 +39,61 @@ namespace SHADE
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{
|
{
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||||||
if (prefabMap.contains(prefabAssetID))
|
if (prefabMap.contains(prefabAssetID))
|
||||||
{
|
{
|
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prefabMap[prefabAssetID].clear();
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prefabMap.erase(prefabAssetID);
|
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}
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}
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}
|
}
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void SHPrefabManager::UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept
|
||||||
{
|
{
|
||||||
//Loop through all entities and deserialize new data
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPrefabManager::AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
|
void SHPrefabManager::AddPrefabInstance(AssetID prefabAssetID, std::vector<EntityID> eidList)
|
||||||
{
|
{
|
||||||
|
prefabMap.insert({ prefabAssetID, eidList });
|
||||||
prefabMap[prefabAssetID].push_back(eid);
|
std::size_t size = eidList.size();
|
||||||
|
for (std::size_t i = 0; i < size; ++i)
|
||||||
}
|
|
||||||
|
|
||||||
void SHPrefabManager::RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
|
|
||||||
{
|
|
||||||
if (prefabMap.contains(prefabAssetID))
|
|
||||||
{
|
{
|
||||||
(void)std::ranges::remove(prefabMap[prefabAssetID], eid);
|
prefabEntityDatabase[eidList[i]] = { prefabAssetID, i };
|
||||||
|
}
|
||||||
|
}
|
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|
|
||||||
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void SHPrefabManager::RemovePrefabInstance(AssetID prefabAssetID, EntityID rootEid)
|
||||||
|
{
|
||||||
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if (auto iter = prefabMap.find(prefabAssetID); iter != prefabMap.end())
|
||||||
|
{
|
||||||
|
while (iter != prefabMap.upper_bound(prefabAssetID))
|
||||||
|
{
|
||||||
|
if (std::ranges::find(iter->second, rootEid) != iter->second.end())
|
||||||
|
{
|
||||||
|
prefabMap.erase(iter);
|
||||||
|
}
|
||||||
|
++iter;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHPrefabManager::RecursivelyFlattenEntityHierarchy(SHSceneNode* node, std::vector<EntityID>& eidList)
|
||||||
|
{
|
||||||
|
if (!node)
|
||||||
|
return;
|
||||||
|
eidList.push_back(node->GetEntityID());
|
||||||
|
auto const& children = node->GetChildren();
|
||||||
|
for (auto childNode : children)
|
||||||
|
{
|
||||||
|
RecursivelyFlattenEntityHierarchy(childNode, eidList);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHPrefabManager::SaveEntityAsPrefab(EntityID const& eid) noexcept
|
void SHPrefabManager::SaveEntityAsPrefab(EntityID const& eid) noexcept
|
||||||
{
|
{
|
||||||
SHEntity* const entity = SHEntityManager::GetEntityByID(eid);
|
SHEntity* const entity = SHEntityManager::GetEntityByID(eid);
|
||||||
|
SHSceneNode* entityNode = SHSceneManager::GetCurrentSceneGraph().GetNode(eid);
|
||||||
AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
|
AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
|
||||||
AddEntity(assetID, eid);
|
std::vector<EntityID> eidList;
|
||||||
|
RecursivelyFlattenEntityHierarchy(entityNode, eidList);
|
||||||
|
AddPrefabInstance(assetID, eidList);
|
||||||
auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
|
auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
|
||||||
assetData->data = SHSerialization::SerializeEntityToString(eid);
|
assetData->data = SHSerialization::SerializeEntityToString(eid, assetID);
|
||||||
|
|
||||||
SHAssetManager::SaveAsset(assetID);
|
SHAssetManager::SaveAsset(assetID);
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,7 +5,7 @@
|
||||||
#include "ECS_Base/General/SHFamily.h"
|
#include "ECS_Base/General/SHFamily.h"
|
||||||
#include "ECS_Base/Components/SHComponent.h"
|
#include "ECS_Base/Components/SHComponent.h"
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
#include <Scene/SHSceneNode.h>
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -17,27 +17,29 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
PES_UNCHANGED = 0,
|
PES_UNCHANGED = 0,
|
||||||
PES_MODIFIED,
|
PES_MODIFIED,
|
||||||
PES_ADDED,
|
PES_ADDED
|
||||||
PES_REMOVED
|
|
||||||
};
|
};
|
||||||
|
|
||||||
using PrefabMap = std::unordered_map<AssetID, std::vector<EntityID>>;
|
using PrefabMap = std::unordered_multimap<AssetID, std::vector<EntityID>>;
|
||||||
using PrefabEntitiesComponentStatusData = std::unordered_map<EntityID, std::unordered_map<SHFamilyID<SHComponent>,PrefabEntityComponentStatus>>;
|
using PrefabEntityDatabase = std::unordered_map<EntityID, std::pair<AssetID, EntityID>>;
|
||||||
|
|
||||||
static AssetID GetPrefabAssetID(EntityID eid) noexcept;
|
static AssetID GetPrefabAssetID(EntityID eid) noexcept;
|
||||||
static void AddPrefab(AssetID const& prefabAssetID) noexcept;
|
static void AddPrefab(AssetID const& prefabAssetID) noexcept;
|
||||||
static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
|
static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
|
||||||
static void ClearPrefab(AssetID const& prefabAssetID) noexcept;
|
static void ClearPrefab(AssetID const& prefabAssetID) noexcept;
|
||||||
static void UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept;
|
static void UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept;
|
||||||
static void AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
static void AddPrefabInstance(AssetID prefabAssetID, std::vector<EntityID> eidList);
|
||||||
static void RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
static void RemovePrefabInstance(AssetID prefabAssetID, EntityID rootEid);
|
||||||
|
static void RecursivelyFlattenEntityHierarchy(SHSceneNode* node, std::vector<EntityID>& eidList);
|
||||||
|
//static void AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
||||||
|
//static void RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
||||||
static void SaveEntityAsPrefab(EntityID const& eid) noexcept;
|
static void SaveEntityAsPrefab(EntityID const& eid) noexcept;
|
||||||
static void Clear() noexcept;
|
static void Clear() noexcept;
|
||||||
static bool Empty() noexcept;
|
static bool Empty() noexcept;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static PrefabMap prefabMap;
|
static PrefabMap prefabMap;
|
||||||
static PrefabEntitiesComponentStatusData prefabEntitiesComponentStatusData;
|
static PrefabEntityDatabase prefabEntityDatabase;
|
||||||
|
|
||||||
friend class SHSerialization;
|
friend class SHSerialization;
|
||||||
friend struct SHSerializationHelper;
|
friend struct SHSerializationHelper;
|
||||||
|
|
|
@ -16,6 +16,7 @@
|
||||||
#include "Scripting/SHScriptEngine.h"
|
#include "Scripting/SHScriptEngine.h"
|
||||||
#include "Tools/FileIO/SHFileIO.h"
|
#include "Tools/FileIO/SHFileIO.h"
|
||||||
#include "Prefab/SHPrefabManager.h"
|
#include "Prefab/SHPrefabManager.h"
|
||||||
|
#include "Assets/Asset Types/SHPrefabAsset.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -51,6 +52,7 @@ namespace SHADE
|
||||||
auto const& children = root->GetChildren();
|
auto const& children = root->GetChildren();
|
||||||
out << YAML::BeginSeq;
|
out << YAML::BeginSeq;
|
||||||
|
|
||||||
|
//auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
||||||
auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
||||||
sceneGraph.Traverse(pred);
|
sceneGraph.Traverse(pred);
|
||||||
//out << SerializeEntityToNode(child);
|
//out << SerializeEntityToNode(child);
|
||||||
|
@ -58,6 +60,33 @@ namespace SHADE
|
||||||
out << YAML::EndSeq;
|
out << YAML::EndSeq;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RecursivelyResolveEntityIDs(YAML::iterator nodeIt, SHSerialization::CreatedEntitiesList& createdEntities)
|
||||||
|
{
|
||||||
|
for (YAML::iterator it = nodeIt->begin(); it != nodeIt->end(); ++it)
|
||||||
|
{
|
||||||
|
if(it->second.IsDefined())
|
||||||
|
{
|
||||||
|
auto tag = it->second.Tag();
|
||||||
|
|
||||||
|
if (!tag.empty() && tag == "EID") //Node has EID tag
|
||||||
|
{
|
||||||
|
EntityID eid = it->second.as<EntityID>();
|
||||||
|
if(createdEntities.contains(eid))
|
||||||
|
it->second = createdEntities[eid];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
RecursivelyResolveEntityIDs(it, createdEntities);
|
||||||
|
for (YAML::iterator it2 = it->first.begin(); it2 != it->first.end(); ++it2)
|
||||||
|
{
|
||||||
|
RecursivelyResolveEntityIDs(it2, createdEntities);
|
||||||
|
}
|
||||||
|
for (YAML::iterator it2 = it->second.begin(); it2 != it->second.end(); ++it2)
|
||||||
|
{
|
||||||
|
RecursivelyResolveEntityIDs(it2, createdEntities);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static EntityID DeserializeEntity(YAML::iterator& it, YAML::Node const& node, SHSerialization::CreatedEntitiesList& createdEntities, EntityID parentEID = MAX_EID)
|
static EntityID DeserializeEntity(YAML::iterator& it, YAML::Node const& node, SHSerialization::CreatedEntitiesList& createdEntities, EntityID parentEID = MAX_EID)
|
||||||
{
|
{
|
||||||
EntityID eid{MAX_EID}, oldEID{MAX_EID};
|
EntityID eid{MAX_EID}, oldEID{MAX_EID};
|
||||||
|
@ -69,6 +98,14 @@ namespace SHADE
|
||||||
std::string name = "UnnamedEntitiy";
|
std::string name = "UnnamedEntitiy";
|
||||||
if (node[EntityNameNode])
|
if (node[EntityNameNode])
|
||||||
name = node[EntityNameNode].as<std::string>();
|
name = node[EntityNameNode].as<std::string>();
|
||||||
|
|
||||||
|
//if(node[PrefabID].IsDefined())
|
||||||
|
//{
|
||||||
|
// AssetID prefabAssetID = node[PrefabID].as<AssetID>();
|
||||||
|
// YAML::Node prefabNode = YAML::Load(SHAssetManager::GetData<SHPrefabAsset>(prefabAssetID)->data);
|
||||||
|
//
|
||||||
|
//}
|
||||||
|
|
||||||
//Compile component IDs
|
//Compile component IDs
|
||||||
const auto componentIDList = SHSerialization::GetComponentIDList(node[ComponentsNode]);
|
const auto componentIDList = SHSerialization::GetComponentIDList(node[ComponentsNode]);
|
||||||
eid = SHEntityManager::CreateEntity(componentIDList, eid, name, parentEID);
|
eid = SHEntityManager::CreateEntity(componentIDList, eid, name, parentEID);
|
||||||
|
@ -89,10 +126,6 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Deserialise scripts
|
|
||||||
if (node[ScriptsNode])
|
|
||||||
SHSystemManager::GetSystem<SHScriptEngine>()->DeserialiseScripts(eid, node[ScriptsNode]);
|
|
||||||
|
|
||||||
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||||
if (node[IsActiveNode])
|
if (node[IsActiveNode])
|
||||||
{
|
{
|
||||||
|
@ -128,9 +161,15 @@ namespace SHADE
|
||||||
AssetQueue assetQueue;
|
AssetQueue assetQueue;
|
||||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||||
{
|
{
|
||||||
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
|
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
|
||||||
}
|
}
|
||||||
LoadAssetsFromAssetQueue(assetQueue);
|
LoadAssetsFromAssetQueue(assetQueue);
|
||||||
|
|
||||||
|
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||||
|
{
|
||||||
|
RecursivelyResolveEntityIDs(it, createdEntities);
|
||||||
|
}
|
||||||
|
|
||||||
//Initialize Entity
|
//Initialize Entity
|
||||||
entityVecIt = createdEntities.begin();
|
entityVecIt = createdEntities.begin();
|
||||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||||
|
@ -141,16 +180,16 @@ namespace SHADE
|
||||||
return assetData->name;
|
return assetData->name;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
|
void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, CreatedEntitiesList* createdEntitiesList /*= nullptr*/, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
|
||||||
{
|
{
|
||||||
out << SerializeEntityToNode(entityNode, isPrefab, entityIndex);
|
out << SerializeEntityToNode(entityNode, createdEntitiesList, isPrefab, entityIndex);
|
||||||
if(isPrefab)
|
if(isPrefab)
|
||||||
++(*entityIndex);
|
++(*entityIndex);
|
||||||
|
|
||||||
auto const& children = entityNode->GetChildren();
|
auto const& children = entityNode->GetChildren();
|
||||||
for (auto const& child : children)
|
for (auto const& child : children)
|
||||||
{
|
{
|
||||||
EmitEntity(child, out, isPrefab, entityIndex);
|
EmitEntity(child, out, createdEntitiesList, isPrefab, entityIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -159,6 +198,7 @@ namespace SHADE
|
||||||
YAML::Emitter out;
|
YAML::Emitter out;
|
||||||
YAML::Node node;
|
YAML::Node node;
|
||||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||||
|
|
||||||
out << YAML::BeginSeq;
|
out << YAML::BeginSeq;
|
||||||
EntityID entityIndex = 0;
|
EntityID entityIndex = 0;
|
||||||
for (auto const& eid : entities)
|
for (auto const& eid : entities)
|
||||||
|
@ -167,10 +207,11 @@ namespace SHADE
|
||||||
EmitEntity(entityNode, out);
|
EmitEntity(entityNode, out);
|
||||||
}
|
}
|
||||||
out << YAML::EndSeq;
|
out << YAML::EndSeq;
|
||||||
|
|
||||||
return std::string(out.c_str());
|
return std::string(out.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string SHSerialization::SerializeEntityToString(EntityID eid) noexcept
|
std::string SHSerialization::SerializeEntityToString(EntityID eid, AssetID prefabAssetID /*= 0*/) noexcept
|
||||||
{
|
{
|
||||||
YAML::Emitter out;
|
YAML::Emitter out;
|
||||||
YAML::Node node;
|
YAML::Node node;
|
||||||
|
@ -179,9 +220,12 @@ namespace SHADE
|
||||||
EntityID entityIndex = 0;
|
EntityID entityIndex = 0;
|
||||||
|
|
||||||
auto entityNode = sceneGraph.GetNode(eid);
|
auto entityNode = sceneGraph.GetNode(eid);
|
||||||
EmitEntity(entityNode, out, true, &entityIndex);
|
CreatedEntitiesList list;
|
||||||
|
EmitEntity(entityNode, out, &list, true, &entityIndex);
|
||||||
out << YAML::EndSeq;
|
out << YAML::EndSeq;
|
||||||
|
node = YAML::Load(out.c_str());
|
||||||
|
for(auto it = node.begin(); it != node.end(); ++it)
|
||||||
|
RecursivelyResolveEntityIDs(it, list);
|
||||||
return std::string(out.c_str());
|
return std::string(out.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -200,7 +244,7 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
|
YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode, CreatedEntitiesList* createdEntitiesList /*= nullptr*/, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
|
||||||
{
|
{
|
||||||
if(!sceneNode)
|
if(!sceneNode)
|
||||||
return YAML::Node();
|
return YAML::Node();
|
||||||
|
@ -216,7 +260,10 @@ namespace SHADE
|
||||||
node.SetStyle(YAML::EmitterStyle::Block);
|
node.SetStyle(YAML::EmitterStyle::Block);
|
||||||
|
|
||||||
node[EIDNode] = (entityIndex) ? *entityIndex : eid;
|
node[EIDNode] = (entityIndex) ? *entityIndex : eid;
|
||||||
|
if(createdEntitiesList && entityIndex)
|
||||||
|
{
|
||||||
|
createdEntitiesList->insert({eid, *entityIndex});
|
||||||
|
}
|
||||||
AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
|
AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
|
||||||
if(prefabAssetID != 0)
|
if(prefabAssetID != 0)
|
||||||
{
|
{
|
||||||
|
@ -275,6 +322,10 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
//auto entityVecIt = createdEntities.begin();
|
//auto entityVecIt = createdEntities.begin();
|
||||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||||
|
{
|
||||||
|
RecursivelyResolveEntityIDs(it, createdEntities);
|
||||||
|
}
|
||||||
|
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||||
{
|
{
|
||||||
InitializeEntity(*it, createdEntities[(*it)[EIDNode].as<EntityID>()]);
|
InitializeEntity(*it, createdEntities[(*it)[EIDNode].as<EntityID>()]);
|
||||||
}
|
}
|
||||||
|
@ -371,20 +422,40 @@ namespace SHADE
|
||||||
ResolveSerializedEntityID(out, it, (*it), createdEntities);
|
ResolveSerializedEntityID(out, it, (*it), createdEntities);
|
||||||
}
|
}
|
||||||
out << YAML::EndSeq;
|
out << YAML::EndSeq;
|
||||||
|
|
||||||
return out.c_str();
|
return out.c_str();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
|
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
|
||||||
{
|
{
|
||||||
auto const componentsNode = entityNode[ComponentsNode];
|
auto componentsNode = entityNode[ComponentsNode];
|
||||||
if (!componentsNode)
|
if (!componentsNode.IsDefined())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHTransformComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHTransformComponent>(componentsNode, eid);
|
||||||
|
SHSerializationHelper::InitializeComponentFromNode<SHColliderComponent>(componentsNode, eid);
|
||||||
|
|
||||||
|
bool isPrefab = entityNode[PrefabID].IsDefined();
|
||||||
|
if(isPrefab)
|
||||||
|
{
|
||||||
|
auto prefabAssetID = entityNode[PrefabID].as<AssetID>();
|
||||||
|
if(auto prefabAsset = SHAssetManager::GetData<SHPrefabAsset>(prefabAssetID))
|
||||||
|
{
|
||||||
|
auto prefabNode = YAML::Load(prefabAsset->data);
|
||||||
|
if(prefabNode[ComponentsNode].IsDefined())
|
||||||
|
{
|
||||||
|
componentsNode = prefabNode[ComponentsNode];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (prefabNode[ScriptsNode].IsDefined())
|
||||||
|
SHSystemManager::GetSystem<SHScriptEngine>()->DeserialiseScripts(eid, prefabNode[ScriptsNode]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHCameraComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHCameraComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHCameraArmComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHCameraArmComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHRigidBodyComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHRigidBodyComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHRenderable>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHRenderable>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHColliderComponent>(componentsNode, eid);
|
|
||||||
|
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
|
||||||
|
@ -395,5 +466,49 @@ namespace SHADE
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(componentsNode, eid);
|
||||||
SHSerializationHelper::InitializeComponentFromNode<SHAudioListenerComponent>(componentsNode, eid);
|
SHSerializationHelper::InitializeComponentFromNode<SHAudioListenerComponent>(componentsNode, eid);
|
||||||
|
|
||||||
|
if (!isPrefab && entityNode[ScriptsNode].IsDefined())
|
||||||
|
SHSystemManager::GetSystem<SHScriptEngine>()->DeserialiseScripts(eid, entityNode[ScriptsNode]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const YAML::Node& cnode(const YAML::Node& n) {
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
|
YAML::Node SHSerialization::MergeNodes(YAML::Node a, YAML::Node b)
|
||||||
|
{
|
||||||
|
if (!b.IsMap()) {
|
||||||
|
|
||||||
|
return b.IsNull() ? a : b;
|
||||||
|
}
|
||||||
|
if (!a.IsMap()) {
|
||||||
|
|
||||||
|
return b;
|
||||||
|
}
|
||||||
|
if (!b.size()) {
|
||||||
|
|
||||||
|
return a;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto c = YAML::Node(YAML::NodeType::Map);
|
||||||
|
for (auto n : a) {
|
||||||
|
if (n.first.IsScalar()) {
|
||||||
|
const std::string& key = n.first.Scalar();
|
||||||
|
auto t = YAML::Node(cnode(b)[key]);
|
||||||
|
if (t) {
|
||||||
|
c[n.first] = MergeNodes(n.second, t);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
c[n.first] = n.second;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto n : b) {
|
||||||
|
if (!n.first.IsScalar() || !cnode(c)[n.first.Scalar()]) {
|
||||||
|
c[n.first] = n.second;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -38,13 +38,13 @@ namespace SHADE
|
||||||
|
|
||||||
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
||||||
|
|
||||||
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, CreatedEntitiesList* createdEntitiesList = nullptr, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
|
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
|
||||||
|
|
||||||
static std::string SerializeEntityToString(EntityID eid) noexcept;
|
static std::string SerializeEntityToString(EntityID eid, AssetID prefabAssetID = 0) noexcept;
|
||||||
//static void SerializeEntityToFile(std::filesystem::path const& path);
|
//static void SerializeEntityToFile(std::filesystem::path const& path);
|
||||||
static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode, CreatedEntitiesList* createdEntitiesList = nullptr, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
static CreatedEntitiesList DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
|
static CreatedEntitiesList DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
|
||||||
|
|
||||||
|
@ -56,7 +56,7 @@ namespace SHADE
|
||||||
private:
|
private:
|
||||||
//static void ResolveSerializedEntityID(YAML::Emitter& out, YAML::iterator& it, YAML::Node const& entityNode, CreatedEntitiesList const& createdEntities);
|
//static void ResolveSerializedEntityID(YAML::Emitter& out, YAML::iterator& it, YAML::Node const& entityNode, CreatedEntitiesList const& createdEntities);
|
||||||
static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid);
|
static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid);
|
||||||
|
static YAML::Node MergeNodes(YAML::Node lhsNode, YAML::Node rhsNode);
|
||||||
static constexpr std::string_view NewSceneName = "New Scene";
|
static constexpr std::string_view NewSceneName = "New Scene";
|
||||||
};
|
};
|
||||||
}
|
}
|
|
@ -209,7 +209,7 @@ namespace SHADE
|
||||||
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
||||||
if (componentsNode.IsNull() || !component)
|
if (componentsNode.IsNull() || !component)
|
||||||
return false;
|
return false;
|
||||||
auto componentNode = GetComponentNode<ComponentType>(componentsNode, eid);
|
auto componentNode = GetComponentNode<ComponentType>(componentsNode, component);
|
||||||
if (componentNode.IsNull() || !componentNode.IsDefined())
|
if (componentNode.IsNull() || !componentNode.IsDefined())
|
||||||
return false;
|
return false;
|
||||||
if (componentNode[IsActive.data()].IsDefined())
|
if (componentNode[IsActive.data()].IsDefined())
|
||||||
|
@ -242,9 +242,46 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||||
static YAML::Node GetComponentNode(YAML::Node const& componentsNode, EntityID const& eid)
|
static bool InitializeComponentFromNode(YAML::Node const& componentsNode, ComponentType* component)
|
||||||
|
{
|
||||||
|
if constexpr (YAML::HasYAMLConv<ComponentType>())
|
||||||
|
{
|
||||||
|
if (componentsNode.IsNull() || !component)
|
||||||
|
return false;
|
||||||
|
auto componentNode = GetComponentNode<ComponentType>(componentsNode, component);
|
||||||
|
if (componentNode.IsNull() || !componentNode.IsDefined())
|
||||||
|
return false;
|
||||||
|
if (componentNode[IsActive.data()].IsDefined())
|
||||||
|
component->isActive = componentNode[IsActive.data()].as<bool>();
|
||||||
|
YAML::convert<ComponentType>::decode(componentNode, *component);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (componentsNode.IsNull() && !component)
|
||||||
|
return false;
|
||||||
|
auto rttrType = rttr::type::get<ComponentType>();
|
||||||
|
auto componentNode = componentsNode[rttrType.get_name().data()];
|
||||||
|
if (!componentNode.IsDefined())
|
||||||
|
return false;
|
||||||
|
if (componentNode[IsActive.data()].IsDefined())
|
||||||
|
component->isActive = componentNode[IsActive.data()].as<bool>();
|
||||||
|
|
||||||
|
auto properties = rttrType.get_properties();
|
||||||
|
for (auto const& prop : properties)
|
||||||
|
{
|
||||||
|
if (componentNode[prop.get_name().data()].IsDefined())
|
||||||
|
{
|
||||||
|
InitializeProperty<ComponentType>(component, prop, componentNode[prop.get_name().data()]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||||
|
static YAML::Node GetComponentNode(YAML::Node const& componentsNode, ComponentType* component)
|
||||||
{
|
{
|
||||||
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
|
||||||
if (componentsNode.IsNull() && !component)
|
if (componentsNode.IsNull() && !component)
|
||||||
return {};
|
return {};
|
||||||
auto rttrType = rttr::type::get<ComponentType>();
|
auto rttrType = rttr::type::get<ComponentType>();
|
||||||
|
@ -307,7 +344,8 @@ namespace SHADE
|
||||||
template<>
|
template<>
|
||||||
static void FetchAssetsFromComponent<SHRenderable>(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
|
static void FetchAssetsFromComponent<SHRenderable>(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
|
||||||
{
|
{
|
||||||
auto node = GetComponentNode<SHRenderable>(componentsNode, eid);
|
SHRenderable* renderableComponent = SHComponentManager::GetComponent_s<SHRenderable>(eid);
|
||||||
|
auto node = GetComponentNode<SHRenderable>(componentsNode, renderableComponent);
|
||||||
if(!node.IsDefined())
|
if(!node.IsDefined())
|
||||||
return;
|
return;
|
||||||
if (auto const& meshNode = node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()]; meshNode.IsDefined())
|
if (auto const& meshNode = node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()]; meshNode.IsDefined())
|
||||||
|
|
|
@ -59,6 +59,7 @@ namespace SHADE
|
||||||
else if constexpr (std::is_same_v<FieldType, GameObject>)
|
else if constexpr (std::is_same_v<FieldType, GameObject>)
|
||||||
{
|
{
|
||||||
fieldNode = MAX_EID;
|
fieldNode = MAX_EID;
|
||||||
|
fieldNode.SetTag("EID");
|
||||||
}
|
}
|
||||||
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
|
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
|
||||||
std::is_same_v<FieldType, MaterialAsset> ||
|
std::is_same_v<FieldType, MaterialAsset> ||
|
||||||
|
@ -125,6 +126,7 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
GameObject gameObj = safe_cast<GameObject>(object);
|
GameObject gameObj = safe_cast<GameObject>(object);
|
||||||
fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
|
fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
|
||||||
|
fieldNode.SetTag("EID");
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue