Compare commits
5 Commits
Author | SHA1 | Date |
---|---|---|
SHAM-DP | a833de2c91 | |
SHAM-DP | f27dbb92b3 | |
SHAM-DP | 23c6f57899 | |
SHAM-DP | 49ef701994 | |
SHAM-DP | ad875050cd |
|
@ -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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Type: 6
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@ -23,6 +23,7 @@
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#include "Serialization/SHSerialization.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 <Scene/SHSceneManager.h>
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namespace SHADE
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{
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@ -415,7 +416,10 @@ namespace SHADE
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{
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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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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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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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ParentSelectedEntities(eid, eidList);
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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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}
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}
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@ -8,6 +8,7 @@
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namespace SHADE
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{
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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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{
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@ -23,7 +24,10 @@ namespace SHADE
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void SHPrefabManager::AddPrefab(AssetID const& prefabAssetID) noexcept
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{
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prefabMap[prefabAssetID] = {};
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//if (prefabMap.contains(prefabAssetID))
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//{
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// prefabMap.insert(prefabAssetID, {});
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//}
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}
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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))
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{
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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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void SHPrefabManager::UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept
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{
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//Loop through all entities and deserialize new data
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}
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void SHPrefabManager::AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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void SHPrefabManager::AddPrefabInstance(AssetID prefabAssetID, std::vector<EntityID> eidList)
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{
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prefabMap[prefabAssetID].push_back(eid);
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prefabMap.insert({ prefabAssetID, eidList });
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std::size_t size = eidList.size();
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for (std::size_t i = 0; i < size; ++i)
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{
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prefabEntityDatabase[eidList[i]] = { prefabAssetID, i };
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}
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}
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void SHPrefabManager::RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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void SHPrefabManager::RemovePrefabInstance(AssetID prefabAssetID, EntityID rootEid)
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{
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if (prefabMap.contains(prefabAssetID))
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if (auto iter = prefabMap.find(prefabAssetID); iter != prefabMap.end())
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{
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(void)std::ranges::remove(prefabMap[prefabAssetID], eid);
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while (iter != prefabMap.upper_bound(prefabAssetID))
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{
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if (std::ranges::find(iter->second, rootEid) != iter->second.end())
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{
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prefabMap.erase(iter);
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}
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++iter;
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}
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}
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}
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void SHPrefabManager::RecursivelyFlattenEntityHierarchy(SHSceneNode* node, std::vector<EntityID>& eidList)
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{
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if (!node)
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return;
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eidList.push_back(node->GetEntityID());
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auto const& children = node->GetChildren();
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for (auto childNode : children)
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{
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RecursivelyFlattenEntityHierarchy(childNode, eidList);
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}
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}
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void SHPrefabManager::SaveEntityAsPrefab(EntityID const& eid) noexcept
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{
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SHEntity* const entity = SHEntityManager::GetEntityByID(eid);
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SHSceneNode* entityNode = SHSceneManager::GetCurrentSceneGraph().GetNode(eid);
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AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
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AddEntity(assetID, eid);
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std::vector<EntityID> eidList;
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RecursivelyFlattenEntityHierarchy(entityNode, eidList);
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AddPrefabInstance(assetID, eidList);
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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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assetData->data = SHSerialization::SerializeEntityToString(eid);
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assetData->data = SHSerialization::SerializeEntityToString(eid, assetID);
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SHAssetManager::SaveAsset(assetID);
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}
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|
|
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@ -5,7 +5,7 @@
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#include "ECS_Base/General/SHFamily.h"
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#include "ECS_Base/Components/SHComponent.h"
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#include <unordered_map>
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#include <Scene/SHSceneNode.h>
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namespace SHADE
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{
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|
@ -17,27 +17,29 @@ namespace SHADE
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{
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PES_UNCHANGED = 0,
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PES_MODIFIED,
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PES_ADDED,
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PES_REMOVED
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PES_ADDED
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};
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using PrefabMap = std::unordered_map<AssetID, std::vector<EntityID>>;
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using PrefabEntitiesComponentStatusData = std::unordered_map<EntityID, std::unordered_map<SHFamilyID<SHComponent>,PrefabEntityComponentStatus>>;
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using PrefabMap = std::unordered_multimap<AssetID, std::vector<EntityID>>;
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using PrefabEntityDatabase = std::unordered_map<EntityID, std::pair<AssetID, EntityID>>;
|
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static AssetID GetPrefabAssetID(EntityID eid) noexcept;
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static void AddPrefab(AssetID const& prefabAssetID) noexcept;
|
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static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
|
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static void ClearPrefab(AssetID const& prefabAssetID) noexcept;
|
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static void UpdateAllPrefabEntities(AssetID const& prefabAssetID) noexcept;
|
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static void AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
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static void RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
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static void AddPrefabInstance(AssetID prefabAssetID, std::vector<EntityID> eidList);
|
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static void RemovePrefabInstance(AssetID prefabAssetID, EntityID rootEid);
|
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static void RecursivelyFlattenEntityHierarchy(SHSceneNode* node, std::vector<EntityID>& eidList);
|
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//static void AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
||||
//static void RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept;
|
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static void SaveEntityAsPrefab(EntityID const& eid) noexcept;
|
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static void Clear() noexcept;
|
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static bool Empty() noexcept;
|
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|
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private:
|
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static PrefabMap prefabMap;
|
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static PrefabEntitiesComponentStatusData prefabEntitiesComponentStatusData;
|
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static PrefabEntityDatabase prefabEntityDatabase;
|
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|
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friend class SHSerialization;
|
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friend struct SHSerializationHelper;
|
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|
|
|
@ -16,6 +16,7 @@
|
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#include "Scripting/SHScriptEngine.h"
|
||||
#include "Tools/FileIO/SHFileIO.h"
|
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#include "Prefab/SHPrefabManager.h"
|
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#include "Assets/Asset Types/SHPrefabAsset.h"
|
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|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -51,6 +52,7 @@ namespace SHADE
|
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auto const& children = root->GetChildren();
|
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out << YAML::BeginSeq;
|
||||
|
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//auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
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auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
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sceneGraph.Traverse(pred);
|
||||
//out << SerializeEntityToNode(child);
|
||||
|
@ -58,6 +60,33 @@ namespace SHADE
|
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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)
|
||||
{
|
||||
EntityID eid{MAX_EID}, oldEID{MAX_EID};
|
||||
|
@ -69,6 +98,14 @@ namespace SHADE
|
|||
std::string name = "UnnamedEntitiy";
|
||||
if (node[EntityNameNode])
|
||||
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
|
||||
const auto componentIDList = SHSerialization::GetComponentIDList(node[ComponentsNode]);
|
||||
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();
|
||||
if (node[IsActiveNode])
|
||||
{
|
||||
|
@ -131,6 +164,12 @@ namespace SHADE
|
|||
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
|
||||
}
|
||||
LoadAssetsFromAssetQueue(assetQueue);
|
||||
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
{
|
||||
RecursivelyResolveEntityIDs(it, createdEntities);
|
||||
}
|
||||
|
||||
//Initialize Entity
|
||||
entityVecIt = createdEntities.begin();
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
|
@ -141,16 +180,16 @@ namespace SHADE
|
|||
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)
|
||||
++(*entityIndex);
|
||||
|
||||
auto const& children = entityNode->GetChildren();
|
||||
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::Node node;
|
||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
|
||||
out << YAML::BeginSeq;
|
||||
EntityID entityIndex = 0;
|
||||
for (auto const& eid : entities)
|
||||
|
@ -167,10 +207,11 @@ namespace SHADE
|
|||
EmitEntity(entityNode, out);
|
||||
}
|
||||
out << YAML::EndSeq;
|
||||
|
||||
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::Node node;
|
||||
|
@ -179,9 +220,12 @@ namespace SHADE
|
|||
EntityID entityIndex = 0;
|
||||
|
||||
auto entityNode = sceneGraph.GetNode(eid);
|
||||
EmitEntity(entityNode, out, true, &entityIndex);
|
||||
|
||||
CreatedEntitiesList list;
|
||||
EmitEntity(entityNode, out, &list, true, &entityIndex);
|
||||
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());
|
||||
}
|
||||
|
||||
|
@ -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)
|
||||
return YAML::Node();
|
||||
|
@ -216,7 +260,10 @@ namespace SHADE
|
|||
node.SetStyle(YAML::EmitterStyle::Block);
|
||||
|
||||
node[EIDNode] = (entityIndex) ? *entityIndex : eid;
|
||||
|
||||
if(createdEntitiesList && entityIndex)
|
||||
{
|
||||
createdEntitiesList->insert({eid, *entityIndex});
|
||||
}
|
||||
AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
|
||||
if(prefabAssetID != 0)
|
||||
{
|
||||
|
@ -275,6 +322,10 @@ namespace SHADE
|
|||
}
|
||||
//auto entityVecIt = createdEntities.begin();
|
||||
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>()]);
|
||||
}
|
||||
|
@ -371,20 +422,40 @@ namespace SHADE
|
|||
ResolveSerializedEntityID(out, it, (*it), createdEntities);
|
||||
}
|
||||
out << YAML::EndSeq;
|
||||
|
||||
return out.c_str();
|
||||
}
|
||||
|
||||
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
|
||||
{
|
||||
auto const componentsNode = entityNode[ComponentsNode];
|
||||
if (!componentsNode)
|
||||
auto componentsNode = entityNode[ComponentsNode];
|
||||
if (!componentsNode.IsDefined())
|
||||
return;
|
||||
|
||||
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<SHCameraArmComponent>(componentsNode, eid);
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHRigidBodyComponent>(componentsNode, eid);
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHRenderable>(componentsNode, eid);
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHColliderComponent>(componentsNode, eid);
|
||||
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHCanvasComponent>(componentsNode, eid);
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHButtonComponent>(componentsNode, eid);
|
||||
|
@ -395,5 +466,49 @@ namespace SHADE
|
|||
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
|
||||
SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(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 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 SerializeEntityToString(EntityID eid) noexcept;
|
||||
static std::string SerializeEntityToString(EntityID eid, AssetID prefabAssetID = 0) noexcept;
|
||||
//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;
|
||||
|
||||
|
@ -56,7 +56,7 @@ namespace SHADE
|
|||
private:
|
||||
//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 YAML::Node MergeNodes(YAML::Node lhsNode, YAML::Node rhsNode);
|
||||
static constexpr std::string_view NewSceneName = "New Scene";
|
||||
};
|
||||
}
|
|
@ -209,7 +209,7 @@ namespace SHADE
|
|||
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
||||
if (componentsNode.IsNull() || !component)
|
||||
return false;
|
||||
auto componentNode = GetComponentNode<ComponentType>(componentsNode, eid);
|
||||
auto componentNode = GetComponentNode<ComponentType>(componentsNode, component);
|
||||
if (componentNode.IsNull() || !componentNode.IsDefined())
|
||||
return false;
|
||||
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>
|
||||
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)
|
||||
return {};
|
||||
auto rttrType = rttr::type::get<ComponentType>();
|
||||
|
@ -307,7 +344,8 @@ namespace SHADE
|
|||
template<>
|
||||
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())
|
||||
return;
|
||||
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>)
|
||||
{
|
||||
fieldNode = MAX_EID;
|
||||
fieldNode.SetTag("EID");
|
||||
}
|
||||
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
|
||||
std::is_same_v<FieldType, MaterialAsset> ||
|
||||
|
@ -125,6 +126,7 @@ namespace SHADE
|
|||
{
|
||||
GameObject gameObj = safe_cast<GameObject>(object);
|
||||
fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
|
||||
fieldNode.SetTag("EID");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue