SP3-2 Collider Materials synchronisation with ReactPhysics & Clear Forces method #205
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@ -0,0 +1,27 @@
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---
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name: Bug report
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about: Report a bug that should be fixed
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title: ''
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labels: ''
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assignees: ''
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---
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**Describe the bug**
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A clear and concise description of what the bug is.
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**To Reproduce**
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Steps to reproduce the behavior:
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1. Go to '...'
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2. Click on '....'
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3. Scroll down to '....'
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4. See error
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**Expected behavior**
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A clear and concise description of what you expected to happen.
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**Screenshots**
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If applicable, add screenshots to help explain your problem.
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**Additional context**
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Add any other context about the problem here.
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@ -0,0 +1,20 @@
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---
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name: Feature request
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about: Suggest a feature for the project
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title: ''
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labels: ''
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assignees: ''
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---
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**Is your feature request related to a problem? Please describe.**
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A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
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**Describe the solution you'd like**
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A clear and concise description of what you want to happen.
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**Describe alternatives you've considered**
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A clear and concise description of any alternative solutions or features you've considered.
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**Additional context**
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Add any other context or screenshots about the feature request here.
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@ -560,6 +560,34 @@ namespace SHADE
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assetCollection.emplace(newAsset.id, newAsset);
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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return newAsset.id;
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}
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else if (ext == SCENE_EXTENSION)
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::SCENE),
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AssetType::SCENE,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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return newAsset.id;
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}
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else if (ext == FONT_EXTENSION)
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::FONT),
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AssetType::FONT,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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return newAsset.id;
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return newAsset.id;
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}
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}
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}
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}
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@ -571,8 +599,11 @@ namespace SHADE
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for (auto& file : toGenNew)
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for (auto& file : toGenNew)
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{
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{
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auto newID{ GenerateNewMeta(file->path).value() };
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auto newID{ GenerateNewMeta(file->path) };
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file->assetMeta = &assetCollection[newID];
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if (newID.has_value())
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{
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file->assetMeta = &assetCollection[newID.value()];
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}
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}
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}
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for (auto& asset : std::ranges::views::values(assetCollection))
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for (auto& asset : std::ranges::views::values(assetCollection))
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@ -130,6 +130,14 @@ namespace SHADE
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}
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}
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// If item is folder
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// If item is folder
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if (path.stem().string() == "bin"
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|| path.stem().string() == "obj"
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|| !std::filesystem::exists(path))
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{
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SHLOG_INFO("[FileSystem] Skipped paths in directory building: {}", path.string());
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continue;
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}
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auto newFolder{ folder->CreateSubFolderHere(path.stem().string()) };
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auto newFolder{ folder->CreateSubFolderHere(path.stem().string()) };
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folderStack.push(newFolder);
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folderStack.push(newFolder);
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}
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}
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@ -34,8 +34,11 @@ namespace SHADE
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void SHRenderable::OnDestroy()
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void SHRenderable::OnDestroy()
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{
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{
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// Remove from SuperBatch
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// Remove from SuperBatch
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if (sharedMaterial)
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{
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Handle<SHSuperBatch> superBatch = sharedMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();
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Handle<SHSuperBatch> superBatch = sharedMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();
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superBatch->Remove(this);
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superBatch->Remove(this);
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}
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// Free resources
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// Free resources
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if (material)
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if (material)
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@ -288,7 +288,15 @@ namespace YAML
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{
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{
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YAML::Node node;
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YAML::Node node;
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node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
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node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
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auto mat = rhs.GetMaterial();
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if (mat)
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{
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node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
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node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
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}
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else
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{
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node[MAT_YAML_TAG.data()] = 0;
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}
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return node;
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return node;
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}
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}
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static bool decode(YAML::Node const& node, SHRenderable& rhs)
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static bool decode(YAML::Node const& node, SHRenderable& rhs)
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@ -27,6 +27,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Scene/SHSceneManager.h"
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#include "Scene/SHSceneManager.h"
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#include "Scene/SHSceneGraph.h"
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#include "Scene/SHSceneGraph.h"
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#include "Tools/SHLog.h"
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#include "Tools/SHLog.h"
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#include "Graphics\MiddleEnd\Interface\SHRenderable.h"
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// Project Headers
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// Project Headers
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#include "Utility/Convert.hxx"
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#include "Utility/Convert.hxx"
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#include "Utility/Debug.hxx"
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#include "Utility/Debug.hxx"
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@ -36,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Components/Camera.hxx"
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#include "Components/Camera.hxx"
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#include "Components/CameraArm.hxx"
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#include "Components/CameraArm.hxx"
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#include "Components/Light.hxx"
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#include "Components/Light.hxx"
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#include "Components\Renderable.hxx"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -166,6 +168,70 @@ namespace SHADE
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return T();
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return T();
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}
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}
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generic<typename T>
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System::Collections::Generic::IEnumerable<T>^ ECS::GetComponentsInChildren(EntityID entity)
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{
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System::Type^ componentType = T::typeid;
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// Check if entity is correct
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if (!SHEntityManager::IsValidEID(entity))
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{
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std::ostringstream oss;
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oss << "[ECS] Attempted to retrieve Component \""
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<< Convert::ToNative(componentType->Name)
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<< "\" from invalid Entity.";
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Debug::LogError(oss.str());
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return nullptr;
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}
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// Search all elements via a iterative breadth first search
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System::Collections::Generic::List<T>^ results;
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System::Collections::Generic::Queue<Entity>^ searchSpace = gcnew System::Collections::Generic::Queue<Entity>();
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// Start off with direct children
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SHSceneNode* entityNode = SHSceneManager::GetCurrentSceneGraph().GetNode(entity);
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if (entityNode == nullptr)
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{
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std::ostringstream oss;
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oss << "[ScriptStore] Failed to retrieve SceneGraphNode of entity #" << entity << ". This should not happen!";
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SHLog::Warning(oss.str());
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}
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for (const auto& child : entityNode->GetChildren())
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{
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searchSpace->Enqueue(child->GetEntityID());
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}
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// Continue with all subsequent children
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while (searchSpace->Count > 0)
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{
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// Check if this entity has the component we need
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Entity curr = searchSpace->Dequeue();
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T component = GetComponent<T>(curr);
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if (component != nullptr)
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{
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// We only construct if we need to
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if (results == nullptr)
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results = gcnew System::Collections::Generic::List<T>();
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results->Add(component);
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}
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// Add children to the queue
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||||||
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SHSceneNode* sceneGraphNode = SHSceneManager::GetCurrentSceneGraph().GetNode(curr);
|
||||||
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if (sceneGraphNode == nullptr)
|
||||||
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{
|
||||||
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std::ostringstream oss;
|
||||||
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oss << "[ECS_CLI] Failed to retrieve SceneGraphNode of entity #" << entity << ". This should not happen!";
|
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SHLog::Warning(oss.str());
|
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continue;
|
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|
}
|
||||||
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for (const auto& child : sceneGraphNode->GetChildren())
|
||||||
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{
|
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searchSpace->Enqueue(child->GetEntityID());
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
|
// None here
|
||||||
|
return results;
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
T ECS::EnsureComponent(EntityID entity)
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T ECS::EnsureComponent(EntityID entity)
|
||||||
{
|
{
|
||||||
|
@ -249,6 +315,7 @@ namespace SHADE
|
||||||
static ECS::ECS()
|
static ECS::ECS()
|
||||||
{
|
{
|
||||||
componentMap.Add(createComponentSet<SHTransformComponent, Transform>());
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componentMap.Add(createComponentSet<SHTransformComponent, Transform>());
|
||||||
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componentMap.Add(createComponentSet<SHRenderable, Renderable>());
|
||||||
componentMap.Add(createComponentSet<SHColliderComponent, Collider>());
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componentMap.Add(createComponentSet<SHColliderComponent, Collider>());
|
||||||
componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
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componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
|
||||||
componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
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componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
|
||||||
|
|
|
@ -53,7 +53,7 @@ namespace SHADE
|
||||||
generic<typename T> where T : BaseComponent
|
generic<typename T> where T : BaseComponent
|
||||||
static T GetComponent(EntityID entity);
|
static T GetComponent(EntityID entity);
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Retrieves the first Component from the specified GameObjectt's children that
|
/// Retrieves the first Component from the specified GameObject's children that
|
||||||
/// matches the specified type.
|
/// matches the specified type.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
@ -65,6 +65,20 @@ namespace SHADE
|
||||||
generic<typename T> where T : BaseComponent
|
generic<typename T> where T : BaseComponent
|
||||||
static T GetComponentInChildren(EntityID entity);
|
static T GetComponentInChildren(EntityID entity);
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves a list of Components from the specified GameObject's children that
|
||||||
|
/// matches the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetComponentInChildren() instead.
|
||||||
|
/// This does not search the specified entity.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
/// <param name="entity"> Entity object to get the Component from. </param>
|
||||||
|
/// <returns>
|
||||||
|
/// Newly allocated List of components. Will be null if no components are found.
|
||||||
|
/// </returns>
|
||||||
|
generic<typename T> where T : BaseComponent
|
||||||
|
static System::Collections::Generic::IEnumerable<T>^ GetComponentsInChildren(EntityID entity);
|
||||||
|
/// <summary>
|
||||||
/// Ensures a Component on the specified Entity.
|
/// Ensures a Component on the specified Entity.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type of the Component to ensure.</typeparam>
|
/// <typeparam name="T">Type of the Component to ensure.</typeparam>
|
||||||
|
|
|
@ -170,6 +170,14 @@ namespace SHADE
|
||||||
return ECS::GetComponentInChildren<T>(entity);
|
return ECS::GetComponentInChildren<T>(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
generic<typename T>
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GameObject::GetComponentsInChildren()
|
||||||
|
{
|
||||||
|
if (!valid)
|
||||||
|
throw gcnew System::NullReferenceException();
|
||||||
|
return ECS::GetComponentsInChildren<T>(entity);
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
T GameObject::EnsureComponent()
|
T GameObject::EnsureComponent()
|
||||||
{
|
{
|
||||||
|
@ -212,6 +220,13 @@ namespace SHADE
|
||||||
throw gcnew System::NullReferenceException();
|
throw gcnew System::NullReferenceException();
|
||||||
return ScriptStore::GetScriptInChildren<T>(entity);
|
return ScriptStore::GetScriptInChildren<T>(entity);
|
||||||
}
|
}
|
||||||
|
generic <typename T>
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GameObject::GetScriptsInChildren()
|
||||||
|
{
|
||||||
|
if (!valid)
|
||||||
|
throw gcnew System::NullReferenceException();
|
||||||
|
return ScriptStore::GetScriptsInChildren<T>(entity);
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
System::Collections::Generic::IEnumerable<T>^ GameObject::GetScripts()
|
System::Collections::Generic::IEnumerable<T>^ GameObject::GetScripts()
|
||||||
|
|
|
@ -153,6 +153,7 @@ namespace SHADE
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Retrieves the first Component from this GameObject's children that matches
|
/// Retrieves the first Component from this GameObject's children that matches
|
||||||
/// the specified type.
|
/// the specified type.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
/// <returns>
|
/// <returns>
|
||||||
|
@ -162,6 +163,19 @@ namespace SHADE
|
||||||
generic<typename T> where T : BaseComponent
|
generic<typename T> where T : BaseComponent
|
||||||
T GetComponentInChildren();
|
T GetComponentInChildren();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves a list of Components from this GameObject's children that matches
|
||||||
|
/// the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetComponentInChildren() instead.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
/// <returns>
|
||||||
|
/// Newly allocated List of components. Will be null if no components are found.
|
||||||
|
/// </returns>
|
||||||
|
generic<typename T> where T : BaseComponent
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GetComponentsInChildren();
|
||||||
|
/// <summary>
|
||||||
/// Ensures a Component on this GameObject.
|
/// Ensures a Component on this GameObject.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type of the Component to ensure.</typeparam>
|
/// <typeparam name="T">Type of the Component to ensure.</typeparam>
|
||||||
|
@ -201,12 +215,26 @@ namespace SHADE
|
||||||
/// Retrieves a Script of the specified type from child GameObjects.
|
/// Retrieves a Script of the specified type from child GameObjects.
|
||||||
/// If multiple Scripts of the same specified type are added on the same
|
/// If multiple Scripts of the same specified type are added on the same
|
||||||
/// child GameObject, this will retrieve the first one added.
|
/// child GameObject, this will retrieve the first one added.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">Type of Script to retrieve.</typeparam>
|
/// <typeparam name="T">Type of Script to retrieve.</typeparam>
|
||||||
/// <returns>Reference to the Script to retrieve.</returns>
|
/// <returns>Reference to the Script to retrieve.</returns>
|
||||||
generic<typename T> where T : ref class, Script
|
generic<typename T> where T : ref class, Script
|
||||||
T GetScriptInChildren();
|
T GetScriptInChildren();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves a list of Scripts from this GameObject's children that matches
|
||||||
|
/// the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetComponentInChildren() instead.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
/// <returns>
|
||||||
|
/// Newly allocated List of components. Will be null if no components are found.
|
||||||
|
/// </returns>
|
||||||
|
generic<typename T> where T : ref class, Script
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GetScriptsInChildren();
|
||||||
|
/// <summary>
|
||||||
/// Retrieves a immutable list of Scripts of the specified type from this
|
/// Retrieves a immutable list of Scripts of the specified type from this
|
||||||
/// GameObject.
|
/// GameObject.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -42,6 +42,12 @@ namespace SHADE
|
||||||
return owner.GetComponentInChildren<T>();
|
return owner.GetComponentInChildren<T>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
generic<typename T>
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ Script::GetComponentsInChildren()
|
||||||
|
{
|
||||||
|
return owner.GetComponentsInChildren<T>();
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
T Script::EnsureComponent()
|
T Script::EnsureComponent()
|
||||||
{
|
{
|
||||||
|
@ -72,6 +78,11 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
return ScriptStore::GetScriptInChildren<T>(owner.GetEntity());
|
return ScriptStore::GetScriptInChildren<T>(owner.GetEntity());
|
||||||
}
|
}
|
||||||
|
generic <typename T>
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ Script::GetScriptsInChildren()
|
||||||
|
{
|
||||||
|
return ScriptStore::GetScriptsInChildren<T>(owner.GetEntity());
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
System::Collections::Generic::IEnumerable<T>^ Script::GetScripts()
|
System::Collections::Generic::IEnumerable<T>^ Script::GetScripts()
|
||||||
|
|
|
@ -69,6 +69,7 @@ namespace SHADE
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Retrieves the first Component from this GameObject's children that matches
|
/// Retrieves the first Component from this GameObject's children that matches
|
||||||
/// the specified type.
|
/// the specified type.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">
|
/// <typeparam name="T">
|
||||||
/// Type of the Component to get. Must be derived from BaseComponent.
|
/// Type of the Component to get. Must be derived from BaseComponent.
|
||||||
|
@ -77,6 +78,19 @@ namespace SHADE
|
||||||
generic<typename T> where T : BaseComponent
|
generic<typename T> where T : BaseComponent
|
||||||
T GetComponentInChildren();
|
T GetComponentInChildren();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves a list of Components from this GameObject's children that
|
||||||
|
/// matches the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetComponentInChildren() instead.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
/// <returns>
|
||||||
|
/// Newly allocated List of components. Will be null if no components are found.
|
||||||
|
/// </returns>
|
||||||
|
generic<typename T> where T : BaseComponent
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GetComponentsInChildren();
|
||||||
|
/// <summary>
|
||||||
/// Ensures a Component on the GameObject that this Script belongs to.
|
/// Ensures a Component on the GameObject that this Script belongs to.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">
|
/// <typeparam name="T">
|
||||||
|
@ -121,6 +135,7 @@ namespace SHADE
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Retrieves the first Script from this GameObject's children that matches the
|
/// Retrieves the first Script from this GameObject's children that matches the
|
||||||
/// specified type.
|
/// specified type.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="T">
|
/// <typeparam name="T">
|
||||||
/// Type of script to get.
|
/// Type of script to get.
|
||||||
|
@ -130,6 +145,19 @@ namespace SHADE
|
||||||
generic<typename T> where T : ref class, Script
|
generic<typename T> where T : ref class, Script
|
||||||
T GetScriptInChildren();
|
T GetScriptInChildren();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves a list of Scripts from this GameObject's children that matches
|
||||||
|
/// the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetComponentInChildren() instead.
|
||||||
|
/// Unlike Unity, we do not search this GameObject, only the children.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">Type of the Component to get.</typeparam>
|
||||||
|
/// <returns>
|
||||||
|
/// Newly allocated List of components. Will be null if no components are found.
|
||||||
|
/// </returns>
|
||||||
|
generic<typename T> where T : ref class, Script
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ GetScriptsInChildren();
|
||||||
|
/// <summary>
|
||||||
/// Retrieves a immutable list of scripts from the specified Entity that
|
/// Retrieves a immutable list of scripts from the specified Entity that
|
||||||
/// matches the specified type.
|
/// matches the specified type.
|
||||||
/// <br/>
|
/// <br/>
|
||||||
|
|
|
@ -211,6 +211,70 @@ namespace SHADE
|
||||||
return T();
|
return T();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
generic<typename T>
|
||||||
|
System::Collections::Generic::IEnumerable<T>^ ScriptStore::GetScriptsInChildren(Entity entity)
|
||||||
|
{
|
||||||
|
System::Type^ componentType = T::typeid;
|
||||||
|
|
||||||
|
// Check if entity is correct
|
||||||
|
if (!SHEntityManager::IsValidEID(entity))
|
||||||
|
{
|
||||||
|
std::ostringstream oss;
|
||||||
|
oss << "[ScriptStore] Attempted to retrieve Script \""
|
||||||
|
<< Convert::ToNative(componentType->Name)
|
||||||
|
<< "\" from invalid Entity.";
|
||||||
|
Debug::LogError(oss.str());
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Search all elements via a iterative breadth first search
|
||||||
|
System::Collections::Generic::List<T>^ results;
|
||||||
|
System::Collections::Generic::Queue<Entity>^ searchSpace = gcnew System::Collections::Generic::Queue<Entity>();
|
||||||
|
// Start off with direct children
|
||||||
|
SHSceneNode* entityNode = SHSceneManager::GetCurrentSceneGraph().GetNode(entity);
|
||||||
|
if (entityNode == nullptr)
|
||||||
|
{
|
||||||
|
std::ostringstream oss;
|
||||||
|
oss << "[ScriptStore] Failed to retrieve SceneGraphNode of entity #" << entity << ". This should not happen!";
|
||||||
|
SHLog::Warning(oss.str());
|
||||||
|
}
|
||||||
|
for (const auto& child : entityNode->GetChildren())
|
||||||
|
{
|
||||||
|
searchSpace->Enqueue(child->GetEntityID());
|
||||||
|
}
|
||||||
|
// Continue with all subsequent children
|
||||||
|
while (searchSpace->Count > 0)
|
||||||
|
{
|
||||||
|
// Check if this entity has the component we need
|
||||||
|
Entity curr = searchSpace->Dequeue();
|
||||||
|
T script = GetScript<T>(curr);
|
||||||
|
if (script != nullptr)
|
||||||
|
{
|
||||||
|
// We only construct if we need to
|
||||||
|
if (results == nullptr)
|
||||||
|
results = gcnew System::Collections::Generic::List<T>();
|
||||||
|
results->Add(script);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add children to the queue
|
||||||
|
SHSceneNode* sceneGraphNode = SHSceneManager::GetCurrentSceneGraph().GetNode(curr);
|
||||||
|
if (sceneGraphNode == nullptr)
|
||||||
|
{
|
||||||
|
std::ostringstream oss;
|
||||||
|
oss << "[ScriptStore] Failed to retrieve SceneGraphNode of entity #" << entity << ". This should not happen!";
|
||||||
|
SHLog::Warning(oss.str());
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (const auto& child : sceneGraphNode->GetChildren())
|
||||||
|
{
|
||||||
|
searchSpace->Enqueue(child->GetEntityID());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// None here
|
||||||
|
return results;
|
||||||
|
}
|
||||||
|
|
||||||
generic <typename T>
|
generic <typename T>
|
||||||
System::Collections::Generic::IEnumerable<T>^ ScriptStore::GetScripts(Entity entity)
|
System::Collections::Generic::IEnumerable<T>^ ScriptStore::GetScripts(Entity entity)
|
||||||
{
|
{
|
||||||
|
|
|
@ -137,6 +137,29 @@ namespace SHADE
|
||||||
generic<typename T> where T : ref class, Script
|
generic<typename T> where T : ref class, Script
|
||||||
static T GetScriptInChildren(Entity entity);
|
static T GetScriptInChildren(Entity entity);
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
/// Retrieves the list of Scripts from the specified Entity and the Entity's
|
||||||
|
/// children that matches the specified type.
|
||||||
|
/// This function performs allocations. If expecting only 1 component, use
|
||||||
|
/// GetScriptInChildren() instead.
|
||||||
|
/// This does not search the specified entity.
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T">
|
||||||
|
/// Type of script to get.
|
||||||
|
/// This needs to be a default constructable Script.
|
||||||
|
/// </typeparam>
|
||||||
|
/// <param name="entity">
|
||||||
|
/// The entity which the script to retrieve is attached.
|
||||||
|
/// </param>
|
||||||
|
/// <returns>
|
||||||
|
/// Reference to the script. This can be null if no script of the specified
|
||||||
|
/// type is attached.
|
||||||
|
/// </returns>
|
||||||
|
/// <exception cref="ArgumentException">
|
||||||
|
/// If the specified Entity is invalid.
|
||||||
|
/// </exception>
|
||||||
|
generic<typename T> where T : ref class, Script
|
||||||
|
static System::Collections::Generic::IEnumerable<T>^ GetScriptsInChildren(Entity entity);
|
||||||
|
/// <summary>
|
||||||
/// Retrieves a immutable list of scripts from the specified Entity that
|
/// Retrieves a immutable list of scripts from the specified Entity that
|
||||||
/// matches the specified type.
|
/// matches the specified type.
|
||||||
/// <br/>
|
/// <br/>
|
||||||
|
|
|
@ -28,7 +28,47 @@ namespace SHADE
|
||||||
template<typename FieldType>
|
template<typename FieldType>
|
||||||
bool SerialisationUtilities::fieldInsertYaml(System::Reflection::FieldInfo^ fieldInfo, System::Object^ object, YAML::Node& fieldNode)
|
bool SerialisationUtilities::fieldInsertYaml(System::Reflection::FieldInfo^ fieldInfo, System::Object^ object, YAML::Node& fieldNode)
|
||||||
{
|
{
|
||||||
return varInsertYamlInternal<FieldType>(fieldInfo->GetValue(object), fieldNode);
|
// Handle null objects
|
||||||
|
System::Object^ fieldObject = fieldInfo->GetValue(object);
|
||||||
|
if (fieldObject == nullptr)
|
||||||
|
{
|
||||||
|
// Default construct if null
|
||||||
|
if (fieldInfo->FieldType == FieldType::typeid)
|
||||||
|
{
|
||||||
|
if constexpr (std::is_same_v<FieldType, System::Enum>)
|
||||||
|
{
|
||||||
|
fieldNode = 0;
|
||||||
|
}
|
||||||
|
else if constexpr (std::is_same_v<FieldType, System::String>)
|
||||||
|
{
|
||||||
|
fieldNode = "";
|
||||||
|
}
|
||||||
|
else if constexpr (std::is_same_v<FieldType, Vector2>)
|
||||||
|
{
|
||||||
|
fieldNode.SetStyle(YAML::EmitterStyle::Flow);
|
||||||
|
fieldNode.push_back(0.0f);
|
||||||
|
fieldNode.push_back(0.0f);
|
||||||
|
}
|
||||||
|
else if constexpr (std::is_same_v<FieldType, Vector3>)
|
||||||
|
{
|
||||||
|
fieldNode.SetStyle(YAML::EmitterStyle::Flow);
|
||||||
|
fieldNode.push_back(0.0f);
|
||||||
|
fieldNode.push_back(0.0f);
|
||||||
|
fieldNode.push_back(0.0f);
|
||||||
|
}
|
||||||
|
else if constexpr (std::is_same_v<FieldType, GameObject>)
|
||||||
|
{
|
||||||
|
fieldNode = MAX_EID;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
fieldNode = FieldType();
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return varInsertYamlInternal<FieldType>(fieldObject, fieldNode);
|
||||||
}
|
}
|
||||||
template<typename FieldType>
|
template<typename FieldType>
|
||||||
bool SerialisationUtilities::varInsertYamlInternal(System::Object^ object, YAML::Node& fieldNode)
|
bool SerialisationUtilities::varInsertYamlInternal(System::Object^ object, YAML::Node& fieldNode)
|
||||||
|
|
Loading…
Reference in New Issue