Added rudimentary prefabs (no resolution) #367
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@ -1,5 +1,9 @@
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#include "SHpch.h"
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#include "SHPrefabManager.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Assets/SHAssetManager.h"
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#include "Assets/Asset Types/SHPrefabAsset.h"
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#include "Serialization/SHSerialization.h"
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namespace SHADE
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{
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@ -32,7 +36,7 @@ namespace SHADE
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{
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if (prefabMap.contains(prefabAssetID))
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{
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prefabMap[prefabAssetID].insert(eid);
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prefabMap[prefabAssetID].push_back(eid);
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}
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}
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@ -40,10 +44,21 @@ namespace SHADE
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{
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if (prefabMap.contains(prefabAssetID))
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{
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prefabMap[prefabAssetID].erase(eid);
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std::ranges::remove(prefabMap[prefabAssetID], eid);
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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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AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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assetData->data = SHSerialization::SerializeEntitiesToString({eid});
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SHAssetManager::SaveAsset(assetID);
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}
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void SHPrefabManager::Clear() noexcept
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{
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prefabMap.clear();
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@ -2,7 +2,8 @@
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#include "Assets/SHAssetMacros.h"
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#include "ECS_Base/SHECSMacros.h"
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#include <unordered_set>
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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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@ -11,7 +12,17 @@ namespace SHADE
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class SHPrefabManager
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{
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public:
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using PrefabMap = std::unordered_map<AssetID, std::unordered_set<EntityID>>;
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enum class PrefabEntityComponentStatus : uint8_t
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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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};
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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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static void AddPrefab(AssetID const& prefabAssetID) noexcept;
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static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
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@ -19,10 +30,15 @@ namespace SHADE
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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 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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private:
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static PrefabMap prefabMap;
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static PrefabEntitiesComponentStatusData prefabEntitiesComponentStatusData;
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friend class SHSerialization;
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friend class SHSerializationHelper;
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};
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}
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@ -23,7 +23,7 @@ namespace SHADE
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auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
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if(!assetData)
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{
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SHLOG_ERROR("Asset does not exist: {}", sceneAssetID);
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SHLOG_ERROR("Serialization: Asset does not exist: {}", sceneAssetID);
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return false;
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}
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YAML::Emitter out;
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@ -45,7 +45,7 @@ namespace SHADE
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auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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auto root = sceneGraph.GetRoot();
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SHASSERT(root != nullptr, "Root is null. Failed to serialize scene to node.");
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SHASSERT(root != nullptr, "Serialization: Root is null. Failed to serialize scene to node.");
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auto const& children = root->GetChildren();
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out << YAML::BeginSeq;
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@ -105,7 +105,7 @@ namespace SHADE
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auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
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if(!assetData)
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{
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SHLOG_ERROR("Attempted to load scene that doesn't exist {}", sceneAssetID)
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SHLOG_ERROR("Serialization: Attempted to load scene that doesn't exist {}", sceneAssetID)
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SHSceneManager::SetCurrentSceneAssetID(0);
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return NewSceneName.data();
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}
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@ -119,7 +119,7 @@ namespace SHADE
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}
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if (createdEntities.empty())
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{
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SHLOG_ERROR("Failed to create entities from deserializaiton")
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SHLOG_ERROR("Serialization: Failed to create entities from deserialization")
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return NewSceneName.data();
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}
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auto entityVecIt = createdEntities.begin();
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@ -139,26 +139,33 @@ namespace SHADE
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return assetData->name;
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}
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void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out)
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void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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{
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out << SerializeEntityToNode(entityNode);
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if(isPrefab)
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++(*entityIndex);
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auto const& children = entityNode->GetChildren();
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for (auto const& child : children)
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{
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EmitEntity(child, out);
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EmitEntity(child, out, isPrefab);
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}
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}
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std::string SHSerialization::SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept
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std::string SHSerialization::SerializeEntitiesToString(std::vector<EntityID> const& entities, bool isPrefab) noexcept
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{
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YAML::Emitter out;
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YAML::Node node;
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auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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out << YAML::BeginSeq;
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EntityID entityIndex = 0;
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for (auto const& eid : entities)
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{
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auto entityNode = sceneGraph.GetNode(eid);
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EmitEntity(entityNode, out);
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if(isPrefab)
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EmitEntity(entityNode, out, isPrefab);
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else
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EmitEntity(entityNode, out);
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}
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out << YAML::EndSeq;
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return std::string(out.c_str());
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@ -179,8 +186,11 @@ namespace SHADE
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}
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}
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YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode)
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YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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{
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if(!sceneNode)
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return YAML::Node();
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YAML::Node node;
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auto eid = sceneNode->GetEntityID();
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auto entity = SHEntityManager::GetEntityByID(eid);
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@ -190,7 +200,14 @@ namespace SHADE
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return node;
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}
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node.SetStyle(YAML::EmitterStyle::Block);
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node[EIDNode] = eid;
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if(isPrefab) //TODO: Set asset id for top level prefab entity only
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{
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node[PrefabID] = 0;
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}
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node[EntityNameNode] = entity->name;
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node[IsActiveNode] = sceneNode->IsActive();
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auto const& children = sceneNode->GetChildren();
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@ -236,7 +253,7 @@ namespace SHADE
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}
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if (createdEntities.empty())
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{
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SHLOG_ERROR("Failed to create entities from deserializaiton")
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SHLOG_ERROR("Failed to create entities from deserialization")
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return createdEntities;
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}
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//auto entityVecIt = createdEntities.begin();
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@ -24,6 +24,7 @@ namespace SHADE
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constexpr const char* IsActiveNode = "IsActive";
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constexpr const char* NumberOfChildrenNode = "NumberOfChildren";
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constexpr const char* ScriptsNode = "Scripts";
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constexpr const char* PrefabID = "PrefabID";
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class SH_API SHSerialization
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{
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@ -38,11 +39,11 @@ namespace SHADE
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static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
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static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out);
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static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab = false, EntityID* entityIndex = nullptr);
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static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
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static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities, bool isPrefab = false) noexcept;
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//static void SerializeEntityToFile(std::filesystem::path const& path);
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static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode);
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static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab = false, EntityID* entityIndex = nullptr);
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static CreatedEntitiesList DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
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