feat? add basich ah scene loading

This commit is contained in:
2026-07-25 21:46:01 +02:00
parent aa5c497f29
commit 4b6f773c0c
18 changed files with 523 additions and 73 deletions
@@ -19,6 +19,10 @@ public:
explicit Animator(GameObject& parent);
void Update() override;
std::string GetTypeName() const override
{
return "Animator";
}
void ImGuiInspector() override;
void addClip(std::shared_ptr<SkeletalAnimation> clip);
@@ -18,6 +18,11 @@ public:
void SetMaterialID(MaterialID id) { materialID = id; }
MaterialID GetMaterialID() const { return materialID; }
std::string GetTypeName() const override
{
return "MeshRendererComponent";
}
private:
MeshID meshID{NULL_MESH_ID};
MaterialID materialID{NULL_MATERIAL_ID};
@@ -11,6 +11,11 @@ public:
void Update() override {}
std::string GetTypeName() const override
{
return "BoxCollider";
}
[[nodiscard]] PhysicsShapeDesc BuildPhysicsShape() const override {
return PhysicsShapeDesc::Box(m_HalfExtents, m_CenterOffset, m_IsTrigger);
@@ -16,6 +16,11 @@ public:
void Update() override {}
std::string GetTypeName() const override
{
return "RigidBody";
}
void AttachPhysicsBody(PhysicsWorld* world, PhysicsBodyHandle body);
void DetachPhysicsBody();
@@ -11,6 +11,10 @@ public:
, m_Radius(radius) {}
void Update() override {}
std::string GetTypeName() const override
{
return "SphereCollider";
}
[[nodiscard]] PhysicsShapeDesc BuildPhysicsShape() const override {
return PhysicsShapeDesc::Sphere(m_Radius, m_CenterOffset, m_IsTrigger);
@@ -1,14 +1,21 @@
#ifndef COMPONENT_H
#define COMPONENT_H
#include <string>
#include <unordered_map>
#include <nlohmann/json.hpp>
#include <destrum/Graphics/RenderContext.h>
#include <destrum/ObjectModel/Object.h>
#include <destrum/ObjectModel/ObjectId.h>
class GameObject;
class Transform;
class Component: public Object {
class Component : public Object {
public:
using ObjectMap = std::unordered_map<ObjectId, GameObject*>;
~Component() override = default;
@@ -18,30 +25,44 @@ public:
Component& operator=(Component&& other) noexcept = delete;
[[nodiscard]] bool isEnabled() const { return m_IsEnabled; }
[[nodiscard]] GameObject *GetGameObject() const { return m_ParentGameObjectPtr; }
[[nodiscard]] GameObject* GetGameObject() const { return m_ParentGameObjectPtr; }
[[nodiscard]] Transform& GetTransform() const;
void Destroy() override;
virtual void Start();
virtual void SetEnabled(bool enabled);
virtual void Update() = 0;
virtual void LateUpdate();
virtual void FixedUpdate();
virtual void ImGuiInspector(); //Specifically for the inspector
virtual void ImGuiRender();
virtual void ImGuiInspector();
virtual void ImGuiRender();
virtual void Render(const RenderContext& ctx);
// Serialization.
virtual std::string GetTypeName() const = 0;
virtual nlohmann::json Serialize() const {
return {};
}
virtual void Deserialize(const nlohmann::json& data) {
}
virtual void ResolveReferences(const ObjectMap& objects) {
}
bool HasStarted{false};
protected:
explicit Component(GameObject& pParent, const std::string& name = "Component");
private:
GameObject* m_ParentGameObjectPtr{};
bool m_IsEnabled{true};
};
#endif //COMPONENT_H
#endif // COMPONENT_H
@@ -1,14 +1,17 @@
#pragma once
#include <memory>
#include <vector>
#include <algorithm>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/Object.h>
#include <destrum/ObjectModel/ObjectId.h>
#include <destrum/ObjectModel/Transform.h>
class Scene;
class GameObject final: public Object {
class GameObject final : public Object {
public:
friend class Scene;
@@ -31,14 +34,28 @@ public:
SetActiveDirty();
}
[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() { return m_Components; }
[[nodiscard]] bool IsActive() const { return m_Active; }
[[nodiscard]] ObjectId GetId() const { return m_Id; }
// Use this only while loading a scene.
void SetIdForDeserialization(ObjectId id);
[[nodiscard]] Scene* GetScene() const { return m_Scene; }
[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() {
return m_Components;
}
[[nodiscard]] const std::vector<std::unique_ptr<Component>>& GetComponents() const {
return m_Components;
}
[[nodiscard]] Transform& GetTransform() { return m_TransformPtr; }
[[nodiscard]] const Transform& GetTransform() const { return m_TransformPtr; }
[[nodiscard]] bool IsActiveInHierarchy();
[[nodiscard]] bool IsActive() const { return m_Active; }
explicit GameObject(const std::string& name = "GameObject");
~GameObject() override;
@@ -57,20 +74,30 @@ public:
return static_cast<TComponent*>(addedComponent.get());
}
template <typename Component>
[[nodiscard]] Component *GetComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
template <typename TComponent>
[[nodiscard]] TComponent* GetComponent() {
for (const auto& component : m_Components) {
if (auto casted = dynamic_cast<TComponent*>(component.get())) {
return casted;
}
}
return nullptr;
}
template <typename Component>
Component *DestroyComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
template <typename TComponent>
[[nodiscard]] const TComponent* GetComponent() const {
for (const auto& component : m_Components) {
if (auto casted = dynamic_cast<const TComponent*>(component.get())) {
return casted;
}
}
return nullptr;
}
template <typename TComponent>
TComponent* DestroyComponent() {
for (const auto& component : m_Components) {
if (auto casted = dynamic_cast<TComponent*>(component.get())) {
casted->Destroy();
return casted;
}
@@ -78,40 +105,50 @@ public:
return nullptr;
}
template <typename Component>
[[nodiscard]] bool HasComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
template <typename TComponent>
[[nodiscard]] bool HasComponent() const {
for (const auto& component : m_Components) {
if (dynamic_cast<TComponent*>(component.get())) {
return true;
}
}
return false;
}
template <typename Component>
Component *GetComponentInChildren() {
return GetComponentInChildrenRecursive<Component>(&GetTransform());
template <typename TComponent>
TComponent* GetComponentInChildren() {
return GetComponentInChildrenRecursive<TComponent>(&GetTransform());
}
private:
template <typename Component>
static Component *GetComponentInChildrenRecursive(Transform* transform) {
template <typename TComponent>
static TComponent* GetComponentInChildrenRecursive(Transform* transform) {
if (!transform) return nullptr;
GameObject* owner = transform->GetOwner();
if (owner) {
if (Component* comp = owner->GetComponent<Component>()) {
if (TComponent* comp = owner->GetComponent<TComponent>()) {
return comp;
}
}
for (Transform* child: transform->GetChildren()) {
if (Component* found = GetComponentInChildrenRecursive<Component>(child)) {
for (Transform* child : transform->GetChildren()) {
if (TComponent* found = GetComponentInChildrenRecursive<TComponent>(child)) {
return found;
}
}
return nullptr;
}
void SetScene(Scene* scene) { m_Scene = scene; }
void SetActiveDirty();
void UpdateActiveState();
inline static ObjectId s_NextId{1};
ObjectId m_Id{InvalidObjectId};
bool m_Active{true};
Scene* m_Scene{};
@@ -119,6 +156,5 @@ private:
std::vector<std::unique_ptr<Component>> m_Components{};
bool m_ActiveDirty{true};
bool m_ActiveInHierarchy{true}; //Derived
void UpdateActiveState();
};
bool m_ActiveInHierarchy{true};
};
@@ -0,0 +1,10 @@
#ifndef DESTRUM_OBJECTID_H
#define DESTRUM_OBJECTID_H
#include <cstdint>
using ObjectId = std::uint64_t;
inline constexpr ObjectId InvalidObjectId = 0;
#endif //DESTRUM_OBJECTID_H
+6
View File
@@ -35,6 +35,12 @@ public:
[[nodiscard]] bool IsBeingUnloaded() const { return m_BeingUnloaded; }
void CommitPendingAdditions();
[[nodiscard]] const std::vector<std::shared_ptr<GameObject>>& GetObjects() const {
return m_objects;
}
void SetRegisterBindings(std::function<void()> registerBindings) {
m_registerBindings = std::move(registerBindings);
}
@@ -0,0 +1,37 @@
#ifndef DESTRUM_COMPONENTFACTORY_H
#define DESTRUM_COMPONENTFACTORY_H
#include <functional>
#include <memory>
#include <string>
#include <unordered_map>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
class ComponentFactory final {
public:
using CreateFn = std::function<Component*(GameObject&)>;
static void Register(const std::string& typeName, CreateFn createFn) {
Registry()[typeName] = std::move(createFn);
}
static Component* Create(const std::string& typeName, GameObject& owner) {
const auto it = Registry().find(typeName);
if (it == Registry().end()) {
return nullptr;
}
return it->second(owner);
}
private:
static std::unordered_map<std::string, CreateFn>& Registry() {
static std::unordered_map<std::string, CreateFn> registry;
return registry;
}
};
#endif //DESTRUM_COMPONENTFACTORY_H
@@ -0,0 +1,6 @@
#ifndef DESTRUM_COMPONENTREGISTRY_H
#define DESTRUM_COMPONENTREGISTRY_H
void RegisterEngineComponents();
#endif //DESTRUM_COMPONENTREGISTRY_H
@@ -0,0 +1,14 @@
#ifndef DESTRUM_SCENESERIALIZER_H
#define DESTRUM_SCENESERIALIZER_H
#include <filesystem>
class Scene;
class SceneSerializer final {
public:
static bool Save(Scene& scene, const std::filesystem::path& path);
static bool Load(Scene& scene, const std::filesystem::path& path);
};
#endif //DESTRUM_SCENESERIALIZER_H