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
+4 -9
View File
@@ -2,13 +2,10 @@
#include <stdexcept>
#include <destrum/ObjectModel/GameObject.h>
// #include "imgui.h"
Component::Component(GameObject& pParent, const std::string& name): Object(name), m_ParentGameObjectPtr(&pParent) {
// if (m_ParentGameObjectPtr == nullptr) {
// //TODO: Change pParent ot be a reference
// throw std::runtime_error("Component made with no GameObject??");
// }
Component::Component(GameObject& pParent, const std::string& name)
: Object(name),
m_ParentGameObjectPtr(&pParent) {
}
Transform& Component::GetTransform() const {
@@ -16,7 +13,6 @@ Transform& Component::GetTransform() const {
}
void Component::Destroy() {
// const bool isBeingDestroyed = GetIsBeingDestroyed();
Object::Destroy();
}
@@ -40,5 +36,4 @@ void Component::ImGuiRender() {
}
void Component::Render(const RenderContext& ctx) {
}
}
+36 -22
View File
@@ -1,18 +1,30 @@
#include <destrum/ObjectModel/GameObject.h>
#include <string>
#include <iostream>
#include "spdlog/spdlog.h"
// #include "Managers/ResourceManager.h"
GameObject::~GameObject() {
// spdlog::debug("GameObject destroyed: {}", GetName());
}
GameObject::GameObject(const std::string& name)
: Object(name),
m_Id(s_NextId++) {
}
void GameObject::SetIdForDeserialization(ObjectId id) {
m_Id = id;
// Prevent newly created objects from reusing loaded IDs.
if (id >= s_NextId) {
s_NextId = id + 1;
}
}
void GameObject::SetActiveDirty() {
m_ActiveDirty = true;
for (const Transform* child : m_TransformPtr.GetChildren()) {
child->GetOwner()->SetActiveDirty();
}
@@ -21,7 +33,7 @@ void GameObject::SetActiveDirty() {
void GameObject::UpdateActiveState() {
const auto* parentPtr = m_TransformPtr.GetParent();
if(parentPtr == nullptr) {
if (parentPtr == nullptr) {
m_ActiveInHierarchy = m_Active;
} else {
m_ActiveInHierarchy = m_Active && parentPtr->GetOwner()->IsActiveInHierarchy();
@@ -38,49 +50,51 @@ bool GameObject::IsActiveInHierarchy() {
return m_ActiveInHierarchy;
}
GameObject::GameObject(const std::string& name): Object(name) {
}
void GameObject::Update() {
for (const auto& component: m_Components) {
for (const auto& component : m_Components) {
if (!component->isEnabled()) {
continue;
}
if (!component->HasStarted) {
component->Start();
component->HasStarted = true;
}
component->Update();
}
}
void GameObject::LateUpdate() {
for (const auto& component: m_Components) {
component->LateUpdate();
for (const auto& component : m_Components) {
if (component->isEnabled()) {
component->LateUpdate();
}
}
}
void GameObject::FixedUpdate() {
for (const auto& component: m_Components) {
component->FixedUpdate();
for (const auto& component : m_Components) {
if (component->isEnabled()) {
component->FixedUpdate();
}
}
}
void GameObject::Render(const RenderContext& ctx) const {
for (const auto& component: m_Components) {
component->Render(ctx);
for (const auto& component : m_Components) {
if (component->isEnabled()) {
component->Render(ctx);
}
}
}
// void GameObject::ImGuiRender() {
// for (const auto& component: m_Components) {
// component->ImGuiRender();
// }
// }
void GameObject::Destroy() {
Object::Destroy();
m_TransformPtr.SetParent(nullptr);
for (const auto& component: m_Components) {
for (const auto& component : m_Components) {
component->Destroy();
}
@@ -93,4 +107,4 @@ void GameObject::CleanupComponents() {
std::erase_if(m_Components, [](const std::unique_ptr<Component>& component) {
return component->IsBeingDestroyed();
});
}
}
+15 -9
View File
@@ -32,7 +32,7 @@ GameObject* Scene::CreateGameObject(std::string name)
GameObject* rawPtr = obj.get();
// obj->SetScene(this);
obj->SetScene(this);
m_pendingAdditions.emplace_back(std::move(obj));
return rawPtr;
@@ -61,15 +61,9 @@ void Scene::Load() {
}
void Scene::Update() {
if (!m_pendingAdditions.empty()) {
for (auto& obj : m_pendingAdditions) {
m_objects.emplace_back(std::move(obj));
}
m_pendingAdditions.clear();
}
CommitPendingAdditions();
for (const auto& object: m_objects) {
for (const auto& object : m_objects) {
if (object->IsActiveInHierarchy()) {
object->Update();
}
@@ -155,3 +149,15 @@ void Scene::DestroyGameObjects() {
assert(m_BeingUnloaded && "Scene is being cleared but not unloaded? Weird");
}
}
void Scene::CommitPendingAdditions() {
if (m_pendingAdditions.empty()) {
return;
}
for (auto& obj : m_pendingAdditions) {
m_objects.emplace_back(std::move(obj));
}
m_pendingAdditions.clear();
}
@@ -0,0 +1,56 @@
// destrum/Serialization/ComponentRegistry.cpp
#include <destrum/Serialization/ComponentRegistry.h>
#include <destrum/Serialization/ComponentFactory.h>
#include <destrum/Components/MeshRendererComponent.h>
#include <destrum/Components/Rotator.h>
#include <destrum/Components/Spinner.h>
#include <destrum/Components/OrbitAndSpin.h>
#include <destrum/Components/Animator.h>
#include <destrum/Components/Physics/Rigidbody.h>
#include <destrum/Components/Physics/BoxCollider.h>
#include <destrum/Components/Physics/SphereCollider.h>
void RegisterEngineComponents()
{
static bool registered = false;
if (registered) {
return;
}
registered = true;
ComponentFactory::Register("MeshRenderer", [](GameObject& owner) {
return owner.AddComponent<MeshRendererComponent>();
});
// ComponentFactory::Register("Rotator", [](GameObject& owner) {
// return owner.AddComponent<Rotator>();
// });
// ComponentFactory::Register("Spinner", [](GameObject& owner) {
// return owner.AddComponent<Spinner>();
// });
// ComponentFactory::Register("OrbitAndSpin", [](GameObject& owner) {
// return owner.AddComponent<OrbitAndSpin>();
// });
ComponentFactory::Register("Animator", [](GameObject& owner) {
return owner.AddComponent<Animator>();
});
ComponentFactory::Register("Rigidbody", [](GameObject& owner) {
return owner.AddComponent<Rigidbody>();
});
ComponentFactory::Register("BoxCollider", [](GameObject& owner) {
return owner.AddComponent<BoxCollider>();
});
ComponentFactory::Register("SphereCollider", [](GameObject& owner) {
return owner.AddComponent<SphereCollider>();
});
}
@@ -0,0 +1,223 @@
#include <destrum/Serialization/SceneSerializer.h>
#include <fstream>
#include <iostream>
#include <unordered_map>
#include <vector>
#include <nlohmann/json.hpp>
#include <destrum/Scene/Scene.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/ObjectId.h>
#include <destrum/Serialization/ComponentFactory.h>
using json = nlohmann::json;
bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
scene.CommitPendingAdditions();
json root;
root["version"] = 1;
root["name"] = scene.GetName();
root["objects"] = json::array();
for (const auto& objectPtr : scene.GetObjects()) {
if (!objectPtr) {
continue;
}
const GameObject& object = *objectPtr;
json objectJson;
objectJson["id"] = object.GetId();
objectJson["name"] = object.GetName();
objectJson["active"] = object.IsActive();
// Transform should be saved separately because in your engine it is not a component.
// Replace this with your actual Transform getters.
objectJson["transform"] = {
// Example:
// { "position", { object.GetTransform().GetLocalPosition().x,
// object.GetTransform().GetLocalPosition().y,
// object.GetTransform().GetLocalPosition().z } },
// { "rotation", { ... } },
// { "scale", { ... } }
};
const Transform* parent = object.GetTransform().GetParent();
objectJson["parent"] = parent
? parent->GetOwner()->GetId()
: InvalidObjectId;
objectJson["components"] = json::array();
for (const auto& componentPtr : object.GetComponents()) {
if (!componentPtr) {
continue;
}
const Component& component = *componentPtr;
json componentJson;
componentJson["type"] = component.GetTypeName();
componentJson["enabled"] = component.isEnabled();
componentJson["data"] = component.Serialize();
objectJson["components"].push_back(componentJson);
}
root["objects"].push_back(objectJson);
}
std::ofstream file(path);
if (!file.is_open()) {
std::cerr << "Failed to open scene file for writing: " << path << '\n';
return false;
}
file << root.dump(4);
return true;
}
bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
std::ifstream file(path);
if (!file.is_open()) {
std::cerr << "Failed to open scene file for reading: " << path << '\n';
return false;
}
json root;
try {
file >> root;
} catch (const std::exception& e) {
std::cerr << "Failed to parse scene file: " << e.what() << '\n';
return false;
}
scene.RemoveAll();
std::unordered_map<ObjectId, GameObject*> idMap;
std::vector<const json*> objectJsonList;
try {
const auto& objectsJson = root.at("objects");
// Pass 1:
// Create all GameObjects first.
for (const auto& objectJson : objectsJson) {
const auto id = objectJson.at("id").get<ObjectId>();
const std::string name = objectJson.value("name", "GameObject");
const bool active = objectJson.value("active", true);
GameObject* object = scene.CreateGameObject(name);
object->SetIdForDeserialization(id);
object->SetActive(active);
idMap[id] = object;
objectJsonList.push_back(&objectJson);
}
scene.CommitPendingAdditions();
// Pass 2:
// Restore transforms and parent-child hierarchy.
for (const json* objectJson : objectJsonList) {
const auto id = objectJson->at("id").get<ObjectId>();
GameObject* object = idMap.at(id);
// Replace this with your actual Transform deserialization.
if (objectJson->contains("transform")) {
const json& transformJson = objectJson->at("transform");
auto position = transformJson.at("position");
object->GetTransform().SetLocalPosition({
position[0].get<float>(),
position[1].get<float>(),
position[2].get<float>()
});
auto rotation = transformJson.at("rotation");
object->GetTransform().SetLocalRotation({
rotation[0].get<float>(),
rotation[1].get<float>(),
rotation[2].get<float>()
});
auto scale = transformJson.at("scale");
object->GetTransform().SetLocalScale({
scale[0].get<float>(),
scale[1].get<float>(),
scale[2].get<float>()
});
}
const ObjectId parentId = objectJson->value("parent", InvalidObjectId);
if (parentId != InvalidObjectId) {
auto parentIt = idMap.find(parentId);
if (parentIt != idMap.end()) {
object->GetTransform().SetParent(&parentIt->second->GetTransform());
} else {
std::cerr << "Parent not found while loading object " << id << '\n';
}
}
}
// Pass 3:
// Create and deserialize components.
for (const json* objectJson : objectJsonList) {
const auto id = objectJson->at("id").get<ObjectId>();
GameObject* object = idMap.at(id);
if (!objectJson->contains("components")) {
continue;
}
for (const auto& componentJson : objectJson->at("components")) {
const std::string type = componentJson.at("type").get<std::string>();
Component* component = ComponentFactory::Create(type, *object);
if (!component) {
std::cerr << "Unknown component type while loading scene: " << type << '\n';
continue;
}
component->SetEnabled(componentJson.value("enabled", true));
if (componentJson.contains("data")) {
component->Deserialize(componentJson.at("data"));
}
}
}
// Pass 4:
// Resolve object references now that all objects and components exist.
for (const auto& objectPtr : scene.GetObjects()) {
if (!objectPtr) {
continue;
}
for (const auto& componentPtr : objectPtr->GetComponents()) {
if (!componentPtr) {
continue;
}
componentPtr->ResolveReferences(idMap);
}
}
} catch (const std::exception& e) {
std::cerr << "Failed to load scene: " << e.what() << '\n';
scene.RemoveAll();
return false;
}
return true;
}