feat? add basich ah scene loading
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#include <destrum/Serialization/SceneSerializer.h>
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#include <fstream>
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#include <iostream>
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#include <unordered_map>
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#include <vector>
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#include <nlohmann/json.hpp>
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#include <destrum/Scene/Scene.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/ObjectId.h>
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#include <destrum/Serialization/ComponentFactory.h>
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using json = nlohmann::json;
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bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
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scene.CommitPendingAdditions();
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json root;
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root["version"] = 1;
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root["name"] = scene.GetName();
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root["objects"] = json::array();
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for (const auto& objectPtr : scene.GetObjects()) {
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if (!objectPtr) {
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continue;
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}
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const GameObject& object = *objectPtr;
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json objectJson;
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objectJson["id"] = object.GetId();
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objectJson["name"] = object.GetName();
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objectJson["active"] = object.IsActive();
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// Transform should be saved separately because in your engine it is not a component.
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// Replace this with your actual Transform getters.
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objectJson["transform"] = {
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// Example:
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// { "position", { object.GetTransform().GetLocalPosition().x,
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// object.GetTransform().GetLocalPosition().y,
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// object.GetTransform().GetLocalPosition().z } },
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// { "rotation", { ... } },
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// { "scale", { ... } }
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};
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const Transform* parent = object.GetTransform().GetParent();
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objectJson["parent"] = parent
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? parent->GetOwner()->GetId()
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: InvalidObjectId;
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objectJson["components"] = json::array();
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for (const auto& componentPtr : object.GetComponents()) {
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if (!componentPtr) {
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continue;
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}
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const Component& component = *componentPtr;
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json componentJson;
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componentJson["type"] = component.GetTypeName();
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componentJson["enabled"] = component.isEnabled();
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componentJson["data"] = component.Serialize();
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objectJson["components"].push_back(componentJson);
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}
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root["objects"].push_back(objectJson);
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}
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std::ofstream file(path);
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if (!file.is_open()) {
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std::cerr << "Failed to open scene file for writing: " << path << '\n';
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return false;
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}
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file << root.dump(4);
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return true;
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}
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bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
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std::ifstream file(path);
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if (!file.is_open()) {
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std::cerr << "Failed to open scene file for reading: " << path << '\n';
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return false;
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}
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json root;
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try {
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file >> root;
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} catch (const std::exception& e) {
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std::cerr << "Failed to parse scene file: " << e.what() << '\n';
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return false;
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}
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scene.RemoveAll();
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std::unordered_map<ObjectId, GameObject*> idMap;
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std::vector<const json*> objectJsonList;
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try {
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const auto& objectsJson = root.at("objects");
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// Pass 1:
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// Create all GameObjects first.
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for (const auto& objectJson : objectsJson) {
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const auto id = objectJson.at("id").get<ObjectId>();
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const std::string name = objectJson.value("name", "GameObject");
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const bool active = objectJson.value("active", true);
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GameObject* object = scene.CreateGameObject(name);
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object->SetIdForDeserialization(id);
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object->SetActive(active);
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idMap[id] = object;
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objectJsonList.push_back(&objectJson);
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}
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scene.CommitPendingAdditions();
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// Pass 2:
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// Restore transforms and parent-child hierarchy.
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for (const json* objectJson : objectJsonList) {
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const auto id = objectJson->at("id").get<ObjectId>();
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GameObject* object = idMap.at(id);
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// Replace this with your actual Transform deserialization.
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if (objectJson->contains("transform")) {
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const json& transformJson = objectJson->at("transform");
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auto position = transformJson.at("position");
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object->GetTransform().SetLocalPosition({
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position[0].get<float>(),
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position[1].get<float>(),
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position[2].get<float>()
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});
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auto rotation = transformJson.at("rotation");
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object->GetTransform().SetLocalRotation({
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rotation[0].get<float>(),
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rotation[1].get<float>(),
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rotation[2].get<float>()
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});
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auto scale = transformJson.at("scale");
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object->GetTransform().SetLocalScale({
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scale[0].get<float>(),
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scale[1].get<float>(),
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scale[2].get<float>()
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});
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}
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const ObjectId parentId = objectJson->value("parent", InvalidObjectId);
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if (parentId != InvalidObjectId) {
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auto parentIt = idMap.find(parentId);
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if (parentIt != idMap.end()) {
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object->GetTransform().SetParent(&parentIt->second->GetTransform());
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} else {
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std::cerr << "Parent not found while loading object " << id << '\n';
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}
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}
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}
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// Pass 3:
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// Create and deserialize components.
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for (const json* objectJson : objectJsonList) {
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const auto id = objectJson->at("id").get<ObjectId>();
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GameObject* object = idMap.at(id);
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if (!objectJson->contains("components")) {
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continue;
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}
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for (const auto& componentJson : objectJson->at("components")) {
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const std::string type = componentJson.at("type").get<std::string>();
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Component* component = ComponentFactory::Create(type, *object);
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if (!component) {
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std::cerr << "Unknown component type while loading scene: " << type << '\n';
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continue;
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}
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component->SetEnabled(componentJson.value("enabled", true));
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if (componentJson.contains("data")) {
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component->Deserialize(componentJson.at("data"));
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}
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}
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}
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// Pass 4:
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// Resolve object references now that all objects and components exist.
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for (const auto& objectPtr : scene.GetObjects()) {
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if (!objectPtr) {
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continue;
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}
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for (const auto& componentPtr : objectPtr->GetComponents()) {
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if (!componentPtr) {
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continue;
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}
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componentPtr->ResolveReferences(idMap);
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}
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}
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} catch (const std::exception& e) {
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std::cerr << "Failed to load scene: " << e.what() << '\n';
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scene.RemoveAll();
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return false;
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}
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return true;
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}
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