feat? add basich ah scene loading
This commit is contained in:
@@ -53,6 +53,9 @@ set(SRC_FILES
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"src/FS/AssetFS.cpp"
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"src/FS/Manifest.cpp"
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"src/Serialization/SceneSerializer.cpp"
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"src/Serialization/ComponentRegistry.cpp"
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"src/Util/DeltaTime.cpp"
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"src/Physics/PhysicsWorld.cpp"
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@@ -19,6 +19,10 @@ public:
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explicit Animator(GameObject& parent);
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void Update() override;
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std::string GetTypeName() const override
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{
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return "Animator";
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}
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void ImGuiInspector() override;
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void addClip(std::shared_ptr<SkeletalAnimation> clip);
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@@ -18,6 +18,11 @@ public:
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void SetMaterialID(MaterialID id) { materialID = id; }
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MaterialID GetMaterialID() const { return materialID; }
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std::string GetTypeName() const override
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{
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return "MeshRendererComponent";
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}
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private:
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MeshID meshID{NULL_MESH_ID};
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MaterialID materialID{NULL_MATERIAL_ID};
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@@ -11,6 +11,11 @@ public:
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void Update() override {}
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std::string GetTypeName() const override
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{
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return "BoxCollider";
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}
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[[nodiscard]] PhysicsShapeDesc BuildPhysicsShape() const override {
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return PhysicsShapeDesc::Box(m_HalfExtents, m_CenterOffset, m_IsTrigger);
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@@ -16,6 +16,11 @@ public:
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void Update() override {}
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std::string GetTypeName() const override
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{
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return "RigidBody";
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}
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void AttachPhysicsBody(PhysicsWorld* world, PhysicsBodyHandle body);
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void DetachPhysicsBody();
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@@ -11,6 +11,10 @@ public:
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, m_Radius(radius) {}
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void Update() override {}
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std::string GetTypeName() const override
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{
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return "SphereCollider";
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}
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[[nodiscard]] PhysicsShapeDesc BuildPhysicsShape() const override {
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return PhysicsShapeDesc::Sphere(m_Radius, m_CenterOffset, m_IsTrigger);
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@@ -1,14 +1,21 @@
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#ifndef COMPONENT_H
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#define COMPONENT_H
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#include <string>
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#include <unordered_map>
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#include <nlohmann/json.hpp>
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#include <destrum/Graphics/RenderContext.h>
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#include <destrum/ObjectModel/Object.h>
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#include <destrum/ObjectModel/ObjectId.h>
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class GameObject;
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class Transform;
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class Component : public Object {
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public:
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using ObjectMap = std::unordered_map<ObjectId, GameObject*>;
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~Component() override = default;
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@@ -22,26 +29,40 @@ public:
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[[nodiscard]] Transform& GetTransform() const;
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void Destroy() override;
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virtual void Start();
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virtual void SetEnabled(bool enabled);
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virtual void Update() = 0;
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virtual void LateUpdate();
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virtual void FixedUpdate();
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virtual void ImGuiInspector(); //Specifically for the inspector
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virtual void ImGuiRender();
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virtual void ImGuiInspector();
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virtual void ImGuiRender();
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virtual void Render(const RenderContext& ctx);
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// Serialization.
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virtual std::string GetTypeName() const = 0;
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virtual nlohmann::json Serialize() const {
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return {};
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}
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virtual void Deserialize(const nlohmann::json& data) {
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}
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virtual void ResolveReferences(const ObjectMap& objects) {
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}
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bool HasStarted{false};
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protected:
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explicit Component(GameObject& pParent, const std::string& name = "Component");
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private:
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GameObject* m_ParentGameObjectPtr{};
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bool m_IsEnabled{true};
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};
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#endif // COMPONENT_H
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@@ -1,9 +1,12 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <algorithm>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/Object.h>
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#include <destrum/ObjectModel/ObjectId.h>
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#include <destrum/ObjectModel/Transform.h>
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class Scene;
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@@ -31,14 +34,28 @@ public:
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SetActiveDirty();
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}
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[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() { return m_Components; }
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[[nodiscard]] bool IsActive() const { return m_Active; }
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[[nodiscard]] ObjectId GetId() const { return m_Id; }
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// Use this only while loading a scene.
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void SetIdForDeserialization(ObjectId id);
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[[nodiscard]] Scene* GetScene() const { return m_Scene; }
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[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() {
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return m_Components;
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}
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[[nodiscard]] const std::vector<std::unique_ptr<Component>>& GetComponents() const {
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return m_Components;
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}
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[[nodiscard]] Transform& GetTransform() { return m_TransformPtr; }
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[[nodiscard]] const Transform& GetTransform() const { return m_TransformPtr; }
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[[nodiscard]] bool IsActiveInHierarchy();
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[[nodiscard]] bool IsActive() const { return m_Active; }
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explicit GameObject(const std::string& name = "GameObject");
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~GameObject() override;
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@@ -57,20 +74,30 @@ public:
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return static_cast<TComponent*>(addedComponent.get());
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}
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template <typename Component>
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[[nodiscard]] Component *GetComponent() {
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template <typename TComponent>
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[[nodiscard]] TComponent* GetComponent() {
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for (const auto& component : m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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if (auto casted = dynamic_cast<TComponent*>(component.get())) {
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return casted;
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}
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}
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return nullptr;
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}
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template <typename Component>
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Component *DestroyComponent() {
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template <typename TComponent>
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[[nodiscard]] const TComponent* GetComponent() const {
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for (const auto& component : m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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if (auto casted = dynamic_cast<const TComponent*>(component.get())) {
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return casted;
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}
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}
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return nullptr;
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}
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template <typename TComponent>
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TComponent* DestroyComponent() {
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for (const auto& component : m_Components) {
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if (auto casted = dynamic_cast<TComponent*>(component.get())) {
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casted->Destroy();
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return casted;
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}
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@@ -78,40 +105,50 @@ public:
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return nullptr;
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}
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template <typename Component>
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[[nodiscard]] bool HasComponent() {
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template <typename TComponent>
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[[nodiscard]] bool HasComponent() const {
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for (const auto& component : m_Components) {
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if (auto casted = dynamic_cast<Component*>(component.get())) {
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if (dynamic_cast<TComponent*>(component.get())) {
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return true;
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}
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}
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return false;
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}
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template <typename Component>
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Component *GetComponentInChildren() {
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return GetComponentInChildrenRecursive<Component>(&GetTransform());
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template <typename TComponent>
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TComponent* GetComponentInChildren() {
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return GetComponentInChildrenRecursive<TComponent>(&GetTransform());
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}
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private:
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template <typename Component>
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static Component *GetComponentInChildrenRecursive(Transform* transform) {
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template <typename TComponent>
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static TComponent* GetComponentInChildrenRecursive(Transform* transform) {
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if (!transform) return nullptr;
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GameObject* owner = transform->GetOwner();
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if (owner) {
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if (Component* comp = owner->GetComponent<Component>()) {
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if (TComponent* comp = owner->GetComponent<TComponent>()) {
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return comp;
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}
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}
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for (Transform* child : transform->GetChildren()) {
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if (Component* found = GetComponentInChildrenRecursive<Component>(child)) {
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if (TComponent* found = GetComponentInChildrenRecursive<TComponent>(child)) {
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return found;
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}
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}
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return nullptr;
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}
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void SetScene(Scene* scene) { m_Scene = scene; }
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void SetActiveDirty();
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void UpdateActiveState();
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inline static ObjectId s_NextId{1};
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ObjectId m_Id{InvalidObjectId};
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bool m_Active{true};
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Scene* m_Scene{};
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@@ -119,6 +156,5 @@ private:
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std::vector<std::unique_ptr<Component>> m_Components{};
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bool m_ActiveDirty{true};
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bool m_ActiveInHierarchy{true}; //Derived
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void UpdateActiveState();
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bool m_ActiveInHierarchy{true};
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};
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@@ -0,0 +1,10 @@
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#ifndef DESTRUM_OBJECTID_H
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#define DESTRUM_OBJECTID_H
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#include <cstdint>
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using ObjectId = std::uint64_t;
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inline constexpr ObjectId InvalidObjectId = 0;
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#endif //DESTRUM_OBJECTID_H
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@@ -35,6 +35,12 @@ public:
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[[nodiscard]] bool IsBeingUnloaded() const { return m_BeingUnloaded; }
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void CommitPendingAdditions();
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[[nodiscard]] const std::vector<std::shared_ptr<GameObject>>& GetObjects() const {
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return m_objects;
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}
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void SetRegisterBindings(std::function<void()> registerBindings) {
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m_registerBindings = std::move(registerBindings);
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}
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@@ -0,0 +1,37 @@
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#ifndef DESTRUM_COMPONENTFACTORY_H
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#define DESTRUM_COMPONENTFACTORY_H
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#include <functional>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/GameObject.h>
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class ComponentFactory final {
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public:
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using CreateFn = std::function<Component*(GameObject&)>;
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static void Register(const std::string& typeName, CreateFn createFn) {
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Registry()[typeName] = std::move(createFn);
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}
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static Component* Create(const std::string& typeName, GameObject& owner) {
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const auto it = Registry().find(typeName);
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if (it == Registry().end()) {
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return nullptr;
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}
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return it->second(owner);
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}
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private:
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static std::unordered_map<std::string, CreateFn>& Registry() {
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static std::unordered_map<std::string, CreateFn> registry;
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return registry;
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}
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};
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#endif //DESTRUM_COMPONENTFACTORY_H
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@@ -0,0 +1,6 @@
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#ifndef DESTRUM_COMPONENTREGISTRY_H
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#define DESTRUM_COMPONENTREGISTRY_H
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void RegisterEngineComponents();
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#endif //DESTRUM_COMPONENTREGISTRY_H
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@@ -0,0 +1,14 @@
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#ifndef DESTRUM_SCENESERIALIZER_H
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#define DESTRUM_SCENESERIALIZER_H
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#include <filesystem>
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class Scene;
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class SceneSerializer final {
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public:
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static bool Save(Scene& scene, const std::filesystem::path& path);
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static bool Load(Scene& scene, const std::filesystem::path& path);
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};
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#endif //DESTRUM_SCENESERIALIZER_H
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@@ -2,13 +2,10 @@
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#include <stdexcept>
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#include <destrum/ObjectModel/GameObject.h>
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// #include "imgui.h"
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Component::Component(GameObject& pParent, const std::string& name): Object(name), m_ParentGameObjectPtr(&pParent) {
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// if (m_ParentGameObjectPtr == nullptr) {
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// //TODO: Change pParent ot be a reference
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// throw std::runtime_error("Component made with no GameObject??");
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// }
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Component::Component(GameObject& pParent, const std::string& name)
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: Object(name),
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m_ParentGameObjectPtr(&pParent) {
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}
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Transform& Component::GetTransform() const {
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@@ -16,7 +13,6 @@ Transform& Component::GetTransform() const {
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}
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void Component::Destroy() {
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// const bool isBeingDestroyed = GetIsBeingDestroyed();
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Object::Destroy();
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}
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@@ -40,5 +36,4 @@ void Component::ImGuiRender() {
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}
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void Component::Render(const RenderContext& ctx) {
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}
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@@ -1,18 +1,30 @@
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#include <destrum/ObjectModel/GameObject.h>
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#include <string>
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#include <iostream>
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#include "spdlog/spdlog.h"
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// #include "Managers/ResourceManager.h"
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GameObject::~GameObject() {
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// spdlog::debug("GameObject destroyed: {}", GetName());
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}
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GameObject::GameObject(const std::string& name)
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: Object(name),
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m_Id(s_NextId++) {
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}
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void GameObject::SetIdForDeserialization(ObjectId id) {
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m_Id = id;
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// Prevent newly created objects from reusing loaded IDs.
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if (id >= s_NextId) {
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s_NextId = id + 1;
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}
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}
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void GameObject::SetActiveDirty() {
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m_ActiveDirty = true;
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for (const Transform* child : m_TransformPtr.GetChildren()) {
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child->GetOwner()->SetActiveDirty();
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}
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@@ -38,42 +50,44 @@ bool GameObject::IsActiveInHierarchy() {
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return m_ActiveInHierarchy;
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}
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GameObject::GameObject(const std::string& name): Object(name) {
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}
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void GameObject::Update() {
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for (const auto& component : m_Components) {
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if (!component->isEnabled()) {
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continue;
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}
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if (!component->HasStarted) {
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component->Start();
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component->HasStarted = true;
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}
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component->Update();
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}
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}
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void GameObject::LateUpdate() {
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for (const auto& component : m_Components) {
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if (component->isEnabled()) {
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component->LateUpdate();
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}
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}
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}
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void GameObject::FixedUpdate() {
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for (const auto& component : m_Components) {
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if (component->isEnabled()) {
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component->FixedUpdate();
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}
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}
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}
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||||
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void GameObject::Render(const RenderContext& ctx) const {
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for (const auto& component : m_Components) {
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if (component->isEnabled()) {
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component->Render(ctx);
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}
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||||
}
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||||
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||||
// void GameObject::ImGuiRender() {
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// for (const auto& component: m_Components) {
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// component->ImGuiRender();
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// }
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||||
// }
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||||
}
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||||
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||||
void GameObject::Destroy() {
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Object::Destroy();
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@@ -32,7 +32,7 @@ GameObject* Scene::CreateGameObject(std::string name)
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GameObject* rawPtr = obj.get();
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||||
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// obj->SetScene(this);
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obj->SetScene(this);
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m_pendingAdditions.emplace_back(std::move(obj));
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||||
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return rawPtr;
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@@ -61,13 +61,7 @@ void Scene::Load() {
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}
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||||
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void Scene::Update() {
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if (!m_pendingAdditions.empty()) {
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for (auto& obj : m_pendingAdditions) {
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m_objects.emplace_back(std::move(obj));
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}
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m_pendingAdditions.clear();
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}
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CommitPendingAdditions();
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for (const auto& object : m_objects) {
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if (object->IsActiveInHierarchy()) {
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||||
@@ -155,3 +149,15 @@ void Scene::DestroyGameObjects() {
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assert(m_BeingUnloaded && "Scene is being cleared but not unloaded? Weird");
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||||
}
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||||
}
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||||
|
||||
void Scene::CommitPendingAdditions() {
|
||||
if (m_pendingAdditions.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& obj : m_pendingAdditions) {
|
||||
m_objects.emplace_back(std::move(obj));
|
||||
}
|
||||
|
||||
m_pendingAdditions.clear();
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||||
}
|
||||
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user