Copy scene when entering play mode

This commit is contained in:
Simon Lübeß
2023-03-18 23:30:57 +01:00
parent 793aa40975
commit c164aeecaa
14 changed files with 172 additions and 248 deletions
@@ -60,7 +60,7 @@ namespace GlitchyEditor.EditWindows
ShowComponentEditor<TransformComponent>("Transform", entity, => ShowTransformComponentEditor); ShowComponentEditor<TransformComponent>("Transform", entity, => ShowTransformComponentEditor);
ShowComponentEditor<CameraComponent>("Camera", entity, => ShowCameraComponentEditor, => ShowComponentContextMenu<CameraComponent>); ShowComponentEditor<CameraComponent>("Camera", entity, => ShowCameraComponentEditor, => ShowComponentContextMenu<CameraComponent>);
ShowComponentEditor<SpriterRendererComponent>("Sprite Renderer", entity, => ShowSpriteRendererComponentEditor, => ShowComponentContextMenu<SpriterRendererComponent>); ShowComponentEditor<SpriteRendererComponent>("Sprite Renderer", entity, => ShowSpriteRendererComponentEditor, => ShowComponentContextMenu<SpriteRendererComponent>);
ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>); ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>);
ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>); ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>);
ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>); ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>);
@@ -117,18 +117,18 @@ namespace GlitchyEditor.EditWindows
private static void ShowNameComponentEditor(Entity entity) private static void ShowNameComponentEditor(Entity entity)
{ {
if (!entity.HasComponent<DebugNameComponent>()) if (!entity.HasComponent<NameComponent>())
return; return;
char8[256] nameBuffer = default; char8[256] nameBuffer = default;
DebugNameComponent* component = entity.GetComponent<DebugNameComponent>(); NameComponent* component = entity.GetComponent<NameComponent>();
String name = null; StringView name = null;
if(component != null) if(component != null)
{ {
name = component.DebugName; name = component.Name;
} }
else else
{ {
@@ -142,11 +142,10 @@ namespace GlitchyEditor.EditWindows
{ {
if(component == null) if(component == null)
{ {
component = entity.AddComponent<DebugNameComponent>(); component = entity.AddComponent<NameComponent>();
} }
component.DebugName.Clear(); component.Name = StringView(&nameBuffer);
component.DebugName.Append(&nameBuffer);
} }
} }
@@ -250,7 +249,7 @@ namespace GlitchyEditor.EditWindows
} }
} }
private static void ShowSpriteRendererComponentEditor(Entity entity, SpriterRendererComponent* spriteRendererComponent) private static void ShowSpriteRendererComponentEditor(Entity entity, SpriteRendererComponent* spriteRendererComponent)
{ {
ColorRGBA spriteColor = ColorRGBA.LinearToSRGB(spriteRendererComponent.Color); ColorRGBA spriteColor = ColorRGBA.LinearToSRGB(spriteRendererComponent.Color);
if (ImGui.ColorEdit4("Color", ref spriteColor)) if (ImGui.ColorEdit4("Color", ref spriteColor))
@@ -548,7 +547,7 @@ namespace GlitchyEditor.EditWindows
ImGui.Separator(); ImGui.Separator();
ShowComponentButton<CameraComponent>("Camera"); ShowComponentButton<CameraComponent>("Camera");
ShowComponentButton<SpriterRendererComponent>("Sprite Renderer"); ShowComponentButton<SpriteRendererComponent>("Sprite Renderer");
ShowComponentButton<LightComponent>("Light"); ShowComponentButton<LightComponent>("Light");
ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D"); ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
ShowComponentButton<BoxCollider2DComponent>("Box collider 2D"); ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
@@ -301,11 +301,11 @@ namespace GlitchyEditor.EditWindows
{ {
String name = null; String name = null;
var nameComponent = tree.Value.GetComponent<DebugNameComponent>(); var nameComponent = tree.Value.GetComponent<NameComponent>();
if(nameComponent != null) if(nameComponent != null)
{ {
name = nameComponent.DebugName; name = scope:: .(nameComponent.Name);
} }
else else
{ {
@@ -501,13 +501,13 @@ namespace GlitchyEditor.EditWindows
{ {
Entity entity = .(entityId, _scene); Entity entity = .(entityId, _scene);
String name = null; StringView name = null;
var nameComponent = entity.GetComponent<DebugNameComponent>(); var nameComponent = entity.GetComponent<NameComponent>();
if(nameComponent != null) if(nameComponent != null)
{ {
name = nameComponent.DebugName; name = nameComponent.Name;
} }
else else
{ {
+3
View File
@@ -26,6 +26,9 @@ namespace GlitchyEditor
get => _scene; get => _scene;
set set
{ {
if (_scene == value)
return;
_scene = value; _scene = value;
_entityHierarchyWindow.SetContext(_scene); _entityHierarchyWindow.SetContext(_scene);
} }
+49 -24
View File
@@ -27,7 +27,9 @@ namespace GlitchyEditor
BlendState _opaqueBlendState ~ _.ReleaseRef(); BlendState _opaqueBlendState ~ _.ReleaseRef();
DepthStencilState _depthStencilState ~ _.ReleaseRef(); DepthStencilState _depthStencilState ~ _.ReleaseRef();
Scene _scene ~ delete _; Scene _activeScene ~ _?.ReleaseRef();
Scene _editorScene ~ _?.ReleaseRef();
String _sceneFilePath = new String() ~ delete _; String _sceneFilePath = new String() ~ delete _;
public String SceneFilePath public String SceneFilePath
@@ -78,7 +80,8 @@ namespace GlitchyEditor
InitGraphics(); InitGraphics();
_scene = new Scene(); _editorScene = new Scene();
SetReference!(_activeScene, _editorScene);
_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1); _camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
_camera.RenderTarget = _cameraTarget; _camera.RenderTarget = _cameraTarget;
@@ -163,7 +166,7 @@ namespace GlitchyEditor
private void InitEditor() private void InitEditor()
{ {
_editor = new Editor(_scene, _contentManager); _editor = new Editor(_editorScene, _contentManager);
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e)); _editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
_editor.CurrentCamera = &_camera; _editor.CurrentCamera = &_camera;
@@ -176,6 +179,8 @@ namespace GlitchyEditor
{ {
_camera.Update(gameTime); _camera.Update(gameTime);
_editor.CurrentScene = _activeScene;
// Clear the swapchain-buffer // Clear the swapchain-buffer
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0); RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
@@ -185,9 +190,9 @@ namespace GlitchyEditor
RenderCommand.SetDepthStencilState(_depthStencilState); RenderCommand.SetDepthStencilState(_depthStencilState);
if (_sceneState == .Edit) if (_sceneState == .Edit)
_scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D); _activeScene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
else if (_sceneState == .Play) else if (_sceneState == .Play)
_scene.UpdateRuntime(gameTime, _viewportTarget); _activeScene.UpdateRuntime(gameTime, _viewportTarget);
RenderCommand.UnbindRenderTargets(); RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(null, 0, true); RenderCommand.SetRenderTarget(null, 0, true);
@@ -226,9 +231,9 @@ namespace GlitchyEditor
return Math.Clamp(1.5f - Vector3.Distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1); return Math.Clamp(1.5f - Vector3.Distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
} }
for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>()) for (var (entity, transform, camera) in _activeScene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{ {
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene))) if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene)))
{ {
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, _camera.Projection * _camera.View, .White); DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, _camera.Projection * _camera.View, .White);
} }
@@ -240,9 +245,9 @@ namespace GlitchyEditor
//Renderer2D.DrawQuad(world, _iconCamera, .White, .(0, 0, 1, 1), entity.Index); //Renderer2D.DrawQuad(world, _iconCamera, .White, .(0, 0, 1, 1), entity.Index);
} }
for (var (entity, transform, light) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, LightComponent>()) for (var (entity, transform, light) in _activeScene.[Friend]_ecsWorld.Enumerate<TransformComponent, LightComponent>())
{ {
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene))) if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene)))
{ {
Renderer.DrawRay(.Zero, .(0, 0, 20), ColorRGBA(light.SceneLight.Color, 1.0f), transform.WorldTransform); Renderer.DrawRay(.Zero, .(0, 0, 20), ColorRGBA(light.SceneLight.Color, 1.0f), transform.WorldTransform);
@@ -343,18 +348,30 @@ namespace GlitchyEditor
private void OnScenePlay() private void OnScenePlay()
{ {
_sceneState = .Play;
_editor.SceneViewportWindow.EditorMode = false; _editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Play;
_scene.OnRuntimeStart(); using (Scene runtimeScene = new Scene())
{
_editorScene.CopyTo(runtimeScene);
runtimeScene.OnRuntimeStart();
SetReference!(_activeScene, runtimeScene);
}
_editor.CurrentScene = _activeScene;
} }
private void OnSceneStop() private void OnSceneStop()
{ {
_scene.OnRuntimeStop(); _activeScene.OnRuntimeStop();
SetReference!(_activeScene, _editorScene);
_editor.SceneViewportWindow.EditorMode = true; _editor.SceneViewportWindow.EditorMode = true;
_sceneState = .Edit; _sceneState = .Edit;
_editor.CurrentScene = _activeScene;
} }
// Just for testing // Just for testing
@@ -488,13 +505,17 @@ namespace GlitchyEditor
/// Creates a new scene. /// Creates a new scene.
private void NewScene() private void NewScene()
{ {
OnSceneStop();
SceneFilePath = null; SceneFilePath = null;
delete _scene; _editorScene.ReleaseRef();
_scene = new Scene(); _editorScene = new Scene();
_editor.CurrentScene = _scene; _editor.CurrentScene = _editorScene;
var vpSize = _editor.SceneViewportWindow.ViewportSize; var vpSize = _editor.SceneViewportWindow.ViewportSize;
_scene.OnViewportResize((.)vpSize.X, (.)vpSize.Y); _editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
SetReference!(_activeScene, _editorScene);
_camera.Position = .(-1.5f, 1.5f, -2.5f); _camera.Position = .(-1.5f, 1.5f, -2.5f);
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0); _camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
@@ -530,7 +551,7 @@ namespace GlitchyEditor
return; return;
} }
SceneSerializer serializer = scope .(_scene); SceneSerializer serializer = scope .(_editorScene);
serializer.Serialize(SceneFilePath); serializer.Serialize(SceneFilePath);
} }
@@ -565,16 +586,20 @@ namespace GlitchyEditor
/// Loads the given scene file. /// Loads the given scene file.
private void LoadSceneFile(StringView filename) private void LoadSceneFile(StringView filename)
{ {
OnSceneStop();
SceneFilePath = scope String(filename); SceneFilePath = scope String(filename);
delete _scene; _editorScene.ReleaseRef();
_scene = new Scene(); _editorScene = new Scene();
_editor.CurrentScene = _scene; _editor.CurrentScene = _editorScene;
var vpSize = _editor.SceneViewportWindow.ViewportSize; var vpSize = _editor.SceneViewportWindow.ViewportSize;
_scene.OnViewportResize((.)vpSize.X, (.)vpSize.Y); _editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
SceneSerializer serializer = scope .(_scene); SceneSerializer serializer = scope .(_editorScene);
serializer.Deserialize(SceneFilePath); serializer.Deserialize(SceneFilePath);
SetReference!(_activeScene, _editorScene);
} }
private void DrawMainMenuBar() private void DrawMainMenuBar()
@@ -648,7 +673,7 @@ namespace GlitchyEditor
_viewportTarget.Resize(sizeX, sizeY); _viewportTarget.Resize(sizeX, sizeY);
_cameraTarget.Resize(sizeX, sizeY); _cameraTarget.Resize(sizeX, sizeY);
_scene.OnViewportResize(sizeX, sizeY); _activeScene.OnViewportResize(sizeX, sizeY);
_camera.OnViewportResize(sizeX, sizeY); _camera.OnViewportResize(sizeX, sizeY);
} }
-154
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@@ -229,160 +229,6 @@ namespace GlitchyEngine.Content
return .Success; return .Success;
} }
/*public static EcsEntity LoadModel(String filename, Material material, EcsWorld world,
List<AnimationClip> outClips, StringView entityName = StringView())
{
CGLTF.Options options = .();
CGLTF.Data* data;
CGLTF.Result result = CGLTF.ParseFile(options, filename, out data);
Log.EngineLogger.Assert(result == .Success, "Failed to load model.");
result = CGLTF.LoadBuffers(options, data, filename);
Log.EngineLogger.Assert(result == .Success, "Failed to load buffers");
(EcsEntity entity, ?) = CreateEntity(world, entityName, .InvalidEntity);
for(var node in data.Scenes[0].Nodes)
{
NodesToEntities(data, node, entity, world, material, outClips);
}
CGLTF.Free(data);
return entity;
}*/
private static (EcsEntity Entity, TransformComponent* Transform) CreateEntity(EcsWorld world, StringView? name, EcsEntity parent)
{
EcsEntity entity = world.NewEntity();
var nameComponent = world.AssignComponent<DebugNameComponent>(entity);
if (name != null && name.Value.Ptr != null)
{
nameComponent.SetName(name.Value);
}
else
{
nameComponent.SetName("Unnamed Node");
}
/////TODO: !!!!!!!!REPORT!!!!!!!!!!!!!
// This works
TransformComponent cmp = .();
var childTransform = world.AssignComponent<TransformComponent>(entity, cmp);
// This trashes the stack
//var childTransform = world.AssignComponent<TransformComponent>(entity);
childTransform.Parent = parent;
return (entity, childTransform);
}
/*private static void NodesToEntities(CGLTF.Data* data, CGLTF.Node* node, EcsEntity parentEntity, EcsWorld world, Material material, List<AnimationClip> clips)
{
(EcsEntity entity, TransformComponent* childTransform) = CreateEntity(world, node.Name == null ? null : StringView(node.Name), parentEntity);
if(node.HasMatrix)
{
childTransform.LocalTransform = *(Matrix*)&node.Matrix;
}
else
{
if(node.HasTranslation)
childTransform.Position = *(Vector3*)&node.Translation;
else
childTransform.Position = .Zero;
if(node.HasRotation)
childTransform.Rotation = *(Quaternion*)&node.Rotation;
else
childTransform.Rotation = .Identity;
if(node.HasScale)
childTransform.Scale = *(Vector3*)&node.Scale;
else
childTransform.Scale = .(1, 1, 1);
}
// Invert the Z-Axis of the root Node to convert the coordinate system from right-handed to left-handed
if(parentEntity == .InvalidEntity)
childTransform.Scale *= .(1, 1, -1);
Skeleton skeleton = null;
if(node.Skin != null)
{
skeleton = ExtractSkeleton(node.Skin);
LoadAnimationClips(data, node.Skin, skeleton, clips);
}
if(node.Mesh != null)
{
// If we have only one primitive, add it directly to the entity
if(node.Mesh.Primitives.Length == 1)
{
var mesh = world.AssignComponent<MeshComponent>(entity);
using (var geo = PrimitiveToGeoBinding(node.Mesh.Primitives[0]))
{
mesh.Mesh = Content.ManageAsset(geo);
}
if(skeleton == null)
{
var meshRenderer = world.AssignComponent<MeshRendererComponent>(entity);
meshRenderer.Material = material.Handle;
}
else
{
var meshRenderer = world.AssignComponent<SkinnedMeshRendererComponent>(entity);
meshRenderer.Material = material;
meshRenderer.Skeleton = skeleton;
}
}
// otherwise one child-entity per primitive
else
{
for(var primitive in node.Mesh.Primitives)
{
EcsEntity meshEntity = world.NewEntity();
var meshParent = world.AssignComponent<ParentComponent>(meshEntity);
meshParent.Entity = entity;
var mesh = world.AssignComponent<MeshComponent>(meshEntity);
using (var geo = PrimitiveToGeoBinding(primitive))
{
mesh.Mesh = Content.ManageAsset(geo);
}
if(skeleton == null)
{
var meshRenderer = world.AssignComponent<MeshRendererComponent>(meshEntity);
meshRenderer.Material = material.Handle;
}
else
{
var meshRenderer = world.AssignComponent<SkinnedMeshRendererComponent>(meshEntity);
meshRenderer.Material = material;
meshRenderer.Skeleton = skeleton;
}
}
}
}
skeleton?.ReleaseRef();
for(var child in node.Children)
{
NodesToEntities(data, child, entity, world, material, clips);
}
}*/
public static GeometryBinding PrimitiveToGeoBinding(CGLTF.Primitive primitive) public static GeometryBinding PrimitiveToGeoBinding(CGLTF.Primitive primitive)
{ {
GeometryBinding binding = new GeometryBinding(); GeometryBinding binding = new GeometryBinding();
+1 -1
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@@ -873,7 +873,7 @@ namespace GlitchyEngine.Renderer
} }
} }
public static void DrawSprite(Matrix transform, SpriterRendererComponent* spriteRenderer, uint32 entityId) public static void DrawSprite(Matrix transform, SpriteRendererComponent* spriteRenderer, uint32 entityId)
{ {
if (spriteRenderer.IsCircle) if (spriteRenderer.IsCircle)
DrawCircle(transform, spriteRenderer.Sprite.Get() ?? s_whiteTexture, spriteRenderer.Color, 1.0f, spriteRenderer.UvTransform, entityId); DrawCircle(transform, spriteRenderer.Sprite.Get() ?? s_whiteTexture, spriteRenderer.Color, 1.0f, spriteRenderer.UvTransform, entityId);
+1 -1
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@@ -45,7 +45,7 @@ namespace GlitchyEngine.World
} }
[Component("Sprite Renderer")] [Component("Sprite Renderer")]
struct SpriterRendererComponent// : IDisposableComponent struct SpriteRendererComponent// : IDisposableComponent
{ {
private AssetHandle<Texture2D> _sprite = .Invalid; private AssetHandle<Texture2D> _sprite = .Invalid;
@@ -1,26 +0,0 @@
using System;
namespace GlitchyEngine.World
{
struct DebugNameComponent : IDisposableComponent
{
private String _debugName;
public String DebugName
{
get => _debugName;
set mut => SetName(value);
}
public void SetName(StringView name) mut
{
delete _debugName;
_debugName = new String(name);
}
public void Dispose() mut
{
DeleteAndNullify!(_debugName);
}
}
}
+6
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@@ -66,6 +66,12 @@ namespace GlitchyEngine.World
public UUID UUID => GetComponent<IDComponent>().ID; public UUID UUID => GetComponent<IDComponent>().ID;
public StringView Name
{
get => GetComponent<NameComponent>().Name;
set => GetComponent<NameComponent>().Name = value;
}
public TransformComponent* Transform => GetComponent<TransformComponent>(); public TransformComponent* Transform => GetComponent<TransformComponent>();
public T* AddComponent<T>(T value = T()) where T: struct, new public T* AddComponent<T>(T value = T()) where T: struct, new
+27
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@@ -0,0 +1,27 @@
using System;
namespace GlitchyEngine.World
{
struct NameComponent : IDisposableComponent
{
private String _name;
public StringView Name
{
get => _name;
set mut => SetName(value);
}
public void SetName(StringView name) mut
{
if (_name == null)
_name = new String(name);
else
_name.Set(name);
}
public void Dispose() mut
{
DeleteAndNullify!(_name);
}
}
}
@@ -1,10 +0,0 @@
namespace GlitchyEngine.World
{
/**
* A Component that allows to specify a parent entity.
*/
public struct ParentComponent
{
public EcsEntity Entity;
}
}
+65 -12
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@@ -11,7 +11,7 @@ namespace GlitchyEngine.World
using internal ScriptableEntity; using internal ScriptableEntity;
using internal GlitchyEngine.World; using internal GlitchyEngine.World;
class Scene class Scene : RefCounter
{ {
internal EcsWorld _ecsWorld = new .() ~ delete _; internal EcsWorld _ecsWorld = new .() ~ delete _;
@@ -26,6 +26,8 @@ namespace GlitchyEngine.World
private AssetHandle _gammaCorrectEffect; private AssetHandle _gammaCorrectEffect;
private uint32 _viewportWidth, _viewportHeight;
// Maps ids to the entities they represent. // Maps ids to the entities they represent.
private Dictionary<UUID, EcsEntity> _idToEntity = new .() ~ delete _; private Dictionary<UUID, EcsEntity> _idToEntity = new .() ~ delete _;
@@ -56,7 +58,7 @@ namespace GlitchyEngine.World
_onComponentAddedHandlers.Add(typeof(CameraComponent), (e, t, c) => { _onComponentAddedHandlers.Add(typeof(CameraComponent), (e, t, c) => {
CameraComponent* cameraComponent = (.)c; CameraComponent* cameraComponent = (.)c;
cameraComponent.Camera.SetViewportSize(e.Scene.ViewportWidth, e.Scene.ViewportHeight); cameraComponent.Camera.SetViewportSize(e.Scene._viewportWidth, e.Scene._viewportHeight);
}); });
RenderTargetGroupDescription desc = .(100, 100, RenderTargetGroupDescription desc = .(100, 100,
@@ -82,6 +84,59 @@ namespace GlitchyEngine.World
public ~this() public ~this()
{ {
} }
public void CopyTo(Scene target)
{
// Copy entities
for (let sourceHandle in _ecsWorld.Enumerate())
{
Entity sourceEntity = .(sourceHandle, this);
target.CreateEntity(sourceEntity.Name, sourceEntity.UUID);
}
// TODO: perhaps use reflection and comptime
// Copy components
//CopyComponents<TransformComponent>(this, target); /* Parent will be copied below*/
CopyComponents<MeshRendererComponent>(this, target);
CopyComponents<EditorComponent>(this, target);
CopyComponents<SpriteRendererComponent>(this, target);
CopyComponents<CameraComponent>(this, target);
CopyComponents<NativeScriptComponent>(this, target);
CopyComponents<LightComponent>(this, target);
CopyComponents<Rigidbody2DComponent>(this, target);
CopyComponents<BoxCollider2DComponent>(this, target);
CopyComponents<CircleCollider2DComponent>(this, target);
// Copy transforms
for (let (sourceHandle, sourceTransform) in _ecsWorld.Enumerate<TransformComponent>())
{
Entity sourceEntity = Entity(sourceHandle, this);
Entity sourceParent = Entity(sourceTransform.Parent, this);
Entity targetEntity = target.GetEntityByID(sourceEntity.UUID);
*targetEntity.Transform = *sourceTransform;
if (sourceParent.IsValid)
{
Entity targetParent = target.GetEntityByID(sourceParent.UUID);
targetEntity.Parent = targetParent;
}
}
target.OnViewportResize(_viewportWidth, _viewportHeight);
}
private static void CopyComponents<TComponent>(Scene source, Scene target) where TComponent : struct, new
{
for (let (sourceHandle, sourceComponent) in source._ecsWorld.Enumerate<TComponent>())
{
Entity sourceEntity = .(sourceHandle, source);
Entity targetEntity = target.GetEntityByID(sourceEntity.UUID);
targetEntity.AddComponent<TComponent>(*sourceComponent);
}
}
b2Vec2 _gravity2D = .(0.0f, -9.8f); b2Vec2 _gravity2D = .(0.0f, -9.8f);
@@ -256,7 +311,7 @@ namespace GlitchyEngine.World
// Sprite renderer // Sprite renderer
Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront); Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>()) for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{ {
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index); Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
} }
@@ -469,7 +524,7 @@ namespace GlitchyEngine.World
// Sprite renderer // Sprite renderer
Renderer2D.BeginScene(camera, .BackToFront); Renderer2D.BeginScene(camera, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>()) for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{ {
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index); Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
} }
@@ -502,12 +557,12 @@ namespace GlitchyEngine.World
} }
/// Creates a new Entity with the given name. /// Creates a new Entity with the given name.
public Entity CreateEntity(String name = "", UUID id = default) public Entity CreateEntity(StringView name = "", UUID id = default)
{ {
Entity entity = Entity(_ecsWorld.NewEntity(), this); Entity entity = Entity(_ecsWorld.NewEntity(), this);
entity.AddComponent<TransformComponent>(); entity.AddComponent<TransformComponent>();
let nameComponent = entity.AddComponent<DebugNameComponent>(); let nameComponent = entity.AddComponent<NameComponent>();
nameComponent.SetName(name.IsEmpty ? "Entity" : name); nameComponent.SetName(name.IsEmpty ? "Entity" : name);
// If no id is given generate a random one. // If no id is given generate a random one.
@@ -549,13 +604,11 @@ namespace GlitchyEngine.World
return .Err; return .Err;
} }
private uint32 ViewportWidth, ViewportHeight;
/// Sets the size of the viewport into which the scene will be rendered. /// Sets the size of the viewport into which the scene will be rendered.
public void OnViewportResize(uint32 width, uint32 height) public void OnViewportResize(uint32 width, uint32 height)
{ {
ViewportWidth = width; _viewportWidth = width;
ViewportHeight = height; _viewportHeight = height;
for (var (entity, cameraComponent) in _ecsWorld.Enumerate<CameraComponent>()) for (var (entity, cameraComponent) in _ecsWorld.Enumerate<CameraComponent>())
{ {
@@ -565,8 +618,8 @@ namespace GlitchyEngine.World
} }
} }
_compositeTarget.Resize(ViewportWidth, ViewportHeight); _compositeTarget.Resize(_viewportWidth, _viewportHeight);
_cameraTarget.Resize(ViewportWidth, ViewportHeight); _cameraTarget.Resize(_viewportWidth, _viewportHeight);
} }
private void OnComponentAdded(Entity entity, Type componentType, void* component) private void OnComponentAdded(Entity entity, Type componentType, void* component)
+5 -5
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@@ -79,12 +79,12 @@ class SceneSerializer
SerializeComponent<EditorComponent>(writer, entity, "EditorComponent", scope (component) => {}); SerializeComponent<EditorComponent>(writer, entity, "EditorComponent", scope (component) => {});
SerializeComponent<DebugNameComponent>(writer, entity, "NameComponent", scope (component) => SerializeComponent<NameComponent>(writer, entity, "NameComponent", scope (component) =>
{ {
Serialize.Value(writer, "Name", component.DebugName); Serialize.Value(writer, "Name", component.Name);
}); });
SerializeComponent<SpriterRendererComponent>(writer, entity, "SpriterRendererComponent", scope (component) => SerializeComponent<SpriteRendererComponent>(writer, entity, "SpriterRendererComponent", scope (component) =>
{ {
Serialize.Value(writer, "Color", component.Color); Serialize.Value(writer, "Color", component.Color);
Serialize.Value(writer, "IsCircle", component.IsCircle); Serialize.Value(writer, "IsCircle", component.IsCircle);
@@ -317,7 +317,7 @@ class SceneSerializer
case "EditorComponent": case "EditorComponent":
Try!(DeserializeComponent<EditorComponent>(reader, entity, scope (component) => { return .Ok; })); Try!(DeserializeComponent<EditorComponent>(reader, entity, scope (component) => { return .Ok; }));
case "NameComponent": case "NameComponent":
Try!(DeserializeComponent<DebugNameComponent>(reader, entity, scope (component) => Try!(DeserializeComponent<NameComponent>(reader, entity, scope (component) =>
{ {
String name; String name;
@@ -330,7 +330,7 @@ class SceneSerializer
return .Ok; return .Ok;
})); }));
case "SpriterRendererComponent": case "SpriterRendererComponent":
Try!(DeserializeComponent<SpriterRendererComponent>(reader, entity, scope (component) => Try!(DeserializeComponent<SpriteRendererComponent>(reader, entity, scope (component) =>
{ {
Try!(Deserialize.Value(reader, "Color", out component.Color)); Try!(Deserialize.Value(reader, "Color", out component.Color));
reader.EntryEnd(); reader.EntryEnd();
@@ -20,6 +20,7 @@ namespace GlitchyEngine.World
/// The frame when the transform was recalculated /// The frame when the transform was recalculated
public uint Frame; public uint Frame;
// TODO: probably use UUID
public EcsEntity Parent public EcsEntity Parent
{ {
get => _parent; get => _parent;