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XCEngine/editor/src/Managers/SceneManager.cpp

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#include "SceneManager.h"
#include "SelectionManager.h"
#include <algorithm>
namespace UI {
EntityID SceneManager::CreateEntity(const std::string& name, EntityID parent) {
EntityID id = m_nextEntityId++;
GameObject entity;
entity.id = id;
entity.name = name;
entity.parent = parent;
m_entities[id] = std::move(entity);
if (parent != INVALID_ENTITY_ID) {
m_entities[parent].children.push_back(id);
} else {
m_rootEntities.push_back(id);
}
OnEntityCreated.Invoke(id);
return id;
}
void SceneManager::DeleteEntity(EntityID id) {
auto it = m_entities.find(id);
if (it == m_entities.end()) return;
GameObject& entity = it->second;
std::vector<EntityID> childrenToDelete = entity.children;
for (EntityID childId : childrenToDelete) {
DeleteEntity(childId);
}
if (entity.parent != INVALID_ENTITY_ID) {
auto* parent = GetEntity(entity.parent);
if (parent) {
auto& siblings = parent->children;
siblings.erase(std::remove(siblings.begin(), siblings.end(), id), siblings.end());
}
} else {
m_rootEntities.erase(std::remove(m_rootEntities.begin(), m_rootEntities.end(), id), m_rootEntities.end());
}
if (SelectionManager::Get().GetSelectedEntity() == id) {
SelectionManager::Get().ClearSelection();
}
m_entities.erase(it);
OnEntityDeleted.Invoke(id);
}
ClipboardData SceneManager::CopyEntityRecursive(const GameObject* entity) {
ClipboardData data;
data.name = entity->name;
for (const auto& comp : entity->components) {
if (auto* transform = dynamic_cast<const TransformComponent*>(comp.get())) {
auto newComp = std::make_unique<TransformComponent>();
memcpy(newComp->position, transform->position, sizeof(transform->position));
memcpy(newComp->rotation, transform->rotation, sizeof(transform->rotation));
memcpy(newComp->scale, transform->scale, sizeof(transform->scale));
data.components.push_back(std::move(newComp));
}
else if (auto* meshRenderer = dynamic_cast<const MeshRendererComponent*>(comp.get())) {
auto newComp = std::make_unique<MeshRendererComponent>();
newComp->materialName = meshRenderer->materialName;
newComp->meshName = meshRenderer->meshName;
data.components.push_back(std::move(newComp));
}
}
for (EntityID childId : entity->children) {
const GameObject* child = GetEntity(childId);
if (child) {
data.children.push_back(CopyEntityRecursive(child));
}
}
return data;
}
void SceneManager::CopyEntity(EntityID id) {
const GameObject* entity = GetEntity(id);
if (!entity) return;
m_clipboard = CopyEntityRecursive(entity);
}
EntityID SceneManager::PasteEntityRecursive(const ClipboardData& data, EntityID parent) {
EntityID newId = CreateEntity(data.name, parent);
GameObject* newEntity = GetEntity(newId);
if (newEntity) {
newEntity->components.clear();
for (const auto& comp : data.components) {
if (auto* transform = dynamic_cast<const TransformComponent*>(comp.get())) {
auto newComp = std::make_unique<TransformComponent>();
memcpy(newComp->position, transform->position, sizeof(transform->position));
memcpy(newComp->rotation, transform->rotation, sizeof(transform->rotation));
memcpy(newComp->scale, transform->scale, sizeof(transform->scale));
newEntity->components.push_back(std::move(newComp));
}
else if (auto* meshRenderer = dynamic_cast<const MeshRendererComponent*>(comp.get())) {
auto newComp = std::make_unique<MeshRendererComponent>();
newComp->materialName = meshRenderer->materialName;
newComp->meshName = meshRenderer->meshName;
newEntity->components.push_back(std::move(newComp));
}
}
}
for (const auto& childData : data.children) {
PasteEntityRecursive(childData, newId);
}
return newId;
}
EntityID SceneManager::PasteEntity(EntityID parent) {
if (!m_clipboard) return INVALID_ENTITY_ID;
return PasteEntityRecursive(*m_clipboard, parent);
}
EntityID SceneManager::DuplicateEntity(EntityID id) {
CopyEntity(id);
const GameObject* entity = GetEntity(id);
if (!entity) return INVALID_ENTITY_ID;
return PasteEntity(entity->parent);
}
void SceneManager::MoveEntity(EntityID id, EntityID newParent) {
GameObject* entity = GetEntity(id);
if (!entity || id == newParent) return;
if (entity->parent != INVALID_ENTITY_ID) {
GameObject* oldParent = GetEntity(entity->parent);
if (oldParent) {
auto& siblings = oldParent->children;
siblings.erase(std::remove(siblings.begin(), siblings.end(), id), siblings.end());
}
} else {
m_rootEntities.erase(std::remove(m_rootEntities.begin(), m_rootEntities.end(), id), m_rootEntities.end());
}
entity->parent = newParent;
if (newParent != INVALID_ENTITY_ID) {
GameObject* newParentEntity = GetEntity(newParent);
if (newParentEntity) {
newParentEntity->children.push_back(id);
}
} else {
m_rootEntities.push_back(id);
}
OnEntityChanged.Invoke(id);
}
void SceneManager::CreateDemoScene() {
m_entities.clear();
m_rootEntities.clear();
m_nextEntityId = 1;
m_clipboard.reset();
EntityID camera = CreateEntity("Main Camera");
GetEntity(camera)->AddComponent<TransformComponent>();
EntityID light = CreateEntity("Directional Light");
EntityID cube = CreateEntity("Cube");
GetEntity(cube)->AddComponent<TransformComponent>();
GetEntity(cube)->AddComponent<MeshRendererComponent>()->meshName = "Cube Mesh";
EntityID sphere = CreateEntity("Sphere");
GetEntity(sphere)->AddComponent<TransformComponent>();
GetEntity(sphere)->AddComponent<MeshRendererComponent>()->meshName = "Sphere Mesh";
EntityID player = CreateEntity("Player");
EntityID weapon = CreateEntity("Weapon", player);
OnSceneChanged.Invoke();
}
}