Files
XCEngine/engine/src/Scene/Scene.cpp
ssdfasd 70571d11df 添加 Components 和 Scene 序列化支持
- Component: 添加 Serialize/Deserialize 虚函数
- TransformComponent: 实现 Transform 数据的序列化/反序列化
- GameObject: 实现对象序列化/反序列化
- Scene: 实现 Save/Load 方法,支持场景文件保存和加载
- 测试: 添加 Save_And_Load 和 Save_ContainsGameObjectData 测试
2026-03-22 03:42:40 +08:00

195 lines
4.9 KiB
C++

#include "Scene/Scene.h"
#include "Components/GameObject.h"
#include <sstream>
namespace XCEngine {
namespace Components {
Scene::Scene()
: m_name("Untitled") {
}
Scene::Scene(const std::string& name)
: m_name(name) {
}
Scene::~Scene() {
m_gameObjects.clear();
}
GameObject* Scene::CreateGameObject(const std::string& name, GameObject* parent) {
auto gameObject = std::make_unique<GameObject>(name);
GameObject* ptr = gameObject.get();
GameObject::GetGlobalRegistry()[ptr->m_id] = ptr;
m_gameObjectIDs.insert(ptr->m_id);
m_gameObjects.emplace(ptr->m_id, std::move(gameObject));
if (parent) {
ptr->SetParent(parent);
} else {
m_rootGameObjects.push_back(ptr->m_id);
}
ptr->m_scene = this;
ptr->Awake();
m_onGameObjectCreated.Invoke(ptr);
return ptr;
}
void Scene::DestroyGameObject(GameObject* gameObject) {
if (!gameObject || gameObject->m_scene != this) {
return;
}
for (auto* child : gameObject->GetChildren()) {
DestroyGameObject(child);
}
if (gameObject->m_parent) {
auto& siblings = gameObject->m_parent->m_children;
siblings.erase(std::remove(siblings.begin(), siblings.end(), gameObject), siblings.end());
} else {
m_rootGameObjects.erase(
std::remove(m_rootGameObjects.begin(), m_rootGameObjects.end(), gameObject->m_id),
m_rootGameObjects.end()
);
}
m_onGameObjectDestroyed.Invoke(gameObject);
gameObject->OnDestroy();
m_gameObjectIDs.erase(gameObject->m_id);
m_gameObjects.erase(gameObject->m_id);
}
GameObject* Scene::Find(const std::string& name) const {
for (auto* go : GetRootGameObjects()) {
if (go->GetName() == name) {
return go;
}
GameObject* found = FindInChildren(go, name);
if (found) {
return found;
}
}
return nullptr;
}
GameObject* Scene::FindInChildren(GameObject* parent, const std::string& name) const {
for (size_t i = 0; i < parent->GetChildCount(); ++i) {
GameObject* child = parent->GetChild(i);
if (child->GetName() == name) {
return child;
}
GameObject* found = FindInChildren(child, name);
if (found) {
return found;
}
}
return nullptr;
}
GameObject* Scene::FindGameObjectWithTag(const std::string& tag) const {
for (auto* go : GetRootGameObjects()) {
if (go->GetName() == tag) {
return go;
}
GameObject* found = FindInChildren(go, tag);
if (found) {
return found;
}
}
return nullptr;
}
std::vector<GameObject*> Scene::GetRootGameObjects() const {
std::vector<GameObject*> result;
for (auto id : m_rootGameObjects) {
auto it = m_gameObjects.find(id);
if (it != m_gameObjects.end()) {
result.push_back(it->second.get());
}
}
return result;
}
void Scene::Update(float deltaTime) {
for (auto* go : GetRootGameObjects()) {
if (go->IsActiveInHierarchy()) {
go->Update(deltaTime);
}
}
}
void Scene::FixedUpdate(float fixedDeltaTime) {
for (auto* go : GetRootGameObjects()) {
if (go->IsActiveInHierarchy()) {
go->FixedUpdate();
}
}
}
void Scene::LateUpdate(float deltaTime) {
for (auto* go : GetRootGameObjects()) {
if (go->IsActiveInHierarchy()) {
go->LateUpdate(deltaTime);
}
}
}
void Scene::Load(const std::string& filePath) {
std::ifstream file(filePath);
if (!file.is_open()) {
return;
}
m_gameObjects.clear();
m_rootGameObjects.clear();
m_gameObjectIDs.clear();
std::string line;
while (std::getline(file, line)) {
if (line.empty() || line[0] == '#') continue;
std::istringstream iss(line);
std::string token;
std::getline(iss, token, '=');
if (token == "scene") {
std::getline(iss, m_name, ';');
} else if (token == "gameobject") {
auto go = std::make_unique<GameObject>();
go->Deserialize(iss);
go->m_scene = this;
GameObject* ptr = go.get();
GameObject::GetGlobalRegistry()[ptr->m_id] = ptr;
m_gameObjectIDs.insert(ptr->m_id);
m_rootGameObjects.push_back(ptr->m_id);
m_gameObjects.emplace(ptr->m_id, std::move(go));
}
}
}
void Scene::Save(const std::string& filePath) {
std::ofstream file(filePath);
if (!file.is_open()) {
return;
}
file << "# XCEngine Scene File\n";
file << "scene=" << m_name << ";\n";
file << "active=" << (m_active ? "1" : "0") << ";\n\n";
for (auto* go : GetRootGameObjects()) {
file << "gameobject=";
go->Serialize(file);
file << "\n";
}
}
} // namespace Components
} // namespace XCEngine