serialization: scene save/load (Unity-style YAML + UE-style GUID registry)
Engine-layer SceneSerializer (yaml-cpp submodule): entities/components
to versioned YAML, atomic clear-and-rebuild on load with per-entity
fault tolerance, missing-field defaults, unknown-component skip and
UUID dedup. Asset references are {Guid, Path} pairs resolved through
the new AssetManager GUID registry (assets/asset_registry.yaml) with
path fallback; procedural:// pseudo-paths rebuild from parameters.
Editor File menu gets Save/Load Scene modals; app re-resolves stale
entity handles via onSceneLoaded callback.
This commit is contained in:
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//
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// Created by atdunbg on 2026/10/3.
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//
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// SceneSerializer:场景 ↔ YAML。结构见头文件注释与计划 v3。
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//
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// 原子性:Deserialize 先把整个文件解析进中间结构(逐实体容错),
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// 全部成功才 scene.Clear() 换血重建——解析失败不动现场。
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//
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#include <Engine/Serialization/SceneSerializer.h>
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#include <Engine/ECS/Scene.h>
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#include <Engine/ECS/EntityHandle.h>
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#include <Engine/ECS/Components.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Core/Log.h>
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#include <Engine/Core/UUID.h>
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#include <yaml-cpp/yaml.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <cmath>
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#include <filesystem>
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#include <fstream>
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#include <string>
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#include <string_view>
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#include <unordered_set>
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#include <vector>
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namespace Engine::Serialization {
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namespace {
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// ---- 写出辅助:glm → 数组 ----
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std::vector<f32> Vec3Arr(const glm::vec3& v) { return {v.x, v.y, v.z}; }
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std::vector<f32> Vec4Arr(const glm::vec4& v) { return {v.x, v.y, v.z, v.w}; }
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std::vector<f32> QuatArr(const glm::quat& q) { return {q.w, q.x, q.y, q.z}; }
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// ---- 读入辅助:缺字段/类型错 → 默认值(as<T>(fallback) 语义)----
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glm::vec3 ReadVec3(const YAML::Node& n, const glm::vec3& def)
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{
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if (!n || !n.IsSequence() || n.size() < 3) return def;
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return {n[0].as<f32>(def.x), n[1].as<f32>(def.y), n[2].as<f32>(def.z)};
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}
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glm::vec4 ReadVec4(const YAML::Node& n, const glm::vec4& def)
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{
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if (!n || !n.IsSequence() || n.size() < 4) return def;
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return {n[0].as<f32>(def.x), n[1].as<f32>(def.y),
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n[2].as<f32>(def.z), n[3].as<f32>(def.w)};
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}
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// [w,x,y,z] → 归一化 quat;非法/缺失回退单位四元数(防手改档出 NaN)
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glm::quat ReadQuat(const YAML::Node& n)
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{
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if (!n || !n.IsSequence() || n.size() < 4) return {};
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const f32 w = n[0].as<f32>(1.0f), x = n[1].as<f32>(0.0f);
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const f32 y = n[2].as<f32>(0.0f), z = n[3].as<f32>(0.0f);
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const f32 len = std::sqrt(x * x + y * y + z * z + w * w);
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return len > 1e-8f ? glm::quat(w, x, y, z) / len : glm::quat{};
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}
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// "a,b,c[,d]" → N 个 int(procedural 伪路径参数解析)
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template <size_t N>
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bool ParseCsvInts(const std::string& s, int (&out)[N])
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{
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size_t pos = 0;
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for (size_t i = 0; i < N; ++i) {
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const size_t next =
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(i + 1 < N) ? s.find(',', pos) : std::string::npos;
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if (i + 1 < N && next == std::string::npos) return false;
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try {
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out[i] = std::stoi(s.substr(pos, next - pos));
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}
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catch (const std::exception&) { return false; }
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pos = (next == std::string::npos) ? s.size() : next + 1;
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}
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return true;
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}
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// procedural:// 伪路径 → 参数反解重建(确定性键必然命中缓存;
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// 绝不对伪路径调 LoadModel——那会走 assimp 必炸)
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ModelRef ResolveProcedural(Assets::AssetManager& assets,
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const std::string& path)
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{
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constexpr std::string_view kPlane = "procedural://plane/";
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constexpr std::string_view kTPlane =
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"procedural://transparent-plane/";
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if (path.rfind(kTPlane, 0) == 0) {
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// "{halfSize}/{r},{g},{b},{a}"
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const std::string rest = path.substr(kTPlane.size());
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const auto slash = rest.find('/');
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if (slash == std::string::npos) return {};
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int c[4];
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if (!ParseCsvInts(rest.substr(slash + 1), c)) return {};
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try {
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return assets.CreateTransparentPlane(
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std::stof(rest.substr(0, slash)),
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static_cast<u8>(c[0]), static_cast<u8>(c[1]),
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static_cast<u8>(c[2]), static_cast<u8>(c[3]));
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}
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catch (const std::exception&) { return {}; }
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}
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if (path.rfind(kPlane, 0) == 0) {
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// "{halfSize}/{r},{g},{b}"
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const std::string rest = path.substr(kPlane.size());
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const auto slash = rest.find('/');
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if (slash == std::string::npos) return {};
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int c[3];
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if (!ParseCsvInts(rest.substr(slash + 1), c)) return {};
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try {
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return assets.CreatePlane(
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std::stof(rest.substr(0, slash)),
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static_cast<u8>(c[0]), static_cast<u8>(c[1]),
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static_cast<u8>(c[2]));
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}
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catch (const std::exception&) { return {}; }
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}
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return {}; // 未知伪路径
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}
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// 模型引用解析降级链:procedural 反解 → GUID 主键 → Path 兜底。
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// 加载成功后 GetOrCreateGUID 回写注册表(注册表丢档自愈)
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ModelRef ResolveModel(Assets::AssetManager& assets, u64 guid,
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const std::string& path)
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{
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if (ModelRef ref = ResolveProcedural(assets, path); ref.Valid()) {
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return ref;
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}
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std::string resolved;
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if (guid != 0) resolved = assets.ResolveGUID(guid);
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if (resolved.empty()) resolved = path;
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if (resolved.empty()) return {};
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ModelRef ref = assets.LoadModel(resolved);
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if (ref.Valid()) assets.GetOrCreateGUID(resolved);
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return ref;
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}
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// 资产引用双写:{Guid, Path}(procedural 只有 Path,Guid=0 不写)
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void WriteModelRef(YAML::Node& node, Assets::AssetManager& assets,
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ModelRef ref)
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{
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const std::string& path = assets.Models().Path(ref);
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if (path.empty()) {
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ENGINE_WARN("SceneSerializer: entity has invalid model ref, "
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"MeshRenderer skipped");
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return;
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}
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YAML::Node m;
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if (const u64 guid = assets.GetOrCreateGUID(path); guid != 0) {
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m["Guid"] = guid;
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}
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m["Path"] = path;
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node["Model"] = m;
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}
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// ---- 中间结构:解析全部成功才碰 registry ----
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struct ParsedEntity
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{
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u64 uuid = 0;
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std::string name = "entity";
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YAML::Node transform, meshRenderer, animation, camera, light,
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rigidBody; // 未出现 = undefined
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};
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void SerializeEntity(YAML::Node& out, Assets::AssetManager& assets,
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const ECS::Registry& reg, entt::entity e)
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{
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const auto& id = reg.get<ECS::IdComponent>(e);
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YAML::Node ent;
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ent["Entity"] = id.uuid.Value();
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if (const auto* name = reg.try_get<ECS::NameComponent>(e)) {
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ent["Name"] = name->name;
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}
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YAML::Node comps;
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if (const auto* t = reg.try_get<ECS::TransformComponent>(e)) {
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YAML::Node n;
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n["Position"] = Vec3Arr(t->GetPosition());
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n["Rotation"] = QuatArr(t->GetRotationQuat()); // (w,x,y,z) 无损
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n["Scale"] = Vec3Arr(t->GetScale());
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comps["Transform"] = n;
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}
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if (const auto* mr = reg.try_get<ECS::MeshRendererComponent>(e)) {
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YAML::Node n;
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WriteModelRef(n, assets, mr->model);
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if (const YAML::Node m = n["Model"]) comps["MeshRenderer"] = n;
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}
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if (const auto* a = reg.try_get<ECS::AnimationComponent>(e)) {
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YAML::Node n;
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n["ClipIndex"] = a->clipIndex;
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n["Playing"] = a->playing;
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n["Loop"] = a->loop;
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n["Speed"] = a->speed; // fade*/time 是运行态,不存
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comps["Animation"] = n;
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}
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if (const auto* c = reg.try_get<ECS::CameraComponent>(e)) {
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YAML::Node n;
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n["Primary"] = c->primary; // 相机不存投影参数(调用方传入)
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comps["Camera"] = n;
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}
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if (const auto* l = reg.try_get<ECS::LightComponent>(e)) {
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YAML::Node n;
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n["Type"] = static_cast<u8>(l->type);
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n["Direction"] = Vec3Arr(l->direction);
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n["Color"] = Vec4Arr(l->color);
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n["Radius"] = l->radius;
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n["CastShadow"] = l->castShadow;
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comps["Light"] = n;
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}
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if (const auto* rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
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YAML::Node n;
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n["Type"] = static_cast<u8>(rb->type);
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n["Collider"] = static_cast<u8>(rb->collider);
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n["BoxHalfExtents"] = Vec3Arr(rb->boxHalfExtents);
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n["SphereRadius"] = rb->sphereRadius;
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n["Mass"] = rb->mass;
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n["GravityScale"] = rb->gravityScale;
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n["Friction"] = rb->friction;
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n["Restitution"] = rb->restitution;
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n["IsSensor"] = rb->isSensor;
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// bodyId/bodyValid/velocity 由 PhysicsWorld 对账重建,不存
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comps["RigidBody"] = n;
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}
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if (comps.size() > 0) ent["Components"] = comps;
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out.push_back(ent);
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}
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} // namespace
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// ---- 保存 ----
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bool SceneSerializer::Serialize(const ECS::Scene& scene,
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Assets::AssetManager& assets,
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const std::string& outPath,
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const std::string& environmentPath)
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{
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try {
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YAML::Node root;
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root["Scene"] = std::filesystem::path(outPath).stem().string();
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root["Version"] = kSceneVersion;
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if (!environmentPath.empty()) {
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root["Environment"] = environmentPath;
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}
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const auto& s = scene.GetSettings();
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YAML::Node st;
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st["ClearColor"] = Vec4Arr(s.ClearColor);
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st["AmbientColor"] = Vec4Arr(s.AmbientColor);
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st["DrawSkybox"] = s.DrawSkybox;
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root["Settings"] = st;
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YAML::Node entities(YAML::NodeType::Sequence);
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const ECS::Registry& reg = scene.GetRegistry();
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reg.view<ECS::IdComponent>().each(
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[&](entt::entity e, const ECS::IdComponent&) {
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SerializeEntity(entities, assets, reg, e);
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});
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root["Entities"] = entities;
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std::ofstream out(outPath, std::ios::trunc);
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if (!out) {
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ENGINE_ERROR("SceneSerializer: cannot open '{}' for write",
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outPath);
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return false;
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}
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out << root;
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return true;
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}
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catch (const YAML::Exception& e) {
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ENGINE_ERROR("SceneSerializer: save failed ({})", e.what());
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return false;
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}
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catch (const std::exception& e) {
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ENGINE_ERROR("SceneSerializer: save failed ({})", e.what());
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return false;
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}
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}
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// ---- 加载 ----
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bool SceneSerializer::Deserialize(ECS::Scene& scene,
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Assets::AssetManager& assets,
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const std::string& inPath,
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std::string& outEnvironmentPath)
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{
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outEnvironmentPath.clear();
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YAML::Node root;
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try {
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root = YAML::LoadFile(inPath);
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}
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catch (const YAML::Exception& e) {
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ENGINE_ERROR("SceneSerializer: cannot parse '{}' ({})", inPath,
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e.what());
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return false;
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}
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catch (const std::exception& e) {
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ENGINE_ERROR("SceneSerializer: cannot read '{}' ({})", inPath,
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e.what());
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return false;
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}
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// Version 闸:高版本拒载(结构未知),缺失按 0 宽容旧档
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if (const int version = root["Version"].as<int>(0);
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version > kSceneVersion) {
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ENGINE_ERROR("SceneSerializer: '{}' version {} > supported {}",
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inPath, version, kSceneVersion);
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return false;
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}
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outEnvironmentPath = root["Environment"].as<std::string>("");
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if (const YAML::Node st = root["Settings"]; st && st.IsMap()) {
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auto& s = scene.GetSettings();
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s.ClearColor = ReadVec4(st["ClearColor"], s.ClearColor);
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s.AmbientColor = ReadVec4(st["AmbientColor"], s.AmbientColor);
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s.DrawSkybox = st["DrawSkybox"].as<bool>(s.DrawSkybox);
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}
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// ---- 阶段 1:解析到中间结构(逐实体容错,不动 registry)----
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std::vector<ParsedEntity> parsed;
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const YAML::Node entities = root["Entities"];
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if (entities.IsSequence()) {
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parsed.reserve(entities.size());
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for (const auto& e : entities) {
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try {
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ParsedEntity pe;
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pe.uuid = e["Entity"].as<u64>(0);
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pe.name = e["Name"].as<std::string>(pe.name);
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if (const YAML::Node comps = e["Components"];
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comps && comps.IsMap()) {
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pe.transform = comps["Transform"];
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pe.meshRenderer = comps["MeshRenderer"];
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pe.animation = comps["Animation"];
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pe.camera = comps["Camera"];
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pe.light = comps["Light"];
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pe.rigidBody = comps["RigidBody"];
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// 未识别的组件键自然跳过(前向兼容)
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}
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parsed.push_back(std::move(pe));
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}
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catch (const std::exception& err) {
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// 单实体损坏不炸全场:跳过继续
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ENGINE_WARN("SceneSerializer: entity skipped ({})",
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err.what());
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}
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}
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}
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// ---- 阶段 2:原子换血重建 ----
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scene.Clear();
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std::unordered_set<u64> seenUuids;
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for (ParsedEntity& pe : parsed) {
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auto handle = scene.CreateEntity(pe.name);
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// UUID 重复/无效 → 重新生成(Prefab 实例化的 ID 重映射语义)
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u64 uuid = pe.uuid;
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if (uuid == 0 || !seenUuids.insert(uuid).second) {
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uuid = UUID::New().Value();
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}
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handle.GetComponent<ECS::IdComponent>().uuid = UUID{uuid};
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if (pe.transform) {
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const YAML::Node n = pe.transform;
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auto& t = handle.GetComponent<ECS::TransformComponent>();
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t.SetPosition(ReadVec3(n["Position"], t.GetPosition()));
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t.SetRotationQuat(ReadQuat(n["Rotation"]));
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t.SetScale(ReadVec3(n["Scale"], t.GetScale()));
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}
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if (pe.meshRenderer) {
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const YAML::Node n = pe.meshRenderer;
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const u64 guid = n["Model"]["Guid"].as<u64>(0);
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const auto path = n["Model"]["Path"].as<std::string>("");
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if (ModelRef ref = ResolveModel(assets, guid, path);
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ref.Valid()) {
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handle.AddComponent<ECS::MeshRendererComponent>(
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ECS::MeshRendererComponent{ref});
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}
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else {
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ENGINE_WARN("SceneSerializer: model unresolved "
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"(guid={}, path='{}'), MeshRenderer skipped",
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guid, path);
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}
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}
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if (pe.animation) {
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const YAML::Node n = pe.animation;
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auto& a = handle.AddComponent<ECS::AnimationComponent>();
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a.clipIndex = n["ClipIndex"].as<int>(a.clipIndex);
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a.playing = n["Playing"].as<bool>(a.playing);
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a.loop = n["Loop"].as<bool>(a.loop);
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a.speed = n["Speed"].as<f32>(a.speed);
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}
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if (pe.camera) {
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const YAML::Node n = pe.camera;
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auto& c = handle.AddComponent<ECS::CameraComponent>();
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c.primary = n["Primary"].as<bool>(false);
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}
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if (pe.light) {
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const YAML::Node n = pe.light;
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auto& l = handle.AddComponent<ECS::LightComponent>();
|
||||
if (const u8 type = n["Type"].as<u8>(0); type <= 1) {
|
||||
l.type = static_cast<ECS::LightComponent::Type>(type);
|
||||
}
|
||||
l.direction = ReadVec3(n["Direction"], l.direction);
|
||||
l.color = ReadVec4(n["Color"], l.color);
|
||||
l.radius = n["Radius"].as<f32>(l.radius);
|
||||
l.castShadow = n["CastShadow"].as<bool>(l.castShadow);
|
||||
}
|
||||
|
||||
if (pe.rigidBody) {
|
||||
const YAML::Node n = pe.rigidBody;
|
||||
auto& rb = handle.AddComponent<ECS::RigidBodyComponent>();
|
||||
if (const u8 type = n["Type"].as<u8>(0); type <= 2) {
|
||||
rb.type = static_cast<ECS::RigidBodyComponent::BodyType>(
|
||||
type);
|
||||
}
|
||||
if (const u8 col = n["Collider"].as<u8>(0); col <= 2) {
|
||||
rb.collider =
|
||||
static_cast<ECS::RigidBodyComponent::ColliderType>(
|
||||
col);
|
||||
}
|
||||
rb.boxHalfExtents = ReadVec3(n["BoxHalfExtents"],
|
||||
rb.boxHalfExtents);
|
||||
rb.sphereRadius = n["SphereRadius"].as<f32>(rb.sphereRadius);
|
||||
rb.mass = n["Mass"].as<f32>(rb.mass);
|
||||
rb.gravityScale = n["GravityScale"].as<f32>(rb.gravityScale);
|
||||
rb.friction = n["Friction"].as<f32>(rb.friction);
|
||||
rb.restitution = n["Restitution"].as<f32>(rb.restitution);
|
||||
rb.isSensor = n["IsSensor"].as<bool>(rb.isSensor);
|
||||
// bodyId/bodyValid/velocity 保持默认(对账重建)
|
||||
}
|
||||
}
|
||||
|
||||
// 加载在 OnImGuiRender 段,错过本帧 UpdateTransforms:
|
||||
// 显式补算,否则首帧 World = 单位阵
|
||||
scene.UpdateTransforms();
|
||||
|
||||
ENGINE_INFO("SceneSerializer: loaded {} entities from '{}'",
|
||||
parsed.size(), inPath);
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace Engine::Serialization
|
||||
Reference in New Issue
Block a user