Finish JerryScript Entity/Scene wiring; remove JSON serialize/deserialize
Register Entity, the generic Component wrapper, and Scene as JerryScript classes (modulelist.c ties them together, plus their .d.ts stubs), so scenes/entities can be built from script going forward instead of the JSON scene format. With scripting now the intended authoring path, drop the JSON serialize/deserialize machinery entirely: componentdefinition_t's serialize/deserialize callbacks, every component's *Serialize/ *Deserialize function, entitySerialize/entityDeserialize, sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/ "scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/ scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c and its test are removed outright since they only existed for this. game.c's test scene now comes from the existing overworldSceneCreate() C builder instead of loading the now-deleted assets/scenes/test.json. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -94,50 +94,6 @@ static void test_entityPositionParentChildWorldTransform(void **state) {
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_entityPositionDeserializeLookAt(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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entityid_t entity = entityManagerAdd(&mgr);
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componentid_t comp = entityAddComponent(
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&mgr, entity, COMPONENT_TYPE_POSITION
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);
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const char_t *json =
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"{ \"x\": 0, \"y\": 5, \"z\": 10, "
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"\"lookAt\": { \"x\": 0, \"y\": 0, \"z\": 0 } }";
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yyjson_doc *doc = yyjson_read(json, strlen(json), YYJSON_READ_NOFLAG);
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assert_non_null(doc);
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errorret_t ret = entityPositionDeserialize(
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&mgr, entity, comp, yyjson_doc_get_root(doc)
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);
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yyjson_doc_free(doc);
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assert_true(errorIsOk(ret));
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// The eye point decoded back out of localTransform should match "x"/"y"/"z".
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vec3 eye;
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entityPositionGetLocalPosition(&mgr, entity, comp, eye);
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assert_float_equal(eye[0], 0.0f, 0.0001f);
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assert_float_equal(eye[1], 5.0f, 0.0001f);
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assert_float_equal(eye[2], 10.0f, 0.0001f);
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// Forward (-local Z, see entityCameraGetForward's convention) should
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// point from eye toward the lookAt target (the origin here).
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mat4 transform;
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entityPositionGetLocalTransform(&mgr, entity, comp, transform);
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vec3 forward = { -transform[2][0], -transform[2][1], -transform[2][2] };
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glm_vec3_normalize(forward);
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vec3 toTarget = { -eye[0], -eye[1], -eye[2] };
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glm_vec3_normalize(toTarget);
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assert_float_equal(glm_vec3_dot(forward, toTarget), 1.0f, 0.001f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_entityPositionDisposeDeep(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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@@ -167,7 +123,6 @@ int main(int argc, char **argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_entityPositionLocalGetSet),
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cmocka_unit_test(test_entityPositionParentChildWorldTransform),
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cmocka_unit_test(test_entityPositionDeserializeLookAt),
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cmocka_unit_test(test_entityPositionDisposeDeep),
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};
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