Scene.cpp 9.4 KB

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  1. #include "Scene.h"
  2. #include "T3D/assets/LevelAsset.h"
  3. Scene * Scene::smRootScene = nullptr;
  4. Vector<Scene*> Scene::smSceneList;
  5. IMPLEMENT_CO_NETOBJECT_V1(Scene);
  6. Scene::Scene() :
  7. mIsSubScene(false),
  8. mParentScene(nullptr),
  9. mSceneId(-1),
  10. mIsEditing(false),
  11. mIsDirty(false)
  12. {
  13. mGameModeName = StringTable->EmptyString();
  14. }
  15. Scene::~Scene()
  16. {
  17. }
  18. void Scene::initPersistFields()
  19. {
  20. Parent::initPersistFields();
  21. addGroup("Internal");
  22. addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  23. addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  24. addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  25. endGroup("Internal");
  26. addGroup("Gameplay");
  27. addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
  28. endGroup("Gameplay");
  29. }
  30. bool Scene::onAdd()
  31. {
  32. if (!Parent::onAdd())
  33. return false;
  34. smSceneList.push_back(this);
  35. mSceneId = smSceneList.size() - 1;
  36. /*if (smRootScene == nullptr)
  37. {
  38. //we're the first scene, so we're the root. woo!
  39. smRootScene = this;
  40. }
  41. else
  42. {
  43. mIsSubScene = true;
  44. smRootScene->mSubScenes.push_back(this);
  45. }*/
  46. return true;
  47. }
  48. void Scene::onRemove()
  49. {
  50. Parent::onRemove();
  51. smSceneList.remove(this);
  52. mSceneId = -1;
  53. /*if (smRootScene == this)
  54. {
  55. for (U32 i = 0; i < mSubScenes.size(); i++)
  56. {
  57. mSubScenes[i]->deleteObject();
  58. }
  59. }
  60. else if (smRootScene != nullptr)
  61. {
  62. for (U32 i = 0; i < mSubScenes.size(); i++)
  63. {
  64. if(mSubScenes[i]->getId() == getId())
  65. smRootScene->mSubScenes.erase(i);
  66. }
  67. }*/
  68. }
  69. void Scene::onPostAdd()
  70. {
  71. if (isMethod("onPostAdd"))
  72. Con::executef(this, "onPostAdd");
  73. }
  74. void Scene::addObject(SimObject* object)
  75. {
  76. //Child scene
  77. Scene* scene = dynamic_cast<Scene*>(object);
  78. if (scene)
  79. {
  80. //We'll keep these principly separate so they don't get saved into each other
  81. mSubScenes.push_back(scene);
  82. return;
  83. }
  84. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  85. if (sceneObj)
  86. {
  87. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  88. mPermanentObjects.push_back(sceneObj);
  89. Parent::addObject(object);
  90. return;
  91. }
  92. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  93. Parent::addObject(object);
  94. }
  95. void Scene::removeObject(SimObject* object)
  96. {
  97. //Child scene
  98. Scene* scene = dynamic_cast<Scene*>(object);
  99. if (scene)
  100. {
  101. //We'll keep these principly separate so they don't get saved into each other
  102. mSubScenes.remove(scene);
  103. return;
  104. }
  105. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  106. if (sceneObj)
  107. {
  108. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  109. mPermanentObjects.remove(sceneObj);
  110. Parent::removeObject(object);
  111. return;
  112. }
  113. Parent::removeObject(object);
  114. }
  115. void Scene::addDynamicObject(SceneObject* object)
  116. {
  117. mDynamicObjects.push_back(object);
  118. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  119. Parent::addObject(object);
  120. }
  121. void Scene::removeDynamicObject(SceneObject* object)
  122. {
  123. mDynamicObjects.remove(object);
  124. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  125. Parent::removeObject(object);
  126. }
  127. void Scene::interpolateTick(F32 delta)
  128. {
  129. }
  130. void Scene::processTick()
  131. {
  132. }
  133. void Scene::advanceTime(F32 timeDelta)
  134. {
  135. }
  136. U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  137. {
  138. bool ret = Parent::packUpdate(conn, mask, stream);
  139. return ret;
  140. }
  141. void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
  142. {
  143. }
  144. void Scene::dumpUtilizedAssets()
  145. {
  146. Con::printf("Dumping utilized assets in scene!");
  147. Vector<StringTableEntry> utilizedAssetsList;
  148. for (U32 i = 0; i < mPermanentObjects.size(); i++)
  149. {
  150. mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
  151. }
  152. for (U32 i = 0; i < mDynamicObjects.size(); i++)
  153. {
  154. mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
  155. }
  156. for (U32 i = 0; i < utilizedAssetsList.size(); i++)
  157. {
  158. Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
  159. }
  160. Con::printf("Utilized Asset dump complete!");
  161. }
  162. StringTableEntry Scene::getOriginatingFile()
  163. {
  164. return getFilename();
  165. }
  166. StringTableEntry Scene::getLevelAsset()
  167. {
  168. StringTableEntry levelFile = getFilename();
  169. if (levelFile == StringTable->EmptyString())
  170. return StringTable->EmptyString();
  171. AssetQuery* query = new AssetQuery();
  172. query->registerObject();
  173. S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
  174. if (foundAssetcount == 0)
  175. return StringTable->EmptyString();
  176. else
  177. return query->mAssetList[0];
  178. }
  179. bool Scene::saveScene(StringTableEntry fileName)
  180. {
  181. //So, we ultimately want to not only save out the level, but also collate all the assets utilized
  182. //by the static objects in the scene so we can have those before we parse the level file itself
  183. //Useful for preloading or stat tracking
  184. //First, save the level file
  185. if (fileName == StringTable->EmptyString())
  186. {
  187. fileName = getOriginatingFile();
  188. }
  189. bool saveSuccess = save(fileName);
  190. if (!saveSuccess)
  191. return false;
  192. //Get the level asset
  193. StringTableEntry levelAsset = getLevelAsset();
  194. if (levelAsset == StringTable->EmptyString())
  195. return saveSuccess;
  196. LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
  197. levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
  198. //Next, lets build out our
  199. Vector<StringTableEntry> utilizedAssetsList;
  200. for (U32 i = 0; i < mPermanentObjects.size(); i++)
  201. {
  202. mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
  203. }
  204. for (U32 i = 0; i < utilizedAssetsList.size(); i++)
  205. {
  206. levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]);
  207. }
  208. saveSuccess = levelAssetDef->saveAsset();
  209. return saveSuccess;
  210. }
  211. //
  212. Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
  213. {
  214. return Vector<SceneObject*>();
  215. }
  216. DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
  217. "Get the root Scene object that is loaded.\n"
  218. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  219. {
  220. if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
  221. return nullptr;
  222. return Scene::smSceneList[sceneId];
  223. }
  224. DefineEngineFunction(getSceneCount, S32, (),,
  225. "Get the number of active Scene objects that are loaded.\n"
  226. "@return The number of active scenes")
  227. {
  228. return Scene::smSceneList.size();
  229. }
  230. DefineEngineFunction(getRootScene, S32, (), ,
  231. "Get the root Scene object that is loaded.\n"
  232. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  233. {
  234. Scene* root = Scene::getRootScene();
  235. if (root)
  236. return root->getId();
  237. return 0;
  238. }
  239. DefineEngineMethod(Scene, getRootScene, S32, (),,
  240. "Get the root Scene object that is loaded.\n"
  241. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  242. {
  243. Scene* root = Scene::getRootScene();
  244. if (root)
  245. return root->getId();
  246. return 0;
  247. }
  248. DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  249. "Get the root Scene object that is loaded.\n"
  250. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  251. {
  252. object->addDynamicObject(sceneObj);
  253. }
  254. DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  255. "Get the root Scene object that is loaded.\n"
  256. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  257. {
  258. object->removeDynamicObject(sceneObj);
  259. }
  260. DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
  261. "Get the root Scene object that is loaded.\n"
  262. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  263. {
  264. if (className == String::EmptyString)
  265. return "";
  266. //return object->getObjectsByClass(className);
  267. return "";
  268. }
  269. DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
  270. "Get the root Scene object that is loaded.\n"
  271. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  272. {
  273. object->dumpUtilizedAssets();
  274. }
  275. DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
  276. "Get the root Scene object that is loaded.\n"
  277. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  278. {
  279. return object->getOriginatingFile();
  280. }
  281. DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
  282. "Get the root Scene object that is loaded.\n"
  283. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  284. {
  285. return object->getLevelAsset();
  286. }
  287. DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
  288. "Save out the object to the given file.\n"
  289. "@param fileName The name of the file to save to."
  290. "@param selectedOnly If true, only objects marked as selected will be saved out.\n"
  291. "@param preAppendString Text which will be preprended directly to the object serialization.\n"
  292. "@param True on success, false on failure.")
  293. {
  294. return object->saveScene(StringTable->insert(fileName));
  295. }