Scene.cpp 10 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 < size(); i++)
  201. {
  202. getUtilizedAssetsFromSceneObject(getObject(i), &utilizedAssetsList);
  203. }
  204. for (U32 i = 0; i < utilizedAssetsList.size(); i++)
  205. {
  206. char depSlotName[50];
  207. dSprintf(depSlotName, sizeof(depSlotName), "%s%d", "staticObjectAssetDependency", i);
  208. char depValue[255];
  209. dSprintf(depValue, sizeof(depValue), "@Asset=%s", utilizedAssetsList[i]);
  210. levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
  211. }
  212. saveSuccess = levelAssetDef->saveAsset();
  213. return saveSuccess;
  214. }
  215. void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList)
  216. {
  217. SceneObject* obj = dynamic_cast<SceneObject*>(object);
  218. if(obj)
  219. obj->getUtilizedAssets(usedAssetsList);
  220. SimGroup* group = dynamic_cast<SimGroup*>(object);
  221. if (group)
  222. {
  223. for (U32 c = 0; c < group->size(); c++)
  224. {
  225. SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
  226. //Recurse down
  227. getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
  228. }
  229. }
  230. }
  231. //
  232. Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
  233. {
  234. return Vector<SceneObject*>();
  235. }
  236. DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
  237. "Get the root Scene object that is loaded.\n"
  238. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  239. {
  240. if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
  241. return nullptr;
  242. return Scene::smSceneList[sceneId];
  243. }
  244. DefineEngineFunction(getSceneCount, S32, (),,
  245. "Get the number of active Scene objects that are loaded.\n"
  246. "@return The number of active scenes")
  247. {
  248. return Scene::smSceneList.size();
  249. }
  250. DefineEngineFunction(getRootScene, S32, (), ,
  251. "Get the root Scene object that is loaded.\n"
  252. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  253. {
  254. Scene* root = Scene::getRootScene();
  255. if (root)
  256. return root->getId();
  257. return 0;
  258. }
  259. DefineEngineMethod(Scene, getRootScene, S32, (),,
  260. "Get the root Scene object that is loaded.\n"
  261. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  262. {
  263. Scene* root = Scene::getRootScene();
  264. if (root)
  265. return root->getId();
  266. return 0;
  267. }
  268. DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  269. "Get the root Scene object that is loaded.\n"
  270. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  271. {
  272. object->addDynamicObject(sceneObj);
  273. }
  274. DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  275. "Get the root Scene object that is loaded.\n"
  276. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  277. {
  278. object->removeDynamicObject(sceneObj);
  279. }
  280. DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
  281. "Get the root Scene object that is loaded.\n"
  282. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  283. {
  284. if (className == String::EmptyString)
  285. return "";
  286. //return object->getObjectsByClass(className);
  287. return "";
  288. }
  289. DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
  290. "Get the root Scene object that is loaded.\n"
  291. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  292. {
  293. object->dumpUtilizedAssets();
  294. }
  295. DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
  296. "Get the root Scene object that is loaded.\n"
  297. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  298. {
  299. return object->getOriginatingFile();
  300. }
  301. DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
  302. "Get the root Scene object that is loaded.\n"
  303. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  304. {
  305. return object->getLevelAsset();
  306. }
  307. DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
  308. "Save out the object to the given file.\n"
  309. "@param fileName The name of the file to save to."
  310. "@param selectedOnly If true, only objects marked as selected will be saved out.\n"
  311. "@param preAppendString Text which will be preprended directly to the object serialization.\n"
  312. "@param True on success, false on failure.")
  313. {
  314. return object->saveScene(StringTable->insert(fileName));
  315. }