Scene.cpp 5.8 KB

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  1. #include "Scene.h"
  2. Scene * Scene::smRootScene = nullptr;
  3. Vector<Scene*> Scene::smSceneList;
  4. IMPLEMENT_CO_NETOBJECT_V1(Scene);
  5. Scene::Scene() :
  6. mIsSubScene(false),
  7. mParentScene(nullptr),
  8. mSceneId(-1),
  9. mIsEditing(false),
  10. mIsDirty(false)
  11. {
  12. mGameModeName = StringTable->EmptyString();
  13. }
  14. Scene::~Scene()
  15. {
  16. }
  17. void Scene::initPersistFields()
  18. {
  19. Parent::initPersistFields();
  20. addGroup("Internal");
  21. addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  22. addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  23. addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  24. endGroup("Internal");
  25. addGroup("Gameplay");
  26. addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
  27. endGroup("Gameplay");
  28. }
  29. bool Scene::onAdd()
  30. {
  31. if (!Parent::onAdd())
  32. return false;
  33. smSceneList.push_back(this);
  34. mSceneId = smSceneList.size() - 1;
  35. /*if (smRootScene == nullptr)
  36. {
  37. //we're the first scene, so we're the root. woo!
  38. smRootScene = this;
  39. }
  40. else
  41. {
  42. mIsSubScene = true;
  43. smRootScene->mSubScenes.push_back(this);
  44. }*/
  45. return true;
  46. }
  47. void Scene::onRemove()
  48. {
  49. Parent::onRemove();
  50. smSceneList.remove(this);
  51. mSceneId = -1;
  52. /*if (smRootScene == this)
  53. {
  54. for (U32 i = 0; i < mSubScenes.size(); i++)
  55. {
  56. mSubScenes[i]->deleteObject();
  57. }
  58. }
  59. else if (smRootScene != nullptr)
  60. {
  61. for (U32 i = 0; i < mSubScenes.size(); i++)
  62. {
  63. if(mSubScenes[i]->getId() == getId())
  64. smRootScene->mSubScenes.erase(i);
  65. }
  66. }*/
  67. }
  68. void Scene::addObject(SimObject* object)
  69. {
  70. //Child scene
  71. Scene* scene = dynamic_cast<Scene*>(object);
  72. if (scene)
  73. {
  74. //We'll keep these principly separate so they don't get saved into each other
  75. mSubScenes.push_back(scene);
  76. return;
  77. }
  78. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  79. if (sceneObj)
  80. {
  81. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  82. mPermanentObjects.push_back(sceneObj);
  83. Parent::addObject(object);
  84. return;
  85. }
  86. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  87. Parent::addObject(object);
  88. }
  89. void Scene::removeObject(SimObject* object)
  90. {
  91. //Child scene
  92. Scene* scene = dynamic_cast<Scene*>(object);
  93. if (scene)
  94. {
  95. //We'll keep these principly separate so they don't get saved into each other
  96. mSubScenes.remove(scene);
  97. return;
  98. }
  99. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  100. if (sceneObj)
  101. {
  102. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  103. mPermanentObjects.remove(sceneObj);
  104. Parent::removeObject(object);
  105. return;
  106. }
  107. Parent::removeObject(object);
  108. }
  109. void Scene::addDynamicObject(SceneObject* object)
  110. {
  111. mDynamicObjects.push_back(object);
  112. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  113. Parent::addObject(object);
  114. }
  115. void Scene::removeDynamicObject(SceneObject* object)
  116. {
  117. mDynamicObjects.remove(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::removeObject(object);
  120. }
  121. void Scene::interpolateTick(F32 delta)
  122. {
  123. }
  124. void Scene::processTick()
  125. {
  126. }
  127. void Scene::advanceTime(F32 timeDelta)
  128. {
  129. }
  130. U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  131. {
  132. bool ret = Parent::packUpdate(conn, mask, stream);
  133. return ret;
  134. }
  135. void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
  136. {
  137. }
  138. //
  139. Vector<SceneObject*> Scene::getObjectsByClass(String className)
  140. {
  141. return Vector<SceneObject*>();
  142. }
  143. DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
  144. "Get the root Scene object that is loaded.\n"
  145. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  146. {
  147. if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
  148. return nullptr;
  149. return Scene::smSceneList[sceneId];
  150. }
  151. DefineEngineFunction(getSceneCount, S32, (),,
  152. "Get the number of active Scene objects that are loaded.\n"
  153. "@return The number of active scenes")
  154. {
  155. return Scene::smSceneList.size();
  156. }
  157. DefineEngineFunction(getRootScene, S32, (), ,
  158. "Get the root Scene object that is loaded.\n"
  159. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  160. {
  161. Scene* root = Scene::getRootScene();
  162. if (root)
  163. return root->getId();
  164. return 0;
  165. }
  166. DefineEngineMethod(Scene, getRootScene, S32, (),,
  167. "Get the root Scene object that is loaded.\n"
  168. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  169. {
  170. Scene* root = Scene::getRootScene();
  171. if (root)
  172. return root->getId();
  173. return 0;
  174. }
  175. DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  176. "Get the root Scene object that is loaded.\n"
  177. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  178. {
  179. object->addDynamicObject(sceneObj);
  180. }
  181. DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  182. "Get the root Scene object that is loaded.\n"
  183. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  184. {
  185. object->removeDynamicObject(sceneObj);
  186. }
  187. DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
  188. "Get the root Scene object that is loaded.\n"
  189. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  190. {
  191. if (className == String::EmptyString)
  192. return "";
  193. //return object->getObjectsByClass(className);
  194. return "";
  195. }