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- #pragma once
- #ifndef SCENE_H
- #include "console/engineAPI.h"
- #ifndef _NETOBJECT_H_
- #include "sim/netObject.h"
- #endif
- #ifndef _ITICKABLE_H_
- #include "core/iTickable.h"
- #endif
- #ifndef _SCENEOBJECT_H_
- #include "scene/sceneObject.h"
- #endif
- #ifndef GAME_MODE_H
- #include "gameMode.h"
- #endif
- #ifndef SUB_SCENE_H
- #include "SubScene.h"
- #endif
- /// Scene
- /// This object is effectively a smart container to hold and manage any relevent scene objects and data
- /// used to run things.
- class Scene : public NetObject, public virtual ITickable
- {
- typedef NetObject Parent;
- Scene* mParentScene;
- Vector<SubScene*> mSubScenes;
- Vector<SimObject*> mPermanentObjects;
- Vector<SimObject*> mDynamicObjects;
- S32 mSceneId;
- bool mIsEditing;
- bool mIsDirty;
- bool mEditPostFX;
- StringTableEntry mGameModesNames;
- Vector<GameMode*> mGameModesList;
- protected:
- static Scene * smRootScene;
- DECLARE_CONOBJECT(Scene);
- public:
- Scene();
- ~Scene();
- static void initPersistFields();
- static bool _editPostEffects(void* object, const char* index, const char* data);
- bool onAdd() override;
- void onRemove() override;
- void onPostAdd() override;
- void interpolateTick(F32 delta) override;
- void processTick() override;
- void advanceTime(F32 timeDelta) override;
- void addObject(SimObject* object) override;
- void removeObject(SimObject* object) override;
- void addDynamicObject(SimObject* object);
- void removeDynamicObject(SimObject* object);
- void clearDynamicObjects() { mDynamicObjects.clear(); }
- void dumpUtilizedAssets();
- StringTableEntry getOriginatingFile();
- StringTableEntry getLevelAsset();
- bool saveScene(StringTableEntry fileName, const bool& saveSubScenes = true);
- //
- //Networking
- U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
- void unpackUpdate(NetConnection *conn, BitStream *stream) override;
- //
- void getObjectsByClass(SimObject* object, StringTableEntry className, Vector<SimObject*>* objectsList, bool checkSubscenes = false);
- void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
- template <class T>
- Vector<T*> getObjectsByClass();
- void loadAtPosition(const Point3F& position);
- static Scene *getRootScene()
- {
- if (Scene::smSceneList.empty())
- return nullptr;
- return Scene::smSceneList[0];
- }
- static Vector<Scene*> smSceneList;
- DECLARE_CALLBACK(void, onSaving, (const char* fileName));
- };
- template <class T>
- Vector<T*> Scene::getObjectsByClass()
- {
- Vector<T*> foundObjects;
- T* curObject;
- //first, check ourself
- for (U32 i = 0; i < mPermanentObjects.size(); i++)
- {
- curObject = dynamic_cast<T*>(mPermanentObjects[i]);
- if (curObject)
- foundObjects.push_back(curObject);
- }
- for (U32 i = 0; i < mDynamicObjects.size(); i++)
- {
- curObject = dynamic_cast<T*>(mDynamicObjects[i]);
- if (curObject)
- foundObjects.push_back(curObject);
- }
- return foundObjects;
- }
- #endif
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