Scene.cpp 11 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. mEditPostFX(0)
  13. {
  14. mGameModeName = StringTable->EmptyString();
  15. }
  16. Scene::~Scene()
  17. {
  18. }
  19. void Scene::initPersistFields()
  20. {
  21. Parent::initPersistFields();
  22. addGroup("Internal");
  23. addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  24. addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  25. addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
  26. endGroup("Internal");
  27. addGroup("Gameplay");
  28. addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
  29. endGroup("Gameplay");
  30. addGroup("PostFX");
  31. addProtectedField("EditPostEffects", TypeBool, Offset(mEditPostFX, Scene),
  32. &Scene::_editPostEffects, &defaultProtectedGetFn, "Edit Scene's default Post Effects", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
  33. endGroup("PostFX");
  34. }
  35. bool Scene::onAdd()
  36. {
  37. if (!Parent::onAdd())
  38. return false;
  39. smSceneList.push_back(this);
  40. mSceneId = smSceneList.size() - 1;
  41. /*if (smRootScene == nullptr)
  42. {
  43. //we're the first scene, so we're the root. woo!
  44. smRootScene = this;
  45. }
  46. else
  47. {
  48. mIsSubScene = true;
  49. smRootScene->mSubScenes.push_back(this);
  50. }*/
  51. return true;
  52. }
  53. void Scene::onRemove()
  54. {
  55. Parent::onRemove();
  56. smSceneList.remove(this);
  57. mSceneId = -1;
  58. /*if (smRootScene == this)
  59. {
  60. for (U32 i = 0; i < mSubScenes.size(); i++)
  61. {
  62. mSubScenes[i]->deleteObject();
  63. }
  64. }
  65. else if (smRootScene != nullptr)
  66. {
  67. for (U32 i = 0; i < mSubScenes.size(); i++)
  68. {
  69. if(mSubScenes[i]->getId() == getId())
  70. smRootScene->mSubScenes.erase(i);
  71. }
  72. }*/
  73. }
  74. void Scene::onPostAdd()
  75. {
  76. if (isMethod("onPostAdd"))
  77. Con::executef(this, "onPostAdd");
  78. }
  79. bool Scene::_editPostEffects(void* object, const char* index, const char* data)
  80. {
  81. Scene* scene = static_cast<Scene*>(object);
  82. #ifdef TORQUE_TOOLS
  83. if(Con::isFunction("editScenePostEffects"))
  84. Con::executef("editScenePostEffects", scene);
  85. #endif
  86. return false;
  87. }
  88. void Scene::addObject(SimObject* object)
  89. {
  90. //Child scene
  91. Scene* scene = dynamic_cast<Scene*>(object);
  92. if (scene)
  93. {
  94. //We'll keep these principly separate so they don't get saved into each other
  95. mSubScenes.push_back(scene);
  96. return;
  97. }
  98. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  99. if (sceneObj)
  100. {
  101. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  102. mPermanentObjects.push_back(sceneObj);
  103. Parent::addObject(object);
  104. return;
  105. }
  106. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  107. Parent::addObject(object);
  108. }
  109. void Scene::removeObject(SimObject* object)
  110. {
  111. //Child scene
  112. Scene* scene = dynamic_cast<Scene*>(object);
  113. if (scene)
  114. {
  115. //We'll keep these principly separate so they don't get saved into each other
  116. mSubScenes.remove(scene);
  117. return;
  118. }
  119. SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
  120. if (sceneObj)
  121. {
  122. //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
  123. mPermanentObjects.remove(sceneObj);
  124. Parent::removeObject(object);
  125. return;
  126. }
  127. Parent::removeObject(object);
  128. }
  129. void Scene::addDynamicObject(SceneObject* object)
  130. {
  131. mDynamicObjects.push_back(object);
  132. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  133. Parent::addObject(object);
  134. }
  135. void Scene::removeDynamicObject(SceneObject* object)
  136. {
  137. mDynamicObjects.remove(object);
  138. //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
  139. Parent::removeObject(object);
  140. }
  141. void Scene::interpolateTick(F32 delta)
  142. {
  143. }
  144. void Scene::processTick()
  145. {
  146. }
  147. void Scene::advanceTime(F32 timeDelta)
  148. {
  149. }
  150. U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  151. {
  152. bool ret = Parent::packUpdate(conn, mask, stream);
  153. return ret;
  154. }
  155. void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
  156. {
  157. }
  158. void Scene::dumpUtilizedAssets()
  159. {
  160. Con::printf("Dumping utilized assets in scene!");
  161. Vector<StringTableEntry> utilizedAssetsList;
  162. for (U32 i = 0; i < mPermanentObjects.size(); i++)
  163. {
  164. mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
  165. }
  166. for (U32 i = 0; i < mDynamicObjects.size(); i++)
  167. {
  168. mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
  169. }
  170. for (U32 i = 0; i < utilizedAssetsList.size(); i++)
  171. {
  172. Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
  173. }
  174. Con::printf("Utilized Asset dump complete!");
  175. }
  176. StringTableEntry Scene::getOriginatingFile()
  177. {
  178. return getFilename();
  179. }
  180. StringTableEntry Scene::getLevelAsset()
  181. {
  182. StringTableEntry levelFile = getFilename();
  183. if (levelFile == StringTable->EmptyString())
  184. return StringTable->EmptyString();
  185. AssetQuery* query = new AssetQuery();
  186. query->registerObject();
  187. S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
  188. if (foundAssetcount == 0)
  189. return StringTable->EmptyString();
  190. else
  191. return query->mAssetList[0];
  192. }
  193. bool Scene::saveScene(StringTableEntry fileName)
  194. {
  195. //So, we ultimately want to not only save out the level, but also collate all the assets utilized
  196. //by the static objects in the scene so we can have those before we parse the level file itself
  197. //Useful for preloading or stat tracking
  198. //First, save the level file
  199. if (fileName == StringTable->EmptyString())
  200. {
  201. fileName = getOriginatingFile();
  202. }
  203. bool saveSuccess = save(fileName);
  204. if (!saveSuccess)
  205. return false;
  206. //Get the level asset
  207. StringTableEntry levelAsset = getLevelAsset();
  208. if (levelAsset == StringTable->EmptyString())
  209. return saveSuccess;
  210. LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
  211. levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
  212. //Next, lets build out our
  213. Vector<StringTableEntry> utilizedAssetsList;
  214. for (U32 i = 0; i < size(); i++)
  215. {
  216. getUtilizedAssetsFromSceneObject(getObject(i), &utilizedAssetsList);
  217. }
  218. for (U32 i = 0; i < utilizedAssetsList.size(); i++)
  219. {
  220. char depSlotName[50];
  221. dSprintf(depSlotName, sizeof(depSlotName), "%s%d", "staticObjectAssetDependency", i);
  222. char depValue[255];
  223. dSprintf(depValue, sizeof(depValue), "%s=%s", ASSET_ID_SIGNATURE, utilizedAssetsList[i]);
  224. levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
  225. }
  226. saveSuccess = levelAssetDef->saveAsset();
  227. return saveSuccess;
  228. }
  229. void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList)
  230. {
  231. SceneObject* obj = dynamic_cast<SceneObject*>(object);
  232. if(obj)
  233. obj->getUtilizedAssets(usedAssetsList);
  234. SimGroup* group = dynamic_cast<SimGroup*>(object);
  235. if (group)
  236. {
  237. for (U32 c = 0; c < group->size(); c++)
  238. {
  239. SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
  240. //Recurse down
  241. getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
  242. }
  243. }
  244. }
  245. //
  246. Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
  247. {
  248. return Vector<SceneObject*>();
  249. }
  250. DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
  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. if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
  255. return nullptr;
  256. return Scene::smSceneList[sceneId];
  257. }
  258. DefineEngineFunction(getSceneCount, S32, (),,
  259. "Get the number of active Scene objects that are loaded.\n"
  260. "@return The number of active scenes")
  261. {
  262. return Scene::smSceneList.size();
  263. }
  264. DefineEngineFunction(getRootScene, S32, (), ,
  265. "Get the root Scene object that is loaded.\n"
  266. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  267. {
  268. Scene* root = Scene::getRootScene();
  269. if (root)
  270. return root->getId();
  271. return 0;
  272. }
  273. DefineEngineMethod(Scene, getRootScene, S32, (),,
  274. "Get the root Scene object that is loaded.\n"
  275. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  276. {
  277. Scene* root = Scene::getRootScene();
  278. if (root)
  279. return root->getId();
  280. return 0;
  281. }
  282. DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  283. "Get the root Scene object that is loaded.\n"
  284. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  285. {
  286. object->addDynamicObject(sceneObj);
  287. }
  288. DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
  289. "Get the root Scene object that is loaded.\n"
  290. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  291. {
  292. object->removeDynamicObject(sceneObj);
  293. }
  294. DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
  295. "Get the root Scene object that is loaded.\n"
  296. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  297. {
  298. if (className == String::EmptyString)
  299. return "";
  300. //return object->getObjectsByClass(className);
  301. return "";
  302. }
  303. DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
  304. "Get the root Scene object that is loaded.\n"
  305. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  306. {
  307. object->dumpUtilizedAssets();
  308. }
  309. DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
  310. "Get the root Scene object that is loaded.\n"
  311. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  312. {
  313. return object->getOriginatingFile();
  314. }
  315. DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
  316. "Get the root Scene object that is loaded.\n"
  317. "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
  318. {
  319. return object->getLevelAsset();
  320. }
  321. DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
  322. "Save out the object to the given file.\n"
  323. "@param fileName The name of the file to save to."
  324. "@param selectedOnly If true, only objects marked as selected will be saved out.\n"
  325. "@param preAppendString Text which will be preprended directly to the object serialization.\n"
  326. "@param True on success, false on failure.")
  327. {
  328. return object->saveScene(StringTable->insert(fileName));
  329. }