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- #include "Scene.h"
- #include "T3D/assets/LevelAsset.h"
- Scene * Scene::smRootScene = nullptr;
- Vector<Scene*> Scene::smSceneList;
- IMPLEMENT_CO_NETOBJECT_V1(Scene);
- Scene::Scene() :
- mIsSubScene(false),
- mParentScene(nullptr),
- mSceneId(-1),
- mIsEditing(false),
- mIsDirty(false),
- mEditPostFX(0)
- {
- mGameModeName = StringTable->EmptyString();
- }
- Scene::~Scene()
- {
- }
- void Scene::initPersistFields()
- {
- docsURL;
- Parent::initPersistFields();
- addGroup("Internal");
- addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
- addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
- addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
- endGroup("Internal");
- addGroup("Gameplay");
- addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
- endGroup("Gameplay");
- addGroup("PostFX");
- addProtectedField("EditPostEffects", TypeBool, Offset(mEditPostFX, Scene),
- &Scene::_editPostEffects, &defaultProtectedGetFn, "Edit Scene's default Post Effects", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
- endGroup("PostFX");
- }
- bool Scene::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- smSceneList.push_back(this);
- mSceneId = smSceneList.size() - 1;
- /*if (smRootScene == nullptr)
- {
- //we're the first scene, so we're the root. woo!
- smRootScene = this;
- }
- else
- {
- mIsSubScene = true;
- smRootScene->mSubScenes.push_back(this);
- }*/
- return true;
- }
- void Scene::onRemove()
- {
- Parent::onRemove();
- smSceneList.remove(this);
- mSceneId = -1;
- /*if (smRootScene == this)
- {
- for (U32 i = 0; i < mSubScenes.size(); i++)
- {
- mSubScenes[i]->deleteObject();
- }
- }
- else if (smRootScene != nullptr)
- {
- for (U32 i = 0; i < mSubScenes.size(); i++)
- {
- if(mSubScenes[i]->getId() == getId())
- smRootScene->mSubScenes.erase(i);
- }
- }*/
- }
- void Scene::onPostAdd()
- {
- if (isMethod("onPostAdd"))
- Con::executef(this, "onPostAdd");
- }
- bool Scene::_editPostEffects(void* object, const char* index, const char* data)
- {
- Scene* scene = static_cast<Scene*>(object);
- #ifdef TORQUE_TOOLS
- if(Con::isFunction("editScenePostEffects"))
- Con::executef("editScenePostEffects", scene);
- #endif
- return false;
- }
- void Scene::addObject(SimObject* object)
- {
- //Child scene
- Scene* scene = dynamic_cast<Scene*>(object);
- if (scene)
- {
- //We'll keep these principly separate so they don't get saved into each other
- mSubScenes.push_back(scene);
- return;
- }
- SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
- if (sceneObj)
- {
- //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
- mPermanentObjects.push_back(sceneObj);
- Parent::addObject(object);
- return;
- }
- //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
- Parent::addObject(object);
- }
- void Scene::removeObject(SimObject* object)
- {
- //Child scene
- Scene* scene = dynamic_cast<Scene*>(object);
- if (scene)
- {
- //We'll keep these principly separate so they don't get saved into each other
- mSubScenes.remove(scene);
- return;
- }
- SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
- if (sceneObj)
- {
- //We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
- mPermanentObjects.remove(sceneObj);
- Parent::removeObject(object);
- return;
- }
- Parent::removeObject(object);
- }
- void Scene::addDynamicObject(SceneObject* object)
- {
- mDynamicObjects.push_back(object);
- //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
- Parent::addObject(object);
- }
- void Scene::removeDynamicObject(SceneObject* object)
- {
- mDynamicObjects.remove(object);
- //Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
- Parent::removeObject(object);
- }
- void Scene::interpolateTick(F32 delta)
- {
- }
- void Scene::processTick()
- {
- }
- void Scene::advanceTime(F32 timeDelta)
- {
- }
- U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
- {
- bool ret = Parent::packUpdate(conn, mask, stream);
- return ret;
- }
- void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
- {
- }
- void Scene::dumpUtilizedAssets()
- {
- Con::printf("Dumping utilized assets in scene!");
- Vector<StringTableEntry> utilizedAssetsList;
- for (U32 i = 0; i < mPermanentObjects.size(); i++)
- {
- mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
- }
- for (U32 i = 0; i < mDynamicObjects.size(); i++)
- {
- mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
- }
- for (U32 i = 0; i < utilizedAssetsList.size(); i++)
- {
- Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
- }
- Con::printf("Utilized Asset dump complete!");
- }
- StringTableEntry Scene::getOriginatingFile()
- {
- return getFilename();
- }
- StringTableEntry Scene::getLevelAsset()
- {
- StringTableEntry levelFile = getFilename();
- if (levelFile == StringTable->EmptyString())
- return StringTable->EmptyString();
- AssetQuery* query = new AssetQuery();
- query->registerObject();
- S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
- if (foundAssetcount == 0)
- return StringTable->EmptyString();
- else
- return query->mAssetList[0];
- }
- bool Scene::saveScene(StringTableEntry fileName)
- {
- //So, we ultimately want to not only save out the level, but also collate all the assets utilized
- //by the static objects in the scene so we can have those before we parse the level file itself
- //Useful for preloading or stat tracking
- //First, save the level file
- if (fileName == StringTable->EmptyString())
- {
- fileName = getOriginatingFile();
- }
- bool saveSuccess = save(fileName);
- if (!saveSuccess)
- return false;
- //Get the level asset
- StringTableEntry levelAsset = getLevelAsset();
- if (levelAsset == StringTable->EmptyString())
- return saveSuccess;
- LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
- levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
- //Next, lets build out our
- Vector<StringTableEntry> utilizedAssetsList;
- for (U32 i = 0; i < size(); i++)
- {
- getUtilizedAssetsFromSceneObject(getObject(i), &utilizedAssetsList);
- }
- for (U32 i = 0; i < utilizedAssetsList.size(); i++)
- {
- char depSlotName[50];
- dSprintf(depSlotName, sizeof(depSlotName), "%s%d", "staticObjectAssetDependency", i);
- char depValue[255];
- dSprintf(depValue, sizeof(depValue), "%s=%s", ASSET_ID_SIGNATURE, utilizedAssetsList[i]);
- levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
- }
- saveSuccess = levelAssetDef->saveAsset();
- return saveSuccess;
- }
- void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList)
- {
- SceneObject* obj = dynamic_cast<SceneObject*>(object);
- if(obj)
- obj->getUtilizedAssets(usedAssetsList);
- SimGroup* group = dynamic_cast<SimGroup*>(object);
- if (group)
- {
- for (U32 c = 0; c < group->size(); c++)
- {
- SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
- //Recurse down
- getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
- }
- }
- }
- //
- Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
- {
- return Vector<SceneObject*>();
- }
- DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
- return nullptr;
- return Scene::smSceneList[sceneId];
- }
- DefineEngineFunction(getSceneCount, S32, (),,
- "Get the number of active Scene objects that are loaded.\n"
- "@return The number of active scenes")
- {
- return Scene::smSceneList.size();
- }
- DefineEngineFunction(getRootScene, S32, (), ,
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- Scene* root = Scene::getRootScene();
- if (root)
- return root->getId();
- return 0;
- }
- DefineEngineMethod(Scene, getRootScene, S32, (),,
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- Scene* root = Scene::getRootScene();
- if (root)
- return root->getId();
- return 0;
- }
- DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- object->addDynamicObject(sceneObj);
- }
- DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- object->removeDynamicObject(sceneObj);
- }
- DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- if (className == String::EmptyString)
- return "";
- //return object->getObjectsByClass(className);
- return "";
- }
- DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- object->dumpUtilizedAssets();
- }
- DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- return object->getOriginatingFile();
- }
- DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
- "Get the root Scene object that is loaded.\n"
- "@return The id of the Root Scene. Will be 0 if no root scene is loaded")
- {
- return object->getLevelAsset();
- }
- DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
- "Save out the object to the given file.\n"
- "@param fileName The name of the file to save to."
- "@param selectedOnly If true, only objects marked as selected will be saved out.\n"
- "@param preAppendString Text which will be preprended directly to the object serialization.\n"
- "@param True on success, false on failure.")
- {
- return object->saveScene(StringTable->insert(fileName));
- }
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