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- #pragma once
- #include "console/engineAPI.h"
- #ifndef _NETOBJECT_H_
- #include "sim/netObject.h"
- #endif
- #ifndef _ITICKABLE_H_
- #include "core/iTickable.h"
- #endif
- #include "scene/sceneObject.h"
- /// 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;
- bool mIsSubScene;
- Scene* mParentScene;
- Vector<Scene*> mSubScenes;
- Vector<SceneObject*> mPermanentObjects;
- Vector<SceneObject*> mDynamicObjects;
- S32 mSceneId;
- bool mIsEditing;
- bool mIsDirty;
- bool mEditPostFX;
- StringTableEntry mGameModeName;
- protected:
- static Scene * smRootScene;
- DECLARE_CONOBJECT(Scene);
- public:
- Scene();
- ~Scene();
- static void initPersistFields();
- static bool _editPostEffects(void* object, const char* index, const char* data);
- virtual bool onAdd();
- virtual void onRemove();
- virtual void onPostAdd();
- virtual void interpolateTick(F32 delta);
- virtual void processTick();
- virtual void advanceTime(F32 timeDelta);
- virtual void addObject(SimObject* object);
- virtual void removeObject(SimObject* object);
- void addDynamicObject(SceneObject* object);
- void removeDynamicObject(SceneObject* object);
- void dumpUtilizedAssets();
- StringTableEntry getOriginatingFile();
- StringTableEntry getLevelAsset();
- bool saveScene(StringTableEntry fileName);
- //
- //Networking
- U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
- void unpackUpdate(NetConnection *conn, BitStream *stream);
- //
- Vector<SceneObject*> getObjectsByClass(String className, bool checkSubscenes);
- void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
- template <class T>
- Vector<T*> getObjectsByClass(bool checkSubscenes);
- static Scene *getRootScene()
- {
- if (Scene::smSceneList.empty())
- return nullptr;
- return Scene::smSceneList[0];
- }
- static Vector<Scene*> smSceneList;
- };
- template <class T>
- Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
- {
- 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);
- }
- if (checkSubscenes)
- {
- for (U32 i = 0; i < mSubScenes.size(); i++)
- {
- Vector<T*> appendList = mSubScenes[i]->getObjectsByClass<T>(true);
- for (U32 a = 0; a < appendList.size(); a++)
- {
- foundObjects.push_back(appendList[a]);
- }
- }
- }
- return foundObjects;
- }
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