//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "Utility/BsModule.h" #include "Scene/BsGameObject.h" namespace bs { class LightProbeVolume; /** @addtogroup Scene-Internal * @{ */ /** Contains information about a camera managed by the scene manager. */ struct SceneCameraData { SceneCameraData() { } SceneCameraData(const SPtr& camera, const HSceneObject& sceneObject) :camera(camera), sceneObject(sceneObject) { } SPtr camera; HSceneObject sceneObject; }; /** Contains information about a renderable managed by the scene manager. */ struct SceneRenderableData { SceneRenderableData() { } SceneRenderableData(const SPtr& renderable, const HSceneObject& sceneObject) :renderable(renderable), sceneObject(sceneObject) { } SPtr renderable; HSceneObject sceneObject; }; /** Contains information about a light managed by the scene manager. */ struct SceneLightData { SceneLightData() { } SceneLightData(const SPtr& light, const HSceneObject& sceneObject) :light(light), sceneObject(sceneObject) { } SPtr light; HSceneObject sceneObject; }; /** Contains information about a reflection probe managed by the scene manager. */ struct SceneReflectionProbeData { SceneReflectionProbeData() { } SceneReflectionProbeData(const SPtr& probe, const HSceneObject& sceneObject) :probe(probe), sceneObject(sceneObject) { } SPtr probe; HSceneObject sceneObject; }; /** Contains information about a light probe volume managed by the scene manager. */ struct SceneLightProbeVolumeData { SceneLightProbeVolumeData() { } SceneLightProbeVolumeData(const SPtr& volume, const HSceneObject& sceneObject) :volume(volume), sceneObject(sceneObject) { } SPtr volume; HSceneObject sceneObject; }; /** Possible states components can be in. Controls which component callbacks are triggered. */ enum class ComponentState { Running, /**< All components callbacks are being triggered normally. */ Paused, /**< All component callbacks except update are being triggered normally. */ Stopped /**< No component callbacks are being triggered. */ }; /** Manages active SceneObjects and provides ways for querying and updating them or their components. */ class BS_CORE_EXPORT SceneManager : public Module { public: SceneManager(); ~SceneManager(); /** Returns the root scene object. */ HSceneObject getRootNode() const { return mRootNode; } /** * Destroys all scene objects in the scene. * * @param[in] forceAll If true, then even the persistent objects will be unloaded. */ void clearScene(bool forceAll = false); /** * Changes the component state that globally determines which component callbacks are activated. Only affects * components that don't have the ComponentFlag::AlwaysRun flag set. */ void setComponentState(ComponentState state); /** Checks are the components currently in the Running state. */ bool isRunning() const { return mComponentState == ComponentState::Running; } /** Returns all cameras in the scene. */ const Map& getAllCameras() const { return mCameras; } /** * Returns the camera in the scene marked as main. Main camera controls the final render surface that is displayed * to the user. If there are multiple main cameras, the first one found returned. */ SceneCameraData getMainCamera() const; /** * Sets the render target that the main camera in the scene (if any) will render its view to. This generally means * the main game window when running standalone, or the Game viewport when running in editor. */ void setMainRenderTarget(const SPtr& rt); /** Returns all renderables in the scene. */ const Map& getAllRenderables() const { return mRenderables; } /** Notifies the scene manager that a new renderable was created. */ void _registerRenderable(const SPtr& renderable, const HSceneObject& so); /** Notifies the scene manager that a renderable was removed. */ void _unregisterRenderable(const SPtr& renderable); /** Notifies the scene manager that a new light was created. */ void _registerLight(const SPtr& light, const HSceneObject& so); /** Notifies the scene manager that a light was removed. */ void _unregisterLight(const SPtr& light); /** Notifies the scene manager that a new camera was created. */ void _registerCamera(const SPtr& camera, const HSceneObject& so); /** Notifies the scene manager that a camera was removed. */ void _unregisterCamera(const SPtr& camera); /** Notifies the scene manager that a new reflection probe was created. */ void _registerReflectionProbe(const SPtr& probe, const HSceneObject& so); /** Notifies the scene manager that a reflection probe was removed. */ void _unregisterReflectionProbe(const SPtr& probe); /** Notifies the scene manager that a new light probe volume was created. */ void _registerLightProbeVolume(const SPtr& volume, const HSceneObject& so); /** Notifies the scene manager that a light proble volume was removed. */ void _unregisterLightProbeVolume(const SPtr& volume); /** Notifies the scene manager that a camera either became the main camera, or has stopped being main camera. */ void _notifyMainCameraStateChanged(const SPtr& camera); /** Changes the root scene object. Any persistent objects will remain in the scene, now parented to the new root. */ void _setRootNode(const HSceneObject& root); /** Called every frame. Calls update methods on all scene objects and their components. */ void _update(); /** Updates dirty transforms on any core objects that may be tied with scene objects. */ void _updateCoreObjectTransforms(); /** Notifies the manager that a new component has just been created. The manager triggers necessary callbacks. */ void _notifyComponentCreated(const HComponent& component, bool parentActive); /** * Notifies the manager that a scene object the component belongs to was activated. The manager triggers necessary * callbacks. */ void _notifyComponentActivated(const HComponent& component, bool triggerEvent); /** * Notifies the manager that a scene object the component belongs to was deactivated. The manager triggers necessary * callbacks. */ void _notifyComponentDeactivated(const HComponent& component, bool triggerEvent); /** Notifies the manager that a component is about to be destroyed. The manager triggers necessary callbacks. */ void _notifyComponentDestroyed(const HComponent& component); protected: friend class SceneObject; /** * Register a new node in the scene manager, on the top-most level of the hierarchy. * * @param[in] node Node you wish to add. It's your responsibility not to add duplicate or null nodes. This * method won't check. * * @note * After you add a node in the scene manager, it takes ownership of its memory and is responsible for releasing it. * Do NOT add nodes that have already been added (if you just want to change their parent). Normally this * method will only be called by SceneObject. */ void registerNewSO(const HSceneObject& node); /** Callback that is triggered when the main render target size is changed. */ void onMainRenderTargetResized(); /** Removes a component from the active component list. */ void removeFromActiveList(const HComponent& component); /** Removes a component from the inactive component list. */ void removeFromInactiveList(const HComponent& component); /** Removes a component from the uninitialized component list. */ void removeFromUninitializedList(const HComponent& component); /** * Encodes an index and a type into a single 32-bit integer. Top 2 bits represent the type, while the rest represent * the index. */ UINT32 encodeComponentId(UINT32 idx, UINT32 type); /** Decodes an id encoded with encodeComponentId(). */ void decodeComponentId(UINT32 id, UINT32& idx, UINT32& type); protected: HSceneObject mRootNode; Map mCameras; Vector mMainCameras; Map mRenderables; Map mLights; Map mReflectionProbes; Map mLightProbeVolumes; Vector mActiveComponents; Vector mInactiveComponents; Vector mUnintializedComponents; SPtr mMainRT; HEvent mMainRTResizedConn; ComponentState mComponentState = ComponentState::Running; }; /** Provides easy access to the SceneManager. */ BS_CORE_EXPORT SceneManager& gSceneManager(); /** @} */ }