#pragma once #include "BsCorePrerequisites.h" #include "BsModule.h" #include "BsGameObject.h" namespace BansheeEngine { /** * @brief Manages all objects in the scene and provides various query methods * for finding objects. This is just the base class with basic query * functionality. You should override it with your own version. */ class BS_CORE_EXPORT CoreSceneManager : public Module { public: CoreSceneManager(); virtual ~CoreSceneManager(); /** * @brief Returns the root scene object. */ HSceneObject getRootNode() const { return mRootNode; } /** * @brief Destroys all scene objects in the scene. * * @param forceAll If true, then even the persistent objects will be unloaded. */ void clearScene(bool forceAll = false); /** * @brief Called every frame. Calls update methods on all * scene objects and their components. * * @note Internal method. */ virtual void _update(); /** * @brief Updates dirty transforms on any core objects that may be tied with * scene objects. */ virtual void _updateCoreObjectTransforms() { } protected: friend class SceneObject; /** * @brief Register a new node in the scene manager, on the top-most level of the hierarchy. * * @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 (i.e. if you just want to change their parent). Normally this method will only be called by SceneObject. * * @param [in] node Node you wish to add. It's your responsibility not to add duplicate or null nodes. This method won't check. */ void registerNewSO(const HSceneObject& node); protected: HSceneObject mRootNode; }; /** * @brief Handles creation of a scene manager. * * @note Since scene manager implementations may vary it is expected that a concrete implementation * of a scene manager will register its creation method using "setFactoryMethod" which will then * later be used for creating the scene manager during application start up. */ class BS_CORE_EXPORT SceneManagerFactory { public: /** * @brief Creates a concrete scene manager, depending on the currently set factory method. */ static void create(); /** * @brief Sets method that will be used for creating the scene manager when "create" gets called. */ static void setFactoryMethod(const std::function& method) { mFactoryMethod = method; } private: static std::function mFactoryMethod; }; /** * @brief Provides easy access to the scene manager. */ BS_CORE_EXPORT CoreSceneManager& gCoreSceneManager(); }