#include "BsBansheeSceneManager.h" #include "BsComponent.h" #include "BsException.h" #include "BsSceneObject.h" #include "BsRenderable.h" #include "BsCamera.h" namespace BansheeEngine { void BansheeSceneManager::updateRenderableTransforms() { // TODO - Consider a way to make the update faster. Either do it concurrently or // consider organizing renderable matrices in an array for quicker updates // - I could keep everything in a sequential array but deal with dynamic elements // but putting them in a slow, normal array. Once the number of dynamic elements // goes over some number the hierarchy is re-optimized. for(auto& iter : mRenderables) { iter.sceneObject->updateTransformsIfDirty(); } } void BansheeSceneManager::notifyComponentAdded(const HComponent& component) { if(component->getTypeId() == TID_Camera) { HCamera camera = static_object_cast(component); CameraHandlerPtr cameraHandler = camera->_getHandler(); auto findIter = std::find_if(mCachedCameras.begin(), mCachedCameras.end(), [&](const SceneCameraData& x) { return x.camera == cameraHandler; }); if(findIter != mCachedCameras.end()) { BS_EXCEPT(InternalErrorException, "Trying to add an already existing camera!"); } mCachedCameras.push_back(SceneCameraData(cameraHandler, component->SO())); } else if(component->getTypeId() == TID_Renderable) { HRenderable renderable = static_object_cast(component); RenderableHandlerPtr renderableHandler = renderable->_getHandler(); mRenderables.push_back(SceneRenderableData(renderableHandler, renderable->SO())); } } void BansheeSceneManager::notifyComponentRemoved(const HComponent& component) { if(component->getTypeId() == TID_Camera) { HCamera camera = static_object_cast(component); CameraHandlerPtr cameraHandler = camera->_getHandler(); auto findIter = std::find_if(mCachedCameras.begin(), mCachedCameras.end(), [&](const SceneCameraData& x) { return x.camera == cameraHandler; }); if(findIter == mCachedCameras.end()) { BS_EXCEPT(InternalErrorException, "Cannot find specified camera!"); } mCachedCameras.erase(findIter); onCameraRemoved(cameraHandler); } else if(component->getTypeId() == TID_Renderable) { HRenderable renderable = static_object_cast(component); RenderableHandlerPtr renderableHandler = renderable->_getHandler(); // TODO - I should probably use some for of a hash set because searching through possibly thousands of renderables will be slow auto findIter = std::find_if(mRenderables.begin(), mRenderables.end(), [&](const SceneRenderableData& x) { return x.renderable == renderableHandler; }); if(findIter != mRenderables.end()) mRenderables.erase(findIter); onRenderableRemoved(renderableHandler); } } }