//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "BsModule.h" #include "BsGameObject.h" namespace BansheeEngine { /** @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; }; /** * 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(); /** 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); /** 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); /** 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 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. */ virtual void _update(); /** Updates dirty transforms on any core objects that may be tied with scene objects. */ virtual void _updateCoreObjectTransforms() { } 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(); protected: HSceneObject mRootNode; Map mCameras; Vector mMainCameras; SPtr mMainRT; HEvent mMainRTResizedConn; }; /** * 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: /** Creates a concrete scene manager, depending on the currently set factory method. */ static void create(); /** 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; }; /** Provides easy access to the CoreSceneManager. */ BS_CORE_EXPORT CoreSceneManager& gCoreSceneManager(); /** @} */ }