BsCoreSceneManager.cpp 2.3 KB

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  1. #include "BsCoreSceneManager.h"
  2. #include "BsSceneObject.h"
  3. #include "BsComponent.h"
  4. #include "BsGameObjectManager.h"
  5. namespace BansheeEngine
  6. {
  7. std::function<void()> SceneManagerFactory::mFactoryMethod;
  8. CoreSceneManager::CoreSceneManager()
  9. {
  10. mRootNode = SceneObject::createInternal("SceneRoot");
  11. }
  12. CoreSceneManager::~CoreSceneManager()
  13. {
  14. if (mRootNode != nullptr && !mRootNode.isDestroyed())
  15. mRootNode->destroy(true);
  16. }
  17. void CoreSceneManager::clearScene(bool forceAll)
  18. {
  19. UINT32 numChildren = mRootNode->getNumChildren();
  20. UINT32 curIdx = 0;
  21. for (UINT32 i = 0; i < numChildren; i++)
  22. {
  23. HSceneObject child = mRootNode->getChild(curIdx);
  24. if (forceAll || !child->hasFlag(SOF_Persistent))
  25. child->destroy();
  26. else
  27. curIdx++;
  28. }
  29. GameObjectManager::instance().destroyQueuedObjects();
  30. }
  31. void CoreSceneManager::_setRootNode(const HSceneObject& root)
  32. {
  33. if (root == nullptr)
  34. return;
  35. HSceneObject oldRoot = mRootNode;
  36. UINT32 numChildren = oldRoot->getNumChildren();
  37. // Make sure to keep persistent objects
  38. UINT32 curIdx = 0;
  39. for (UINT32 i = 0; i < numChildren; i++)
  40. {
  41. HSceneObject child = oldRoot->getChild(curIdx);
  42. if (child->hasFlag(SOF_Persistent))
  43. child->setParent(root, false);
  44. }
  45. mRootNode = root;
  46. mRootNode->_setParent(HSceneObject());
  47. oldRoot->destroy();
  48. }
  49. void CoreSceneManager::_update()
  50. {
  51. Stack<HSceneObject> todo;
  52. todo.push(mRootNode);
  53. while(!todo.empty())
  54. {
  55. HSceneObject currentGO = todo.top();
  56. todo.pop();
  57. if (!currentGO->getActive(true))
  58. continue;
  59. const Vector<HComponent>& components = currentGO->getComponents();
  60. for(auto iter = components.begin(); iter != components.end(); ++iter)
  61. {
  62. (*iter)->update();
  63. }
  64. for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
  65. todo.push(currentGO->getChild(i));
  66. }
  67. GameObjectManager::instance().destroyQueuedObjects();
  68. }
  69. void CoreSceneManager::registerNewSO(const HSceneObject& node)
  70. {
  71. if(mRootNode)
  72. node->setParent(mRootNode);
  73. }
  74. CoreSceneManager& gCoreSceneManager()
  75. {
  76. return CoreSceneManager::instance();
  77. }
  78. void SceneManagerFactory::create()
  79. {
  80. if (mFactoryMethod != nullptr)
  81. mFactoryMethod();
  82. else
  83. BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
  84. }
  85. }