BsSceneObject.cpp 12 KB

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  1. #include "BsSceneObject.h"
  2. #include "BsComponent.h"
  3. #include "BsCoreSceneManager.h"
  4. #include "BsException.h"
  5. #include "BsDebug.h"
  6. #include "BsSceneObjectRTTI.h"
  7. #include "BsMemorySerializer.h"
  8. #include "BsGameObjectManager.h"
  9. namespace BansheeEngine
  10. {
  11. SceneObject::SceneObject(const String& name)
  12. :GameObject(), mPosition(Vector3::ZERO), mRotation(Quaternion::IDENTITY), mScale(Vector3::ONE),
  13. mWorldPosition(Vector3::ZERO), mWorldRotation(Quaternion::IDENTITY), mWorldScale(Vector3::ONE),
  14. mCachedLocalTfrm(Matrix4::IDENTITY), mDirtyFlags(0xFFFFFFFF), mCachedWorldTfrm(Matrix4::IDENTITY),
  15. mIsCoreDirtyFlags(0xFFFFFFFF), mActiveSelf(true), mActiveHierarchy(true)
  16. {
  17. setName(name);
  18. }
  19. SceneObject::~SceneObject()
  20. {
  21. if(!mThisHandle.isDestroyed())
  22. {
  23. LOGWRN("Object is being deleted without being destroyed first?");
  24. destroyInternal();
  25. }
  26. }
  27. HSceneObject SceneObject::create(const String& name)
  28. {
  29. HSceneObject newObject = createInternal(name);
  30. gCoreSceneManager().registerNewSO(newObject);
  31. return newObject;
  32. }
  33. HSceneObject SceneObject::createInternal(const String& name)
  34. {
  35. std::shared_ptr<SceneObject> sceneObjectPtr = std::shared_ptr<SceneObject>(new (bs_alloc<SceneObject, PoolAlloc>()) SceneObject(name),
  36. &bs_delete<PoolAlloc, SceneObject>, StdAlloc<SceneObject, PoolAlloc>());
  37. HSceneObject sceneObject = GameObjectManager::instance().registerObject(sceneObjectPtr);
  38. sceneObject->mThisHandle = sceneObject;
  39. return sceneObject;
  40. }
  41. void SceneObject::destroy()
  42. {
  43. // Parent is our owner, so when his reference to us is removed, delete might be called.
  44. // So make sure this is the last thing we do.
  45. if(mParent != nullptr)
  46. {
  47. if(!mParent.isDestroyed())
  48. mParent->removeChild(mThisHandle);
  49. }
  50. destroyInternal();
  51. }
  52. void SceneObject::destroyInternal()
  53. {
  54. for(auto iter = mChildren.begin(); iter != mChildren.end(); ++iter)
  55. (*iter)->destroyInternal();
  56. mChildren.clear();
  57. for(auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
  58. {
  59. gCoreSceneManager().notifyComponentRemoved((*iter));
  60. GameObjectManager::instance().unregisterObject(*iter);
  61. (*iter).destroy();
  62. }
  63. mComponents.clear();
  64. GameObjectManager::instance().unregisterObject(mThisHandle);
  65. mThisHandle.destroy();
  66. }
  67. void SceneObject::_setInstanceData(GameObjectInstanceDataPtr& other)
  68. {
  69. GameObject::_setInstanceData(other);
  70. // Instance data changed, so make sure to refresh the handles to reflect that
  71. mThisHandle._setHandleData(mThisHandle.getInternalPtr());
  72. }
  73. /************************************************************************/
  74. /* Transform */
  75. /************************************************************************/
  76. void SceneObject::setPosition(const Vector3& position)
  77. {
  78. mPosition = position;
  79. markTfrmDirty();
  80. }
  81. void SceneObject::setRotation(const Quaternion& rotation)
  82. {
  83. mRotation = rotation;
  84. markTfrmDirty();
  85. }
  86. void SceneObject::setScale(const Vector3& scale)
  87. {
  88. mScale = scale;
  89. markTfrmDirty();
  90. }
  91. void SceneObject::setWorldPosition(const Vector3& position)
  92. {
  93. if (mParent != nullptr)
  94. {
  95. Vector3 invScale = mParent->getWorldScale();
  96. if (invScale.x != 0) invScale.x = 1.0f / invScale.x;
  97. if (invScale.y != 0) invScale.y = 1.0f / invScale.y;
  98. if (invScale.z != 0) invScale.z = 1.0f / invScale.z;
  99. Quaternion invRotation = mParent->getWorldRotation().inverse();
  100. mPosition = invRotation.rotate(position - mParent->getWorldPosition()) * invScale;
  101. }
  102. else
  103. mPosition = position;
  104. markTfrmDirty();
  105. }
  106. void SceneObject::setWorldRotation(const Quaternion& rotation)
  107. {
  108. if (mParent != nullptr)
  109. {
  110. Quaternion invRotation = mParent->getWorldRotation().inverse();
  111. mRotation = invRotation * rotation;
  112. }
  113. else
  114. mRotation = rotation;
  115. markTfrmDirty();
  116. }
  117. const Vector3& SceneObject::getWorldPosition() const
  118. {
  119. if (!isCachedWorldTfrmUpToDate())
  120. updateWorldTfrm();
  121. return mWorldPosition;
  122. }
  123. const Quaternion& SceneObject::getWorldRotation() const
  124. {
  125. if (!isCachedWorldTfrmUpToDate())
  126. updateWorldTfrm();
  127. return mWorldRotation;
  128. }
  129. const Vector3& SceneObject::getWorldScale() const
  130. {
  131. if (!isCachedWorldTfrmUpToDate())
  132. updateWorldTfrm();
  133. return mWorldScale;
  134. }
  135. void SceneObject::lookAt(const Vector3& location, const Vector3& up)
  136. {
  137. Vector3 forward = location - mPosition;
  138. forward.normalize();
  139. setForward(forward);
  140. Quaternion upRot = Quaternion::getRotationFromTo(getUp(), up);
  141. setRotation(getRotation() * upRot);
  142. }
  143. const Matrix4& SceneObject::getWorldTfrm() const
  144. {
  145. if (!isCachedWorldTfrmUpToDate())
  146. updateWorldTfrm();
  147. return mCachedWorldTfrm;
  148. }
  149. const Matrix4& SceneObject::getLocalTfrm() const
  150. {
  151. if (!isCachedLocalTfrmUpToDate())
  152. updateLocalTfrm();
  153. return mCachedLocalTfrm;
  154. }
  155. void SceneObject::move(const Vector3& vec)
  156. {
  157. setPosition(mPosition + vec);
  158. }
  159. void SceneObject::moveRelative(const Vector3& vec)
  160. {
  161. // Transform the axes of the relative vector by camera's local axes
  162. Vector3 trans = mRotation.rotate(vec);
  163. setPosition(mPosition + trans);
  164. }
  165. void SceneObject::rotate(const Vector3& axis, const Radian& angle)
  166. {
  167. Quaternion q;
  168. q.fromAxisAngle(axis, angle);
  169. rotate(q);
  170. }
  171. void SceneObject::rotate(const Quaternion& q)
  172. {
  173. // Note the order of the mult, i.e. q comes after
  174. // Normalize the quat to avoid cumulative problems with precision
  175. Quaternion qnorm = q;
  176. qnorm.normalize();
  177. setRotation(qnorm * mRotation);
  178. }
  179. void SceneObject::roll(const Radian& angle)
  180. {
  181. // Rotate around local Z axis
  182. Vector3 zAxis = mRotation.rotate(Vector3::UNIT_Z);
  183. rotate(zAxis, angle);
  184. }
  185. void SceneObject::yaw(const Radian& angle)
  186. {
  187. Vector3 yAxis = mRotation.rotate(Vector3::UNIT_Y);
  188. rotate(yAxis, angle);
  189. }
  190. void SceneObject::pitch(const Radian& angle)
  191. {
  192. // Rotate around local X axis
  193. Vector3 xAxis = mRotation.rotate(Vector3::UNIT_X);
  194. rotate(xAxis, angle);
  195. }
  196. void SceneObject::setForward(const Vector3& forwardDir)
  197. {
  198. if (forwardDir == Vector3::ZERO)
  199. return;
  200. Vector3 nrmForwardDir = Vector3::normalize(forwardDir);
  201. Vector3 currentForwardDir = getForward();
  202. const Quaternion& currentRotation = getWorldRotation();
  203. Quaternion targetRotation;
  204. if ((nrmForwardDir+currentForwardDir).squaredLength() < 0.00005f)
  205. {
  206. // Oops, a 180 degree turn (infinite possible rotation axes)
  207. // Default to yaw i.e. use current UP
  208. targetRotation = Quaternion(-currentRotation.y, -currentRotation.z, currentRotation.w, currentRotation.x);
  209. }
  210. else
  211. {
  212. // Derive shortest arc to new direction
  213. Quaternion rotQuat = Quaternion::getRotationFromTo(currentForwardDir, nrmForwardDir);
  214. targetRotation = rotQuat * currentRotation;
  215. }
  216. setRotation(targetRotation);
  217. }
  218. void SceneObject::updateTransformsIfDirty()
  219. {
  220. if (!isCachedLocalTfrmUpToDate())
  221. updateLocalTfrm();
  222. if (!isCachedWorldTfrmUpToDate())
  223. updateWorldTfrm();
  224. }
  225. void SceneObject::markTfrmDirty() const
  226. {
  227. mDirtyFlags |= DirtyFlags::LocalTfrmDirty | DirtyFlags::WorldTfrmDirty;
  228. mIsCoreDirtyFlags = 0xFFFFFFFF;
  229. for(auto iter = mChildren.begin(); iter != mChildren.end(); ++iter)
  230. {
  231. (*iter)->markTfrmDirty();
  232. }
  233. }
  234. void SceneObject::updateWorldTfrm() const
  235. {
  236. if(mParent != nullptr)
  237. {
  238. mCachedWorldTfrm = getLocalTfrm() * mParent->getWorldTfrm();
  239. // Update orientation
  240. const Quaternion& parentOrientation = mParent->getWorldRotation();
  241. mWorldRotation = parentOrientation * mRotation;
  242. // Update scale
  243. const Vector3& parentScale = mParent->getWorldScale();
  244. // Scale own position by parent scale, just combine
  245. // as equivalent axes, no shearing
  246. mWorldScale = parentScale * mScale;
  247. // Change position vector based on parent's orientation & scale
  248. mWorldPosition = parentOrientation.rotate(parentScale * mPosition);
  249. // Add altered position vector to parents
  250. mWorldPosition += mParent->getWorldPosition();
  251. }
  252. else
  253. {
  254. mCachedWorldTfrm = getLocalTfrm();
  255. mWorldRotation = mRotation;
  256. mWorldPosition = mPosition;
  257. mWorldScale = mScale;
  258. }
  259. mDirtyFlags &= ~DirtyFlags::WorldTfrmDirty;
  260. }
  261. void SceneObject::updateLocalTfrm() const
  262. {
  263. mCachedLocalTfrm.setTRS(mPosition, mRotation, mScale);
  264. mDirtyFlags &= ~DirtyFlags::LocalTfrmDirty;
  265. }
  266. /************************************************************************/
  267. /* Hierarchy */
  268. /************************************************************************/
  269. void SceneObject::setParent(const HSceneObject& parent)
  270. {
  271. if(parent.isDestroyed())
  272. {
  273. BS_EXCEPT(InternalErrorException,
  274. "Trying to assign a SceneObject parent that is destroyed.");
  275. }
  276. if(mParent == nullptr || mParent != parent)
  277. {
  278. if(mParent != nullptr)
  279. mParent->removeChild(mThisHandle);
  280. if(parent != nullptr)
  281. parent->addChild(mThisHandle);
  282. mParent = parent;
  283. markTfrmDirty();
  284. }
  285. }
  286. HSceneObject SceneObject::getChild(UINT32 idx) const
  287. {
  288. if(idx < 0 || idx >= mChildren.size())
  289. {
  290. BS_EXCEPT(InternalErrorException, "Child index out of range.");
  291. }
  292. return mChildren[idx];
  293. }
  294. int SceneObject::indexOfChild(const HSceneObject& child) const
  295. {
  296. for(int i = 0; i < (int)mChildren.size(); i++)
  297. {
  298. if(mChildren[i] == child)
  299. return i;
  300. }
  301. return -1;
  302. }
  303. void SceneObject::addChild(const HSceneObject& object)
  304. {
  305. mChildren.push_back(object);
  306. }
  307. void SceneObject::removeChild(const HSceneObject& object)
  308. {
  309. auto result = find(mChildren.begin(), mChildren.end(), object);
  310. if(result != mChildren.end())
  311. mChildren.erase(result);
  312. else
  313. {
  314. BS_EXCEPT(InternalErrorException,
  315. "Trying to remove a child but it's not a child of the transform.");
  316. }
  317. }
  318. void SceneObject::setActive(bool active)
  319. {
  320. mActiveSelf = active;
  321. setActiveHierarchy(active);
  322. }
  323. void SceneObject::setActiveHierarchy(bool active)
  324. {
  325. mActiveHierarchy = active && mActiveSelf;
  326. for (auto child : mChildren)
  327. {
  328. child->setActiveHierarchy(mActiveHierarchy);
  329. }
  330. mIsCoreDirtyFlags = 0xFFFFFFFF;
  331. }
  332. bool SceneObject::getActive(bool self)
  333. {
  334. if (self)
  335. return mActiveSelf;
  336. else
  337. return mActiveHierarchy;
  338. }
  339. HSceneObject SceneObject::clone()
  340. {
  341. UINT32 bufferSize = 0;
  342. MemorySerializer serializer;
  343. UINT8* buffer = serializer.encode(this, bufferSize, &bs_alloc);
  344. GameObjectManager::instance().setDeserializationMode(GODM_UseNewIds | GODM_RestoreExternal);
  345. std::shared_ptr<SceneObject> cloneObj = std::static_pointer_cast<SceneObject>(serializer.decode(buffer, bufferSize));
  346. bs_free(buffer);
  347. return cloneObj->mThisHandle;
  348. }
  349. HComponent SceneObject::getComponent(UINT32 typeId) const
  350. {
  351. for(auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
  352. {
  353. if((*iter)->getRTTI()->getRTTIId() == typeId)
  354. return *iter;
  355. }
  356. return HComponent();
  357. }
  358. void SceneObject::destroyComponent(const HComponent& component)
  359. {
  360. if(component == nullptr)
  361. {
  362. LOGDBG("Trying to remove a null component");
  363. return;
  364. }
  365. auto iter = std::find(mComponents.begin(), mComponents.end(), component);
  366. if(iter != mComponents.end())
  367. {
  368. gCoreSceneManager().notifyComponentRemoved((*iter));
  369. GameObjectManager::instance().unregisterObject(component);
  370. (*iter)->onDestroyed();
  371. (*iter).destroy();
  372. mComponents.erase(iter);
  373. }
  374. else
  375. LOGDBG("Trying to remove a component that doesn't exist on this SceneObject.");
  376. }
  377. void SceneObject::destroyComponent(Component* component)
  378. {
  379. auto iterFind = std::find_if(mComponents.begin(), mComponents.end(),
  380. [component](const HComponent& x)
  381. {
  382. if(x.isDestroyed())
  383. return false;
  384. return x._getHandleData()->mPtr->object.get() == component; }
  385. );
  386. if(iterFind != mComponents.end())
  387. {
  388. destroyComponent(*iterFind);
  389. }
  390. }
  391. void SceneObject::addComponentInternal(const std::shared_ptr<Component> component)
  392. {
  393. GameObjectHandle<Component> newComponent = GameObjectHandle<Component>(component);
  394. newComponent->mParent = mThisHandle;
  395. mComponents.push_back(newComponent);
  396. gCoreSceneManager().notifyComponentAdded(newComponent);
  397. }
  398. RTTITypeBase* SceneObject::getRTTIStatic()
  399. {
  400. return SceneObjectRTTI::instance();
  401. }
  402. RTTITypeBase* SceneObject::getRTTI() const
  403. {
  404. return SceneObject::getRTTIStatic();
  405. }
  406. }