BsCoreSceneManager.cpp 1.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990
  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. mRootNode = root;
  34. mRootNode->_setParent(HSceneObject());
  35. }
  36. void CoreSceneManager::_update()
  37. {
  38. Stack<HSceneObject> todo;
  39. todo.push(mRootNode);
  40. while(!todo.empty())
  41. {
  42. HSceneObject currentGO = todo.top();
  43. todo.pop();
  44. if (!currentGO->getActive(true))
  45. continue;
  46. const Vector<HComponent>& components = currentGO->getComponents();
  47. for(auto iter = components.begin(); iter != components.end(); ++iter)
  48. {
  49. (*iter)->update();
  50. }
  51. for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
  52. todo.push(currentGO->getChild(i));
  53. }
  54. GameObjectManager::instance().destroyQueuedObjects();
  55. }
  56. void CoreSceneManager::registerNewSO(const HSceneObject& node)
  57. {
  58. if(mRootNode)
  59. node->setParent(mRootNode);
  60. }
  61. CoreSceneManager& gCoreSceneManager()
  62. {
  63. return CoreSceneManager::instance();
  64. }
  65. void SceneManagerFactory::create()
  66. {
  67. if (mFactoryMethod != nullptr)
  68. mFactoryMethod();
  69. else
  70. BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
  71. }
  72. }