BsCoreSceneManager.cpp 1.7 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()
  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 (!child->hasFlag(SOF_Persistent))
  25. {
  26. child->destroy();
  27. curIdx++;
  28. }
  29. }
  30. GameObjectManager::instance().destroyQueuedObjects();
  31. }
  32. void CoreSceneManager::_update()
  33. {
  34. Stack<HSceneObject> todo;
  35. todo.push(mRootNode);
  36. while(!todo.empty())
  37. {
  38. HSceneObject currentGO = todo.top();
  39. todo.pop();
  40. const Vector<HComponent>& components = currentGO->getComponents();
  41. for(auto iter = components.begin(); iter != components.end(); ++iter)
  42. {
  43. (*iter)->update();
  44. }
  45. for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
  46. todo.push(currentGO->getChild(i));
  47. }
  48. GameObjectManager::instance().destroyQueuedObjects();
  49. }
  50. void CoreSceneManager::registerNewSO(const HSceneObject& node)
  51. {
  52. if(mRootNode)
  53. node->setParent(mRootNode);
  54. }
  55. CoreSceneManager& gCoreSceneManager()
  56. {
  57. return CoreSceneManager::instance();
  58. }
  59. void SceneManagerFactory::create()
  60. {
  61. if (mFactoryMethod != nullptr)
  62. mFactoryMethod();
  63. else
  64. BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
  65. }
  66. }