BsBansheeSceneManager.cpp 2.8 KB

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  1. #include "BsBansheeSceneManager.h"
  2. #include "BsComponent.h"
  3. #include "BsException.h"
  4. #include "BsSceneObject.h"
  5. #include "BsRenderable.h"
  6. #include "BsCamera.h"
  7. namespace BansheeEngine
  8. {
  9. void BansheeSceneManager::updateRenderableTransforms()
  10. {
  11. // TODO - Consider a way to make the update faster. Either do it concurrently or
  12. // consider organizing renderable matrices in an array for quicker updates
  13. // - I could keep everything in a sequential array but deal with dynamic elements
  14. // but putting them in a slow, normal array. Once the number of dynamic elements
  15. // goes over some number the hierarchy is re-optimized.
  16. for(auto& iter : mRenderables)
  17. {
  18. iter.sceneObject->updateTransformsIfDirty();
  19. }
  20. }
  21. void BansheeSceneManager::notifyComponentAdded(const HComponent& component)
  22. {
  23. if(component->getTypeId() == TID_Camera)
  24. {
  25. HCamera camera = static_object_cast<Camera>(component);
  26. CameraHandlerPtr cameraHandler = camera->_getHandler();
  27. auto findIter = std::find_if(mCachedCameras.begin(), mCachedCameras.end(),
  28. [&](const SceneCameraData& x) { return x.camera == cameraHandler; });
  29. if(findIter != mCachedCameras.end())
  30. {
  31. BS_EXCEPT(InternalErrorException, "Trying to add an already existing camera!");
  32. }
  33. mCachedCameras.push_back(SceneCameraData(cameraHandler, component->SO()));
  34. }
  35. else if(component->getTypeId() == TID_Renderable)
  36. {
  37. HRenderable renderable = static_object_cast<Renderable>(component);
  38. RenderableHandlerPtr renderableHandler = renderable->_getHandler();
  39. mRenderables.push_back(SceneRenderableData(renderableHandler, renderable->SO()));
  40. }
  41. }
  42. void BansheeSceneManager::notifyComponentRemoved(const HComponent& component)
  43. {
  44. if(component->getTypeId() == TID_Camera)
  45. {
  46. HCamera camera = static_object_cast<Camera>(component);
  47. CameraHandlerPtr cameraHandler = camera->_getHandler();
  48. auto findIter = std::find_if(mCachedCameras.begin(), mCachedCameras.end(),
  49. [&](const SceneCameraData& x) { return x.camera == cameraHandler; });
  50. if(findIter == mCachedCameras.end())
  51. {
  52. BS_EXCEPT(InternalErrorException, "Cannot find specified camera!");
  53. }
  54. mCachedCameras.erase(findIter);
  55. onCameraRemoved(cameraHandler);
  56. }
  57. else if(component->getTypeId() == TID_Renderable)
  58. {
  59. HRenderable renderable = static_object_cast<Renderable>(component);
  60. RenderableHandlerPtr renderableHandler = renderable->_getHandler();
  61. // TODO - I should probably use some for of a hash set because searching through possibly thousands of renderables will be slow
  62. auto findIter = std::find_if(mRenderables.begin(), mRenderables.end(),
  63. [&](const SceneRenderableData& x) { return x.renderable == renderableHandler; });
  64. if(findIter != mRenderables.end())
  65. mRenderables.erase(findIter);
  66. onRenderableRemoved(renderableHandler);
  67. }
  68. }
  69. }