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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsCoreSceneManager.h"
- #include "BsSceneObject.h"
- #include "BsComponent.h"
- #include "BsGameObjectManager.h"
- namespace BansheeEngine
- {
- std::function<void()> SceneManagerFactory::mFactoryMethod;
- CoreSceneManager::CoreSceneManager()
- {
- mRootNode = SceneObject::createInternal("SceneRoot");
- }
- CoreSceneManager::~CoreSceneManager()
- {
- if (mRootNode != nullptr && !mRootNode.isDestroyed())
- mRootNode->destroy(true);
- }
- void CoreSceneManager::clearScene(bool forceAll)
- {
- UINT32 numChildren = mRootNode->getNumChildren();
- UINT32 curIdx = 0;
- for (UINT32 i = 0; i < numChildren; i++)
- {
- HSceneObject child = mRootNode->getChild(curIdx);
- if (forceAll || !child->hasFlag(SOF_Persistent))
- child->destroy();
- else
- curIdx++;
- }
- GameObjectManager::instance().destroyQueuedObjects();
- HSceneObject newRoot = SceneObject::createInternal("SceneRoot");
- _setRootNode(newRoot);
- }
- void CoreSceneManager::_setRootNode(const HSceneObject& root)
- {
- if (root == nullptr)
- return;
- HSceneObject oldRoot = mRootNode;
- UINT32 numChildren = oldRoot->getNumChildren();
- // Make sure to keep persistent objects
- bs_frame_mark();
- {
- FrameVector<HSceneObject> toRemove;
- for (UINT32 i = 0; i < numChildren; i++)
- {
- HSceneObject child = oldRoot->getChild(i);
- if (child->hasFlag(SOF_Persistent))
- toRemove.push_back(child);
- }
- for (auto& entry : toRemove)
- entry->setParent(root, false);
- }
- bs_frame_clear();
- mRootNode = root;
- mRootNode->_setParent(HSceneObject());
- oldRoot->destroy();
- }
- void CoreSceneManager::_update()
- {
- Stack<HSceneObject> todo;
- todo.push(mRootNode);
- while(!todo.empty())
- {
- HSceneObject currentGO = todo.top();
- todo.pop();
- if (!currentGO->getActive(true))
- continue;
-
- const Vector<HComponent>& components = currentGO->getComponents();
- for(auto iter = components.begin(); iter != components.end(); ++iter)
- {
- (*iter)->update();
- }
- for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
- todo.push(currentGO->getChild(i));
- }
- GameObjectManager::instance().destroyQueuedObjects();
- }
- void CoreSceneManager::registerNewSO(const HSceneObject& node)
- {
- if(mRootNode)
- node->setParent(mRootNode);
- }
- CoreSceneManager& gCoreSceneManager()
- {
- return CoreSceneManager::instance();
- }
- void SceneManagerFactory::create()
- {
- if (mFactoryMethod != nullptr)
- mFactoryMethod();
- else
- BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
- }
- }
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