BsSceneObject.cpp 11 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), mIsCachedLocalTfrmUpToDate(false),
  15. mCachedWorldTfrm(Matrix4::IDENTITY), mIsCachedWorldTfrmUpToDate(false), mIsCoreDirtyFlags(0xFFFFFFFF)
  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. gSceneManager().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<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. gSceneManager().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(!mIsCachedWorldTfrmUpToDate)
  120. updateWorldTfrm();
  121. return mWorldPosition;
  122. }
  123. const Quaternion& SceneObject::getWorldRotation() const
  124. {
  125. if(!mIsCachedWorldTfrmUpToDate)
  126. updateWorldTfrm();
  127. return mWorldRotation;
  128. }
  129. const Vector3& SceneObject::getWorldScale() const
  130. {
  131. if(!mIsCachedWorldTfrmUpToDate)
  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(!mIsCachedWorldTfrmUpToDate)
  146. updateWorldTfrm();
  147. return mCachedWorldTfrm;
  148. }
  149. const Matrix4& SceneObject::getLocalTfrm() const
  150. {
  151. if(!mIsCachedLocalTfrmUpToDate)
  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 (!mIsCachedLocalTfrmUpToDate)
  221. updateLocalTfrm();
  222. if (!mIsCachedWorldTfrmUpToDate)
  223. updateWorldTfrm();
  224. }
  225. void SceneObject::markTfrmDirty() const
  226. {
  227. mIsCachedLocalTfrmUpToDate = false;
  228. mIsCachedWorldTfrmUpToDate = false;
  229. mIsCoreDirtyFlags = 0xFFFFFFFF;
  230. for(auto iter = mChildren.begin(); iter != mChildren.end(); ++iter)
  231. {
  232. (*iter)->markTfrmDirty();
  233. }
  234. }
  235. void SceneObject::updateWorldTfrm() const
  236. {
  237. if(mParent != nullptr)
  238. {
  239. mCachedWorldTfrm = getLocalTfrm() * mParent->getWorldTfrm();
  240. // Update orientation
  241. const Quaternion& parentOrientation = mParent->getWorldRotation();
  242. mWorldRotation = parentOrientation * mRotation;
  243. // Update scale
  244. const Vector3& parentScale = mParent->getWorldScale();
  245. // Scale own position by parent scale, just combine
  246. // as equivalent axes, no shearing
  247. mWorldScale = parentScale * mScale;
  248. // Change position vector based on parent's orientation & scale
  249. mWorldPosition = parentOrientation.rotate(parentScale * mPosition);
  250. // Add altered position vector to parents
  251. mWorldPosition += mParent->getWorldPosition();
  252. }
  253. else
  254. {
  255. mCachedWorldTfrm = getLocalTfrm();
  256. mWorldRotation = mRotation;
  257. mWorldPosition = mPosition;
  258. mWorldScale = mScale;
  259. }
  260. mIsCachedWorldTfrmUpToDate = true;
  261. }
  262. void SceneObject::updateLocalTfrm() const
  263. {
  264. mCachedLocalTfrm.setTRS(mPosition, mRotation, mScale);
  265. mIsCachedLocalTfrmUpToDate = true;
  266. }
  267. /************************************************************************/
  268. /* Hierarchy */
  269. /************************************************************************/
  270. void SceneObject::setParent(const HSceneObject& parent)
  271. {
  272. if(parent.isDestroyed())
  273. {
  274. BS_EXCEPT(InternalErrorException,
  275. "Trying to assign a SceneObject parent that is destroyed.");
  276. }
  277. if(mParent == nullptr || mParent != parent)
  278. {
  279. if(mParent != nullptr)
  280. mParent->removeChild(mThisHandle);
  281. if(parent != nullptr)
  282. parent->addChild(mThisHandle);
  283. mParent = parent;
  284. markTfrmDirty();
  285. }
  286. }
  287. HSceneObject SceneObject::getChild(UINT32 idx) const
  288. {
  289. if(idx < 0 || idx >= mChildren.size())
  290. {
  291. BS_EXCEPT(InternalErrorException, "Child index out of range.");
  292. }
  293. return mChildren[idx];
  294. }
  295. int SceneObject::indexOfChild(const HSceneObject& child) const
  296. {
  297. for(int i = 0; i < (int)mChildren.size(); i++)
  298. {
  299. if(mChildren[i] == child)
  300. return i;
  301. }
  302. return -1;
  303. }
  304. void SceneObject::addChild(const HSceneObject& object)
  305. {
  306. mChildren.push_back(object);
  307. }
  308. void SceneObject::removeChild(const HSceneObject& object)
  309. {
  310. auto result = find(mChildren.begin(), mChildren.end(), object);
  311. if(result != mChildren.end())
  312. mChildren.erase(result);
  313. else
  314. {
  315. BS_EXCEPT(InternalErrorException,
  316. "Trying to remove a child but it's not a child of the transform.");
  317. }
  318. }
  319. HSceneObject SceneObject::clone()
  320. {
  321. UINT32 bufferSize = 0;
  322. MemorySerializer serializer;
  323. UINT8* buffer = serializer.encode(this, bufferSize, &bs_alloc);
  324. GameObjectManager::instance().setDeserializationMode(GODM_UseNewIds | GODM_RestoreExternal);
  325. std::shared_ptr<SceneObject> cloneObj = std::static_pointer_cast<SceneObject>(serializer.decode(buffer, bufferSize));
  326. bs_free(buffer);
  327. return cloneObj->mThisHandle;
  328. }
  329. HComponent SceneObject::getComponent(UINT32 typeId) const
  330. {
  331. for(auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
  332. {
  333. if((*iter)->getRTTI()->getRTTIId() == typeId)
  334. return *iter;
  335. }
  336. return HComponent();
  337. }
  338. void SceneObject::destroyComponent(const HComponent& component)
  339. {
  340. if(component == nullptr)
  341. {
  342. LOGDBG("Trying to remove a null component");
  343. return;
  344. }
  345. auto iter = std::find(mComponents.begin(), mComponents.end(), component);
  346. if(iter != mComponents.end())
  347. {
  348. gSceneManager().notifyComponentRemoved((*iter));
  349. GameObjectManager::instance().unregisterObject(component);
  350. (*iter)->onDestroyed();
  351. (*iter).destroy();
  352. mComponents.erase(iter);
  353. }
  354. else
  355. LOGDBG("Trying to remove a component that doesn't exist on this SceneObject.");
  356. }
  357. void SceneObject::destroyComponent(Component* component)
  358. {
  359. auto iterFind = std::find_if(mComponents.begin(), mComponents.end(),
  360. [component](const HComponent& x)
  361. {
  362. if(x.isDestroyed())
  363. return false;
  364. return x._getHandleData()->mPtr->object.get() == component; }
  365. );
  366. if(iterFind != mComponents.end())
  367. {
  368. destroyComponent(*iterFind);
  369. }
  370. }
  371. void SceneObject::addComponentInternal(const std::shared_ptr<Component> component)
  372. {
  373. GameObjectHandle<Component> newComponent = GameObjectHandle<Component>(component);
  374. newComponent->mParent = mThisHandle;
  375. mComponents.push_back(newComponent);
  376. gSceneManager().notifyComponentAdded(newComponent);
  377. }
  378. RTTITypeBase* SceneObject::getRTTIStatic()
  379. {
  380. return SceneObjectRTTI::instance();
  381. }
  382. RTTITypeBase* SceneObject::getRTTI() const
  383. {
  384. return SceneObject::getRTTIStatic();
  385. }
  386. }