| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071 |
- #include "BsBansheeSceneManager.h"
- #include "BsComponent.h"
- #include "BsException.h"
- #include "BsSceneObject.h"
- #include "BsRenderable.h"
- #include "BsCamera.h"
- namespace BansheeEngine
- {
- void BansheeSceneManager::updateRenderableTransforms()
- {
- // TODO - Consider a way to make the update faster. Either do it concurrently or
- // consider organizing renderable matrices in an array for quicker updates
- // - I could keep everything in a sequential array but deal with dynamic elements
- // but putting them in a slow, normal array. Once the number of dynamic elements
- // goes over some number the hierarchy is re-optimized.
- for(auto& iter : mRenderables)
- {
- iter->SO()->updateTransformsIfDirty();
- }
- }
- void BansheeSceneManager::notifyComponentAdded(const HComponent& component)
- {
- if(component->getTypeId() == TID_Camera)
- {
- HCamera camera = static_object_cast<Camera>(component);
- auto findIter = std::find(mCachedCameras.begin(), mCachedCameras.end(), camera);
- if(findIter != mCachedCameras.end())
- {
- BS_EXCEPT(InternalErrorException, "Trying to add an already existing camera!");
- }
- mCachedCameras.push_back(camera);
- }
- else if(component->getTypeId() == TID_Renderable)
- {
- HRenderable renderable = static_object_cast<Renderable>(component);
- mRenderables.push_back(renderable);
- }
- }
- void BansheeSceneManager::notifyComponentRemoved(const HComponent& component)
- {
- if(component->getTypeId() == TID_Camera)
- {
- HCamera camera = static_object_cast<Camera>(component);
- auto findIter = std::find(mCachedCameras.begin(), mCachedCameras.end(), camera);
- if(findIter == mCachedCameras.end())
- {
- BS_EXCEPT(InternalErrorException, "Cannot find specified camera!");
- }
- mCachedCameras.erase(findIter);
- }
- else if(component->getTypeId() == TID_Renderable)
- {
- HRenderable renderable = static_object_cast<Renderable>(component);
- // TODO - I should probably use some for of a hash set because searching through possibly thousands of renderables will be slow
- auto findIter = std::find(mRenderables.begin(), mRenderables.end(), renderable);
- if(findIter != mRenderables.end())
- mRenderables.erase(findIter);
- onRenderableRemoved(renderable);
- }
- }
- }
|