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BsCoreSceneManager.cpp 1.5 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. GameObjectManager::instance().destroyQueuedObjects();
  20. mRootNode->destroy(true);
  21. }
  22. void CoreSceneManager::_update()
  23. {
  24. Stack<HSceneObject> todo;
  25. todo.push(mRootNode);
  26. while(!todo.empty())
  27. {
  28. HSceneObject currentGO = todo.top();
  29. todo.pop();
  30. const Vector<HComponent>& components = currentGO->getComponents();
  31. for(auto iter = components.begin(); iter != components.end(); ++iter)
  32. {
  33. (*iter)->update();
  34. }
  35. for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
  36. todo.push(currentGO->getChild(i));
  37. }
  38. GameObjectManager::instance().destroyQueuedObjects();
  39. }
  40. void CoreSceneManager::registerNewSO(const HSceneObject& node)
  41. {
  42. if(mRootNode) // If root node is null, then this new node is the root node
  43. node->setParent(mRootNode);
  44. }
  45. CoreSceneManager& gCoreSceneManager()
  46. {
  47. return CoreSceneManager::instance();
  48. }
  49. void SceneManagerFactory::create()
  50. {
  51. if (mFactoryMethod != nullptr)
  52. mFactoryMethod();
  53. else
  54. BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
  55. }
  56. }