BsBansheeSceneManager.cpp 2.6 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsBansheeSceneManager.h"
  5. #include "BsComponent.h"
  6. #include "BsException.h"
  7. #include "BsSceneObject.h"
  8. #include "BsRenderable.h"
  9. #include "BsCamera.h"
  10. namespace BansheeEngine
  11. {
  12. void BansheeSceneManager::updateRenderableTransforms()
  13. {
  14. // TODO - Consider a way to make the update faster. Either do it concurrently or
  15. // consider organizing renderable matrices in an array for quicker updates
  16. // - I could keep everything in a sequential array but deal with dynamic elements
  17. // but putting them in a slow, normal array. Once the number of dynamic elements
  18. // goes over some number the hierarchy is re-optimized.
  19. for(auto& iter : mRenderables)
  20. {
  21. iter->SO()->updateTransformsIfDirty();
  22. }
  23. }
  24. void BansheeSceneManager::notifyComponentAdded(const HComponent& component)
  25. {
  26. if(component->getTypeId() == TID_Camera)
  27. {
  28. HCamera camera = static_object_cast<Camera>(component);
  29. auto findIter = std::find(mCachedCameras.begin(), mCachedCameras.end(), camera);
  30. if(findIter != mCachedCameras.end())
  31. {
  32. BS_EXCEPT(InternalErrorException, "Trying to add an already existing camera!");
  33. }
  34. mCachedCameras.push_back(camera);
  35. }
  36. else if(component->getTypeId() == TID_Renderable)
  37. {
  38. HRenderable renderable = static_object_cast<Renderable>(component);
  39. mRenderables.push_back(renderable);
  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. auto findIter = std::find(mCachedCameras.begin(), mCachedCameras.end(), camera);
  48. if(findIter == mCachedCameras.end())
  49. {
  50. BS_EXCEPT(InternalErrorException, "Cannot find specified camera!");
  51. }
  52. mCachedCameras.erase(findIter);
  53. onCameraRemoved(camera);
  54. }
  55. else if(component->getTypeId() == TID_Renderable)
  56. {
  57. HRenderable renderable = static_object_cast<Renderable>(component);
  58. // TODO - I should probably use some for of a hash set because searching through possibly thousands of renderables will be slow
  59. auto findIter = std::find(mRenderables.begin(), mRenderables.end(), renderable);
  60. if(findIter != mRenderables.end())
  61. mRenderables.erase(findIter);
  62. onRenderableRemoved(renderable);
  63. }
  64. }
  65. }