BsCoreSceneManager.cpp 2.4 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(bool forceAll)
  18. {
  19. UINT32 numChildren = mRootNode->getNumChildren();
  20. UINT32 curIdx = 0;
  21. for (UINT32 i = 0; i < numChildren; i++)
  22. {
  23. HSceneObject child = mRootNode->getChild(curIdx);
  24. if (forceAll || !child->hasFlag(SOF_Persistent))
  25. child->destroy();
  26. else
  27. curIdx++;
  28. }
  29. GameObjectManager::instance().destroyQueuedObjects();
  30. }
  31. void CoreSceneManager::_setRootNode(const HSceneObject& root)
  32. {
  33. if (root == nullptr)
  34. return;
  35. HSceneObject oldRoot = mRootNode;
  36. UINT32 numChildren = oldRoot->getNumChildren();
  37. // Make sure to keep persistent objects
  38. bs_frame_mark();
  39. {
  40. FrameVector<HSceneObject> toRemove;
  41. for (UINT32 i = 0; i < numChildren; i++)
  42. {
  43. HSceneObject child = oldRoot->getChild(i);
  44. if (child->hasFlag(SOF_Persistent))
  45. toRemove.push_back(child);
  46. }
  47. for (auto& entry : toRemove)
  48. entry->setParent(root, false);
  49. }
  50. bs_frame_clear();
  51. mRootNode = root;
  52. mRootNode->_setParent(HSceneObject());
  53. oldRoot->destroy();
  54. }
  55. void CoreSceneManager::_update()
  56. {
  57. Stack<HSceneObject> todo;
  58. todo.push(mRootNode);
  59. while(!todo.empty())
  60. {
  61. HSceneObject currentGO = todo.top();
  62. todo.pop();
  63. if (!currentGO->getActive(true))
  64. continue;
  65. const Vector<HComponent>& components = currentGO->getComponents();
  66. for(auto iter = components.begin(); iter != components.end(); ++iter)
  67. {
  68. (*iter)->update();
  69. }
  70. for(UINT32 i = 0; i < currentGO->getNumChildren(); i++)
  71. todo.push(currentGO->getChild(i));
  72. }
  73. GameObjectManager::instance().destroyQueuedObjects();
  74. }
  75. void CoreSceneManager::registerNewSO(const HSceneObject& node)
  76. {
  77. if(mRootNode)
  78. node->setParent(mRootNode);
  79. }
  80. CoreSceneManager& gCoreSceneManager()
  81. {
  82. return CoreSceneManager::instance();
  83. }
  84. void SceneManagerFactory::create()
  85. {
  86. if (mFactoryMethod != nullptr)
  87. mFactoryMethod();
  88. else
  89. BS_EXCEPT(InvalidStateException, "Failed to initialize scene manager because no valid factory method is set.");
  90. }
  91. }