BsSceneObject.cpp 12 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), mDirtyFlags(0xFFFFFFFF), mCachedWorldTfrm(Matrix4::IDENTITY),
  15. mActiveSelf(true), mActiveHierarchy(true), mDirtyHash(0)
  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(true);
  25. }
  26. }
  27. HSceneObject SceneObject::create(const String& name)
  28. {
  29. HSceneObject newObject = createInternal(name);
  30. gCoreSceneManager().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<SceneObject, PoolAlloc>());
  37. HSceneObject sceneObject = GameObjectManager::instance().registerObject(sceneObjectPtr);
  38. sceneObject->mThisHandle = sceneObject;
  39. return sceneObject;
  40. }
  41. void SceneObject::destroy(bool immediate)
  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(immediate);
  51. }
  52. void SceneObject::destroyInternal(bool immediate)
  53. {
  54. for(auto iter = mChildren.begin(); iter != mChildren.end(); ++iter)
  55. (*iter)->destroyInternal(immediate);
  56. mChildren.clear();
  57. for(auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
  58. {
  59. (*iter)->_setIsDestroyed();
  60. (*iter)->onDestroyed();
  61. if (immediate)
  62. {
  63. GameObjectManager::instance().unregisterObject(*iter);
  64. (*iter).destroy();
  65. }
  66. else
  67. GameObjectManager::instance().queueForDestroy(*iter);
  68. }
  69. mComponents.clear();
  70. if (immediate)
  71. {
  72. GameObjectManager::instance().unregisterObject(mThisHandle);
  73. mThisHandle.destroy();
  74. }
  75. else
  76. GameObjectManager::instance().queueForDestroy(mThisHandle);
  77. }
  78. void SceneObject::_setInstanceData(GameObjectInstanceDataPtr& other)
  79. {
  80. GameObject::_setInstanceData(other);
  81. // Instance data changed, so make sure to refresh the handles to reflect that
  82. mThisHandle._setHandleData(mThisHandle.getInternalPtr());
  83. }
  84. /************************************************************************/
  85. /* Transform */
  86. /************************************************************************/
  87. void SceneObject::setPosition(const Vector3& position)
  88. {
  89. mPosition = position;
  90. markTfrmDirty();
  91. }
  92. void SceneObject::setRotation(const Quaternion& rotation)
  93. {
  94. mRotation = rotation;
  95. markTfrmDirty();
  96. }
  97. void SceneObject::setScale(const Vector3& scale)
  98. {
  99. mScale = scale;
  100. markTfrmDirty();
  101. }
  102. void SceneObject::setWorldPosition(const Vector3& position)
  103. {
  104. if (mParent != nullptr)
  105. {
  106. Vector3 invScale = mParent->getWorldScale();
  107. if (invScale.x != 0) invScale.x = 1.0f / invScale.x;
  108. if (invScale.y != 0) invScale.y = 1.0f / invScale.y;
  109. if (invScale.z != 0) invScale.z = 1.0f / invScale.z;
  110. Quaternion invRotation = mParent->getWorldRotation().inverse();
  111. mPosition = invRotation.rotate(position - mParent->getWorldPosition()) * invScale;
  112. }
  113. else
  114. mPosition = position;
  115. markTfrmDirty();
  116. }
  117. void SceneObject::setWorldRotation(const Quaternion& rotation)
  118. {
  119. if (mParent != nullptr)
  120. {
  121. Quaternion invRotation = mParent->getWorldRotation().inverse();
  122. mRotation = invRotation * rotation;
  123. }
  124. else
  125. mRotation = rotation;
  126. markTfrmDirty();
  127. }
  128. const Vector3& SceneObject::getWorldPosition() const
  129. {
  130. if (!isCachedWorldTfrmUpToDate())
  131. updateWorldTfrm();
  132. return mWorldPosition;
  133. }
  134. const Quaternion& SceneObject::getWorldRotation() const
  135. {
  136. if (!isCachedWorldTfrmUpToDate())
  137. updateWorldTfrm();
  138. return mWorldRotation;
  139. }
  140. const Vector3& SceneObject::getWorldScale() const
  141. {
  142. if (!isCachedWorldTfrmUpToDate())
  143. updateWorldTfrm();
  144. return mWorldScale;
  145. }
  146. void SceneObject::lookAt(const Vector3& location, const Vector3& up)
  147. {
  148. Vector3 forward = location - mPosition;
  149. forward.normalize();
  150. setForward(forward);
  151. Quaternion upRot = Quaternion::getRotationFromTo(getUp(), up);
  152. setRotation(getRotation() * upRot);
  153. }
  154. const Matrix4& SceneObject::getWorldTfrm() const
  155. {
  156. if (!isCachedWorldTfrmUpToDate())
  157. updateWorldTfrm();
  158. return mCachedWorldTfrm;
  159. }
  160. const Matrix4& SceneObject::getLocalTfrm() const
  161. {
  162. if (!isCachedLocalTfrmUpToDate())
  163. updateLocalTfrm();
  164. return mCachedLocalTfrm;
  165. }
  166. void SceneObject::move(const Vector3& vec)
  167. {
  168. setPosition(mPosition + vec);
  169. }
  170. void SceneObject::moveRelative(const Vector3& vec)
  171. {
  172. // Transform the axes of the relative vector by camera's local axes
  173. Vector3 trans = mRotation.rotate(vec);
  174. setPosition(mPosition + trans);
  175. }
  176. void SceneObject::rotate(const Vector3& axis, const Radian& angle)
  177. {
  178. Quaternion q;
  179. q.fromAxisAngle(axis, angle);
  180. rotate(q);
  181. }
  182. void SceneObject::rotate(const Quaternion& q)
  183. {
  184. // Note the order of the mult, i.e. q comes after
  185. // Normalize the quat to avoid cumulative problems with precision
  186. Quaternion qnorm = q;
  187. qnorm.normalize();
  188. setRotation(qnorm * mRotation);
  189. }
  190. void SceneObject::roll(const Radian& angle)
  191. {
  192. // Rotate around local Z axis
  193. Vector3 zAxis = mRotation.rotate(Vector3::UNIT_Z);
  194. rotate(zAxis, angle);
  195. }
  196. void SceneObject::yaw(const Radian& angle)
  197. {
  198. Vector3 yAxis = mRotation.rotate(Vector3::UNIT_Y);
  199. rotate(yAxis, angle);
  200. }
  201. void SceneObject::pitch(const Radian& angle)
  202. {
  203. // Rotate around local X axis
  204. Vector3 xAxis = mRotation.rotate(Vector3::UNIT_X);
  205. rotate(xAxis, angle);
  206. }
  207. void SceneObject::setForward(const Vector3& forwardDir)
  208. {
  209. if (forwardDir == Vector3::ZERO)
  210. return;
  211. Vector3 nrmForwardDir = Vector3::normalize(forwardDir);
  212. Vector3 currentForwardDir = getForward();
  213. const Quaternion& currentRotation = getWorldRotation();
  214. Quaternion targetRotation;
  215. if ((nrmForwardDir+currentForwardDir).squaredLength() < 0.00005f)
  216. {
  217. // Oops, a 180 degree turn (infinite possible rotation axes)
  218. // Default to yaw i.e. use current UP
  219. targetRotation = Quaternion(-currentRotation.y, -currentRotation.z, currentRotation.w, currentRotation.x);
  220. }
  221. else
  222. {
  223. // Derive shortest arc to new direction
  224. Quaternion rotQuat = Quaternion::getRotationFromTo(currentForwardDir, nrmForwardDir);
  225. targetRotation = rotQuat * currentRotation;
  226. }
  227. setRotation(targetRotation);
  228. }
  229. void SceneObject::updateTransformsIfDirty()
  230. {
  231. if (!isCachedLocalTfrmUpToDate())
  232. updateLocalTfrm();
  233. if (!isCachedWorldTfrmUpToDate())
  234. updateWorldTfrm();
  235. }
  236. void SceneObject::markTfrmDirty() const
  237. {
  238. mDirtyFlags |= DirtyFlags::LocalTfrmDirty | DirtyFlags::WorldTfrmDirty;
  239. mDirtyHash++;
  240. for(auto iter = mChildren.begin(); iter != mChildren.end(); ++iter)
  241. {
  242. (*iter)->markTfrmDirty();
  243. }
  244. }
  245. void SceneObject::updateWorldTfrm() const
  246. {
  247. if(mParent != nullptr)
  248. {
  249. mCachedWorldTfrm = getLocalTfrm() * mParent->getWorldTfrm();
  250. // Update orientation
  251. const Quaternion& parentOrientation = mParent->getWorldRotation();
  252. mWorldRotation = parentOrientation * mRotation;
  253. // Update scale
  254. const Vector3& parentScale = mParent->getWorldScale();
  255. // Scale own position by parent scale, just combine
  256. // as equivalent axes, no shearing
  257. mWorldScale = parentScale * mScale;
  258. // Change position vector based on parent's orientation & scale
  259. mWorldPosition = parentOrientation.rotate(parentScale * mPosition);
  260. // Add altered position vector to parents
  261. mWorldPosition += mParent->getWorldPosition();
  262. }
  263. else
  264. {
  265. mCachedWorldTfrm = getLocalTfrm();
  266. mWorldRotation = mRotation;
  267. mWorldPosition = mPosition;
  268. mWorldScale = mScale;
  269. }
  270. mDirtyFlags &= ~DirtyFlags::WorldTfrmDirty;
  271. }
  272. void SceneObject::updateLocalTfrm() const
  273. {
  274. mCachedLocalTfrm.setTRS(mPosition, mRotation, mScale);
  275. mDirtyFlags &= ~DirtyFlags::LocalTfrmDirty;
  276. }
  277. /************************************************************************/
  278. /* Hierarchy */
  279. /************************************************************************/
  280. void SceneObject::setParent(const HSceneObject& parent)
  281. {
  282. if(parent.isDestroyed())
  283. {
  284. BS_EXCEPT(InternalErrorException,
  285. "Trying to assign a SceneObject parent that is destroyed.");
  286. }
  287. if(mParent == nullptr || mParent != parent)
  288. {
  289. if(mParent != nullptr)
  290. mParent->removeChild(mThisHandle);
  291. if(parent != nullptr)
  292. parent->addChild(mThisHandle);
  293. mParent = parent;
  294. markTfrmDirty();
  295. }
  296. }
  297. HSceneObject SceneObject::getChild(UINT32 idx) const
  298. {
  299. if(idx < 0 || idx >= mChildren.size())
  300. {
  301. BS_EXCEPT(InternalErrorException, "Child index out of range.");
  302. }
  303. return mChildren[idx];
  304. }
  305. int SceneObject::indexOfChild(const HSceneObject& child) const
  306. {
  307. for(int i = 0; i < (int)mChildren.size(); i++)
  308. {
  309. if(mChildren[i] == child)
  310. return i;
  311. }
  312. return -1;
  313. }
  314. void SceneObject::addChild(const HSceneObject& object)
  315. {
  316. mChildren.push_back(object);
  317. }
  318. void SceneObject::removeChild(const HSceneObject& object)
  319. {
  320. auto result = find(mChildren.begin(), mChildren.end(), object);
  321. if(result != mChildren.end())
  322. mChildren.erase(result);
  323. else
  324. {
  325. BS_EXCEPT(InternalErrorException,
  326. "Trying to remove a child but it's not a child of the transform.");
  327. }
  328. }
  329. void SceneObject::setActive(bool active)
  330. {
  331. mActiveSelf = active;
  332. setActiveHierarchy(active);
  333. }
  334. void SceneObject::setActiveHierarchy(bool active)
  335. {
  336. mActiveHierarchy = active && mActiveSelf;
  337. for (auto child : mChildren)
  338. {
  339. child->setActiveHierarchy(mActiveHierarchy);
  340. }
  341. }
  342. bool SceneObject::getActive(bool self)
  343. {
  344. if (self)
  345. return mActiveSelf;
  346. else
  347. return mActiveHierarchy;
  348. }
  349. HSceneObject SceneObject::clone()
  350. {
  351. UINT32 bufferSize = 0;
  352. MemorySerializer serializer;
  353. UINT8* buffer = serializer.encode(this, bufferSize, &bs_alloc);
  354. GameObjectManager::instance().setDeserializationMode(GODM_UseNewIds | GODM_RestoreExternal);
  355. std::shared_ptr<SceneObject> cloneObj = std::static_pointer_cast<SceneObject>(serializer.decode(buffer, bufferSize));
  356. bs_free(buffer);
  357. return cloneObj->mThisHandle;
  358. }
  359. HComponent SceneObject::getComponent(UINT32 typeId) const
  360. {
  361. for(auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
  362. {
  363. if((*iter)->getRTTI()->getRTTIId() == typeId)
  364. return *iter;
  365. }
  366. return HComponent();
  367. }
  368. void SceneObject::destroyComponent(const HComponent& component, bool immediate)
  369. {
  370. if(component == nullptr)
  371. {
  372. LOGDBG("Trying to remove a null component");
  373. return;
  374. }
  375. auto iter = std::find(mComponents.begin(), mComponents.end(), component);
  376. if(iter != mComponents.end())
  377. {
  378. (*iter)->_setIsDestroyed();
  379. (*iter)->onDestroyed();
  380. mComponents.erase(iter);
  381. if (immediate)
  382. {
  383. GameObjectManager::instance().unregisterObject(component);
  384. (*iter).destroy();
  385. }
  386. else
  387. {
  388. GameObjectManager::instance().queueForDestroy(component);
  389. }
  390. }
  391. else
  392. LOGDBG("Trying to remove a component that doesn't exist on this SceneObject.");
  393. }
  394. void SceneObject::destroyComponent(Component* component, bool immediate)
  395. {
  396. auto iterFind = std::find_if(mComponents.begin(), mComponents.end(),
  397. [component](const HComponent& x)
  398. {
  399. if(x.isDestroyed())
  400. return false;
  401. return x._getHandleData()->mPtr->object.get() == component; }
  402. );
  403. if(iterFind != mComponents.end())
  404. {
  405. destroyComponent(*iterFind, immediate);
  406. }
  407. }
  408. void SceneObject::addComponentInternal(const std::shared_ptr<Component> component)
  409. {
  410. GameObjectHandle<Component> newComponent = GameObjectHandle<Component>(component);
  411. newComponent->mParent = mThisHandle;
  412. mComponents.push_back(newComponent);
  413. }
  414. RTTITypeBase* SceneObject::getRTTIStatic()
  415. {
  416. return SceneObjectRTTI::instance();
  417. }
  418. RTTITypeBase* SceneObject::getRTTI() const
  419. {
  420. return SceneObject::getRTTIStatic();
  421. }
  422. }