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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "Utility/BsModule.h"
- #include "Scene/BsGameObject.h"
- namespace bs
- {
- class LightProbeVolume;
- /** @addtogroup Scene-Internal
- * @{
- */
- /** Information about a scene actor and the scene object it has been bound to. */
- struct BoundActorData
- {
- BoundActorData() { }
- BoundActorData(const SPtr<SceneActor>& actor, const HSceneObject& so)
- :actor(actor), so(so)
- { }
- SPtr<SceneActor> actor;
- HSceneObject so;
- };
- /** Possible states components can be in. Controls which component callbacks are triggered. */
- enum class ComponentState
- {
- Running, /**< All components callbacks are being triggered normally. */
- Paused, /**< All component callbacks except update are being triggered normally. */
- Stopped /**< No component callbacks are being triggered. */
- };
- /**
- * Keeps track of all active SceneObject%s and their components. Keeps track of component state and triggers their
- * events. Updates the transforms of objects as SceneObject%s move.
- */
- class BS_CORE_EXPORT SceneManager : public Module<SceneManager>
- {
- public:
- SceneManager();
- ~SceneManager();
- /** Returns the root scene object. */
- HSceneObject getRootNode() const { return mRootNode; }
- /**
- * Destroys all scene objects in the scene.
- *
- * @param[in] forceAll If true, then even the persistent objects will be unloaded.
- */
- void clearScene(bool forceAll = false);
- /**
- * Changes the component state that globally determines which component callbacks are activated. Only affects
- * components that don't have the ComponentFlag::AlwaysRun flag set.
- */
- void setComponentState(ComponentState state);
- /** Checks are the components currently in the Running state. */
- bool isRunning() const { return mComponentState == ComponentState::Running; }
- /**
- * Returns a list of all components of the specified type currently in the scene.
- *
- * @tparam T Type of the component to search for.
- *
- * @param[in] activeOnly If true only active components are returned, otherwise all components are returned.
- * @return A list of all matching components in the scene.
- */
- template<class T>
- Vector<GameObjectHandle<T>> findComponents(bool activeOnly = true);
- /** Returns all cameras in the scene. */
- const UnorderedMap<Camera*, SPtr<Camera>>& getAllCameras() const { return mCameras; }
- /**
- * Returns the camera in the scene marked as main. Main camera controls the final render surface that is displayed
- * to the user. If there are multiple main cameras, the first one found returned.
- */
- SPtr<Camera> getMainCamera() const;
- /**
- * Sets the render target that the main camera in the scene (if any) will render its view to. This generally means
- * the main game window when running standalone, or the Game viewport when running in editor.
- */
- void setMainRenderTarget(const SPtr<RenderTarget>& rt);
- /**
- * Binds a scene actor with a scene object. Every frame the scene object's transform will be monitored for
- * changes and those changes will be automatically transfered to the actor.
- */
- void _bindActor(const SPtr<SceneActor>& actor, const HSceneObject& so);
- /** Unbinds an actor that was previously bound using bindActor(). */
- void _unbindActor(const SPtr<SceneActor>& actor);
- /** Returns a scene object bound to the provided actor, if any. */
- HSceneObject _getActorSO(const SPtr<SceneActor>& actor) const;
- /** Notifies the scene manager that a new camera was created. */
- void _registerCamera(const SPtr<Camera>& camera);
- /** Notifies the scene manager that a camera was removed. */
- void _unregisterCamera(const SPtr<Camera>& camera);
- /** Notifies the scene manager that a camera either became the main camera, or has stopped being main camera. */
- void _notifyMainCameraStateChanged(const SPtr<Camera>& camera);
- /** Changes the root scene object. Any persistent objects will remain in the scene, now parented to the new root. */
- void _setRootNode(const HSceneObject& root);
- /** Called every frame. Calls update methods on all scene objects and their components. */
- void _update();
- /** Updates dirty transforms on any core objects that may be tied with scene objects. */
- void _updateCoreObjectTransforms();
- /** Notifies the manager that a new component has just been created. The manager triggers necessary callbacks. */
- void _notifyComponentCreated(const HComponent& component, bool parentActive);
- /**
- * Notifies the manager that a scene object the component belongs to was activated. The manager triggers necessary
- * callbacks.
- */
- void _notifyComponentActivated(const HComponent& component, bool triggerEvent);
- /**
- * Notifies the manager that a scene object the component belongs to was deactivated. The manager triggers necessary
- * callbacks.
- */
- void _notifyComponentDeactivated(const HComponent& component, bool triggerEvent);
- /** Notifies the manager that a component is about to be destroyed. The manager triggers necessary callbacks. */
- void _notifyComponentDestroyed(const HComponent& component);
- protected:
- friend class SceneObject;
- /**
- * Register a new node in the scene manager, on the top-most level of the hierarchy.
- *
- * @param[in] node Node you wish to add. It's your responsibility not to add duplicate or null nodes. This
- * method won't check.
- *
- * @note
- * After you add a node in the scene manager, it takes ownership of its memory and is responsible for releasing it.
- * Do NOT add nodes that have already been added (if you just want to change their parent). Normally this
- * method will only be called by SceneObject.
- */
- void registerNewSO(const HSceneObject& node);
- /** Callback that is triggered when the main render target size is changed. */
- void onMainRenderTargetResized();
- /** Removes a component from the active component list. */
- void removeFromActiveList(const HComponent& component);
- /** Removes a component from the inactive component list. */
- void removeFromInactiveList(const HComponent& component);
- /** Removes a component from the uninitialized component list. */
- void removeFromUninitializedList(const HComponent& component);
- /**
- * Encodes an index and a type into a single 32-bit integer. Top 2 bits represent the type, while the rest represent
- * the index.
- */
- UINT32 encodeComponentId(UINT32 idx, UINT32 type);
- /** Decodes an id encoded with encodeComponentId(). */
- void decodeComponentId(UINT32 id, UINT32& idx, UINT32& type);
- /** Checks does the specified component type match the provided RTTI id. */
- static bool isComponentOfType(const HComponent& component, UINT32 rttiId);
- protected:
- HSceneObject mRootNode;
- UnorderedMap<SceneActor*, BoundActorData> mBoundActors;
- UnorderedMap<Camera*, SPtr<Camera>> mCameras;
- Vector<SPtr<Camera>> mMainCameras;
- Vector<HComponent> mActiveComponents;
- Vector<HComponent> mInactiveComponents;
- Vector<HComponent> mUninitializedComponents;
- SPtr<RenderTarget> mMainRT;
- HEvent mMainRTResizedConn;
- ComponentState mComponentState = ComponentState::Running;
- };
- /** Provides easy access to the SceneManager. */
- BS_CORE_EXPORT SceneManager& gSceneManager();
- template<class T>
- Vector<GameObjectHandle<T>> SceneManager::findComponents(bool activeOnly)
- {
- UINT32 rttiId = T::getRTTIStatic()->getRTTIId();
- Vector<GameObjectHandle<T>> output;
- for(auto& entry : mActiveComponents)
- {
- if (isComponentOfType(entry, rttiId))
- output.push_back(static_object_cast<T>(entry));
- }
- if(!activeOnly)
- {
- for(auto& entry : mInactiveComponents)
- {
- if (isComponentOfType(entry, rttiId))
- output.push_back(static_object_cast<T>(entry));
- }
-
- for(auto& entry : mUninitializedComponents)
- {
- if (isComponentOfType(entry, rttiId))
- output.push_back(static_object_cast<T>(entry));
- }
- }
- return output;
- }
- /** @} */
- }
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