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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsMatrix4.h"
- #include "BsVector3.h"
- #include "BsQuaternion.h"
- #include "BsRTTIType.h"
- #include "BsCoreSceneManager.h"
- #include "BsGameObjectManager.h"
- #include "BsGameObject.h"
- namespace BansheeEngine
- {
- /**
- * @brief SceneObject represents an object in the scene graph. It has a world position,
- * place in the hierarchy and optionally a number of attached components.
- */
- class BS_CORE_EXPORT SceneObject : public GameObject
- {
- /**
- * @brief Flags that signify which part of the SceneObject needs updating.
- */
- enum DirtyFlags
- {
- LocalTfrmDirty = 0x01,
- WorldTfrmDirty = 0x02
- };
- friend class CoreSceneManager;
- public:
- ~SceneObject();
- /**
- * @brief Creates a new SceneObject with the specified name. Object will be placed in the top
- * of the scene hierarchy.
- */
- static HSceneObject create(const String& name);
- /**
- * @brief Destroys this object and any of its held components.
- */
- void destroy();
- /**
- * @copydoc GameObject::_setInstanceData
- */
- void _setInstanceData(GameObjectInstanceDataPtr& other);
- /**
- * @brief Returns a handle to this object.
- */
- HSceneObject getHandle() const { return mThisHandle; }
- private:
- SceneObject(const String& name);
- static HSceneObject createInternal(const String& name);
- void destroyInternal();
- private:
- HSceneObject mThisHandle;
- /************************************************************************/
- /* Transform */
- /************************************************************************/
- public:
- /**
- * @brief Sets the local position of the object.
- */
- void setPosition(const Vector3& position);
- /**
- * @brief Gets the local position of the object.
- */
- const Vector3& getPosition() const { return mPosition; }
- /**
- * @brief Sets the world position of the object.
- */
- void setWorldPosition(const Vector3& position);
- /**
- * @brief Gets the world position of the object.
- *
- * @note Performance warning: This might involve updating the transforms if the transform is dirty.
- */
- const Vector3& getWorldPosition() const;
- /**
- * @brief Sets the local rotation of the object.
- */
- void setRotation(const Quaternion& rotation);
- /**
- * @brief Gets the local rotation of the object.
- */
- const Quaternion& getRotation() const { return mRotation; }
- /**
- * @brief Sets the world rotation of the object.
- */
- void setWorldRotation(const Quaternion& rotation);
- /**
- * @brief Gets world rotation of the object.
- *
- * @note Performance warning: This might involve updating the transforms if the transform is dirty.
- */
- const Quaternion& getWorldRotation() const;
- /**
- * @brief Sets the local scale of the object.
- */
- void setScale(const Vector3& scale);
- /**
- * @brief Gets the local scale of the object.
- */
- const Vector3& getScale() const { return mScale; }
- /**
- * @brief Gets world scale of the object.
- *
- * @note Performance warning: This might involve updating the transforms if the transform is dirty.
- */
- const Vector3& getWorldScale() const;
- /**
- * @brief Orients the object so it is looking at the provided "location" (local space)
- * where "up" is used for determining the location of the objects Y axis.
- *
- */
- void lookAt(const Vector3& location, const Vector3& up = Vector3::UNIT_Y);
- /**
- * @brief Gets the objects world transform matrix.
- *
- * @note Performance warning: This might involve updating the transforms if the transform is dirty.
- */
- const Matrix4& getWorldTfrm() const;
- /**
- * @brief Gets the objects local transform matrix.
- */
- const Matrix4& getLocalTfrm() const;
- /**
- * @brief Moves the object's position by the vector offset provided along world axes.
- */
- void move(const Vector3& vec);
- /**
- * @brief Moves the object's position by the vector offset provided along it's own axes (relative to orientation).
- */
- void moveRelative(const Vector3& vec);
- /**
- * @brief Gets the Z (forward) axis of the object, in world space.
- *
- * @return Forward axis of the object.
- */
- Vector3 getForward() const { return getWorldRotation().rotate(-Vector3::UNIT_Z); }
- /**
- * @brief Gets the Y (up) axis of the object, in world space.
- *
- * @return Up axis of the object.
- */
- Vector3 getUp() const { return getWorldRotation().rotate(Vector3::UNIT_Y); }
- /**
- * @brief Gets the X (right) axis of the object, in world space.
- *
- * @return Right axis of the object.
- */
- Vector3 getRight() const { return getWorldRotation().rotate(Vector3::UNIT_X); }
- /**
- * @brief Rotates the game object so it's forward axis faces the provided
- * direction.
- *
- * @note Local forward axis is considered to be negative Z.
- *
- * @param forwardDir The forward direction to face, in world space.
- */
- void setForward(const Vector3& forwardDir);
- /**
- * @brief Rotate the object around an arbitrary axis.
- */
- void rotate(const Vector3& axis, const Radian& angle);
- /**
- * @brief Rotate the object around an arbitrary axis using a Quaternion.
- */
- void rotate(const Quaternion& q);
- /**
- * @brief Rotates around local Z axis.
- *
- * @param angle Angle to rotate by.
- */
- void roll(const Radian& angle);
- /**
- * @brief Rotates around Y axis.
- *
- * @param angle Angle to rotate by.
- */
- void yaw(const Radian& angle);
- /**
- * @brief Rotates around X axis
- *
- * @param angle Angle to rotate by.
- */
- void pitch(const Radian& angle);
- /**
- * @brief Forces any dirty transform matrices on this object to be updated.
- *
- * @note Normally this is done internally when retrieving a transform, but sometimes
- * it is useful to update transforms manually.
- */
- void updateTransformsIfDirty();
- /**
- * @brief Checks is the core dirty flag set. This is used by external systems
- * to know when internal data has changed and core thread potentially needs to be notified.
- */
- bool _isCoreDirty() const { return mIsCoreDirtyFlags != 0; }
- /**
- * @brief Marks the core dirty flag as clean.
- */
- void _markCoreClean() { mIsCoreDirtyFlags = 0; }
- private:
- Vector3 mPosition;
- Quaternion mRotation;
- Vector3 mScale;
- mutable Vector3 mWorldPosition;
- mutable Quaternion mWorldRotation;
- mutable Vector3 mWorldScale;
- mutable Matrix4 mCachedLocalTfrm;
- mutable Matrix4 mCachedWorldTfrm;
- mutable UINT32 mDirtyFlags;
- mutable UINT32 mIsCoreDirtyFlags;
- /**
- * @brief Marks the transform as dirty so that we know to update
- * it when the transform is requested.
- */
- void markTfrmDirty() const;
- /**
- * @brief Updates the local transform. Normally just reconstructs the
- * transform matrix from the position/rotation/scale.
- */
- void updateLocalTfrm() const;
- /**
- * @brief Updates the world transform. Reconstructs the local transform
- * matrix and multiplies it with any parent transforms.
- *
- * @note If parent transforms are dirty they will be updated.
- */
- void updateWorldTfrm() const;
- /**
- * @brief Checks if cached local transform needs updating.
- */
- bool isCachedLocalTfrmUpToDate() const { return (mDirtyFlags & DirtyFlags::LocalTfrmDirty) != 0; }
- /**
- * @brief Checks if cached world transform needs updating.
- */
- bool isCachedWorldTfrmUpToDate() const { return (mDirtyFlags & DirtyFlags::WorldTfrmDirty) != 0; }
- /************************************************************************/
- /* Hierarchy */
- /************************************************************************/
- public:
- /**
- * @brief Changes the parent of this object. Also removes the object from the current parent,
- * and assigns it to the new parent.
- *
- * @param [in] parent New parent.
- */
- void setParent(const HSceneObject& parent);
- /**
- * @brief Gets the parent of this object.
- *
- * @return Parent object, or nullptr if this SceneObject is at root level.
- */
- HSceneObject getParent() const { return mParent; }
- /**
- * @brief Gets a child of this item.
- *
- * @param idx The zero based index of the child.
- *
- * @return SceneObject of the child.
- */
- HSceneObject getChild(UINT32 idx) const;
- /**
- * @brief Find the index of the specified child. Don't persist this value as
- * it may change whenever you add/remove children.
- *
- * @param child The child to look for.
- *
- * @return The zero-based index of the found child, or -1 if no match was found.
- */
- int indexOfChild(const HSceneObject& child) const;
- /**
- * @brief Gets the number of all child GameObjects.
- */
- UINT32 getNumChildren() const { return (UINT32)mChildren.size(); }
- /**
- * @brief Enables or disables this object. Disabled objects also implicitly disable
- * all their child objects. No components on the disabled object are updated.
- */
- void setActive(bool active);
- /**
- * @brief Returns whether or not an object is active.
- *
- * @param self If true, the method will only check if this particular object was activated
- * or deactivated directly via setActive. If false we we also check if any of
- * the objects parents are inactive.
- */
- bool getActive(bool self = false);
- /**
- * @brief Makes a deep copy of this object.
- */
- HSceneObject clone();
- private:
- HSceneObject mParent;
- Vector<HSceneObject> mChildren;
- bool mActiveSelf;
- bool mActiveHierarchy;
- /**
- * @brief Adds a child to the child array. This method doesn't check for null or duplicate values.
- *
- * @param [in] object New child.
- */
- void addChild(const HSceneObject& object);
-
- /**
- * @brief Removes the child from the object.
- *
- * @param [in] object Child to remove.
- *
- * @throws INTERNAL_ERROR If the provided child isn't a child of the current object.
- */
- void removeChild(const HSceneObject& object);
- /**
- * @brief Changes the object active in hierarchy state.
- */
- void setActiveHierarchy(bool active);
- /************************************************************************/
- /* Component */
- /************************************************************************/
- public:
- /**
- * @brief Constructs a new component of the specified type and adds it to
- * the internal component list.
- */
- template<class T, class... Args>
- GameObjectHandle<T> addComponent(Args &&... args)
- {
- static_assert((std::is_base_of<BansheeEngine::Component, T>::value),
- "Specified type is not a valid Component.");
- std::shared_ptr<T> gameObject(new (bs_alloc<T, PoolAlloc>()) T(mThisHandle,
- std::forward<Args>(args)...),
- &bs_delete<PoolAlloc, T>, StdAlloc<T, PoolAlloc>());
- GameObjectHandle<T> newComponent =
- GameObjectHandle<T>(GameObjectManager::instance().registerObject(gameObject));
- mComponents.push_back(newComponent);
- gCoreSceneManager().notifyComponentAdded(newComponent);
- return newComponent;
- }
- /**
- * @brief Searches for a component with the specific type and returns the first one
- * it finds.
- *
- * @note Don't call this too often as it is relatively slow. It is more efficient
- * to call it once and store the result for further use.
- *
- * @tparam typename T Type of the component.
- *
- * @return Component if found, nullptr otherwise.
- */
- template <typename T>
- GameObjectHandle<T> getComponent()
- {
- static_assert((std::is_base_of<BansheeEngine::Component, T>::value),
- "Specified type is not a valid Component.");
- return static_object_cast<T>(getComponent(T::getRTTIStatic()->getRTTIId()));
- }
- /**
- * @brief Checks if the current object contains the specified component
- *
- * @note Don't call this too often as it is relatively slow.
- *
- * @tparam typename T Type of the component.
- *
- * @return True if component exists on the object.
- */
- template <typename T>
- bool hasComponent()
- {
- static_assert((std::is_base_of<BansheeEngine::Component, T>::value),
- "Specified type is not a valid Component.");
- for (auto iter = mComponents.begin(); iter != mComponents.end(); ++iter)
- {
- if ((*iter)->getRTTI()->getRTTIId() == T::getRTTIStatic()->getRTTIId())
- return true;
- }
- return false;
- }
- /**
- * @brief Searches for a component with the specified type id and returns the first one it
- * finds.
- *
- * @note Don't call this too often as it is relatively slow. It is more efficient to
- * call it once and store the result for further use.
- *
- * @param typeId Identifier for the type.
- *
- * @return Component if found, nullptr otherwise.
- */
- HComponent getComponent(UINT32 typeId) const;
- /**
- * @brief Removes the component from this object, and deallocates it.
- *
- * @param [in] component The component to destroy.
- */
- void destroyComponent(const HComponent& component);
- /**
- * @brief Removes the component from this object, and deallocates it.
- *
- * @param [in] component The component to destroy.
- */
- void destroyComponent(Component* component);
- /**
- * @brief Returns all components on this object.
- */
- const Vector<HComponent>& getComponents() const { return mComponents; }
- private:
- /**
- * @brief Creates an empty component with the default constructor.
- */
- template <typename T>
- static std::shared_ptr<T> createEmptyComponent()
- {
- static_assert((std::is_base_of<BansheeEngine::Component, T>::value), "Specified type is not a valid Component.");
- std::shared_ptr<T> gameObject(new (bs_alloc<T, PoolAlloc>()) T(), &bs_delete<PoolAlloc, T>, StdAlloc<T, PoolAlloc>());
- GameObjectHandle<T>(GameObjectManager::instance().registerObject(gameObject));
- return gameObject;
- }
- /**
- * @brief Adds the component to the internal component array.
- */
- void addComponentInternal(const std::shared_ptr<Component> component);
- Vector<HComponent> mComponents;
- /************************************************************************/
- /* RTTI */
- /************************************************************************/
- public:
- friend class GameObjectRTTI;
- friend class SceneObjectRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const;
- };
- }
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