| 12345678910111213141516171819202122232425262728293031323334353637383940414243 |
- #pragma once
- #include "CmPrerequisites.h"
- #include "CmModule.h"
- #include "CmGameObject.h"
- namespace CamelotFramework
- {
- /**
- * @brief Manages all objects in the scene and provides various query methods
- * for finding objects you need. This is just the base class with basic
- * query functionality. You should override it with your own version that
- * implements a spatial data structure of your choice for faster queries.
- */
- class CM_EXPORT SceneManager : public Module<SceneManager>
- {
- public:
- SceneManager();
- virtual ~SceneManager();
- HSceneObject getRootNode() const { return mRootNode; }
- virtual void update();
- protected:
- friend class SceneObject;
- HSceneObject mRootNode;
- /**
- * @brief Register a new node in the scene manager, on the top-most level of the hierarchy.
- *
- * @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 (i.e. if you just want to change their parent). Normally this method will only be called by SceneObject.
- *
- * @param [in] node Node you wish to add. It's your responsibility not to add duplicate or null nodes. This method won't check.
- */
- void registerNewGO(const HSceneObject& node);
- virtual void notifyComponentAdded(const HComponent& component);
- virtual void notifyComponentRemoved(const HComponent& component);
- };
- CM_EXPORT SceneManager& gSceneManager();
- }
|