// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Component.h" #include "Context.h" #include "CoreEvents.h" #include "File.h" #include "Log.h" #include "PackageFile.h" #include "Profiler.h" #include "Scene.h" #include "SceneEvents.h" #include "WorkQueue.h" #include "XMLFile.h" static const int ASYNC_LOAD_MIN_FPS = 50; static const int ASYNC_LOAD_MAX_MSEC = (int)(1000.0f / ASYNC_LOAD_MIN_FPS); static const float DEFAULT_SMOOTHING_CONSTANT = 50.0f; static const float DEFAULT_SNAP_THRESHOLD = 1.0f; static const String emptyVarName; OBJECTTYPESTATIC(Scene); Scene::Scene(Context* context) : Node(context), replicatedNodeID_(FIRST_REPLICATED_ID), replicatedComponentID_(FIRST_REPLICATED_ID), localNodeID_(FIRST_LOCAL_ID), localComponentID_(FIRST_LOCAL_ID), smoothingConstant_(DEFAULT_SMOOTHING_CONSTANT), snapThreshold_(DEFAULT_SNAP_THRESHOLD), checksum_(0), active_(true), asyncLoading_(false), threadedUpdate_(false) { // Assign an ID to self so that nodes can refer to this node as a parent SetID(GetFreeNodeID(REPLICATED)); NodeAdded(this); SubscribeToEvent(E_UPDATE, HANDLER(Scene, HandleUpdate)); } Scene::~Scene() { // Remove scene reference and owner from all nodes that still exist for (Map::Iterator i = allNodes_.Begin(); i != allNodes_.End(); ++i) { i->second_->SetScene(0); i->second_->SetOwner(0); } } void Scene::RegisterObject(Context* context) { context->RegisterFactory(); REF_ACCESSOR_ATTRIBUTE(Scene, VAR_STRING, "Name", GetName, SetName, String, String(), AM_DEFAULT); REF_ACCESSOR_ATTRIBUTE(Scene, VAR_VECTOR3, "Position", GetPosition, SetPosition, Vector3, Vector3::ZERO, AM_DEFAULT | AM_LATESTDATA); REF_ACCESSOR_ATTRIBUTE(Scene, VAR_QUATERNION, "Rotation", GetRotation, SetRotation, Quaternion, Quaternion::IDENTITY, AM_FILE); REF_ACCESSOR_ATTRIBUTE(Scene, VAR_VECTOR3, "Scale", GetScale, SetScale, Vector3, Vector3::ONE, AM_DEFAULT); ACCESSOR_ATTRIBUTE(Scene, VAR_FLOAT, "Smoothing Constant", GetSmoothingConstant, SetSmoothingConstant, float, DEFAULT_SMOOTHING_CONSTANT, AM_DEFAULT); ACCESSOR_ATTRIBUTE(Scene, VAR_FLOAT, "Snap Threshold", GetSnapThreshold, SetSnapThreshold, float, DEFAULT_SNAP_THRESHOLD, AM_DEFAULT); ATTRIBUTE(Scene, VAR_INT, "Next Replicated Node ID", replicatedNodeID_, FIRST_REPLICATED_ID, AM_FILE | AM_NOEDIT); ATTRIBUTE(Scene, VAR_INT, "Next Replicated Component ID", replicatedComponentID_, FIRST_REPLICATED_ID, AM_FILE | AM_NOEDIT); ATTRIBUTE(Scene, VAR_INT, "Next Local Node ID", localNodeID_, FIRST_LOCAL_ID, AM_FILE | AM_NOEDIT); ATTRIBUTE(Scene, VAR_INT, "Next Local Component ID", localComponentID_, FIRST_LOCAL_ID, AM_FILE | AM_NOEDIT); ATTRIBUTE(Scene, VAR_VARIANTMAP, "Variables", vars_, VariantMap(), AM_FILE); // Network replication of vars uses custom data ACCESSOR_ATTRIBUTE(Scene, VAR_STRING, "Variable Names", GetVarNamesAttr, SetVarNamesAttr, String, String(), AM_FILE | AM_NOEDIT); REF_ACCESSOR_ATTRIBUTE(Scene, VAR_BUFFER, "Network Rotation", GetNetRotationAttr, SetNetRotationAttr, PODVector, PODVector(), AM_NET | AM_LATESTDATA | AM_NOEDIT); } bool Scene::Load(Deserializer& source) { StopAsyncLoading(); // Check ID if (source.ReadFileID() != "USCN") { LOGERROR(source.GetName() + " is not a valid scene file"); return false; } LOGINFO("Loading scene from " + source.GetName()); // Load the whole scene, then perform post-load if successfully loaded if (Node::Load(source)) { FinishLoading(&source); return true; } else return false; } bool Scene::Save(Serializer& dest) { // Write ID first if (!dest.WriteFileID("USCN")) { LOGERROR("Could not save scene, writing to stream failed"); return false; } Deserializer* ptr = dynamic_cast(&dest); if (ptr) LOGINFO("Saving scene to " + ptr->GetName()); return Node::Save(dest); } bool Scene::LoadXML(const XMLElement& source) { StopAsyncLoading(); // Load the whole scene, then perform post-load if successfully loaded // Note: the scene filename and checksum can not be set, as we only used an XML element if (Node::LoadXML(source)) { FinishLoading(0); return true; } else return false; } bool Scene::LoadXML(Deserializer& source) { StopAsyncLoading(); SharedPtr xml(new XMLFile(context_)); if (!xml->Load(source)) return false; LOGINFO("Loading scene from " + source.GetName()); // Load the whole scene, then perform post-load if successfully loaded if (Node::LoadXML(xml->GetRoot())) { FinishLoading(&source); return true; } else return false; } bool Scene::SaveXML(Serializer& dest) { SharedPtr xml(new XMLFile(context_)); XMLElement rootElem = xml->CreateRoot("scene"); if (!SaveXML(rootElem)) return false; Deserializer* ptr = dynamic_cast(&dest); if (ptr) LOGINFO("Saving scene to " + ptr->GetName()); return xml->Save(dest); } bool Scene::LoadAsync(File* file) { if (!file) { LOGERROR("Null file for async loading"); return false; } StopAsyncLoading(); // Check ID if (file->ReadFileID() != "USCN") { LOGERROR(file->GetName() + " is not a valid scene file"); return false; } LOGINFO("Loading scene from " + file->GetName()); Clear(); // Store own old ID for resolving possible root node references unsigned nodeID = file->ReadUInt(); resolver_.AddNode(nodeID, this); // Load root level components first if (!Node::Load(*file, resolver_, false)) return false; // Then prepare for loading all root level child nodes in the async update asyncLoading_ = true; asyncProgress_.file_ = file; asyncProgress_.xmlFile_.Reset(); asyncProgress_.xmlElement_ = XMLElement(); asyncProgress_.loadedNodes_ = 0; asyncProgress_.totalNodes_ = file->ReadVLE(); return true; } bool Scene::LoadAsyncXML(File* file) { if (!file) { LOGERROR("Null file for async loading"); return false; } StopAsyncLoading(); SharedPtr xmlFile(new XMLFile(context_)); if (!xmlFile->Load(*file)) return false; LOGINFO("Loading scene from " + file->GetName()); Clear(); XMLElement rootElement = xmlFile->GetRoot(); // Store own old ID for resolving possible root node references unsigned nodeID = rootElement.GetInt("id"); resolver_.AddNode(nodeID, this); // Load the root level components first if (!Node::LoadXML(rootElement, resolver_, false)) return false; // Then prepare for loading all root level child nodes in the async update XMLElement childNodeElement = rootElement.GetChild("node"); asyncLoading_ = true; asyncProgress_.file_ = file; asyncProgress_.xmlFile_ = xmlFile; asyncProgress_.xmlElement_ = childNodeElement; asyncProgress_.loadedNodes_ = 0; asyncProgress_.totalNodes_ = 0; // Count the amount of child nodes while (childNodeElement) { ++asyncProgress_.totalNodes_; childNodeElement = childNodeElement.GetNext("node"); } return true; } void Scene::StopAsyncLoading() { asyncLoading_ = false; asyncProgress_.file_.Reset(); asyncProgress_.xmlFile_.Reset(); asyncProgress_.xmlElement_ = XMLElement(); resolver_.Reset(); } void Scene::Clear() { StopAsyncLoading(); RemoveAllChildren(); RemoveAllComponents(); fileName_ = String(); checksum_ = 0; } void Scene::SetActive(bool enable) { active_ = enable; } void Scene::SetSmoothingConstant(float constant) { smoothingConstant_ = Max(constant, M_EPSILON); } void Scene::SetSnapThreshold(float threshold) { snapThreshold_ = Max(threshold, 0.0f); } void Scene::AddRequiredPackageFile(PackageFile* package) { // Do not add packages that failed to load if (!package || !package->GetNumFiles()) return; requiredPackageFiles_.Push(SharedPtr(package)); } void Scene::ClearRequiredPackageFiles() { requiredPackageFiles_.Clear(); } void Scene::ResetOwner(Connection* owner) { for (Map::Iterator i = allNodes_.Begin(); i != allNodes_.End(); ++i) { if (i->second_->GetOwner() == owner) i->second_->SetOwner(0); } } void Scene::RegisterVar(const String& name) { varNames_[ShortStringHash(name)] = name; } void Scene::UnregisterVar(const String& name) { varNames_.Erase(ShortStringHash(name)); } void Scene::UnregisterAllVars() { varNames_.Clear(); } Node* Scene::GetNode(unsigned id) const { Map::ConstIterator i = allNodes_.Find(id); if (i != allNodes_.End()) return i->second_; else return 0; } Component* Scene::GetComponent(unsigned id) const { Map::ConstIterator i = allComponents_.Find(id); if (i != allComponents_.End()) return i->second_; else return 0; } float Scene::GetAsyncProgress() const { if (!asyncLoading_ || !asyncProgress_.totalNodes_) return 1.0f; else return (float)asyncProgress_.loadedNodes_ / (float)asyncProgress_.totalNodes_; } const String& Scene::GetVarName(ShortStringHash hash) const { Map::ConstIterator i = varNames_.Find(hash); return i != varNames_.End() ? i->second_ : emptyVarName; } void Scene::Update(float timeStep) { if (asyncLoading_) { UpdateAsyncLoading(); return; } PROFILE(UpdateScene); using namespace SceneUpdate; VariantMap eventData; eventData[P_SCENE] = (void*)this; eventData[P_TIMESTEP] = timeStep; // Update variable timestep logic SendEvent(E_SCENEUPDATE, eventData); // Update scene subsystems. If a physics world is present, it will be updated, triggering fixed timestep logic updates SendEvent(E_SCENESUBSYSTEMUPDATE, eventData); // Update smoothing if enabled (network client scenes) if (IsSmoothed()) { PROFILE(UpdateSmoothing); float constant = 1.0f - Clamp(powf(2.0f, -timeStep * smoothingConstant_), 0.0f, 1.0f); float squaredSnapThreshold = snapThreshold_ * snapThreshold_; for (Map::ConstIterator i = allNodes_.Begin(); i != allNodes_.End() && i->first_ < FIRST_LOCAL_ID; ++i) i->second_->UpdateSmoothing(constant, squaredSnapThreshold); } // Post-update variable timestep logic SendEvent(E_SCENEPOSTUPDATE, eventData); } void Scene::BeginThreadedUpdate() { // Check the work queue subsystem whether it actually has created worker threads. If not, do not enter threaded mode. if (GetSubsystem()->GetNumThreads()) threadedUpdate_ = true; } void Scene::EndThreadedUpdate() { if (!threadedUpdate_) return; threadedUpdate_ = false; if (!delayedDirtyComponents_.Empty()) { PROFILE(EndThreadedUpdate); for (PODVector::ConstIterator i = delayedDirtyComponents_.Begin(); i != delayedDirtyComponents_.End(); ++i) (*i)->OnMarkedDirty((*i)->GetNode()); delayedDirtyComponents_.Clear(); } } void Scene::DelayedMarkedDirty(Component* component) { MutexLock lock(sceneMutex_); delayedDirtyComponents_.Push(component); } unsigned Scene::GetFreeNodeID(CreateMode mode) { if (mode == REPLICATED) { for (;;) { if (!allNodes_.Contains(replicatedNodeID_)) return replicatedNodeID_; if (replicatedNodeID_ != LAST_REPLICATED_ID) ++replicatedNodeID_; else replicatedNodeID_ = FIRST_REPLICATED_ID; } } else { for (;;) { if (!allNodes_.Contains(localNodeID_)) return localNodeID_; if (localNodeID_ != LAST_LOCAL_ID) ++localNodeID_; else localNodeID_ = FIRST_LOCAL_ID; } } } unsigned Scene::GetFreeComponentID(CreateMode mode) { if (mode == REPLICATED) { for (;;) { if (!allComponents_.Contains(replicatedComponentID_)) return replicatedComponentID_; if (replicatedComponentID_ != LAST_REPLICATED_ID) ++replicatedComponentID_; else replicatedComponentID_ = FIRST_REPLICATED_ID; } } else { for (;;) { if (!allComponents_.Contains(localComponentID_)) return localComponentID_; if (localComponentID_ != LAST_LOCAL_ID) ++localComponentID_; else localComponentID_ = FIRST_LOCAL_ID; } } } void Scene::NodeAdded(Node* node) { if (!node || node->GetScene()) return; node->SetScene(this); // If we already have an existing node with the same ID, must remove the scene reference from it unsigned id = node->GetID(); Map::Iterator i = allNodes_.Find(id); if (i != allNodes_.End() && i->second_ != node) { LOGWARNING("Overwriting node with ID " + String(id)); i->second_->SetScene(0); i->second_->SetOwner(0); } allNodes_[id] = node; } void Scene::NodeRemoved(Node* node) { if (!node || node->GetScene() != this) return; allNodes_.Erase(node->GetID()); node->SetID(0); node->SetScene(0); } void Scene::ComponentAdded(Component* component) { if (!component) return; unsigned id = component->GetID(); Map::Iterator i = allComponents_.Find(id); if (i != allComponents_.End() && i->second_ != component) LOGWARNING("Overwriting component with ID " + String(id)); allComponents_[id] = component; } void Scene::ComponentRemoved(Component* component) { if (!component) return; allComponents_.Erase(component->GetID()); component->SetID(0); } void Scene::SetVarNamesAttr(String value) { Vector varNames = value.Split(';'); varNames_.Clear(); for (Vector::ConstIterator i = varNames.Begin(); i != varNames.End(); ++i) varNames_[ShortStringHash(*i)] = *i; } String Scene::GetVarNamesAttr() const { String ret; for (Map::ConstIterator i = varNames_.Begin(); i != varNames_.End(); ++i) { if (i != varNames_.Begin()) ret += ';'; ret += i->second_; } return ret; } void Scene::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; if (active_) Update(eventData[P_TIMESTEP].GetFloat()); } void Scene::UpdateAsyncLoading() { PROFILE(UpdateAsyncLoading); Timer asyncLoadTimer; for (;;) { if (asyncProgress_.loadedNodes_ >= asyncProgress_.totalNodes_) { FinishAsyncLoading(); return; } // Read one child node with its full sub-hierarchy from either from binary or XML if (!asyncProgress_.xmlFile_) { unsigned nodeID = asyncProgress_.file_->ReadUInt(); Node* newNode = CreateChild(nodeID, nodeID < FIRST_LOCAL_ID ? REPLICATED : LOCAL); resolver_.AddNode(nodeID, newNode); newNode->Load(*asyncProgress_.file_, resolver_); } else { unsigned nodeID = asyncProgress_.xmlElement_.GetInt("id"); Node* newNode = CreateChild(nodeID, nodeID < FIRST_LOCAL_ID ? REPLICATED : LOCAL); resolver_.AddNode(nodeID, newNode); newNode->LoadXML(asyncProgress_.xmlElement_, resolver_); asyncProgress_.xmlElement_ = asyncProgress_.xmlElement_.GetNext("node"); } ++asyncProgress_.loadedNodes_; // Break if time limit exceeded, so that we keep sufficient FPS if (asyncLoadTimer.GetMSec(false) >= ASYNC_LOAD_MAX_MSEC) break; } using namespace AsyncLoadProgress; VariantMap eventData; eventData[P_SCENE] = (void*)this; eventData[P_PROGRESS] = (float)asyncProgress_.loadedNodes_ / (float)asyncProgress_.totalNodes_; eventData[P_LOADEDNODES] = asyncProgress_.loadedNodes_; eventData[P_TOTALNODES] = asyncProgress_.totalNodes_; SendEvent(E_ASYNCLOADPROGRESS, eventData); } void Scene::FinishAsyncLoading() { resolver_.Resolve(); ApplyAttributes(); FinishLoading(asyncProgress_.file_); StopAsyncLoading(); using namespace AsyncLoadFinished; VariantMap eventData; eventData[P_SCENE] = (void*)this; SendEvent(E_ASYNCLOADFINISHED, eventData); } void Scene::FinishLoading(Deserializer* source) { if (source) { fileName_ = source->GetName(); checksum_ = source->GetChecksum(); } } void RegisterSceneLibrary(Context* context) { Node::RegisterObject(context); Scene::RegisterObject(context); }