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- //
- // 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<unsigned, Node*>::Iterator i = allNodes_.Begin(); i != allNodes_.End(); ++i)
- {
- i->second_->SetScene(0);
- i->second_->SetOwner(0);
- }
- }
- void Scene::RegisterObject(Context* context)
- {
- context->RegisterFactory<Scene>();
-
- 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<unsigned char>, PODVector<unsigned char>(), 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<Deserializer*>(&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<XMLFile> 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<XMLFile> xml(new XMLFile(context_));
- XMLElement rootElem = xml->CreateRoot("scene");
- if (!SaveXML(rootElem))
- return false;
-
- Deserializer* ptr = dynamic_cast<Deserializer*>(&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> 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<PackageFile>(package));
- }
- void Scene::ClearRequiredPackageFiles()
- {
- requiredPackageFiles_.Clear();
- }
- void Scene::ResetOwner(Connection* owner)
- {
- for (Map<unsigned, Node*>::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<unsigned, Node*>::ConstIterator i = allNodes_.Find(id);
- if (i != allNodes_.End())
- return i->second_;
- else
- return 0;
- }
- Component* Scene::GetComponent(unsigned id) const
- {
- Map<unsigned, Component*>::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<ShortStringHash, String>::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<unsigned, Node*>::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<WorkQueue>()->GetNumThreads())
- threadedUpdate_ = true;
- }
- void Scene::EndThreadedUpdate()
- {
- if (!threadedUpdate_)
- return;
-
- threadedUpdate_ = false;
-
- if (!delayedDirtyComponents_.Empty())
- {
- PROFILE(EndThreadedUpdate);
-
- for (PODVector<Component*>::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<unsigned, Node*>::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<unsigned, Component*>::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<String> varNames = value.Split(';');
-
- varNames_.Clear();
- for (Vector<String>::ConstIterator i = varNames.Begin(); i != varNames.End(); ++i)
- varNames_[ShortStringHash(*i)] = *i;
- }
- String Scene::GetVarNamesAttr() const
- {
- String ret;
-
- for (Map<ShortStringHash, String>::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);
- }
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