| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507 |
- //
- // 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 "XMLFile.h"
- static const int ASYNC_LOAD_MIN_FPS = 50;
- static const int ASYNC_LOAD_MAX_MSEC = (int)(1000.0f / ASYNC_LOAD_MIN_FPS);
- OBJECTTYPESTATIC(Scene);
- Scene::Scene(Context* context) :
- Node(context),
- nonLocalNodeID_(FIRST_NONLOCAL_ID),
- nonLocalComponentID_(FIRST_NONLOCAL_ID),
- localNodeID_(FIRST_LOCAL_ID),
- localComponentID_(FIRST_LOCAL_ID),
- checksum_(0),
- active_(true),
- asyncLoading_(false)
- {
- // Assign an ID to self so that nodes can refer to this node as a parent
- SetID(GetFreeNodeID(false));
- 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>();
- context->CopyBaseAttributes<Node, Scene>();
-
- ATTRIBUTE(Scene, VAR_INT, "Next Non-Local Node ID", nonLocalNodeID_, FIRST_NONLOCAL_ID, AM_DEFAULT);
- ATTRIBUTE(Scene, VAR_INT, "Next Non-Local Component ID", nonLocalComponentID_, FIRST_NONLOCAL_ID, AM_DEFAULT);
- ATTRIBUTE(Scene, VAR_INT, "Next Local Node ID", localNodeID_, FIRST_LOCAL_ID, AM_DEFAULT);
- ATTRIBUTE(Scene, VAR_INT, "Next Local Component ID", localComponentID_, FIRST_LOCAL_ID, AM_DEFAULT);
- }
- bool Scene::Load(Deserializer& source)
- {
- StopAsyncLoading();
-
- // Check ID
- if (source.ReadID() != "USCN")
- {
- LOGERROR(source.GetName() + " is not a valid scene file");
- return false;
- }
-
- // 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.WriteID("USCN"))
- {
- LOGERROR("Could not save scene, writing to stream failed");
- return false;
- }
-
- 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;
- }
- 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);
-
- // Post-update variable timestep logic
- SendEvent(E_SCENEPOSTUPDATE, eventData);
- }
- bool Scene::LoadXML(Deserializer& source)
- {
- StopAsyncLoading();
-
- SharedPtr<XMLFile> xml(new XMLFile(context_));
- if (!xml->Load(source))
- return false;
-
- // 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;
-
- return xml->Save(dest);
- }
- bool Scene::LoadAsync(File* file)
- {
- if (!file)
- {
- LOGERROR("Null file for async loading");
- return false;
- }
-
- StopAsyncLoading();
-
- // Check ID
- if (file->ReadID() != "USCN")
- {
- LOGERROR(file->GetName() + " is not a valid scene file");
- return false;
- }
-
- // Clear the previous scene and load the root level components first
- Clear();
- if (!Node::Load(*file, 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;
-
- // Clear the previous scene and load the root level components first
- Clear();
- XMLElement rootElement = xmlFile->GetRoot();
- if (!Node::LoadXML(rootElement, 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();
- }
- void Scene::SetActive(bool enable)
- {
- active_ = enable;
- }
- void Scene::Clear()
- {
- RemoveAllChildren();
- RemoveAllComponents();
- fileName_ = String();
- checksum_ = 0;
- }
- void Scene::AddRequiredPackageFile(PackageFile* file)
- {
- if (file)
- requiredPackageFiles_.Push(SharedPtr<PackageFile>(file));
- }
- 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);
- }
- }
- Node* Scene::GetNodeByID(unsigned id) const
- {
- Map<unsigned, Node*>::ConstIterator i = allNodes_.Find(id);
- if (i != allNodes_.End())
- return i->second_;
- else
- return 0;
- }
- Component* Scene::GetComponentByID(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_;
- }
- unsigned Scene::GetFreeNodeID(bool local)
- {
- if (!local)
- {
- for (;;)
- {
- if (allNodes_.Find(nonLocalNodeID_) == allNodes_.End())
- return nonLocalNodeID_;
-
- if (nonLocalNodeID_ != LAST_NONLOCAL_ID)
- ++nonLocalNodeID_;
- else
- nonLocalNodeID_ = FIRST_NONLOCAL_ID;
- }
- }
- else
- {
- for (;;)
- {
- if (allNodes_.Find(localNodeID_) == allNodes_.End())
- return localNodeID_;
-
- if (localNodeID_ != LAST_LOCAL_ID)
- ++localNodeID_;
- else
- localNodeID_ = FIRST_LOCAL_ID;
- }
- }
- }
- unsigned Scene::GetFreeComponentID(bool local)
- {
- if (!local)
- {
- for (;;)
- {
- if (allComponents_.Find(nonLocalComponentID_) == allComponents_.End())
- return nonLocalComponentID_;
-
- if (nonLocalComponentID_ != LAST_NONLOCAL_ID)
- ++nonLocalComponentID_;
- else
- nonLocalComponentID_ = FIRST_NONLOCAL_ID;
- }
- }
- else
- {
- for (;;)
- {
- if (allComponents_.Find(localComponentID_) == allComponents_.End())
- 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;
-
- allComponents_[component->GetID()] = component;
- }
- void Scene::ComponentRemoved(Component* component)
- {
- if (!component)
- return;
-
- allComponents_.Erase(component->GetID());
- component->SetID(0);
- }
- 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 either from binary or XML
- if (!asyncProgress_.xmlFile_)
- {
- Node* newNode = CreateChild(asyncProgress_.file_->ReadUInt(), false);
- newNode->Load(*asyncProgress_.file_);
- }
- else
- {
- Node* newNode = CreateChild(asyncProgress_.xmlElement_.GetInt("id"), false);
- newNode->LoadXML(asyncProgress_.xmlElement_);
- 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()
- {
- FinishLoading(asyncProgress_.file_);
- StopAsyncLoading();
-
- using namespace AsyncLoadFinished;
-
- VariantMap eventData;
- eventData[P_SCENE] = (void*)this;
- SendEvent(E_ASYNCLOADFINISHED, eventData);
- }
- void Scene::FinishLoading(Deserializer* source)
- {
- OnFinishUpdate();
-
- if (source)
- {
- fileName_ = source->GetName();
- checksum_ = source->GetChecksum();
- }
- }
- void RegisterSceneLibrary(Context* context)
- {
- Node::RegisterObject(context);
- Scene::RegisterObject(context);
- }
|