Scene.h 13 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "HashSet.h"
  24. #include "Mutex.h"
  25. #include "Node.h"
  26. #include "SceneResolver.h"
  27. #include "XMLElement.h"
  28. namespace Urho3D
  29. {
  30. class File;
  31. class PackageFile;
  32. static const unsigned FIRST_REPLICATED_ID = 0x1;
  33. static const unsigned LAST_REPLICATED_ID = 0xffffff;
  34. static const unsigned FIRST_LOCAL_ID = 0x01000000;
  35. static const unsigned LAST_LOCAL_ID = 0xffffffff;
  36. /// Asynchronous scene loading mode.
  37. enum LoadMode
  38. {
  39. /// Preload resources used by a scene or object prefab file, but do not load any scene content.
  40. LOAD_RESOURCES_ONLY = 0,
  41. /// Load scene content without preloading. Resources will be requested synchronously when encountered.
  42. LOAD_SCENE,
  43. /// Default mode: preload resources used by the scene first, then load the scene content.
  44. LOAD_SCENE_AND_RESOURCES
  45. };
  46. /// Asynchronous loading progress of a scene.
  47. struct AsyncProgress
  48. {
  49. /// File for binary mode.
  50. SharedPtr<File> file_;
  51. /// XML file for XML mode.
  52. SharedPtr<XMLFile> xmlFile_;
  53. /// Current XML element for XML mode.
  54. XMLElement xmlElement_;
  55. /// Current load mode.
  56. LoadMode mode_;
  57. /// Resource name hashes left to load.
  58. HashSet<StringHash> resources_;
  59. /// Loaded resources.
  60. unsigned loadedResources_;
  61. /// Total resources.
  62. unsigned totalResources_;
  63. /// Loaded root-level nodes.
  64. unsigned loadedNodes_;
  65. /// Total root-level nodes.
  66. unsigned totalNodes_;
  67. };
  68. /// Root scene node, represents the whole scene.
  69. class URHO3D_API Scene : public Node
  70. {
  71. OBJECT(Scene);
  72. using Node::GetComponent;
  73. using Node::SaveXML;
  74. public:
  75. /// Construct.
  76. Scene(Context* context);
  77. /// Destruct.
  78. virtual ~Scene();
  79. /// Register object factory. Node must be registered first.
  80. static void RegisterObject(Context* context);
  81. /// Load from binary data. Removes all existing child nodes and components first. Return true if successful.
  82. virtual bool Load(Deserializer& source, bool setInstanceDefault = false);
  83. /// Save to binary data. Return true if successful.
  84. virtual bool Save(Serializer& dest) const;
  85. /// Load from XML data. Removes all existing child nodes and components first. Return true if successful.
  86. virtual bool LoadXML(const XMLElement& source, bool setInstanceDefault = false);
  87. /// Mark for attribute check on the next network update.
  88. virtual void MarkNetworkUpdate();
  89. /// Add a replication state that is tracking this scene.
  90. virtual void AddReplicationState(NodeReplicationState* state);
  91. /// Load from an XML file. Return true if successful.
  92. bool LoadXML(Deserializer& source);
  93. /// Save to an XML file. Return true if successful.
  94. bool SaveXML(Serializer& dest) const;
  95. /// Load from a binary file asynchronously. Return true if started successfully. The LOAD_RESOURCES_ONLY mode can also be used to preload resources from object prefab files.
  96. bool LoadAsync(File* file, LoadMode mode = LOAD_SCENE_AND_RESOURCES);
  97. /// Load from an XML file asynchronously. Return true if started successfully. The LOAD_RESOURCES_ONLY mode can also be used to preload resources from object prefab files.
  98. bool LoadAsyncXML(File* file, LoadMode mode = LOAD_SCENE_AND_RESOURCES);
  99. /// Stop asynchronous loading.
  100. void StopAsyncLoading();
  101. /// Instantiate scene content from binary data. Return root node if successful.
  102. Node* Instantiate(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode = REPLICATED);
  103. /// Instantiate scene content from XML data. Return root node if successful.
  104. Node* InstantiateXML(const XMLElement& source, const Vector3& position, const Quaternion& rotation, CreateMode mode = REPLICATED);
  105. /// Instantiate scene content from XML data. Return root node if successful.
  106. Node* InstantiateXML(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode = REPLICATED);
  107. /// Clear scene completely of either replicated, local or all nodes and components.
  108. void Clear(bool clearReplicated = true, bool clearLocal = true);
  109. /// Enable or disable scene update.
  110. void SetUpdateEnabled(bool enable);
  111. /// Set update time scale. 1.0 = real time (default.)
  112. void SetTimeScale(float scale);
  113. /// Set elapsed time in seconds. This can be used to prevent inaccuracy in the timer if the scene runs for a long time.
  114. void SetElapsedTime(float time);
  115. /// Set network client motion smoothing constant.
  116. void SetSmoothingConstant(float constant);
  117. /// Set network client motion smoothing snap threshold.
  118. void SetSnapThreshold(float threshold);
  119. /// Set maximum milliseconds per frame to spend on async scene loading.
  120. void SetAsyncLoadingMs(int ms);
  121. /// Add a required package file for networking. To be called on the server.
  122. void AddRequiredPackageFile(PackageFile* package);
  123. /// Clear required package files.
  124. void ClearRequiredPackageFiles();
  125. /// Register a node user variable hash reverse mapping (for editing.)
  126. void RegisterVar(const String& name);
  127. /// Unregister a node user variable hash reverse mapping.
  128. void UnregisterVar(const String& name);
  129. /// Clear all registered node user variable hash reverse mappings.
  130. void UnregisterAllVars();
  131. /// Return node from the whole scene by ID, or null if not found.
  132. Node* GetNode(unsigned id) const;
  133. /// Return component from the whole scene by ID, or null if not found.
  134. Component* GetComponent(unsigned id) const;
  135. /// Return whether updates are enabled.
  136. bool IsUpdateEnabled() const { return updateEnabled_; }
  137. /// Return whether an asynchronous loading operation is in progress.
  138. bool IsAsyncLoading() const { return asyncLoading_; }
  139. /// Return asynchronous loading progress between 0.0 and 1.0, or 1.0 if not in progress.
  140. float GetAsyncProgress() const;
  141. /// Return the load mode of the current asynchronous loading operation.
  142. LoadMode GetAsyncLoadMode() const { return asyncProgress_.mode_; }
  143. /// Return source file name.
  144. const String& GetFileName() const { return fileName_; }
  145. /// Return source file checksum.
  146. unsigned GetChecksum() const { return checksum_; }
  147. /// Return update time scale.
  148. float GetTimeScale() const { return timeScale_; }
  149. /// Return elapsed time in seconds.
  150. float GetElapsedTime() const { return elapsedTime_; }
  151. /// Return motion smoothing constant.
  152. float GetSmoothingConstant() const { return smoothingConstant_; }
  153. /// Return motion smoothing snap threshold.
  154. float GetSnapThreshold() const { return snapThreshold_; }
  155. /// Return maximum milliseconds per frame to spend on async loading.
  156. int GetAsyncLoadingMs() const { return asyncLoadingMs_; }
  157. /// Return required package files.
  158. const Vector<SharedPtr<PackageFile> >& GetRequiredPackageFiles() const { return requiredPackageFiles_; }
  159. /// Return a node user variable name, or empty if not registered.
  160. const String& GetVarName(StringHash hash) const;
  161. /// Update scene. Called by HandleUpdate.
  162. void Update(float timeStep);
  163. /// Begin a threaded update. During threaded update components can choose to delay dirty processing.
  164. void BeginThreadedUpdate();
  165. /// End a threaded update. Notify components that marked themselves for delayed dirty processing.
  166. void EndThreadedUpdate();
  167. /// Add a component to the delayed dirty notify queue. Is thread-safe.
  168. void DelayedMarkedDirty(Component* component);
  169. /// Return threaded update flag.
  170. bool IsThreadedUpdate() const { return threadedUpdate_; }
  171. /// Get free node ID, either non-local or local.
  172. unsigned GetFreeNodeID(CreateMode mode);
  173. /// Get free component ID, either non-local or local.
  174. unsigned GetFreeComponentID(CreateMode mode);
  175. /// Node added. Assign scene pointer and add to ID map.
  176. void NodeAdded(Node* node);
  177. /// Node removed. Remove from ID map.
  178. void NodeRemoved(Node* node);
  179. /// Component added. Add to ID map.
  180. void ComponentAdded(Component* component);
  181. /// Component removed. Remove from ID map.
  182. void ComponentRemoved(Component* component);
  183. /// Set node user variable reverse mappings.
  184. void SetVarNamesAttr(const String& value);
  185. /// Return node user variable reverse mappings.
  186. String GetVarNamesAttr() const;
  187. /// Prepare network update by comparing attributes and marking replication states dirty as necessary.
  188. void PrepareNetworkUpdate();
  189. /// Clean up all references to a network connection that is about to be removed.
  190. void CleanupConnection(Connection* connection);
  191. /// Mark a node for attribute check on the next network update.
  192. void MarkNetworkUpdate(Node* node);
  193. /// Mark a comoponent for attribute check on the next network update.
  194. void MarkNetworkUpdate(Component* component);
  195. /// Mark a node dirty in scene replication states. The node does not need to have own replication state yet.
  196. void MarkReplicationDirty(Node* node);
  197. private:
  198. /// Handle the logic update event to update the scene, if active.
  199. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  200. /// Handle a background loaded resource completing.
  201. void HandleResourceBackgroundLoaded(StringHash eventType, VariantMap& eventData);
  202. /// Update asynchronous loading.
  203. void UpdateAsyncLoading();
  204. /// Finish asynchronous loading.
  205. void FinishAsyncLoading();
  206. /// Finish loading. Sets the scene filename and checksum.
  207. void FinishLoading(Deserializer* source);
  208. /// Finish saving. Sets the scene filename and checksum.
  209. void FinishSaving(Serializer* dest) const;
  210. /// Preload resources from a binary scene or object prefab file.
  211. void PreloadResources(File* file, bool isSceneFile);
  212. /// Preload resources from an XML scene or object prefab file.
  213. void PreloadResourcesXML(const XMLElement& element);
  214. /// Replicated scene nodes by ID.
  215. HashMap<unsigned, Node*> replicatedNodes_;
  216. /// Local scene nodes by ID.
  217. HashMap<unsigned, Node*> localNodes_;
  218. /// Replicated components by ID.
  219. HashMap<unsigned, Component*> replicatedComponents_;
  220. /// Local components by ID.
  221. HashMap<unsigned, Component*> localComponents_;
  222. /// Asynchronous loading progress.
  223. AsyncProgress asyncProgress_;
  224. /// Node and component ID resolver for asynchronous loading.
  225. SceneResolver resolver_;
  226. /// Source file name.
  227. mutable String fileName_;
  228. /// Required package files for networking.
  229. Vector<SharedPtr<PackageFile> > requiredPackageFiles_;
  230. /// Registered node user variable reverse mappings.
  231. HashMap<StringHash, String> varNames_;
  232. /// Nodes to check for attribute changes on the next network update.
  233. HashSet<unsigned> networkUpdateNodes_;
  234. /// Components to check for attribute changes on the next network update.
  235. HashSet<unsigned> networkUpdateComponents_;
  236. /// Delayed dirty notification queue for components.
  237. PODVector<Component*> delayedDirtyComponents_;
  238. /// Mutex for the delayed dirty notification queue.
  239. Mutex sceneMutex_;
  240. /// Preallocated event data map for smoothing update events.
  241. VariantMap smoothingData_;
  242. /// Next free non-local node ID.
  243. unsigned replicatedNodeID_;
  244. /// Next free non-local component ID.
  245. unsigned replicatedComponentID_;
  246. /// Next free local node ID.
  247. unsigned localNodeID_;
  248. /// Next free local component ID.
  249. unsigned localComponentID_;
  250. /// Scene source file checksum.
  251. mutable unsigned checksum_;
  252. /// Maximum milliseconds per frame to spend on async scene loading.
  253. int asyncLoadingMs_;
  254. /// Scene update time scale.
  255. float timeScale_;
  256. /// Elapsed time accumulator.
  257. float elapsedTime_;
  258. /// Motion smoothing constant.
  259. float smoothingConstant_;
  260. /// Motion smoothing snap threshold.
  261. float snapThreshold_;
  262. /// Update enabled flag.
  263. bool updateEnabled_;
  264. /// Asynchronous loading flag.
  265. bool asyncLoading_;
  266. /// Threaded update flag.
  267. bool threadedUpdate_;
  268. };
  269. /// Register Scene library objects.
  270. void URHO3D_API RegisterSceneLibrary(Context* context);
  271. }