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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // 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 "Context.h"
- #include "CoreEvents.h"
- #include "File.h"
- #include "Log.h"
- #include "PackageFile.h"
- #include "Profiler.h"
- #include "ReplicationState.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "SmoothedTransform.h"
- #include "Spline.h"
- #include "UnknownComponent.h"
- #include "WorkQueue.h"
- #include "XMLFile.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- const char* SCENE_CATEGORY = "Scene";
- const char* LOGIC_CATEGORY = "Logic";
- const char* SUBSYSTEM_CATEGORY = "Subsystem";
- static const int ASYNC_LOAD_MIN_FPS = 30;
- 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 = 5.0f;
- Scene::Scene(Context* context) :
- Node(context),
- replicatedNodeID_(FIRST_REPLICATED_ID),
- replicatedComponentID_(FIRST_REPLICATED_ID),
- localNodeID_(FIRST_LOCAL_ID),
- localComponentID_(FIRST_LOCAL_ID),
- checksum_(0),
- timeScale_(1.0f),
- elapsedTime_(0),
- smoothingConstant_(DEFAULT_SMOOTHING_CONSTANT),
- snapThreshold_(DEFAULT_SNAP_THRESHOLD),
- updateEnabled_(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 root-level components first, so that scene subsystems such as the octree destroy themselves. This will speed up
- // the removal of child nodes' components
- RemoveAllComponents();
- RemoveAllChildren();
-
- // Remove scene reference and owner from all nodes that still exist
- for (HashMap<unsigned, Node*>::Iterator i = replicatedNodes_.Begin(); i != replicatedNodes_.End(); ++i)
- i->second_->ResetScene();
- for (HashMap<unsigned, Node*>::Iterator i = localNodes_.Begin(); i != localNodes_.End(); ++i)
- i->second_->ResetScene();
- }
- void Scene::RegisterObject(Context* context)
- {
- context->RegisterFactory<Scene>();
- REF_ACCESSOR_ATTRIBUTE(Scene, VAR_STRING, "Name", GetName, SetName, String, String::EMPTY, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(Scene, VAR_FLOAT, "Time Scale", GetTimeScale, SetTimeScale, float, 1.0f, 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);
- ACCESSOR_ATTRIBUTE(Scene, VAR_FLOAT, "Elapsed Time", GetElapsedTime, SetElapsedTime, float, 0.0f, AM_FILE);
- 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_, Variant::emptyVariantMap, AM_FILE); // Network replication of vars uses custom data
- ACCESSOR_ATTRIBUTE(Scene, VAR_STRING, "Variable Names", GetVarNamesAttr, SetVarNamesAttr, String, String::EMPTY, AM_FILE | AM_NOEDIT);
- }
- bool Scene::Load(Deserializer& source, bool setInstanceDefault)
- {
- PROFILE(LoadScene);
- StopAsyncLoading();
- // Check ID
- if (source.ReadFileID() != "USCN")
- {
- LOGERROR(source.GetName() + " is not a valid scene file");
- return false;
- }
- LOGINFO("Loading scene from " + source.GetName());
- Clear();
- // Load the whole scene, then perform post-load if successfully loaded
- if (Node::Load(source, setInstanceDefault))
- {
- FinishLoading(&source);
- return true;
- }
- else
- return false;
- }
- bool Scene::Save(Serializer& dest) const
- {
- PROFILE(SaveScene);
- // 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());
- if (Node::Save(dest))
- {
- FinishSaving(&dest);
- return true;
- }
- else
- return false;
- }
- bool Scene::LoadXML(const XMLElement& source, bool setInstanceDefault)
- {
- PROFILE(LoadSceneXML);
- 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, setInstanceDefault))
- {
- FinishLoading(0);
- return true;
- }
- else
- return false;
- }
- void Scene::AddReplicationState(NodeReplicationState* state)
- {
- Node::AddReplicationState(state);
- // This is the first update for a new connection. Mark all replicated nodes dirty
- for (HashMap<unsigned, Node*>::ConstIterator i = replicatedNodes_.Begin(); i != replicatedNodes_.End(); ++i)
- state->sceneState_->dirtyNodes_.Insert(i->first_);
- }
- bool Scene::LoadXML(Deserializer& source)
- {
- PROFILE(LoadSceneXML);
- StopAsyncLoading();
- SharedPtr<XMLFile> xml(new XMLFile(context_));
- if (!xml->Load(source))
- return false;
- LOGINFO("Loading scene from " + source.GetName());
- Clear();
- if (Node::LoadXML(xml->GetRoot()))
- {
- FinishLoading(&source);
- return true;
- }
- else
- return false;
- }
- bool Scene::SaveXML(Serializer& dest) const
- {
- PROFILE(SaveSceneXML);
- 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());
- if (xml->Save(dest))
- {
- FinishSaving(&dest);
- return true;
- }
- else
- return false;
- }
- 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_.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> xml(new XMLFile(context_));
- if (!xml->Load(*file))
- return false;
- LOGINFO("Loading scene from " + file->GetName());
- Clear();
- XMLElement rootElement = xml->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_ = xml;
- 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::EMPTY;
- resolver_.Reset();
- }
- Node* Scene::Instantiate(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode)
- {
- PROFILE(Instantiate);
- SceneResolver resolver;
- unsigned nodeID = source.ReadInt();
- // Rewrite IDs when instantiating
- Node* node = CreateChild(0, mode);
- resolver.AddNode(nodeID, node);
- if (node->Load(source, resolver, true, true, mode))
- {
- resolver.Resolve();
- node->ApplyAttributes();
- node->SetTransform(position, rotation);
- return node;
- }
- else
- {
- node->Remove();
- return 0;
- }
- }
- Node* Scene::InstantiateXML(const XMLElement& source, const Vector3& position, const Quaternion& rotation, CreateMode mode)
- {
- PROFILE(InstantiateXML);
- SceneResolver resolver;
- unsigned nodeID = source.GetInt("id");
- // Rewrite IDs when instantiating
- Node* node = CreateChild(0, mode);
- resolver.AddNode(nodeID, node);
- if (node->LoadXML(source, resolver, true, true, mode))
- {
- resolver.Resolve();
- node->ApplyAttributes();
- node->SetTransform(position, rotation);
- return node;
- }
- else
- {
- node->Remove();
- return 0;
- }
- }
- Node* Scene::InstantiateXML(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode)
- {
- SharedPtr<XMLFile> xml(new XMLFile(context_));
- if (!xml->Load(source))
- return 0;
- return InstantiateXML(xml->GetRoot(), position, rotation, mode);
- }
- void Scene::Clear(bool clearReplicated, bool clearLocal)
- {
- StopAsyncLoading();
-
- RemoveChildren(clearReplicated, clearLocal, true);
- RemoveComponents(clearReplicated, clearLocal);
-
- // Only clear name etc. if clearing completely
- if (clearReplicated && clearLocal)
- {
- UnregisterAllVars();
- SetName(String::EMPTY);
- fileName_.Clear();
- checksum_ = 0;
- }
-
- // Reset ID generators
- if (clearReplicated)
- {
- replicatedNodeID_ = FIRST_REPLICATED_ID;
- replicatedComponentID_ = FIRST_REPLICATED_ID;
- }
- if (clearLocal)
- {
- localNodeID_ = FIRST_LOCAL_ID;
- localComponentID_ = FIRST_LOCAL_ID;
- }
- }
- void Scene::SetUpdateEnabled(bool enable)
- {
- updateEnabled_ = enable;
- }
- void Scene::SetTimeScale(float scale)
- {
- timeScale_ = Max(scale, M_EPSILON);
- Node::MarkNetworkUpdate();
- }
- void Scene::SetSmoothingConstant(float constant)
- {
- smoothingConstant_ = Max(constant, M_EPSILON);
- Node::MarkNetworkUpdate();
- }
- void Scene::SetSnapThreshold(float threshold)
- {
- snapThreshold_ = Max(threshold, 0.0f);
- Node::MarkNetworkUpdate();
- }
- void Scene::SetElapsedTime(float time)
- {
- elapsedTime_ = time;
- }
- 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::RegisterVar(const String& name)
- {
- varNames_[name] = name;
- }
- void Scene::UnregisterVar(const String& name)
- {
- varNames_.Erase(name);
- }
- void Scene::UnregisterAllVars()
- {
- varNames_.Clear();
- }
- Node* Scene::GetNode(unsigned id) const
- {
- if (id < FIRST_LOCAL_ID)
- {
- HashMap<unsigned, Node*>::ConstIterator i = replicatedNodes_.Find(id);
- if (i != replicatedNodes_.End())
- return i->second_;
- else
- return 0;
- }
- else
- {
- HashMap<unsigned, Node*>::ConstIterator i = localNodes_.Find(id);
- if (i != localNodes_.End())
- return i->second_;
- else
- return 0;
- }
- }
- Component* Scene::GetComponent(unsigned id) const
- {
- if (id < FIRST_LOCAL_ID)
- {
- HashMap<unsigned, Component*>::ConstIterator i = replicatedComponents_.Find(id);
- if (i != replicatedComponents_.End())
- return i->second_;
- else
- return 0;
- }
- else
- {
- HashMap<unsigned, Component*>::ConstIterator i = localComponents_.Find(id);
- if (i != localComponents_.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
- {
- HashMap<ShortStringHash, String>::ConstIterator i = varNames_.Find(hash);
- return i != varNames_.End() ? i->second_ : String::EMPTY;
- }
- void Scene::Update(float timeStep)
- {
- if (asyncLoading_)
- {
- UpdateAsyncLoading();
- return;
- }
- PROFILE(UpdateScene);
- timeStep *= timeScale_;
- using namespace SceneUpdate;
- VariantMap& eventData = GetEventDataMap();
- 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 transform smoothing
- {
- PROFILE(UpdateSmoothing);
- float constant = 1.0f - Clamp(powf(2.0f, -timeStep * smoothingConstant_), 0.0f, 1.0f);
- float squaredSnapThreshold = snapThreshold_ * snapThreshold_;
- using namespace UpdateSmoothing;
- smoothingData_[P_CONSTANT] = constant;
- smoothingData_[P_SQUAREDSNAPTHRESHOLD] = squaredSnapThreshold;
- SendEvent(E_UPDATESMOOTHING, smoothingData_);
- }
- // Post-update variable timestep logic
- SendEvent(E_SCENEPOSTUPDATE, eventData);
- // Note: using a float for elapsed time accumulation is inherently inaccurate. The purpose of this value is
- // primarily to update material animation effects, as it is available to shaders. It can be reset by calling
- // SetElapsedTime()
- elapsedTime_ += timeStep;
- }
- 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 (;;)
- {
- unsigned ret = replicatedNodeID_;
- if (replicatedNodeID_ < LAST_REPLICATED_ID)
- ++replicatedNodeID_;
- else
- replicatedNodeID_ = FIRST_REPLICATED_ID;
- if (!replicatedNodes_.Contains(ret))
- return ret;
- }
- }
- else
- {
- for (;;)
- {
- unsigned ret = localNodeID_;
- if (localNodeID_ < LAST_LOCAL_ID)
- ++localNodeID_;
- else
- localNodeID_ = FIRST_LOCAL_ID;
- if (!localNodes_.Contains(ret))
- return ret;
- }
- }
- }
- unsigned Scene::GetFreeComponentID(CreateMode mode)
- {
- if (mode == REPLICATED)
- {
- for (;;)
- {
- unsigned ret = replicatedComponentID_;
- if (replicatedComponentID_ < LAST_REPLICATED_ID)
- ++replicatedComponentID_;
- else
- replicatedComponentID_ = FIRST_REPLICATED_ID;
- if (!replicatedComponents_.Contains(ret))
- return ret;
- }
- }
- else
- {
- for (;;)
- {
- unsigned ret = localComponentID_;
- if (localComponentID_ < LAST_LOCAL_ID)
- ++localComponentID_;
- else
- localComponentID_ = FIRST_LOCAL_ID;
- if (!localComponents_.Contains(ret))
- return ret;
- }
- }
- }
- void Scene::NodeAdded(Node* node)
- {
- if (!node || node->GetScene() == this)
- return;
- // If node already exists in another scene, remove. This is unsupported, as components will not reinitialize themselves
- // to use the new scene
- Scene* oldScene = node->GetScene();
- if (oldScene)
- {
- LOGERROR("Moving a node from one scene to another is unsupported");
- oldScene->NodeRemoved(node);
- }
-
- node->SetScene(this);
- // If the new node has an ID of zero (default), assign a replicated ID now
- unsigned id = node->GetID();
- if (!id)
- {
- id = GetFreeNodeID(REPLICATED);
- node->SetID(id);
- }
-
- // If node with same ID exists, remove the scene reference from it and overwrite with the new node
- if (id < FIRST_LOCAL_ID)
- {
- HashMap<unsigned, Node*>::Iterator i = replicatedNodes_.Find(id);
- if (i != replicatedNodes_.End() && i->second_ != node)
- {
- LOGWARNING("Overwriting node with ID " + String(id));
- i->second_->ResetScene();
- }
- replicatedNodes_[id] = node;
- MarkNetworkUpdate(node);
- MarkReplicationDirty(node);
- }
- else
- {
- HashMap<unsigned, Node*>::Iterator i = localNodes_.Find(id);
- if (i != localNodes_.End() && i->second_ != node)
- {
- LOGWARNING("Overwriting node with ID " + String(id));
- i->second_->ResetScene();
- }
- localNodes_[id] = node;
- }
- }
- void Scene::NodeRemoved(Node* node)
- {
- if (!node || node->GetScene() != this)
- return;
- unsigned id = node->GetID();
- if (id < FIRST_LOCAL_ID)
- {
- replicatedNodes_.Erase(id);
- MarkReplicationDirty(node);
- }
- else
- localNodes_.Erase(id);
- node->SetID(0);
- node->SetScene(0);
- }
- void Scene::ComponentAdded(Component* component)
- {
- if (!component)
- return;
- unsigned id = component->GetID();
- if (id < FIRST_LOCAL_ID)
- {
- HashMap<unsigned, Component*>::Iterator i = replicatedComponents_.Find(id);
- if (i != replicatedComponents_.End() && i->second_ != component)
- {
- LOGWARNING("Overwriting component with ID " + String(id));
- i->second_->SetID(0);
- }
- replicatedComponents_[id] = component;
- }
- else
- {
- HashMap<unsigned, Component*>::Iterator i = localComponents_.Find(id);
- if (i != localComponents_.End() && i->second_ != component)
- {
- LOGWARNING("Overwriting component with ID " + String(id));
- i->second_->SetID(0);
- }
- localComponents_[id] = component;
- }
- }
- void Scene::ComponentRemoved(Component* component)
- {
- if (!component)
- return;
- unsigned id = component->GetID();
- if (id < FIRST_LOCAL_ID)
- replicatedComponents_.Erase(id);
- else
- localComponents_.Erase(id);
- 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_[*i] = *i;
- }
- String Scene::GetVarNamesAttr() const
- {
- String ret;
- if (!varNames_.Empty())
- {
- for (HashMap<ShortStringHash, String>::ConstIterator i = varNames_.Begin(); i != varNames_.End(); ++i)
- ret += i->second_ + ';';
- ret.Resize(ret.Length() - 1);
- }
- return ret;
- }
- void Scene::PrepareNetworkUpdate()
- {
- for (HashSet<unsigned>::Iterator i = networkUpdateNodes_.Begin(); i != networkUpdateNodes_.End(); ++i)
- {
- Node* node = GetNode(*i);
- if (node)
- node->PrepareNetworkUpdate();
- }
- for (HashSet<unsigned>::Iterator i = networkUpdateComponents_.Begin(); i != networkUpdateComponents_.End(); ++i)
- {
- Component* component = GetComponent(*i);
- if (component)
- component->PrepareNetworkUpdate();
- }
- networkUpdateNodes_.Clear();
- networkUpdateComponents_.Clear();
- }
- void Scene::CleanupConnection(Connection* connection)
- {
- Node::CleanupConnection(connection);
- for (HashMap<unsigned, Node*>::Iterator i = replicatedNodes_.Begin(); i != replicatedNodes_.End(); ++i)
- i->second_->CleanupConnection(connection);
- for (HashMap<unsigned, Component*>::Iterator i = replicatedComponents_.Begin(); i != replicatedComponents_.End(); ++i)
- i->second_->CleanupConnection(connection);
- }
- void Scene::MarkNetworkUpdate(Node* node)
- {
- if (node)
- {
- if (!threadedUpdate_)
- networkUpdateNodes_.Insert(node->GetID());
- else
- {
- MutexLock lock(sceneMutex_);
- networkUpdateNodes_.Insert(node->GetID());
- }
- }
- }
- void Scene::MarkNetworkUpdate(Component* component)
- {
- if (component)
- {
- if (!threadedUpdate_)
- networkUpdateComponents_.Insert(component->GetID());
- else
- {
- MutexLock lock(sceneMutex_);
- networkUpdateComponents_.Insert(component->GetID());
- }
- }
- }
- void Scene::MarkReplicationDirty(Node* node)
- {
- unsigned id = node->GetID();
- if (id < FIRST_LOCAL_ID && networkState_)
- {
- for (PODVector<ReplicationState*>::Iterator i = networkState_->replicationStates_.Begin(); i !=
- networkState_->replicationStates_.End(); ++i)
- {
- NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*i);
- nodeState->sceneState_->dirtyNodes_.Insert(id);
- }
- }
- }
- void Scene::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- if (updateEnabled_)
- 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 either from binary or XML
- /// \todo Works poorly in scenes where one root-level child node contains all content
- 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 = GetEventDataMap();
- 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 = GetEventDataMap();
- eventData[P_SCENE] = (void*)this;
- SendEvent(E_ASYNCLOADFINISHED, eventData);
- }
- void Scene::FinishLoading(Deserializer* source)
- {
- if (source)
- {
- fileName_ = source->GetName();
- checksum_ = source->GetChecksum();
- }
- }
- void Scene::FinishSaving(Serializer* dest) const
- {
- Deserializer* ptr = dynamic_cast<Deserializer*>(dest);
- if (ptr)
- {
- fileName_ = ptr->GetName();
- checksum_ = ptr->GetChecksum();
- }
- }
- void RegisterSceneLibrary(Context* context)
- {
- Node::RegisterObject(context);
- Scene::RegisterObject(context);
- SmoothedTransform::RegisterObject(context);
- Spline::RegisterObject(context);
- UnknownComponent::RegisterObject(context);
- }
- }
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