Files

309 lines
5.8 KiB
C++

#include "scene.h"
#include <rttr/registration.h>
#include "../ui/ui.h"
#include "../serialization/serialization.h"
namespace engine
{
Scene::Scene(const AssetSaveInfo& saveInfo)
: AssetInterface(saveInfo)
{
}
const Scene* Scene::getCDO()
{
static const Scene kSceneCDO = {};
return &kSceneCDO;
}
void Scene::onPostAssetConstruct()
{
m_root = createNode(kRootId, "Root");
}
VulkanImage* Scene::getSnapshotImage()
{
static auto* icon = &getContext()->getBuiltinTexture(EBuiltinTextures::sceneIcon)->getSelfImage();
return icon;
}
const AssetReflectionInfo& Scene::uiGetAssetReflectionInfo()
{
const static AssetReflectionInfo kInfo =
{
.name = "Scene",
.icon = ICON_FA_CHESS_KING,
.decoratedName = std::string(" ") + ICON_FA_CHESS_KING + std::string(" Scene"),
.importConfig = { .bImportable = false, }
};
return kInfo;
}
bool Scene::assetIsScene(const char* ext)
{
if (ext == getCDO()->getSuffix())
{
return true;
}
return false;
}
std::shared_ptr<SceneNode> Scene::createNode(size_t id, const std::string& name)
{
auto node = SceneNode::create(id, name, getptr<Scene>());
CHECK(!m_sceneNodes[node->getId()].lock());
m_sceneNodes[node->getId()] = node;
return node;
}
size_t Scene::requireSceneNodeId()
{
ASSERT(m_currentId < std::numeric_limits<uint>::max(), "GUID max than max object id value.");
m_currentId++;
return m_currentId;
}
void Scene::tick(const RuntimeModuleTickData& tickData)
{
// All node tick.
loopNodeTopToDown([tickData](std::shared_ptr<SceneNode> node)
{
node->tick(tickData);
}, m_root);
}
void Scene::onGameBegin()
{
loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
{
node->onGameBegin();
}, m_root);
}
void Scene::onGameStop()
{
loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
{
node->onGameStop();
}, m_root);
}
void Scene::onGameContinue()
{
loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
{
node->onGameContinue();
}, m_root);
}
void Scene::onGamePause()
{
loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
{
node->onGamePause();
}, m_root);
}
void Scene::deleteNode(std::shared_ptr<SceneNode> node)
{
// Delete node will erase node loop from top to down.
loopNodeTopToDown(
[&](std::shared_ptr<SceneNode> nodeLoop)
{
m_sceneNodes.erase(nodeLoop->getId());
},
node);
// Cancel node's parent relationship.
node->unparent();
markDirty();
}
std::shared_ptr<SceneNode> Scene::createNode(const std::string& name, std::shared_ptr<SceneNode> parent)
{
// Use require id to avoid guid repeat problem.
auto result = createNode(requireSceneNodeId(), name);
setParent(parent ? parent : m_root, result);
markDirty();
return result;
}
void Scene::addChild(std::shared_ptr<SceneNode> child)
{
m_root->addChild(child);
}
void Scene::loopNodeDownToTop(
const std::function<void(std::shared_ptr<SceneNode>)>& func,
std::shared_ptr<SceneNode> node)
{
auto& children = node->getChildren();
for (auto& child : children)
{
loopNodeDownToTop(func, child);
}
func(node);
}
void Scene::loopNodeTopToDown(
const std::function<void(std::shared_ptr<SceneNode>)>& func,
std::shared_ptr<SceneNode> node)
{
func(node);
auto& children = node->getChildren();
for (auto& child : children)
{
loopNodeTopToDown(func, child);
}
}
std::shared_ptr<SceneNode> Scene::findNode(const std::string& name) const
{
if (name == m_root->getName())
{
return m_root;
}
for (auto& rootChild : m_root->getChildren())
{
std::queue<std::shared_ptr<SceneNode>> traverseNodes{};
traverseNodes.push(rootChild);
while (!traverseNodes.empty())
{
auto& node = traverseNodes.front();
traverseNodes.pop();
if (node->getName() == name)
{
return node;
}
for (auto& childNode : node->getChildren())
{
traverseNodes.push(childNode);
}
}
}
return nullptr;
}
std::vector<std::shared_ptr<SceneNode>> Scene::findNodes(const std::string& name) const
{
std::vector<std::shared_ptr<SceneNode>> results{ };
for (auto& rootChild : m_root->getChildren())
{
std::queue<std::shared_ptr<SceneNode>> traverseNodes{};
traverseNodes.push(rootChild);
while (!traverseNodes.empty())
{
auto& node = traverseNodes.front();
traverseNodes.pop();
if (node->getName() == name)
{
results.push_back(node);
}
for (auto& childNode : node->getChildren())
{
traverseNodes.push(childNode);
}
}
}
if (name == m_root->getName())
{
results.push_back(m_root);
}
return results;
}
bool Scene::setParent(std::shared_ptr<SceneNode> parent, std::shared_ptr<SceneNode> son)
{
bool bNeedSet = false;
if (parent == son)
{
return false;
}
auto oldP = son->getParent();
if (oldP == nullptr || (!son->isSon(parent) && parent->getId() != oldP->getId()))
{
bNeedSet = true;
}
if (bNeedSet)
{
son->setParent(parent);
return true;
}
return false;
}
// Sync scene node tree's transform form top to down to get current result.
void Scene::flushSceneNodeTransform()
{
loopNodeTopToDown([](std::shared_ptr<SceneNode> node)
{
node->getTransform()->updateWorldTransform();
}, m_root);
}
bool Scene::existNode(size_t id) const
{
if (m_sceneNodes[id].lock())
{
return true;
}
m_sceneNodes.erase(id);
return false;
}
std::shared_ptr<SceneNode> Scene::getNode(size_t id) const
{
return m_sceneNodes.at(id).lock();
}
bool Scene::removeComponent(std::shared_ptr<SceneNode> node, const std::string& type)
{
if (node->hasComponent(type))
{
node->removeComponent(type);
markDirty();
return true;
}
return false;
}
bool Scene::saveImpl()
{
std::shared_ptr<AssetInterface> asset = getptr<Scene>();
return saveAsset(asset, getSavePath(), false);
}
void Scene::unloadImpl()
{
}
}