| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Utility/BsModule.h" |
| 7 | #include "Scene/BsGameObject.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | class LightProbeVolume; |
| 12 | class PhysicsScene; |
| 13 | |
| 14 | /** @addtogroup Scene-Internal |
| 15 | * @{ |
| 16 | */ |
| 17 | |
| 18 | /** Information about a scene actor and the scene object it has been bound to. */ |
| 19 | struct BoundActorData |
| 20 | { |
| 21 | BoundActorData() = default; |
| 22 | BoundActorData(const SPtr<SceneActor>& actor, const HSceneObject& so) |
| 23 | :actor(actor), so(so) |
| 24 | { } |
| 25 | |
| 26 | SPtr<SceneActor> actor; |
| 27 | HSceneObject so; |
| 28 | }; |
| 29 | |
| 30 | /** Possible states components can be in. Controls which component callbacks are triggered. */ |
| 31 | enum class ComponentState |
| 32 | { |
| 33 | Running, /**< All components callbacks are being triggered normally. */ |
| 34 | Paused, /**< All component callbacks except update are being triggered normally. */ |
| 35 | Stopped /**< No component callbacks are being triggered. */ |
| 36 | }; |
| 37 | |
| 38 | /** Contains information about an instantiated scene. */ |
| 39 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Scene) SceneInstance |
| 40 | { |
| 41 | struct ConstructPrivately {}; |
| 42 | public: |
| 43 | SceneInstance(ConstructPrivately dummy, const String& name, const HSceneObject& root, |
| 44 | const SPtr<PhysicsScene>& physicsScene); |
| 45 | |
| 46 | /** Name of the scene. */ |
| 47 | BS_SCRIPT_EXPORT(n:Name,pr:getter) |
| 48 | const String& getName() const { return mName; } |
| 49 | |
| 50 | /** Root object of the scene. */ |
| 51 | BS_SCRIPT_EXPORT(n:Root,pr:getter) |
| 52 | const HSceneObject& getRoot() const { return mRoot; } |
| 53 | |
| 54 | /** Checks is the scene currently active. IF inactive the scene properties aside from the name are undefined. */ |
| 55 | BS_SCRIPT_EXPORT(n:IsActive,pr:getter) |
| 56 | bool isActive() const { return mIsActive; } |
| 57 | |
| 58 | /** |
| 59 | * Physical representation of the scene, as assigned by the physics sub-system. Exact implementation depends on the |
| 60 | * physics plugin used. |
| 61 | */ |
| 62 | BS_SCRIPT_EXPORT(n:Physics,pr:getter) |
| 63 | const SPtr<PhysicsScene>& getPhysicsScene() const { return mPhysicsScene; } |
| 64 | private: |
| 65 | friend class SceneManager; |
| 66 | |
| 67 | String mName; |
| 68 | HSceneObject mRoot; |
| 69 | bool mIsActive = true; |
| 70 | SPtr<PhysicsScene> mPhysicsScene; |
| 71 | }; |
| 72 | |
| 73 | /** |
| 74 | * Keeps track of all active SceneObject%s and their components. Keeps track of component state and triggers their |
| 75 | * events. Updates the transforms of objects as SceneObject%s move. |
| 76 | */ |
| 77 | class BS_CORE_EXPORT SceneManager : public Module<SceneManager> |
| 78 | { |
| 79 | public: |
| 80 | SceneManager(); |
| 81 | ~SceneManager(); |
| 82 | |
| 83 | /** Returns the object that represents the main scene. */ |
| 84 | const SPtr<SceneInstance>& getMainScene() const { return mMainScene; } |
| 85 | |
| 86 | /** |
| 87 | * Destroys all scene objects in the scene. |
| 88 | * |
| 89 | * @param[in] forceAll If true, then even the persistent objects will be unloaded. |
| 90 | */ |
| 91 | void clearScene(bool forceAll = false); |
| 92 | |
| 93 | /** |
| 94 | * Instantiates a new scene and makes it active. All non-persistent objects that are part of the current scene will |
| 95 | * be destroyed. |
| 96 | */ |
| 97 | void loadScene(const HPrefab& scene); |
| 98 | |
| 99 | /** |
| 100 | * Saves all the currently active scene objects into a brand new prefab which can then be saved to disk, loaded back |
| 101 | * and provided to setScene() for loading. |
| 102 | */ |
| 103 | HPrefab saveScene() const; |
| 104 | |
| 105 | /** |
| 106 | * Changes the component state that globally determines which component callbacks are activated. Only affects |
| 107 | * components that don't have the ComponentFlag::AlwaysRun flag set. |
| 108 | */ |
| 109 | void setComponentState(ComponentState state); |
| 110 | |
| 111 | /** Checks are the components currently in the Running state. */ |
| 112 | bool isRunning() const { return mComponentState == ComponentState::Running; } |
| 113 | |
| 114 | /** |
| 115 | * Returns a list of all components of the specified type currently in the scene. |
| 116 | * |
| 117 | * @tparam T Type of the component to search for. |
| 118 | * |
| 119 | * @param[in] activeOnly If true only active components are returned, otherwise all components are returned. |
| 120 | * @return A list of all matching components in the scene. |
| 121 | */ |
| 122 | template<class T> |
| 123 | Vector<GameObjectHandle<T>> findComponents(bool activeOnly = true); |
| 124 | |
| 125 | /** Returns all cameras in the scene. */ |
| 126 | const UnorderedMap<Camera*, SPtr<Camera>>& getAllCameras() const { return mCameras; } |
| 127 | |
| 128 | /** |
| 129 | * Returns the camera in the scene marked as main. Main camera controls the final render surface that is displayed |
| 130 | * to the user. If there are multiple main cameras, the first one found returned. |
| 131 | */ |
| 132 | SPtr<Camera> getMainCamera() const; |
| 133 | |
| 134 | /** |
| 135 | * Sets the render target that the main camera in the scene (if any) will render its view to. This generally means |
| 136 | * the main game window when running standalone, or the Game viewport when running in editor. |
| 137 | */ |
| 138 | void setMainRenderTarget(const SPtr<RenderTarget>& rt); |
| 139 | |
| 140 | /** Changes the root scene object. Any persistent objects will remain in the scene, now parented to the new root. */ |
| 141 | void _setRootNode(const HSceneObject& root); |
| 142 | |
| 143 | /** |
| 144 | * Binds a scene actor with a scene object. Every frame the scene object's transform will be monitored for |
| 145 | * changes and those changes will be automatically transfered to the actor. |
| 146 | */ |
| 147 | void _bindActor(const SPtr<SceneActor>& actor, const HSceneObject& so); |
| 148 | |
| 149 | /** Unbinds an actor that was previously bound using bindActor(). */ |
| 150 | void _unbindActor(const SPtr<SceneActor>& actor); |
| 151 | |
| 152 | /** Returns a scene object bound to the provided actor, if any. */ |
| 153 | HSceneObject _getActorSO(const SPtr<SceneActor>& actor) const; |
| 154 | |
| 155 | /** Notifies the scene manager that a new camera was created. */ |
| 156 | void _registerCamera(const SPtr<Camera>& camera); |
| 157 | |
| 158 | /** Notifies the scene manager that a camera was removed. */ |
| 159 | void _unregisterCamera(const SPtr<Camera>& camera); |
| 160 | |
| 161 | /** Notifies the scene manager that a camera either became the main camera, or has stopped being main camera. */ |
| 162 | void _notifyMainCameraStateChanged(const SPtr<Camera>& camera); |
| 163 | |
| 164 | /** Called every frame. Calls update methods on all scene objects and their components. */ |
| 165 | void _update(); |
| 166 | |
| 167 | /** Called at fixed time internals. Calls the fixed update method on all active components. */ |
| 168 | void _fixedUpdate(); |
| 169 | |
| 170 | /** Updates dirty transforms on any core objects that may be tied with scene objects. */ |
| 171 | void _updateCoreObjectTransforms(); |
| 172 | |
| 173 | /** Notifies the manager that a new component has just been created. The manager triggers necessary callbacks. */ |
| 174 | void _notifyComponentCreated(const HComponent& component, bool parentActive); |
| 175 | |
| 176 | /** |
| 177 | * Notifies the manager that a scene object the component belongs to was activated. The manager triggers necessary |
| 178 | * callbacks. |
| 179 | */ |
| 180 | void _notifyComponentActivated(const HComponent& component, bool triggerEvent); |
| 181 | |
| 182 | /** |
| 183 | * Notifies the manager that a scene object the component belongs to was deactivated. The manager triggers necessary |
| 184 | * callbacks. |
| 185 | */ |
| 186 | void _notifyComponentDeactivated(const HComponent& component, bool triggerEvent); |
| 187 | |
| 188 | /** Notifies the manager that a component is about to be destroyed. The manager triggers necessary callbacks. */ |
| 189 | void _notifyComponentDestroyed(const HComponent& component, bool immediate); |
| 190 | |
| 191 | protected: |
| 192 | /** Types of events that represent component state changes relevant to the scene manager. */ |
| 193 | enum class ComponentStateEventType |
| 194 | { |
| 195 | Created, Activated, Deactivated, Destroyed |
| 196 | }; |
| 197 | |
| 198 | /** Describes a single component state change. */ |
| 199 | struct ComponentStateChange |
| 200 | { |
| 201 | ComponentStateChange(HComponent obj, ComponentStateEventType type) |
| 202 | :obj(std::move(obj)), type(type) |
| 203 | { } |
| 204 | |
| 205 | HComponent obj; |
| 206 | ComponentStateEventType type; |
| 207 | }; |
| 208 | |
| 209 | friend class SceneObject; |
| 210 | |
| 211 | /** |
| 212 | * Register a new node in the scene manager, on the top-most level of the hierarchy. |
| 213 | * |
| 214 | * @param[in] node Node you wish to add. It's your responsibility not to add duplicate or null nodes. This |
| 215 | * method won't check. |
| 216 | * |
| 217 | * @note |
| 218 | * After you add a node in the scene manager, it takes ownership of its memory and is responsible for releasing it. |
| 219 | * Do NOT add nodes that have already been added (if you just want to change their parent). Normally this |
| 220 | * method will only be called by SceneObject. |
| 221 | */ |
| 222 | void registerNewSO(const HSceneObject& node); |
| 223 | |
| 224 | /** Callback that is triggered when the main render target size is changed. */ |
| 225 | void onMainRenderTargetResized(); |
| 226 | |
| 227 | /** |
| 228 | * Adds a component to the specified state list. Caller is expected to first remove the component from any |
| 229 | * existing state lists. |
| 230 | */ |
| 231 | void addToStateList(const HComponent& component, UINT32 listType); |
| 232 | |
| 233 | /** Removes a component from its current scene manager state list (if any). */ |
| 234 | void removeFromStateList(const HComponent& component); |
| 235 | |
| 236 | /** Iterates over components that had their state modified and moves them to the appropriate state lists. */ |
| 237 | void processStateChanges(); |
| 238 | |
| 239 | /** |
| 240 | * Encodes an index and a type into a single 32-bit integer. Top 2 bits represent the type, while the rest represent |
| 241 | * the index. |
| 242 | */ |
| 243 | static UINT32 encodeComponentId(UINT32 idx, UINT32 type); |
| 244 | |
| 245 | /** Decodes an id encoded with encodeComponentId(). */ |
| 246 | static void decodeComponentId(UINT32 id, UINT32& idx, UINT32& type); |
| 247 | |
| 248 | /** Checks does the specified component type match the provided RTTI id. */ |
| 249 | static bool isComponentOfType(const HComponent& component, UINT32 rttiId); |
| 250 | |
| 251 | protected: |
| 252 | SPtr<SceneInstance> mMainScene; |
| 253 | |
| 254 | UnorderedMap<SceneActor*, BoundActorData> mBoundActors; |
| 255 | UnorderedMap<Camera*, SPtr<Camera>> mCameras; |
| 256 | Vector<SPtr<Camera>> mMainCameras; |
| 257 | |
| 258 | Vector<HComponent> mActiveComponents; |
| 259 | Vector<HComponent> mInactiveComponents; |
| 260 | Vector<HComponent> mUninitializedComponents; |
| 261 | |
| 262 | std::array<Vector<HComponent>*, 3> mComponentsPerState = |
| 263 | { { &mActiveComponents, &mInactiveComponents, &mUninitializedComponents } }; |
| 264 | |
| 265 | SPtr<RenderTarget> mMainRT; |
| 266 | HEvent mMainRTResizedConn; |
| 267 | |
| 268 | ComponentState mComponentState = ComponentState::Running; |
| 269 | bool mDisableStateChange = false; |
| 270 | Vector<ComponentStateChange> mStateChanges; |
| 271 | }; |
| 272 | |
| 273 | /** Provides easy access to the SceneManager. */ |
| 274 | BS_CORE_EXPORT SceneManager& gSceneManager(); |
| 275 | |
| 276 | template<class T> |
| 277 | Vector<GameObjectHandle<T>> SceneManager::findComponents(bool activeOnly) |
| 278 | { |
| 279 | UINT32 rttiId = T::getRTTIStatic()->getRTTIId(); |
| 280 | |
| 281 | Vector<GameObjectHandle<T>> output; |
| 282 | for(auto& entry : mActiveComponents) |
| 283 | { |
| 284 | if (isComponentOfType(entry, rttiId)) |
| 285 | output.push_back(static_object_cast<T>(entry)); |
| 286 | } |
| 287 | |
| 288 | if(!activeOnly) |
| 289 | { |
| 290 | for(auto& entry : mInactiveComponents) |
| 291 | { |
| 292 | if (isComponentOfType(entry, rttiId)) |
| 293 | output.push_back(static_object_cast<T>(entry)); |
| 294 | } |
| 295 | |
| 296 | for(auto& entry : mUninitializedComponents) |
| 297 | { |
| 298 | if (isComponentOfType(entry, rttiId)) |
| 299 | output.push_back(static_object_cast<T>(entry)); |
| 300 | } |
| 301 | } |
| 302 | |
| 303 | return output; |
| 304 | } |
| 305 | |
| 306 | /** @} */ |
| 307 | } |
| 308 | |