Merge pull request #2319 from Areloch/Scenes

Initial implementation of the Scene object
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Areloch 2019-03-30 16:30:34 -05:00 committed by GitHub
commit 8ee1f92ba4
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41 changed files with 513 additions and 144 deletions

236
Engine/source/T3D/Scene.cpp Normal file
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@ -0,0 +1,236 @@
#include "Scene.h"
Scene * Scene::smRootScene = nullptr;
Vector<Scene*> Scene::smSceneList;
IMPLEMENT_CO_NETOBJECT_V1(Scene);
Scene::Scene() :
mIsSubScene(false),
mParentScene(nullptr),
mSceneId(-1),
mIsEditing(false),
mIsDirty(false)
{
}
Scene::~Scene()
{
}
void Scene::initPersistFields()
{
Parent::initPersistFields();
addGroup("Internal");
addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
endGroup("Internal");
}
bool Scene::onAdd()
{
if (!Parent::onAdd())
return false;
smSceneList.push_back(this);
mSceneId = smSceneList.size() - 1;
/*if (smRootScene == nullptr)
{
//we're the first scene, so we're the root. woo!
smRootScene = this;
}
else
{
mIsSubScene = true;
smRootScene->mSubScenes.push_back(this);
}*/
return true;
}
void Scene::onRemove()
{
Parent::onRemove();
smSceneList.remove(this);
mSceneId = -1;
/*if (smRootScene == this)
{
for (U32 i = 0; i < mSubScenes.size(); i++)
{
mSubScenes[i]->deleteObject();
}
}
else if (smRootScene != nullptr)
{
for (U32 i = 0; i < mSubScenes.size(); i++)
{
if(mSubScenes[i]->getId() == getId())
smRootScene->mSubScenes.erase(i);
}
}*/
}
void Scene::addObject(SimObject* object)
{
//Child scene
Scene* scene = dynamic_cast<Scene*>(object);
if (scene)
{
//We'll keep these principly separate so they don't get saved into each other
mSubScenes.push_back(scene);
return;
}
SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
if (sceneObj)
{
//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
mPermanentObjects.push_back(sceneObj);
Parent::addObject(object);
return;
}
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::addObject(object);
}
void Scene::removeObject(SimObject* object)
{
//Child scene
Scene* scene = dynamic_cast<Scene*>(object);
if (scene)
{
//We'll keep these principly separate so they don't get saved into each other
mSubScenes.remove(scene);
return;
}
SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
if (sceneObj)
{
//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
mPermanentObjects.remove(sceneObj);
Parent::removeObject(object);
return;
}
Parent::removeObject(object);
}
void Scene::addDynamicObject(SceneObject* object)
{
mDynamicObjects.push_back(object);
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::addObject(object);
}
void Scene::removeDynamicObject(SceneObject* object)
{
mDynamicObjects.remove(object);
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::removeObject(object);
}
void Scene::interpolateTick(F32 delta)
{
}
void Scene::processTick()
{
}
void Scene::advanceTime(F32 timeDelta)
{
}
U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
bool ret = Parent::packUpdate(conn, mask, stream);
return ret;
}
void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
{
}
//
Vector<SceneObject*> Scene::getObjectsByClass(String className)
{
return Vector<SceneObject*>();
}
DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
return nullptr;
return Scene::smSceneList[sceneId];
}
DefineEngineFunction(getRootScene, S32, (), ,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
Scene* root = Scene::getRootScene();
if (root)
return root->getId();
return 0;
}
DefineEngineMethod(Scene, getRootScene, S32, (),,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
Scene* root = Scene::getRootScene();
if (root)
return root->getId();
return 0;
}
DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
object->addDynamicObject(sceneObj);
}
DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
object->removeDynamicObject(sceneObj);
}
DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
if (className == String::EmptyString)
return "";
//return object->getObjectsByClass(className);
return "";
}

79
Engine/source/T3D/Scene.h Normal file
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@ -0,0 +1,79 @@
#pragma once
#include "console/engineAPI.h"
#ifndef _NETOBJECT_H_
#include "sim/netObject.h"
#endif
#ifndef _ITICKABLE_H_
#include "core/iTickable.h"
#endif
#include "scene/sceneObject.h"
/// Scene
/// This object is effectively a smart container to hold and manage any relevent scene objects and data
/// used to run things.
class Scene : public NetObject, public virtual ITickable
{
typedef NetObject Parent;
bool mIsSubScene;
Scene* mParentScene;
Vector<Scene*> mSubScenes;
Vector<SceneObject*> mPermanentObjects;
Vector<SceneObject*> mDynamicObjects;
S32 mSceneId;
bool mIsEditing;
bool mIsDirty;
protected:
static Scene * smRootScene;
DECLARE_CONOBJECT(Scene);
public:
Scene();
~Scene();
static void initPersistFields();
virtual bool onAdd();
virtual void onRemove();
virtual void interpolateTick(F32 delta);
virtual void processTick();
virtual void advanceTime(F32 timeDelta);
virtual void addObject(SimObject* object);
virtual void removeObject(SimObject* object);
void addDynamicObject(SceneObject* object);
void removeDynamicObject(SceneObject* object);
//
//Networking
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
//
Vector<SceneObject*> getObjectsByClass(String className);
static Scene *getRootScene()
{
if (Scene::smSceneList.empty())
return nullptr;
return Scene::smSceneList[0];
}
static Vector<Scene*> smSceneList;
};

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@ -34,6 +34,8 @@
#include "T3D/physics/physicsShape.h"
#include "core/util/path.h"
#include "T3D/Scene.h"
// We use this locally ( within this file ) to prevent infinite recursion
// while loading prefab files that contain other prefabs.
static Vector<String> sPrefabFileStack;
@ -269,11 +271,11 @@ void Prefab::setFile( String file )
SimGroup* Prefab::explode()
{
SimGroup *missionGroup;
Scene* scene = Scene::getRootScene();
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
if ( !scene)
{
Con::errorf( "Prefab::explode, MissionGroup was not found." );
Con::errorf( "Prefab::explode, Scene was not found." );
return NULL;
}
@ -295,7 +297,7 @@ SimGroup* Prefab::explode()
smChildToPrefabMap.erase( child->getId() );
}
missionGroup->addObject(group);
scene->addObject(group);
mChildGroup = NULL;
mChildMap.clear();
@ -468,10 +470,10 @@ Prefab* Prefab::getPrefabByChild( SimObject *child )
bool Prefab::isValidChild( SimObject *simobj, bool logWarnings )
{
if ( simobj->getName() && dStricmp(simobj->getName(),"MissionGroup") == 0 )
if ( simobj->getName() && simobj == Scene::getRootScene() )
{
if ( logWarnings )
Con::warnf( "MissionGroup is not valid within a Prefab." );
Con::warnf( "root Scene is not valid within a Prefab." );
return false;
}

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@ -93,7 +93,7 @@ public:
void setFile( String file );
/// Removes all children from this Prefab and puts them into a SimGroup
/// which is added to the MissionGroup and returned to the caller.
/// which is added to the Scene and returned to the caller.
SimGroup* explode();
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);

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@ -45,6 +45,8 @@
#include "materials/materialDefinition.h"
#include "T3D/prefab.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT(GuiMeshRoadEditorCtrl);
ConsoleDocClass( GuiMeshRoadEditorCtrl,
@ -420,12 +422,14 @@ void GuiMeshRoadEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
newRoad->registerObject();
// Add to MissionGroup
SimGroup *missionGroup;
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
Con::errorf( "GuiMeshRoadEditorCtrl - could not find MissionGroup to add new MeshRoad" );
// Add to scene
Scene *scene;
scene = Scene::getRootScene();
if ( !scene)
Con::errorf( "GuiMeshRoadEditorCtrl - could not find Scene to add new MeshRoad" );
else
missionGroup->addObject( newRoad );
scene->addObject( newRoad );
Point3F pos( endPnt );
pos.z += mDefaultDepth * 0.5f;

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@ -43,6 +43,8 @@
#include "T3D/gameBase/gameConnection.h"
#include "T3D/prefab.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT(GuiRiverEditorCtrl);
ConsoleDocClass( GuiRiverEditorCtrl,
@ -444,12 +446,12 @@ void GuiRiverEditorCtrl::_process3DMouseDown( const Gui3DMouseEvent& event )
return;
}
// Add to MissionGroup
SimGroup *missionGroup;
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
Con::errorf( "GuiRiverEditorCtrl - could not find MissionGroup to add new River" );
// Add to Scene
Scene* scene = Scene::getRootScene();
if ( !scene )
Con::errorf( "GuiRiverEditorCtrl - could not find root Scene to add new River" );
else
missionGroup->addObject( newRiver );
scene->addObject( newRiver );
Point3F pos( endPnt );
pos.z += mDefaultDepth * 0.5f;

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@ -39,6 +39,8 @@
#include "gui/worldEditor/undoActions.h"
#include "materials/materialDefinition.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT(GuiRoadEditorCtrl);
ConsoleDocClass( GuiRoadEditorCtrl,
@ -407,12 +409,12 @@ void GuiRoadEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
newRoad->registerObject();
// Add to MissionGroup
SimGroup *missionGroup;
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
Con::errorf( "GuiDecalRoadEditorCtrl - could not find MissionGroup to add new DecalRoad" );
// Add to scene
Scene* scene = Scene::getRootScene();
if ( !scene )
Con::errorf( "GuiDecalRoadEditorCtrl - could not find scene to add new DecalRoad" );
else
missionGroup->addObject( newRoad );
scene->addObject( newRoad );
newRoad->insertNode( tPos, mDefaultWidth, 0 );
U32 newNode = newRoad->insertNode( tPos, mDefaultWidth, 1 );
@ -722,7 +724,7 @@ void GuiRoadEditorCtrl::renderScene(const RectI & updateRect)
// Draw the spline based from the client-side road
// because the serverside spline is not actually reliable...
// Can be incorrect if the DecalRoad is before the TerrainBlock
// in the MissionGroup.
// in the scene.
if ( mHoverRoad && mHoverRoad != mSelRoad )
{

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@ -38,6 +38,7 @@
#include "scene/sceneRenderState.h"
#include "renderInstance/renderBinManager.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT(EditTSCtrl);
ConsoleDocClass( EditTSCtrl,
@ -795,15 +796,15 @@ void EditTSCtrl::_renderScene( ObjectRenderInst*, SceneRenderState *state, BaseM
GFXTransformSaver saver;
// render through console callbacks
SimSet * missionGroup = static_cast<SimSet*>(Sim::findObject("MissionGroup"));
if(missionGroup)
Scene* scene = Scene::getRootScene();
if(scene)
{
mConsoleRendering = true;
// [ rene, 27-Jan-10 ] This calls onEditorRender on the server objects instead
// of on the client objects which seems a bit questionable to me.
for(SimSetIterator itr(missionGroup); *itr; ++itr)
for(SimSetIterator itr(scene); *itr; ++itr)
{
SceneObject* object = dynamic_cast< SceneObject* >( *itr );
if( object && object->isRenderEnabled() && !object->isHidden() )

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@ -51,6 +51,8 @@
#include "T3D/portal.h"
#include "math/mPolyhedron.impl.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT( GuiConvexEditorCtrl );
ConsoleDocClass( GuiConvexEditorCtrl,
@ -121,12 +123,12 @@ bool GuiConvexEditorCtrl::onWake()
if ( !Parent::onWake() )
return false;
SimGroup *missionGroup;
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
Scene* scene = Scene::getRootScene();
if ( !scene )
return true;
SimGroup::iterator itr = missionGroup->begin();
for ( ; itr != missionGroup->end(); itr++ )
SimGroup::iterator itr = scene->begin();
for ( ; itr != scene->end(); itr++ )
{
if ( dStrcmp( (*itr)->getClassName(), "ConvexShape" ) == 0 )
{
@ -166,8 +168,8 @@ void GuiConvexEditorCtrl::setVisible( bool val )
mSavedGizmoFlags = -1;
}
SimGroup* misGroup;
if (Sim::findObject("MissionGroup", misGroup))
Scene* scene = Scene::getRootScene();
if (scene != nullptr)
{
//Make our proxy objects "real" again
for (U32 i = 0; i < mProxyObjects.size(); ++i)
@ -184,7 +186,7 @@ void GuiConvexEditorCtrl::setVisible( bool val )
SceneObject* polyObj = createPolyhedralObject(mProxyObjects[i].targetObjectClass.c_str(), mProxyObjects[i].shapeProxy);
misGroup->addObject(polyObj);
scene->addObject(polyObj);
//Now, remove the convex proxy
mProxyObjects[i].shapeProxy->deleteObject();
@ -222,19 +224,19 @@ void GuiConvexEditorCtrl::setVisible( bool val )
updateGizmoPos();
mSavedGizmoFlags = mGizmoProfile->flags;
SimGroup* misGroup;
if (Sim::findObject("MissionGroup", misGroup))
Scene* scene = Scene::getRootScene();
if (scene != nullptr)
{
for (U32 c = 0; c < misGroup->size(); ++c)
for (U32 c = 0; c < scene->size(); ++c)
{
bool isTrigger = (misGroup->at(c)->getClassName() == StringTable->insert("Trigger"));
bool isZone = (misGroup->at(c)->getClassName() == StringTable->insert("Zone"));
bool isPortal = (misGroup->at(c)->getClassName() == StringTable->insert("Portal"));
bool isOccluder = (misGroup->at(c)->getClassName() == StringTable->insert("OcclusionVolume"));
bool isTrigger = (scene->at(c)->getClassName() == StringTable->insert("Trigger"));
bool isZone = (scene->at(c)->getClassName() == StringTable->insert("Zone"));
bool isPortal = (scene->at(c)->getClassName() == StringTable->insert("Portal"));
bool isOccluder = (scene->at(c)->getClassName() == StringTable->insert("OcclusionVolume"));
if (isZone || isPortal || isOccluder)
{
SceneObject* sceneObj = static_cast<SceneObject*>(misGroup->at(c));
SceneObject* sceneObj = static_cast<SceneObject*>(scene->at(c));
if (!sceneObj)
{
Con::errorf("WorldEditor::createConvexShapeFrom - Invalid object");
@ -1350,9 +1352,9 @@ void GuiConvexEditorCtrl::setupShape( ConvexShape *shape )
shape->registerObject();
updateShape( shape );
SimGroup *group;
if ( Sim::findObject( "missionGroup", group ) )
group->addObject( shape );
Scene* scene = Scene::getRootScene();
if ( scene )
scene->addObject( shape );
}
void GuiConvexEditorCtrl::updateShape( ConvexShape *shape, S32 offsetFace )
@ -1929,10 +1931,8 @@ ConvexEditorTool::EventResult ConvexEditorCreateTool::on3DMouseUp( const Gui3DMo
}
else if ( mStage == 0 )
{
SimGroup *mg;
Sim::findObject( "MissionGroup", mg );
mg->addObject( mNewConvex );
SimGroup *scene = Scene::getRootScene();
scene->addObject( mNewConvex );
mStage = -1;
@ -2128,9 +2128,9 @@ ConvexShape* ConvexEditorCreateTool::extrudeShapeFromFace( ConvexShape *inShape,
newShape->registerObject();
mEditor->updateShape( newShape );
SimGroup *group;
if ( Sim::findObject( "missionGroup", group ) )
group->addObject( newShape );
Scene* scene = Scene::getRootScene();
if ( scene )
scene->addObject( newShape );
return newShape;
}

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@ -36,7 +36,7 @@
#include "gui/worldEditor/terrainActions.h"
#include "terrain/terrMaterial.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT(TerrainEditor);
@ -2405,10 +2405,10 @@ void TerrainEditor::reorderMaterial( S32 index, S32 orderPos )
DefineEngineMethod( TerrainEditor, attachTerrain, void, (const char * terrain), (""), "(TerrainBlock terrain)")
{
SimSet * missionGroup = dynamic_cast<SimSet*>(Sim::findObject("MissionGroup"));
if (!missionGroup)
Scene* scene = Scene::getRootScene();
if (!scene)
{
Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: no mission group found");
Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: no scene found");
return;
}
@ -2417,7 +2417,7 @@ DefineEngineMethod( TerrainEditor, attachTerrain, void, (const char * terrain),
// attach to first found terrainBlock
if (dStrcmp (terrain,"")==0)
{
for(SimSetIterator itr(missionGroup); *itr; ++itr)
for(SimSetIterator itr(scene); *itr; ++itr)
{
TerrainBlock* terrBlock = dynamic_cast<TerrainBlock*>(*itr);

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@ -51,6 +51,8 @@
#include "tools/editorTool.h"
#include "T3D/Scene.h"
IMPLEMENT_CONOBJECT( WorldEditor );
ConsoleDocClass( WorldEditor,
@ -455,19 +457,20 @@ bool WorldEditor::pasteSelection( bool dropSel )
return false;
}
SimGroup *missionGroup = NULL;
SimGroup *targetGroup = NULL;
if( isMethod( "getNewObjectGroup" ) )
{
const char* targetGroupName = Con::executef( this, "getNewObjectGroup" );
if( targetGroupName && targetGroupName[ 0 ] && !Sim::findObject( targetGroupName, missionGroup ) )
if( targetGroupName && targetGroupName[ 0 ] && !Sim::findObject( targetGroupName, targetGroup) )
Con::errorf( "WorldEditor::pasteSelection() - no SimGroup called '%s'", targetGroupName );
}
if( !missionGroup )
if( !targetGroup)
{
if( !Sim::findObject( "MissionGroup", missionGroup ) )
targetGroup = Scene::getRootScene();
if( !targetGroup)
{
Con::errorf( "WorldEditor::pasteSelection() - MissionGroup not found" );
Con::errorf( "WorldEditor::pasteSelection() - Scene not found" );
return false;
}
}
@ -481,8 +484,8 @@ bool WorldEditor::pasteSelection( bool dropSel )
if ( !obj )
continue;
if ( missionGroup )
missionGroup->addObject( obj );
if (targetGroup)
targetGroup->addObject( obj );
action->addObject( obj );
@ -594,7 +597,7 @@ void WorldEditor::hideObject(SceneObject* serverObj, bool hide)
void WorldEditor::hideSelection(bool hide)
{
SimGroup* pGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
Scene* scene = Scene::getRootScene();
// set server/client objects hide field
for(U32 i = 0; i < mSelected->size(); i++)
@ -605,7 +608,7 @@ void WorldEditor::hideSelection(bool hide)
// Prevent non-mission group objects (i.e. Player) from being hidden.
// Otherwise it is difficult to show them again.
if(!serverObj->isChildOfGroup(pGroup))
if(!serverObj->isChildOfGroup(scene))
continue;
hideObject(serverObj, hide);
@ -2437,7 +2440,7 @@ void WorldEditor::renderScene( const RectI &updateRect )
}
// Render the paths
renderPaths(Sim::findObject("MissionGroup"));
renderPaths(Scene::getRootScene());
// walk selected
Selection* selection = getActiveSelectionSet();
@ -3653,10 +3656,10 @@ void WorldEditor::makeSelectionPrefab( const char *filename )
return;
}
SimGroup *missionGroup;
if ( !Sim::findObject( "MissionGroup", missionGroup ) )
Scene* scene = Scene::getRootScene();
if ( !scene)
{
Con::errorf( "WorldEditor::makeSelectionPrefab - Could not find MissionGroup." );
Con::errorf( "WorldEditor::makeSelectionPrefab - Could not find root Scene." );
return;
}
@ -3746,7 +3749,7 @@ void WorldEditor::makeSelectionPrefab( const char *filename )
fabMat.inverse();
fab->setTransform( fabMat );
fab->registerObject();
missionGroup->addObject( fab );
scene->addObject( fab );
// Select it, mark level as dirty.
clearSelection();
@ -3812,10 +3815,10 @@ void WorldEditor::makeSelectionAMesh(const char *filename)
return;
}
SimGroup *missionGroup;
if (!Sim::findObject("MissionGroup", missionGroup))
Scene* scene = Scene::getRootScene();
if (!scene)
{
Con::errorf("WorldEditor::makeSelectionAMesh - Could not find MissionGroup.");
Con::errorf("WorldEditor::makeSelectionAMesh - Could not find root Scene.");
return;
}
@ -3965,7 +3968,7 @@ void WorldEditor::makeSelectionAMesh(const char *filename)
fabMat.inverse();
ts->setTransform(fabMat);
ts->registerObject();
missionGroup->addObject(ts);
scene->addObject(ts);
// Select it, mark level as dirty.
clearSelection();

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@ -35,6 +35,8 @@
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
#include "T3D/Scene.h"
extern bool gEditingMission;
//--------------------------------------------------------------------------
@ -59,13 +61,13 @@ DefineEngineFunction(pathOnMissionLoadDone, void, (),,
"@ingroup Networking")
{
// Need to load subobjects for all loaded interiors...
SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
AssertFatal(pMissionGroup != NULL, "Error, mission done loading and no mission group?");
Scene* scene = Scene::getRootScene();
AssertFatal(scene != NULL, "Error, mission done loading and no scene?");
U32 currStart = 0;
U32 currEnd = 1;
Vector<SimGroup*> groups;
groups.push_back(pMissionGroup);
groups.push_back(scene);
while (true) {
for (U32 i = currStart; i < currEnd; i++) {

View file

@ -31,6 +31,8 @@
#include "util/noise2d.h"
#include "core/volume.h"
#include "T3D/Scene.h"
using namespace Torque;
DefineEngineStaticMethod( TerrainBlock, createNew, S32, (String terrainName, U32 resolution, String materialName, bool genNoise),,
@ -108,9 +110,9 @@ DefineEngineStaticMethod( TerrainBlock, createNew, S32, (String terrainName, U32
terrain->registerObject( terrainName.c_str() );
// Add to mission group!
SimGroup *missionGroup;
if( Sim::findObject( "MissionGroup", missionGroup ) )
missionGroup->addObject( terrain );
Scene* scene = Scene::getRootScene();
if(scene)
scene->addObject( terrain );
return terrain->getId();
}
@ -245,10 +247,10 @@ DefineEngineStaticMethod( TerrainBlock, import, S32, (String terrainName, String
terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
terrain->registerObject();
// Add to mission group!
SimGroup *missionGroup;
if ( Sim::findObject( "MissionGroup", missionGroup ) )
missionGroup->addObject( terrain );
// Add to scene!
Scene* scene = Scene::getRootScene();
if (scene)
scene->addObject( terrain );
}
return terrain->getId();

View file

@ -30,6 +30,7 @@
#include "T3D/pointLight.h"
#include "T3D/spotLight.h"
#include "T3D/Scene.h"
//-----------------------------------------------------------------------------
// Collada <light> elements are very similar, but are arranged as separate, unrelated
@ -140,11 +141,11 @@ static void processNodeLights(AppNode* appNode, const MatrixF& offset, SimGroup*
// Load lights from a collada file and add to the scene.
DefineEngineFunction( loadColladaLights, bool, (const char * filename, const char * parentGroup, const char * baseObject), ("", ""),
"(string filename, SimGroup parentGroup=MissionGroup, SimObject baseObject=-1)"
"(string filename, SimGroup parentGroup=Scene, SimObject baseObject=-1)"
"Load all light instances from a COLLADA (.dae) file and add to the scene.\n"
"@param filename COLLADA filename to load lights from\n"
"@param parentGroup (optional) name of an existing simgroup to add the new "
"lights to (defaults to MissionGroup)\n"
"lights to (defaults to root Scene)\n"
"@param baseObject (optional) name of an object to use as the origin (useful "
"if you are loading the lights for a collada scene and have moved or rotated "
"the geometry)\n"
@ -165,16 +166,16 @@ DefineEngineFunction( loadColladaLights, bool, (const char * filename, const cha
Torque::Path path(filename);
// Optional group to add the lights to. Create if it does not exist, and use
// the MissionGroup if not specified.
SimGroup* missionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
// the root Scene if not specified.
Scene* scene = Scene::getRootScene();
SimGroup* group = 0;
if (!String::isEmpty(parentGroup)){
if (!Sim::findObject(parentGroup, group)) {
// Create the group if it could not be found
group = new SimGroup;
if (group->registerObject(parentGroup)) {
if (missionGroup)
missionGroup->addObject(group);
if (scene)
scene->addObject(group);
}
else {
delete group;
@ -183,7 +184,7 @@ DefineEngineFunction( loadColladaLights, bool, (const char * filename, const cha
}
}
if (!group)
group = missionGroup;
group = scene;
// Optional object to provide the base transform
MatrixF offset(true);

View file

@ -18,7 +18,7 @@ function Core_ClientServer::create( %this )
exec( "./scripts/client/client.cs" );
exec( "./scripts/server/server.cs" );
$Game::MissionGroup = "MissionGroup";
$Game::MainScene = getScene(0);
initServer();

View file

@ -115,7 +115,7 @@ function sendLoadInfoToClient( %client )
function parseMissionGroup( %className, %childGroup )
{
if( getWordCount( %childGroup ) == 0)
%currentGroup = "MissionGroup";
%currentGroup = getScene(0);
else
%currentGroup = %childGroup;
@ -136,7 +136,7 @@ function parseMissionGroup( %className, %childGroup )
function parseMissionGroupForIds( %className, %childGroup )
{
if( getWordCount( %childGroup ) == 0)
%currentGroup = $Game::MissionGroup;
%currentGroup = getScene(0);
else
%currentGroup = %childGroup;

View file

@ -98,9 +98,9 @@ function loadMissionStage2()
// Exec the mission. The MissionGroup (loaded components) is added to the ServerGroup
exec(%file);
if( !isObject(MissionGroup) )
if( !isObject(getScene(0)) )
{
$Server::LoadFailMsg = "No 'MissionGroup' found in mission \"" @ %file @ "\".";
$Server::LoadFailMsg = "No Scene found in level \"" @ %file @ "\".";
}
}
@ -141,7 +141,7 @@ function loadMissionStage2()
function endMission()
{
if (!isObject( MissionGroup ))
if (!isObject( getScene(0) ))
return;
echo("*** ENDING MISSION");
@ -159,7 +159,7 @@ function endMission()
}
// Delete everything
MissionGroup.delete();
getScene(0).delete();
MissionCleanup.delete();
clearServerPaths();

View file

@ -243,7 +243,7 @@ function onServerDestroyed()
{
physicsStopSimulation("server");
if (!isObject( MissionGroup ))
if (!isObject( getScene(0) ))
return;
echo("*** ENDING MISSION");
@ -262,7 +262,7 @@ function onServerDestroyed()
}
// Delete everything
MissionGroup.delete();
getScene(0).delete();
MissionCleanup.delete();
clearServerPaths();

View file

@ -189,7 +189,7 @@ function ConvexEditorPlugin::onSaveMission( %this, %missionFile )
{
if( ConvexEditorGui.isDirty )
{
MissionGroup.save( %missionFile );
getScene(0).save( %missionFile );
ConvexEditorGui.isDirty = false;
}
}

View file

@ -1584,7 +1584,7 @@ function ColladaImportDlg::onOK(%this)
function ColladaImportDlg::loadLights(%this)
{
// Get the ID of the last object added
%obj = MissionGroup.getObject(MissionGroup.getCount()-1);
%obj = getScene(0).getObject(getScene(0).getCount()-1);
// Create a new SimGroup to hold the model and lights
%group = new SimGroup();
@ -1596,7 +1596,7 @@ function ColladaImportDlg::loadLights(%this)
{
%group.add(%obj);
%group.bringToFront(%obj);
MissionGroup.add(%group);
getScene(0).add(%group);
if (EditorTree.isVisible())
{
EditorTree.removeItem(EditorTree.findItemByObjectId(%obj));

View file

@ -1,5 +1,5 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new Scene(EditorTemplateLevel) {
canSave = "1";
canSaveDynamicFields = "1";
cdTrack = "2";

View file

@ -1051,7 +1051,7 @@ function MaterialEditorGui::updateActiveMaterialName(%this, %name)
// Some objects (ConvexShape, DecalRoad etc) reference Materials by name => need
// to find and update all these references so they don't break when we rename the
// Material.
MaterialEditorGui.updateMaterialReferences( MissionGroup, %action.oldName, %action.newName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %action.oldName, %action.newName );
}
function MaterialEditorGui::updateMaterialReferences( %this, %obj, %oldName, %newName )

View file

@ -187,7 +187,7 @@ function ActionUpdateActiveMaterialAnimationFlags::undo(%this)
function ActionUpdateActiveMaterialName::redo(%this)
{
%this.material.setName(%this.newName);
MaterialEditorGui.updateMaterialReferences( MissionGroup, %this.oldName, %this.newName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %this.oldName, %this.newName );
if( MaterialEditorPreviewWindow.isVisible() && MaterialEditorGui.currentMaterial == %this.material )
{
@ -199,7 +199,7 @@ function ActionUpdateActiveMaterialName::redo(%this)
function ActionUpdateActiveMaterialName::undo(%this)
{
%this.material.setName(%this.oldName);
MaterialEditorGui.updateMaterialReferences( MissionGroup, %this.newName, %this.oldName );
MaterialEditorGui.updateMaterialReferences( getScene(0), %this.newName, %this.oldName );
if( MaterialEditorPreviewWindow.isVisible() && MaterialEditorGui.currentMaterial == %this.material )
{

View file

@ -164,7 +164,7 @@ function MeshRoadEditorPlugin::onSaveMission( %this, %missionFile )
{
if( MeshRoadEditorGui.isDirty )
{
MissionGroup.save( %missionFile );
getScene(0).save( %missionFile );
MeshRoadEditorGui.isDirty = false;
}
}

View file

@ -114,7 +114,7 @@ function MissionAreaEditorPlugin::createNewMissionArea(%this)
%newMissionArea = new MissionArea();
%newMissionArea.area = "-256 -256 512 512";
MissionGroup.add(%newMissionArea);
getScene(0).add(%newMissionArea);
EditorGui.setEditor(MissionAreaEditorPlugin);

View file

@ -354,13 +354,13 @@ function CreateNewNavMeshDlg::create(%this)
if(MeshMissionBounds.isStateOn())
{
if(!isObject(MissionGroup))
if(!isObject(getScene(0)))
{
MessageBoxOk("Error", "You must have a MissionGroup to use the mission bounds function.");
MessageBoxOk("Error", "You must have a Scene to use the mission bounds function.");
return;
}
// Get maximum extents of all objects.
%box = MissionBoundsExtents(MissionGroup);
%box = MissionBoundsExtents(getScene(0));
%pos = GetBoxCenter(%box);
%scale = (GetWord(%box, 3) - GetWord(%box, 0)) / 2 + 5
SPC (GetWord(%box, 4) - GetWord(%box, 1)) / 2 + 5
@ -380,7 +380,7 @@ function CreateNewNavMeshDlg::create(%this)
scale = %this-->MeshScale.getText();
};
}
MissionGroup.add(%mesh);
getScene(0).add(%mesh);
NavEditorGui.selectObject(%mesh);
Canvas.popDialog(CreateNewNavMeshDlg);

View file

@ -205,7 +205,7 @@ function NavEditorPlugin::onSaveMission(%this, %missionFile)
{
if(NavEditorGui.isDirty)
{
MissionGroup.save(%missionFile);
getScene(0).save(%missionFile);
NavEditorGui.isDirty = false;
}
}

View file

@ -178,7 +178,9 @@ function RiverEditorPlugin::onSaveMission( %this, %missionFile )
{
if( RiverEditorGui.isDirty )
{
MissionGroup.save( %missionFile );
//Get our root scene, which would be the level
getScene(0).save( %missionFile );
RiverEditorGui.isDirty = false;
}
}

View file

@ -156,7 +156,7 @@ function RoadEditorPlugin::onSaveMission( %this, %missionFile )
{
if( RoadEditorGui.isDirty )
{
MissionGroup.save( %missionFile );
getScene(0).save( %missionFile );
RoadEditorGui.isDirty = false;
}
}

View file

@ -175,7 +175,7 @@ function ShapeEditorPlugin::open(%this, %filename)
ShapeEdNodes-->worldTransform.setStateOn(1);
// Initialise and show the shape editor
ShapeEdShapeTreeView.open(MissionGroup);
ShapeEdShapeTreeView.open(getScene(0));
ShapeEdShapeTreeView.buildVisibleTree(true);
ShapeEdPreviewGui.setVisible(true);

View file

@ -184,11 +184,11 @@ function TimeAdjustSliderCtrl::onAction(%this)
if ( !isObject( %this.tod ) )
{
if ( isObject( MissionGroup ) )
if ( isObject( getScene(0) ) )
{
for ( %i = 0; %i < MissionGroup.getCount(); %i++ )
for ( %i = 0; %i < getScene(0).getCount(); %i++ )
{
%obj = MissionGroup.getObject( %i );
%obj = getScene(0).getObject( %i );
if ( %obj.getClassName() $= "TimeOfDay" )
{

View file

@ -947,10 +947,10 @@ function ObjectBuilderGui::buildPlayerDropPoint(%this)
%this.addField("spawnClass", "TypeString", "Spawn Class", "Player");
%this.addField("spawnDatablock", "TypeDataBlock", "Spawn Data", "PlayerData DefaultPlayerData");
if( EWCreatorWindow.objectGroup.getID() == MissionGroup.getID() )
if( EWCreatorWindow.objectGroup.getID() == getScene(0).getID() )
{
if( !isObject("PlayerDropPoints") )
MissionGroup.add( new SimGroup("PlayerDropPoints") );
getScene(0).add( new SimGroup("PlayerDropPoints") );
%this.objectGroup = "PlayerDropPoints";
}
@ -967,10 +967,10 @@ function ObjectBuilderGui::buildObserverDropPoint(%this)
%this.addField("spawnClass", "TypeString", "Spawn Class", "Camera");
%this.addField("spawnDatablock", "TypeDataBlock", "Spawn Data", "CameraData Observer");
if( EWCreatorWindow.objectGroup.getID() == MissionGroup.getID() )
if( EWCreatorWindow.objectGroup.getID() == getScene(0).getID() )
{
if( !isObject("ObserverDropPoints") )
MissionGroup.add( new SimGroup("ObserverDropPoints") );
getScene(0).add( new SimGroup("ObserverDropPoints") );
%this.objectGroup = "ObserverDropPoints";
}

View file

@ -637,7 +637,7 @@ function EditorGui::addCameraBookmark( %this, %name )
if( !isObject(CameraBookmarks) )
{
%grp = new SimGroup(CameraBookmarks);
MissionGroup.add(%grp);
getScene(0).add(%grp);
}
CameraBookmarks.add( %obj );
@ -835,12 +835,17 @@ function EditorGui::syncCameraGui( %this )
function WorldEditorPlugin::onActivated( %this )
{
if(!isObject(Scenes))
$scenesRootGroup = new SimGroup(Scenes);
$scenesRootGroup.add(getScene(0));
EditorGui.bringToFront( EWorldEditor );
EWorldEditor.setVisible(true);
EditorGui.menuBar.insert( EditorGui.worldMenu, EditorGui.menuBar.dynamicItemInsertPos );
EWorldEditor.makeFirstResponder(true);
EditorTree.open(MissionGroup,true);
EWCreatorWindow.setNewObjectGroup(MissionGroup);
EditorTree.open($scenesRootGroup,true);
EWCreatorWindow.setNewObjectGroup(getScene(0));
EWorldEditor.syncGui();
@ -1464,7 +1469,7 @@ function EditorTree::onDeleteObject( %this, %object )
return true;
if( %object == EWCreatorWindow.objectGroup )
EWCreatorWindow.setNewObjectGroup( MissionGroup );
EWCreatorWindow.setNewObjectGroup( getScene(0) );
// Append it to our list.
%this.undoDeleteList = %this.undoDeleteList TAB %object;
@ -1596,6 +1601,13 @@ function EditorTree::onRightMouseUp( %this, %itemId, %mouse, %obj )
{
%popup.item[ 0 ] = "Add Camera Bookmark" TAB "" TAB "EditorGui.addCameraBookmarkByGui();";
}
else if( %obj.isMemberOfClass( "Scene" ))
{
%popup.item[ 0 ] = "Set as Active Scene" TAB "" TAB "EditorTree.showItemRenameCtrl( EditorTree.findItemByObjectId(" @ %popup.object @ ") );";
%popup.item[ 1 ] = "Delete" TAB "" TAB "EWorldEditor.deleteMissionObject(" @ %popup.object @ ");";
%popup.item[ 2 ] = "Inspect" TAB "" TAB "inspectObject(" @ %popup.object @ ");";
%popup.item[ 3 ] = "-";
}
else
{
%popup.object = %obj;
@ -1673,8 +1685,8 @@ function EditorTree::onRightMouseUp( %this, %itemId, %mouse, %obj )
if( %haveObjectEntries )
{
%popup.enableItem( 0, %obj.isNameChangeAllowed() && %obj.getName() !$= "MissionGroup" );
%popup.enableItem( 1, %obj.getName() !$= "MissionGroup" );
%popup.enableItem( 0, %obj.isNameChangeAllowed() && %obj !$= getScene(0) );
%popup.enableItem( 1, %obj !$= getScene(0) );
if( %haveLockAndHideEntries )
{
@ -2025,21 +2037,21 @@ function EWorldEditor::syncToolPalette( %this )
function EWorldEditor::addSimGroup( %this, %groupCurrentSelection )
{
%activeSelection = %this.getActiveSelection();
if ( %activeSelection.getObjectIndex( MissionGroup ) != -1 )
if ( %activeSelection.getObjectIndex( getScene(0) ) != -1 )
{
MessageBoxOK( "Error", "Cannot add MissionGroup to a new SimGroup" );
MessageBoxOK( "Error", "Cannot add Scene to a new SimGroup" );
return;
}
// Find our parent.
%parent = MissionGroup;
%parent = getScene(0);
if( !%groupCurrentSelection && isObject( %activeSelection ) && %activeSelection.getCount() > 0 )
{
%firstSelectedObject = %activeSelection.getObject( 0 );
if( %firstSelectedObject.isMemberOfClass( "SimGroup" ) )
%parent = %firstSelectedObject;
else if( %firstSelectedObject.getId() != MissionGroup.getId() )
else if( %firstSelectedObject.getId() != getScene(0).getId() )
%parent = %firstSelectedObject.parentGroup;
}

View file

@ -40,7 +40,7 @@ function ESelectObjectsWindow::toggleVisibility( %this )
/// to start searching for objects.
function ESelectObjectsWindow::getRootGroup( %this )
{
return MissionGroup;
return getScene(0);
}
//---------------------------------------------------------------------------------------------

View file

@ -179,7 +179,7 @@ function EWCreatorWindow::createStatic( %this, %file )
return;
if( !isObject(%this.objectGroup) )
%this.setNewObjectGroup( MissionGroup );
%this.setNewObjectGroup( getScene(0) );
%objId = new TSStatic()
{
@ -197,7 +197,7 @@ function EWCreatorWindow::createPrefab( %this, %file )
return;
if( !isObject(%this.objectGroup) )
%this.setNewObjectGroup( MissionGroup );
%this.setNewObjectGroup( getScene(0) );
%objId = new Prefab()
{
@ -215,7 +215,7 @@ function EWCreatorWindow::createObject( %this, %cmd )
return;
if( !isObject(%this.objectGroup) )
%this.setNewObjectGroup( MissionGroup );
%this.setNewObjectGroup( getScene(0) );
pushInstantGroup();
%objId = eval(%cmd);

View file

@ -124,6 +124,12 @@ function WorldEditor::onSelectionCentroidChanged( %this )
Inspector.refresh();
}
function WorldEditor::setSceneAsDirty(%this)
{
EWorldEditor.isDirty = true;
}
//////////////////////////////////////////////////////////////////////////
function WorldEditor::init(%this)
@ -198,7 +204,7 @@ function WorldEditor::export(%this)
function WorldEditor::doExport(%this, %file)
{
missionGroup.save("~/editor/" @ %file, true);
getScene(0).save("~/editor/" @ %file, true);
}
function WorldEditor::import(%this)

View file

@ -272,7 +272,7 @@ function EditorSaveMission()
// now write the terrain and mission files out:
if(EWorldEditor.isDirty || ETerrainEditor.isMissionDirty)
MissionGroup.save($Server::MissionFile);
getScene(0).save($Server::MissionFile);
if(ETerrainEditor.isDirty)
{
// Find all of the terrain files
@ -483,6 +483,21 @@ function EditorOpenMission(%filename)
}
}
function EditorOpenSceneAppend(%levelAsset)
{
//Load the asset's level file
exec(%levelAsset.levelFile);
//We'll assume the scene name and assetname are the same for now
%sceneName = %levelAsset.AssetName;
%scene = nameToID(%sceneName);
if(isObject(%scene))
{
//Append it to our scene heirarchy
$scenesRootGroup.add(%scene);
}
}
function EditorExportToCollada()
{

View file

@ -1,5 +1,5 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new Scene(EmptyTerrainLevel) {
canSaveDynamicFields = "1";
enabled = "1";

View file

@ -1,5 +1,5 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new Scene(EmptyLevel) {
canSave = "1";
canSaveDynamicFields = "1";
cdTrack = "2";

View file

@ -1,5 +1,5 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new Scene(OutpostLevel) {
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";

View file

@ -1,5 +1,5 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new Scene(Empty_RoomLevel) {
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";