mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
138 lines
2.9 KiB
C++
138 lines
2.9 KiB
C++
#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;
|
|
|
|
bool mEditPostFX;
|
|
|
|
StringTableEntry mGameModeName;
|
|
|
|
protected:
|
|
static Scene * smRootScene;
|
|
|
|
DECLARE_CONOBJECT(Scene);
|
|
|
|
public:
|
|
Scene();
|
|
~Scene();
|
|
|
|
static void initPersistFields();
|
|
|
|
static bool _editPostEffects(void* object, const char* index, const char* data);
|
|
|
|
virtual bool onAdd();
|
|
virtual void onRemove();
|
|
virtual void onPostAdd();
|
|
|
|
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);
|
|
|
|
void dumpUtilizedAssets();
|
|
|
|
StringTableEntry getOriginatingFile();
|
|
StringTableEntry getLevelAsset();
|
|
|
|
bool saveScene(StringTableEntry fileName);
|
|
|
|
//
|
|
//Networking
|
|
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
|
|
void unpackUpdate(NetConnection *conn, BitStream *stream);
|
|
|
|
//
|
|
Vector<SceneObject*> getObjectsByClass(String className, bool checkSubscenes);
|
|
|
|
void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
|
|
|
|
template <class T>
|
|
Vector<T*> getObjectsByClass(bool checkSubscenes);
|
|
|
|
static Scene *getRootScene()
|
|
{
|
|
if (Scene::smSceneList.empty())
|
|
return nullptr;
|
|
|
|
return Scene::smSceneList[0];
|
|
}
|
|
|
|
static Vector<Scene*> smSceneList;
|
|
};
|
|
|
|
|
|
template <class T>
|
|
Vector<T*> Scene::getObjectsByClass(bool checkSubscenes)
|
|
{
|
|
Vector<T*> foundObjects;
|
|
|
|
T* curObject;
|
|
|
|
//first, check ourself
|
|
for (U32 i = 0; i < mPermanentObjects.size(); i++)
|
|
{
|
|
curObject = dynamic_cast<T*>(mPermanentObjects[i]);
|
|
if (curObject)
|
|
foundObjects.push_back(curObject);
|
|
}
|
|
|
|
for (U32 i = 0; i < mDynamicObjects.size(); i++)
|
|
{
|
|
curObject = dynamic_cast<T*>(mDynamicObjects[i]);
|
|
if (curObject)
|
|
foundObjects.push_back(curObject);
|
|
}
|
|
|
|
if (checkSubscenes)
|
|
{
|
|
for (U32 i = 0; i < mSubScenes.size(); i++)
|
|
{
|
|
Vector<T*> appendList = mSubScenes[i]->getObjectsByClass<T>(true);
|
|
|
|
for (U32 a = 0; a < appendList.size(); a++)
|
|
{
|
|
foundObjects.push_back(appendList[a]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return foundObjects;
|
|
}
|