mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves - Adds reparent out-of-bounds objects button to SceneGroup inspector - Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself - Fixes asset importer handling of animFPS field to be the correct type - Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration - Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset - Add standard/default preload function def to forestItem - Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right - Adds setGlobalCenter utility function - Adds ability to set guiInputCtrl active state - Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse - Add empty element sanity check to appMesh loader - Add callback for GameBase when game is created - Add default graphics options config for steamdeck - Fix typo in assetImportConfig default - Filters SceneGroup utility buttons in inspector to only show for relevent class types
137 lines
3 KiB
C++
137 lines
3 KiB
C++
#pragma once
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#ifndef SCENE_H
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#include "console/engineAPI.h"
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#ifndef _NETOBJECT_H_
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#include "sim/netObject.h"
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#endif
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#ifndef _ITICKABLE_H_
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#include "core/iTickable.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef GAME_MODE_H
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#include "gameMode.h"
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#endif
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#ifndef SUB_SCENE_H
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#include "SubScene.h"
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#endif
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/// Scene
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/// This object is effectively a smart container to hold and manage any relevent scene objects and data
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/// used to run things.
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class Scene : public NetObject, public virtual ITickable
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{
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typedef NetObject Parent;
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Scene* mParentScene;
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Vector<SubScene*> mSubScenes;
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Vector<SimObject*> mPermanentObjects;
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Vector<SimObject*> mDynamicObjects;
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S32 mSceneId;
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bool mIsEditing;
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bool mIsDirty;
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bool mEditPostFX;
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StringTableEntry mGameModesNames;
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Vector<GameMode*> mGameModesList;
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protected:
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static Scene * smRootScene;
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DECLARE_CONOBJECT(Scene);
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public:
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Scene();
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~Scene();
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static void initPersistFields();
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static bool _editPostEffects(void* object, const char* index, const char* data);
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bool onAdd() override;
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void onRemove() override;
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void onPostAdd() override;
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void interpolateTick(F32 delta) override;
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void processTick() override;
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void advanceTime(F32 timeDelta) override;
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void addObject(SimObject* object) override;
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void removeObject(SimObject* object) override;
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void addDynamicObject(SimObject* object);
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void removeDynamicObject(SimObject* object);
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void clearDynamicObjects() { mDynamicObjects.clear(); }
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void dumpUtilizedAssets();
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StringTableEntry getOriginatingFile();
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StringTableEntry getLevelAsset();
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bool saveScene(StringTableEntry fileName, const bool& saveSubScenes = true);
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//
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//Networking
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//
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void getObjectsByClass(SimObject* object, StringTableEntry className, Vector<SimObject*>* objectsList, bool checkSubscenes = false);
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void getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList);
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template <class T>
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Vector<T*> getObjectsByClass();
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void loadAtPosition(const Point3F& position);
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static Scene *getRootScene()
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{
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if (Scene::smSceneList.empty())
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return nullptr;
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return Scene::smSceneList[0];
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}
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static Vector<Scene*> smSceneList;
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DECLARE_CALLBACK(void, onSaving, (const char* fileName));
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};
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template <class T>
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Vector<T*> Scene::getObjectsByClass()
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{
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Vector<T*> foundObjects;
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T* curObject;
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//first, check ourself
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for (U32 i = 0; i < mPermanentObjects.size(); i++)
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{
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curObject = dynamic_cast<T*>(mPermanentObjects[i]);
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if (curObject)
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foundObjects.push_back(curObject);
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}
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for (U32 i = 0; i < mDynamicObjects.size(); i++)
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{
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curObject = dynamic_cast<T*>(mDynamicObjects[i]);
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if (curObject)
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foundObjects.push_back(curObject);
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}
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return foundObjects;
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}
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#endif
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