Torque3D/Engine/source/T3D/Scene.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

417 lines
11 KiB
C++

#include "Scene.h"
#include "T3D/assets/LevelAsset.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),
mEditPostFX(0)
{
mGameModeName = StringTable->EmptyString();
}
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");
addGroup("Gameplay");
addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
endGroup("Gameplay");
addGroup("PostFX");
addProtectedField("EditPostEffects", TypeBool, Offset(mEditPostFX, Scene),
&Scene::_editPostEffects, &defaultProtectedGetFn, "Edit Scene's default Post Effects", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("PostFX");
}
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::onPostAdd()
{
if (isMethod("onPostAdd"))
Con::executef(this, "onPostAdd");
}
bool Scene::_editPostEffects(void* object, const char* index, const char* data)
{
Scene* scene = static_cast<Scene*>(object);
#ifdef TORQUE_TOOLS
if(Con::isFunction("editScenePostEffects"))
Con::executef("editScenePostEffects", scene);
#endif
return false;
}
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)
{
}
void Scene::dumpUtilizedAssets()
{
Con::printf("Dumping utilized assets in scene!");
Vector<StringTableEntry> utilizedAssetsList;
for (U32 i = 0; i < mPermanentObjects.size(); i++)
{
mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
}
for (U32 i = 0; i < mDynamicObjects.size(); i++)
{
mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
}
for (U32 i = 0; i < utilizedAssetsList.size(); i++)
{
Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
}
Con::printf("Utilized Asset dump complete!");
}
StringTableEntry Scene::getOriginatingFile()
{
return getFilename();
}
StringTableEntry Scene::getLevelAsset()
{
StringTableEntry levelFile = getFilename();
if (levelFile == StringTable->EmptyString())
return StringTable->EmptyString();
AssetQuery* query = new AssetQuery();
query->registerObject();
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
if (foundAssetcount == 0)
return StringTable->EmptyString();
else
return query->mAssetList[0];
}
bool Scene::saveScene(StringTableEntry fileName)
{
//So, we ultimately want to not only save out the level, but also collate all the assets utilized
//by the static objects in the scene so we can have those before we parse the level file itself
//Useful for preloading or stat tracking
//First, save the level file
if (fileName == StringTable->EmptyString())
{
fileName = getOriginatingFile();
}
bool saveSuccess = save(fileName);
if (!saveSuccess)
return false;
//Get the level asset
StringTableEntry levelAsset = getLevelAsset();
if (levelAsset == StringTable->EmptyString())
return saveSuccess;
LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
//Next, lets build out our
Vector<StringTableEntry> utilizedAssetsList;
for (U32 i = 0; i < size(); i++)
{
getUtilizedAssetsFromSceneObject(getObject(i), &utilizedAssetsList);
}
for (U32 i = 0; i < utilizedAssetsList.size(); i++)
{
char depSlotName[50];
dSprintf(depSlotName, sizeof(depSlotName), "%s%d", "staticObjectAssetDependency", i);
char depValue[255];
dSprintf(depValue, sizeof(depValue), "%s=%s", ASSET_ID_SIGNATURE, utilizedAssetsList[i]);
levelAssetDef->setDataField(StringTable->insert(depSlotName), NULL, StringTable->insert(depValue));
}
saveSuccess = levelAssetDef->saveAsset();
return saveSuccess;
}
void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList)
{
SceneObject* obj = dynamic_cast<SceneObject*>(object);
if(obj)
obj->getUtilizedAssets(usedAssetsList);
SimGroup* group = dynamic_cast<SimGroup*>(object);
if (group)
{
for (U32 c = 0; c < group->size(); c++)
{
SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
//Recurse down
getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
}
}
}
//
Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
{
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(getSceneCount, S32, (),,
"Get the number of active Scene objects that are loaded.\n"
"@return The number of active scenes")
{
return Scene::smSceneList.size();
}
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 "";
}
DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
"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->dumpUtilizedAssets();
}
DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
"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")
{
return object->getOriginatingFile();
}
DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
"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")
{
return object->getLevelAsset();
}
DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
"Save out the object to the given file.\n"
"@param fileName The name of the file to save to."
"@param selectedOnly If true, only objects marked as selected will be saved out.\n"
"@param preAppendString Text which will be preprended directly to the object serialization.\n"
"@param True on success, false on failure.")
{
return object->saveScene(StringTable->insert(fileName));
}