Torque3D/Engine/source/T3D/Scene.h

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;
}