| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "Scene/BsSceneManager.h" |
| 4 | #include "Scene/BsSceneObject.h" |
| 5 | #include "Scene/BsComponent.h" |
| 6 | #include "Renderer/BsRenderable.h" |
| 7 | #include "Renderer/BsCamera.h" |
| 8 | #include "Renderer/BsLight.h" |
| 9 | #include "RenderAPI/BsViewport.h" |
| 10 | #include "Scene/BsGameObjectManager.h" |
| 11 | #include "RenderAPI/BsRenderTarget.h" |
| 12 | #include "Renderer/BsLightProbeVolume.h" |
| 13 | #include "Scene/BsSceneActor.h" |
| 14 | #include "Scene/BsPrefab.h" |
| 15 | #include "Physics/BsPhysics.h" |
| 16 | |
| 17 | namespace bs |
| 18 | { |
| 19 | enum ListType |
| 20 | { |
| 21 | NoList = 0, |
| 22 | ActiveList = 1, |
| 23 | InactiveList = 2, |
| 24 | UninitializedList = 3 |
| 25 | }; |
| 26 | |
| 27 | struct ScopeToggle |
| 28 | { |
| 29 | ScopeToggle(bool& val) :val(val) { val = true; } |
| 30 | ~ScopeToggle() { val = false;} |
| 31 | |
| 32 | private: |
| 33 | bool& val; |
| 34 | }; |
| 35 | |
| 36 | SceneInstance::SceneInstance(ConstructPrivately dummy, const String& name, const HSceneObject& root, |
| 37 | const SPtr<PhysicsScene>& physicsScene) |
| 38 | :mName(name), mRoot(root), mPhysicsScene(physicsScene) |
| 39 | { } |
| 40 | |
| 41 | SceneManager::SceneManager() |
| 42 | : mMainScene( |
| 43 | bs_shared_ptr_new<SceneInstance>(SceneInstance::ConstructPrivately(), "Main" , |
| 44 | SceneObject::createInternal("SceneRoot" ), |
| 45 | gPhysics().createPhysicsScene())) |
| 46 | { |
| 47 | mMainScene->mRoot->setScene(mMainScene); |
| 48 | } |
| 49 | |
| 50 | SceneManager::~SceneManager() |
| 51 | { |
| 52 | mMainScene->mPhysicsScene = nullptr; |
| 53 | |
| 54 | if (mMainScene->mRoot != nullptr && !mMainScene->mRoot.isDestroyed()) |
| 55 | mMainScene->mRoot->destroy(true); |
| 56 | } |
| 57 | |
| 58 | void SceneManager::clearScene(bool forceAll) |
| 59 | { |
| 60 | UINT32 numChildren = mMainScene->mRoot->getNumChildren(); |
| 61 | |
| 62 | UINT32 curIdx = 0; |
| 63 | for (UINT32 i = 0; i < numChildren; i++) |
| 64 | { |
| 65 | HSceneObject child = mMainScene->mRoot->getChild(curIdx); |
| 66 | |
| 67 | if (forceAll || !child->hasFlag(SOF_Persistent)) |
| 68 | child->destroy(); |
| 69 | else |
| 70 | curIdx++; |
| 71 | } |
| 72 | |
| 73 | GameObjectManager::instance().destroyQueuedObjects(); |
| 74 | |
| 75 | HSceneObject newRoot = SceneObject::createInternal("SceneRoot" ); |
| 76 | _setRootNode(newRoot); |
| 77 | } |
| 78 | |
| 79 | void SceneManager::loadScene(const HPrefab& scene) |
| 80 | { |
| 81 | HSceneObject root = scene->_instantiate(true); |
| 82 | _setRootNode(root); |
| 83 | } |
| 84 | |
| 85 | HPrefab SceneManager::saveScene() const |
| 86 | { |
| 87 | HSceneObject sceneRoot = mMainScene->getRoot(); |
| 88 | return Prefab::create(sceneRoot); |
| 89 | } |
| 90 | |
| 91 | void SceneManager::_setRootNode(const HSceneObject& root) |
| 92 | { |
| 93 | if (root == nullptr) |
| 94 | return; |
| 95 | |
| 96 | HSceneObject oldRoot = mMainScene->mRoot; |
| 97 | |
| 98 | UINT32 numChildren = oldRoot->getNumChildren(); |
| 99 | // Make sure to keep persistent objects |
| 100 | |
| 101 | bs_frame_mark(); |
| 102 | { |
| 103 | FrameVector<HSceneObject> toRemove; |
| 104 | for (UINT32 i = 0; i < numChildren; i++) |
| 105 | { |
| 106 | HSceneObject child = oldRoot->getChild(i); |
| 107 | |
| 108 | if (child->hasFlag(SOF_Persistent)) |
| 109 | toRemove.push_back(child); |
| 110 | } |
| 111 | |
| 112 | for (auto& entry : toRemove) |
| 113 | entry->setParent(root, false); |
| 114 | } |
| 115 | bs_frame_clear(); |
| 116 | |
| 117 | mMainScene->mRoot = root; |
| 118 | mMainScene->mRoot->_setParent(HSceneObject()); |
| 119 | mMainScene->mRoot->setScene(mMainScene); |
| 120 | |
| 121 | oldRoot->destroy(); |
| 122 | } |
| 123 | |
| 124 | void SceneManager::_bindActor(const SPtr<SceneActor>& actor, const HSceneObject& so) |
| 125 | { |
| 126 | mBoundActors[actor.get()] = BoundActorData(actor, so); |
| 127 | actor->_updateState(*so, true); |
| 128 | } |
| 129 | |
| 130 | void SceneManager::_unbindActor(const SPtr<SceneActor>& actor) |
| 131 | { |
| 132 | mBoundActors.erase(actor.get()); |
| 133 | } |
| 134 | |
| 135 | HSceneObject SceneManager::_getActorSO(const SPtr<SceneActor>& actor) const |
| 136 | { |
| 137 | auto iterFind = mBoundActors.find(actor.get()); |
| 138 | if (iterFind != mBoundActors.end()) |
| 139 | return iterFind->second.so; |
| 140 | |
| 141 | return HSceneObject(); |
| 142 | } |
| 143 | |
| 144 | void SceneManager::_registerCamera(const SPtr<Camera>& camera) |
| 145 | { |
| 146 | mCameras[camera.get()] = camera; |
| 147 | } |
| 148 | |
| 149 | void SceneManager::_unregisterCamera(const SPtr<Camera>& camera) |
| 150 | { |
| 151 | mCameras.erase(camera.get()); |
| 152 | |
| 153 | auto iterFind = std::find_if(mMainCameras.begin(), mMainCameras.end(), |
| 154 | [&](const SPtr<Camera>& x) |
| 155 | { |
| 156 | return x == camera; |
| 157 | }); |
| 158 | |
| 159 | if (iterFind != mMainCameras.end()) |
| 160 | mMainCameras.erase(iterFind); |
| 161 | } |
| 162 | |
| 163 | void SceneManager::_notifyMainCameraStateChanged(const SPtr<Camera>& camera) |
| 164 | { |
| 165 | auto iterFind = std::find_if(mMainCameras.begin(), mMainCameras.end(), |
| 166 | [&](const SPtr<Camera>& entry) |
| 167 | { |
| 168 | return entry == camera; |
| 169 | }); |
| 170 | |
| 171 | SPtr<Viewport> viewport = camera->getViewport(); |
| 172 | if (camera->isMain()) |
| 173 | { |
| 174 | if (iterFind == mMainCameras.end()) |
| 175 | mMainCameras.push_back(mCameras[camera.get()]); |
| 176 | |
| 177 | viewport->setTarget(mMainRT); |
| 178 | } |
| 179 | else |
| 180 | { |
| 181 | if (iterFind != mMainCameras.end()) |
| 182 | mMainCameras.erase(iterFind); |
| 183 | |
| 184 | if (viewport->getTarget() == mMainRT) |
| 185 | viewport->setTarget(nullptr); |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | void SceneManager::_updateCoreObjectTransforms() |
| 190 | { |
| 191 | for (auto& entry : mBoundActors) |
| 192 | entry.second.actor->_updateState(*entry.second.so); |
| 193 | } |
| 194 | |
| 195 | SPtr<Camera> SceneManager::getMainCamera() const |
| 196 | { |
| 197 | if (mMainCameras.size() > 0) |
| 198 | return mMainCameras[0]; |
| 199 | |
| 200 | return nullptr; |
| 201 | } |
| 202 | |
| 203 | void SceneManager::setMainRenderTarget(const SPtr<RenderTarget>& rt) |
| 204 | { |
| 205 | if (mMainRT == rt) |
| 206 | return; |
| 207 | |
| 208 | mMainRTResizedConn.disconnect(); |
| 209 | |
| 210 | if (rt != nullptr) |
| 211 | mMainRTResizedConn = rt->onResized.connect(std::bind(&SceneManager::onMainRenderTargetResized, this)); |
| 212 | |
| 213 | mMainRT = rt; |
| 214 | |
| 215 | float aspect = 1.0f; |
| 216 | if (rt != nullptr) |
| 217 | { |
| 218 | auto& rtProps = rt->getProperties(); |
| 219 | aspect = rtProps.width / (float)rtProps.height; |
| 220 | } |
| 221 | |
| 222 | for (auto& entry : mMainCameras) |
| 223 | { |
| 224 | entry->getViewport()->setTarget(rt); |
| 225 | entry->setAspectRatio(aspect); |
| 226 | } |
| 227 | } |
| 228 | |
| 229 | void SceneManager::setComponentState(ComponentState state) |
| 230 | { |
| 231 | if(mDisableStateChange) |
| 232 | { |
| 233 | LOGWRN("Component state cannot be changed from the calling locating. Are you calling it from Component \ |
| 234 | callbacks?" ); |
| 235 | return; |
| 236 | } |
| 237 | |
| 238 | if (mComponentState == state) |
| 239 | return; |
| 240 | |
| 241 | ComponentState oldState = mComponentState; |
| 242 | |
| 243 | // Make sure to change the state before calling any callbacks, so callbacks can query the state |
| 244 | mComponentState = state; |
| 245 | |
| 246 | // Make sure the per-state lists are up-to-date |
| 247 | processStateChanges(); |
| 248 | |
| 249 | ScopeToggle toggle(mDisableStateChange); |
| 250 | |
| 251 | // Wake up all components with onInitialize/onEnable events if moving to running or paused state |
| 252 | if(state == ComponentState::Running || state == ComponentState::Paused) |
| 253 | { |
| 254 | if(oldState == ComponentState::Stopped) |
| 255 | { |
| 256 | // Disable, and then re-enable components that have an AlwaysRun flag |
| 257 | for(auto& entry : mActiveComponents) |
| 258 | { |
| 259 | if (entry->sceneObject()->getActive()) |
| 260 | { |
| 261 | entry->onDisabled(); |
| 262 | entry->onEnabled(); |
| 263 | } |
| 264 | } |
| 265 | |
| 266 | // Process any state changes queued by the component callbacks |
| 267 | processStateChanges(); |
| 268 | |
| 269 | // Trigger enable on all components that don't have AlwaysRun flag (at this point those will be all |
| 270 | // inactive components that have active scene object parents) |
| 271 | for(auto& entry : mInactiveComponents) |
| 272 | { |
| 273 | if (entry->sceneObject()->getActive()) |
| 274 | { |
| 275 | entry->onEnabled(); |
| 276 | |
| 277 | if(state == ComponentState::Running) |
| 278 | mStateChanges.emplace_back(entry, ComponentStateEventType::Activated); |
| 279 | } |
| 280 | } |
| 281 | |
| 282 | // Process any state changes queued by the component callbacks |
| 283 | processStateChanges(); |
| 284 | |
| 285 | // Initialize and enable uninitialized components |
| 286 | for(auto& entry : mUninitializedComponents) |
| 287 | { |
| 288 | entry->onInitialized(); |
| 289 | |
| 290 | if (entry->sceneObject()->getActive()) |
| 291 | { |
| 292 | entry->onEnabled(); |
| 293 | mStateChanges.emplace_back(entry, ComponentStateEventType::Activated); |
| 294 | } |
| 295 | else |
| 296 | mStateChanges.emplace_back(entry, ComponentStateEventType::Deactivated); |
| 297 | } |
| 298 | |
| 299 | // Process any state changes queued by the component callbacks |
| 300 | processStateChanges(); |
| 301 | } |
| 302 | } |
| 303 | |
| 304 | // Stop updates on all active components |
| 305 | if(state == ComponentState::Paused || state == ComponentState::Stopped) |
| 306 | { |
| 307 | // Trigger onDisable events if stopping |
| 308 | if (state == ComponentState::Stopped) |
| 309 | { |
| 310 | for (const auto& component : mActiveComponents) |
| 311 | { |
| 312 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 313 | |
| 314 | component->onDisabled(); |
| 315 | |
| 316 | if(alwaysRun) |
| 317 | component->onEnabled(); |
| 318 | } |
| 319 | } |
| 320 | |
| 321 | // Move from active to inactive list |
| 322 | for (INT32 i = 0; i < (INT32)mActiveComponents.size(); i++) |
| 323 | { |
| 324 | // Note: Purposely not a reference since the list changes in the add/remove methods below |
| 325 | const HComponent component = mActiveComponents[i]; |
| 326 | |
| 327 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 328 | if (alwaysRun) |
| 329 | continue; |
| 330 | |
| 331 | removeFromStateList(component); |
| 332 | addToStateList(component, InactiveList); |
| 333 | |
| 334 | i--; // Keep the same index next iteration to process the component we just swapped |
| 335 | } |
| 336 | } |
| 337 | } |
| 338 | |
| 339 | void SceneManager::_notifyComponentCreated(const HComponent& component, bool parentActive) |
| 340 | { |
| 341 | // Note: This method must remain reentrant (in case the callbacks below trigger component state changes) |
| 342 | |
| 343 | // Queue the change before any callbacks trigger, as the callbacks could trigger their own changes and they should |
| 344 | // be in order |
| 345 | mStateChanges.emplace_back(component, ComponentStateEventType::Created); |
| 346 | ScopeToggle toggle(mDisableStateChange); |
| 347 | |
| 348 | component->onCreated(); |
| 349 | |
| 350 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 351 | if(alwaysRun || mComponentState != ComponentState::Stopped) |
| 352 | { |
| 353 | component->onInitialized(); |
| 354 | |
| 355 | if (parentActive) |
| 356 | component->onEnabled(); |
| 357 | } |
| 358 | } |
| 359 | |
| 360 | void SceneManager::_notifyComponentActivated(const HComponent& component, bool triggerEvent) |
| 361 | { |
| 362 | // Note: This method must remain reentrant (in case the callbacks below trigger component state changes) |
| 363 | |
| 364 | // Queue the change before any callbacks trigger, as the callbacks could trigger their own changes and they should |
| 365 | // be in order |
| 366 | mStateChanges.emplace_back(component, ComponentStateEventType::Activated); |
| 367 | ScopeToggle toggle(mDisableStateChange); |
| 368 | |
| 369 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 370 | if(alwaysRun || mComponentState != ComponentState::Stopped) |
| 371 | { |
| 372 | if (triggerEvent) |
| 373 | component->onEnabled(); |
| 374 | } |
| 375 | } |
| 376 | |
| 377 | void SceneManager::_notifyComponentDeactivated(const HComponent& component, bool triggerEvent) |
| 378 | { |
| 379 | // Note: This method must remain reentrant (in case the callbacks below trigger component state changes) |
| 380 | |
| 381 | // Queue the change before any callbacks trigger, as the callbacks could trigger their own changes and they should |
| 382 | // be in order |
| 383 | mStateChanges.emplace_back(component, ComponentStateEventType::Deactivated); |
| 384 | ScopeToggle toggle(mDisableStateChange); |
| 385 | |
| 386 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 387 | if(alwaysRun || mComponentState != ComponentState::Stopped) |
| 388 | { |
| 389 | if (triggerEvent) |
| 390 | component->onDisabled(); |
| 391 | } |
| 392 | } |
| 393 | |
| 394 | void SceneManager::_notifyComponentDestroyed(const HComponent& component, bool immediate) |
| 395 | { |
| 396 | // Note: This method must remain reentrant (in case the callbacks below trigger component state changes) |
| 397 | |
| 398 | // Queue the change before any callbacks trigger, as the callbacks could trigger their own changes and they should |
| 399 | // be in order |
| 400 | if(!immediate) |
| 401 | { |
| 402 | // If destruction is immediate no point in queuing state change since it will be ignored anyway |
| 403 | mStateChanges.emplace_back(component, ComponentStateEventType::Destroyed); |
| 404 | } |
| 405 | |
| 406 | ScopeToggle toggle(mDisableStateChange); |
| 407 | |
| 408 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 409 | const bool isEnabled = component->sceneObject()->getActive() && (alwaysRun || |
| 410 | mComponentState != ComponentState::Stopped); |
| 411 | |
| 412 | if (isEnabled) |
| 413 | component->onDisabled(); |
| 414 | |
| 415 | component->onDestroyed(); |
| 416 | |
| 417 | if(immediate) |
| 418 | { |
| 419 | // Since the state change wasn't queued, remove the component from the list right away. Its expected the caller |
| 420 | // knows what is he doing. |
| 421 | |
| 422 | UINT32 existingListType; |
| 423 | UINT32 existingIdx; |
| 424 | decodeComponentId(component->getSceneManagerId(), existingIdx, existingListType); |
| 425 | |
| 426 | if(existingListType != 0) |
| 427 | removeFromStateList(component); |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | void SceneManager::addToStateList(const HComponent& component, UINT32 listType) |
| 432 | { |
| 433 | if(listType == 0) |
| 434 | return; |
| 435 | |
| 436 | Vector<HComponent>& list = *mComponentsPerState[listType - 1]; |
| 437 | |
| 438 | const auto idx = (UINT32)list.size(); |
| 439 | list.push_back(component); |
| 440 | |
| 441 | component->setSceneManagerId(encodeComponentId(idx, listType)); |
| 442 | } |
| 443 | |
| 444 | void SceneManager::removeFromStateList(const HComponent& component) |
| 445 | { |
| 446 | UINT32 listType; |
| 447 | UINT32 idx; |
| 448 | decodeComponentId(component->getSceneManagerId(), idx, listType); |
| 449 | |
| 450 | if(listType == 0) |
| 451 | return; |
| 452 | |
| 453 | Vector<HComponent>& list = *mComponentsPerState[listType - 1]; |
| 454 | |
| 455 | UINT32 lastIdx; |
| 456 | decodeComponentId(list.back()->getSceneManagerId(), lastIdx, listType); |
| 457 | |
| 458 | assert(list[idx] == component); |
| 459 | |
| 460 | if (idx != lastIdx) |
| 461 | { |
| 462 | std::swap(list[idx], list[lastIdx]); |
| 463 | list[idx]->setSceneManagerId(encodeComponentId(idx, listType)); |
| 464 | } |
| 465 | |
| 466 | list.erase(list.end() - 1); |
| 467 | } |
| 468 | |
| 469 | void SceneManager::processStateChanges() |
| 470 | { |
| 471 | const bool isStopped = mComponentState == ComponentState::Stopped; |
| 472 | |
| 473 | for(auto& entry : mStateChanges) |
| 474 | { |
| 475 | const HComponent& component = entry.obj; |
| 476 | if(component.isDestroyed(false)) |
| 477 | continue; |
| 478 | |
| 479 | UINT32 existingListType; |
| 480 | UINT32 existingIdx; |
| 481 | decodeComponentId(component->getSceneManagerId(), existingIdx, existingListType); |
| 482 | |
| 483 | const bool alwaysRun = component->hasFlag(ComponentFlag::AlwaysRun); |
| 484 | const bool isActive = component->SO()->getActive(); |
| 485 | |
| 486 | UINT32 listType = 0; |
| 487 | switch(entry.type) |
| 488 | { |
| 489 | case ComponentStateEventType::Created: |
| 490 | if (alwaysRun || !isStopped) |
| 491 | listType = isActive ? ActiveList : InactiveList; |
| 492 | else |
| 493 | listType = UninitializedList; |
| 494 | break; |
| 495 | case ComponentStateEventType::Activated: |
| 496 | case ComponentStateEventType::Deactivated: |
| 497 | if (alwaysRun || !isStopped) |
| 498 | listType = isActive ? ActiveList : InactiveList; |
| 499 | else |
| 500 | listType = (existingListType == UninitializedList) ? UninitializedList : InactiveList; |
| 501 | break; |
| 502 | case ComponentStateEventType::Destroyed: |
| 503 | listType = 0; |
| 504 | break; |
| 505 | default: break; |
| 506 | } |
| 507 | |
| 508 | if(existingListType == listType) |
| 509 | continue; |
| 510 | |
| 511 | if(existingListType != 0) |
| 512 | removeFromStateList(component); |
| 513 | |
| 514 | addToStateList(component, listType); |
| 515 | } |
| 516 | |
| 517 | mStateChanges.clear(); |
| 518 | } |
| 519 | |
| 520 | |
| 521 | UINT32 SceneManager::encodeComponentId(UINT32 idx, UINT32 type) |
| 522 | { |
| 523 | assert(idx <= (0x3FFFFFFF)); |
| 524 | |
| 525 | return (type << 30) | idx; |
| 526 | } |
| 527 | |
| 528 | void SceneManager::decodeComponentId(UINT32 id, UINT32& idx, UINT32& type) |
| 529 | { |
| 530 | idx = id & 0x3FFFFFFF; |
| 531 | type = id >> 30; |
| 532 | } |
| 533 | |
| 534 | bool SceneManager::isComponentOfType(const HComponent& component, UINT32 rttiId) |
| 535 | { |
| 536 | return component->getRTTI()->getRTTIId() == rttiId; |
| 537 | } |
| 538 | |
| 539 | void SceneManager::_update() |
| 540 | { |
| 541 | processStateChanges(); |
| 542 | |
| 543 | // Note: Eventually perform updates based on component types and/or on component priority. Right now we just |
| 544 | // iterate in an undefined order, but it wouldn't be hard to change it. |
| 545 | |
| 546 | ScopeToggle toggle(mDisableStateChange); |
| 547 | for (auto& entry : mActiveComponents) |
| 548 | entry->update(); |
| 549 | |
| 550 | GameObjectManager::instance().destroyQueuedObjects(); |
| 551 | } |
| 552 | |
| 553 | void SceneManager::_fixedUpdate() |
| 554 | { |
| 555 | processStateChanges(); |
| 556 | |
| 557 | ScopeToggle toggle(mDisableStateChange); |
| 558 | for (auto& entry : mActiveComponents) |
| 559 | entry->fixedUpdate(); |
| 560 | } |
| 561 | |
| 562 | void SceneManager::registerNewSO(const HSceneObject& node) |
| 563 | { |
| 564 | if(mMainScene->getRoot()) |
| 565 | node->setParent(mMainScene->getRoot()); |
| 566 | } |
| 567 | |
| 568 | void SceneManager::onMainRenderTargetResized() |
| 569 | { |
| 570 | auto& rtProps = mMainRT->getProperties(); |
| 571 | float aspect = rtProps.width / (float)rtProps.height; |
| 572 | |
| 573 | for (auto& entry : mMainCameras) |
| 574 | entry->setAspectRatio(aspect); |
| 575 | } |
| 576 | |
| 577 | SceneManager& gSceneManager() |
| 578 | { |
| 579 | return SceneManager::instance(); |
| 580 | } |
| 581 | } |
| 582 | |