| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | #include "BsCorePrerequisites.h" | 
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| 6 | #include "Math/BsMatrix4.h" | 
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| 7 | #include "Math/BsVector3.h" | 
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| 8 | #include "Math/BsQuaternion.h" | 
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| 9 | #include "Reflection/BsRTTIType.h" | 
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| 10 | #include "Scene/BsGameObjectManager.h" | 
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| 11 | #include "Scene/BsGameObject.h" | 
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| 12 | #include "Scene/BsComponent.h" | 
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| 13 | #include "Scene/BsTransform.h" | 
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| 14 |  | 
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| 15 | namespace bs | 
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| 16 | { | 
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| 17 | class SceneInstance; | 
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| 18 |  | 
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| 19 | /** @addtogroup Scene | 
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| 20 | *  @{ | 
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| 21 | */ | 
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| 22 |  | 
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| 23 | /** Possible modifiers that can be applied to a SceneObject. */ | 
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| 24 | enum SceneObjectFlags | 
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| 25 | { | 
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| 26 | SOF_DontInstantiate = 0x01, /**< Object wont be in the main scene and its components won't receive updates. */ | 
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| 27 | SOF_DontSave = 0x02,		/**< Object will be skipped when saving the scene hierarchy or a prefab. */ | 
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| 28 | SOF_Persistent = 0x04,		/**< Object will remain in the scene even after scene clear, unless destroyed directly. | 
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| 29 | This only works with top-level objects. */ | 
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| 30 | SOF_Internal = 0x08			/**< Provides a hint to external systems that his object is used by engine internals. | 
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| 31 | For example, those systems might not want to display those objects together with the | 
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| 32 | user created ones. */ | 
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| 33 | }; | 
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| 34 |  | 
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| 35 | /** | 
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| 36 | * An object in the scene graph. It has a transform object that allows it to be positioned, scaled and rotated. It can | 
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| 37 | * have other scene objects as children, and will have a scene object as a parent, in which case transform changes | 
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| 38 | * to the parent are reflected to the child scene objects (children are relative to the parent). | 
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| 39 | * | 
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| 40 | * Each scene object can have one or multiple Component%s attached to it, where the components inherit the scene | 
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| 41 | * object's transform, and receive updates about transform and hierarchy changes. | 
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| 42 | */ | 
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| 43 | class BS_CORE_EXPORT SceneObject : public GameObject | 
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| 44 | { | 
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| 45 | /**	Flags that signify which part of the SceneObject needs updating. */ | 
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| 46 | enum DirtyFlags | 
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| 47 | { | 
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| 48 | LocalTfrmDirty = 0x01, | 
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| 49 | WorldTfrmDirty = 0x02 | 
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| 50 | }; | 
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| 51 |  | 
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| 52 | friend class SceneManager; | 
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| 53 | friend class Prefab; | 
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| 54 | friend class PrefabDiff; | 
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| 55 | friend class PrefabUtility; | 
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| 56 | public: | 
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| 57 | ~SceneObject(); | 
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| 58 |  | 
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| 59 | /** | 
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| 60 | * Creates a new SceneObject with the specified name. Object will be placed in the top of the scene hierarchy. | 
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| 61 | * | 
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| 62 | * @param[in]	name	Name of the scene object. | 
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| 63 | * @param[in]	flags	Optional flags that control object behavior. See SceneObjectFlags. | 
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| 64 | */ | 
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| 65 | static HSceneObject create(const String& name, UINT32 flags = 0); | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | * Destroys this object and any of its held components. | 
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| 69 | * | 
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| 70 | * @param[in]	immediate	If true, the object will be deallocated and become unusable right away. Otherwise the | 
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| 71 | *							deallocation will be delayed to the end of frame (preferred method). | 
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| 72 | */ | 
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| 73 | void destroy(bool immediate = false); | 
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| 74 |  | 
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| 75 | /**	Returns a handle to this object. */ | 
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| 76 | HSceneObject getHandle() const { return mThisHandle; } | 
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| 77 |  | 
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| 78 | /** | 
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| 79 | * Returns the UUID of the prefab this object is linked to, if any. | 
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| 80 | * | 
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| 81 | * @param[in]	onlyDirect	If true, this method will return prefab link only for the root object of the prefab | 
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| 82 | *							instance. If false the parent objects will be searched for the prefab ID. | 
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| 83 | */ | 
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| 84 | UUID getPrefabLink(bool onlyDirect = false) const; | 
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| 85 |  | 
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| 86 | /** | 
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| 87 | * Returns the root object of the prefab instance that this object belongs to, if any. Returns null if the object | 
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| 88 | * is not part of a prefab instance. | 
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| 89 | */ | 
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| 90 | HSceneObject getPrefabParent() const; | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | * Breaks the link between this prefab instance and its prefab. Object will retain all current values but will no | 
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| 94 | * longer be influenced by modifications to its parent prefab. | 
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| 95 | */ | 
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| 96 | void breakPrefabLink(); | 
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| 97 |  | 
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| 98 | /**	Checks if the scene object has a specific bit flag set. */ | 
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| 99 | bool hasFlag(UINT32 flag) const; | 
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| 100 |  | 
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| 101 | public: // ***** INTERNAL ****** | 
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| 102 | /** @name Internal | 
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| 103 | *  @{ | 
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| 104 | */ | 
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| 105 |  | 
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| 106 | /** @copydoc GameObject::_setInstanceData */ | 
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| 107 | void _setInstanceData(GameObjectInstanceDataPtr& other) override; | 
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| 108 |  | 
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| 109 | /** | 
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| 110 | * Register the scene object with the scene and activate all of its components. | 
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| 111 | * | 
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| 112 | * @param[in]	prefabOnly	If true, only objects within the current prefab will be instantiated. If false all child | 
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| 113 | *							objects and components will. | 
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| 114 | */ | 
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| 115 | void _instantiate(bool prefabOnly = false); | 
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| 116 |  | 
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| 117 | /** | 
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| 118 | * Clears the internally stored prefab diff. If this object is updated from prefab its instance specific changes | 
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| 119 | * will be lost. | 
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| 120 | */ | 
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| 121 | void _clearPrefabDiff() { mPrefabDiff = nullptr; } | 
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| 122 |  | 
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| 123 | /** | 
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| 124 | * Returns the UUID of the prefab this object is linked to, if any. Unlike getPrefabLink() method this will not | 
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| 125 | * search parents, but instead return only the value assigned to this object. | 
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| 126 | */ | 
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| 127 | const UUID& _getPrefabLinkUUID() const { return mPrefabLinkUUID; } | 
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| 128 |  | 
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| 129 | /** | 
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| 130 | * Allows you to change the prefab link UUID of this object. Normally this should be accompanied by reassigning the | 
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| 131 | * link IDs. | 
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| 132 | */ | 
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| 133 | void _setPrefabLinkUUID(const UUID& UUID) { mPrefabLinkUUID = UUID; } | 
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| 134 |  | 
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| 135 | /** | 
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| 136 | * Returns a prefab diff object containing instance specific modifications of this object compared to its prefab | 
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| 137 | * reference, if any. | 
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| 138 | */ | 
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| 139 | const SPtr<PrefabDiff>& _getPrefabDiff() const { return mPrefabDiff; } | 
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| 140 |  | 
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| 141 | /** Assigns a new prefab diff object. Caller must ensure the prefab diff was generated for this object. */ | 
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| 142 | void _setPrefabDiff(const SPtr<PrefabDiff>& diff) { mPrefabDiff = diff; } | 
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| 143 |  | 
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| 144 | /** Recursively enables the provided set of flags on this object and all children. */ | 
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| 145 | void _setFlags(UINT32 flags); | 
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| 146 |  | 
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| 147 | /** Recursively disables the provided set of flags on this object and all children. */ | 
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| 148 | void _unsetFlags(UINT32 flags); | 
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| 149 |  | 
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| 150 | /** @} */ | 
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| 151 |  | 
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| 152 | private: | 
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| 153 | SceneObject(const String& name, UINT32 flags); | 
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| 154 |  | 
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| 155 | /** | 
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| 156 | * Creates a new SceneObject instance, registers it with the game object manager, creates and returns a handle to | 
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| 157 | * the new object. | 
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| 158 | * | 
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| 159 | * @note | 
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| 160 | * When creating objects with DontInstantiate flag it is the callers responsibility to manually destroy the object, | 
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| 161 | * otherwise it will leak. | 
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| 162 | */ | 
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| 163 | static HSceneObject createInternal(const String& name, UINT32 flags = 0); | 
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| 164 |  | 
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| 165 | /** | 
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| 166 | * Creates a new SceneObject instance from an existing pointer, registers it with the game object manager, creates | 
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| 167 | * and returns a handle to the object. | 
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| 168 | * | 
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| 169 | * @param[in]	soPtr		Pointer to the scene object register and return a handle to. | 
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| 170 | */ | 
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| 171 | static HSceneObject createInternal(const SPtr<SceneObject>& soPtr); | 
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| 172 |  | 
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| 173 | /** | 
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| 174 | * Destroys this object and any of its held components. | 
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| 175 | * | 
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| 176 | * @param[in]	handle		Game object handle to this object. | 
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| 177 | * @param[in]	immediate	If true, the object will be deallocated and become unusable right away. Otherwise the | 
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| 178 | *							deallocation will be delayed to the end of frame (preferred method). | 
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| 179 | * | 
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| 180 | * @note	Unlike destroy(), does not remove the object from its parent. | 
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| 181 | */ | 
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| 182 | void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) override; | 
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| 183 |  | 
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| 184 | /**	Checks is the scene object instantiated and visible in the scene. */ | 
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| 185 | bool isInstantiated() const { return (mFlags & SOF_DontInstantiate) == 0; } | 
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| 186 |  | 
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| 187 | private: | 
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| 188 | HSceneObject mThisHandle; | 
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| 189 | UUID mPrefabLinkUUID; | 
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| 190 | SPtr<PrefabDiff> mPrefabDiff; | 
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| 191 | UINT32 mPrefabHash = 0; | 
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| 192 | UINT32 mFlags; | 
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| 193 |  | 
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| 194 | /************************************************************************/ | 
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| 195 | /* 								Transform	                     		*/ | 
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| 196 | /************************************************************************/ | 
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| 197 | public: | 
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| 198 | /** Gets the transform object representing object's position/rotation/scale in world space. */ | 
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| 199 | const Transform& getTransform() const; | 
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| 200 |  | 
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| 201 | /** Gets the transform object representing object's position/rotation/scale relative to its parent. */ | 
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| 202 | const Transform& getLocalTransform() const { return mLocalTfrm; } | 
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| 203 |  | 
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| 204 | /**	Sets the local position of the object. */ | 
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| 205 | void setPosition(const Vector3& position); | 
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| 206 |  | 
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| 207 | /**	Sets the world position of the object. */ | 
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| 208 | void setWorldPosition(const Vector3& position); | 
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| 209 |  | 
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| 210 | /**	Sets the local rotation of the object. */ | 
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| 211 | void setRotation(const Quaternion& rotation); | 
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| 212 |  | 
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| 213 | /**	Sets the world rotation of the object. */ | 
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| 214 | void setWorldRotation(const Quaternion& rotation); | 
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| 215 |  | 
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| 216 | /**	Sets the local scale of the object. */ | 
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| 217 | void setScale(const Vector3& scale); | 
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| 218 |  | 
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| 219 | /** | 
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| 220 | * Sets the world scale of the object. | 
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| 221 | * | 
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| 222 | * @note	This will not work properly if this object or any of its parents have non-affine transform matrices. | 
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| 223 | */ | 
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| 224 | void setWorldScale(const Vector3& scale); | 
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| 225 |  | 
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| 226 | /** | 
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| 227 | * Orients the object so it is looking at the provided @p location (world space) where @p up is used for | 
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| 228 | * determining the location of the object's Y axis. | 
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| 229 | */ | 
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| 230 | void lookAt(const Vector3& location, const Vector3& up = Vector3::UNIT_Y); | 
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| 231 |  | 
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| 232 | /** | 
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| 233 | * Gets the objects world transform matrix. | 
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| 234 | * | 
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| 235 | * @note	Performance warning: This might involve updating the transforms if the transform is dirty. | 
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| 236 | */ | 
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| 237 | const Matrix4& getWorldMatrix() const; | 
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| 238 |  | 
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| 239 | /** | 
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| 240 | * Gets the objects inverse world transform matrix. | 
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| 241 | * | 
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| 242 | * @note	Performance warning: This might involve updating the transforms if the transform is dirty. | 
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| 243 | */ | 
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| 244 | Matrix4 getInvWorldMatrix() const; | 
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| 245 |  | 
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| 246 | /** Gets the objects local transform matrix. */ | 
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| 247 | const Matrix4& getLocalMatrix() const; | 
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| 248 |  | 
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| 249 | /**	Moves the object's position by the vector offset provided along world axes. */ | 
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| 250 | void move(const Vector3& vec); | 
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| 251 |  | 
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| 252 | /**	Moves the object's position by the vector offset provided along it's own axes (relative to orientation). */ | 
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| 253 | void moveRelative(const Vector3& vec); | 
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| 254 |  | 
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| 255 | /** | 
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| 256 | * Rotates the game object so it's forward axis faces the provided direction. | 
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| 257 | * | 
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| 258 | * @param[in]	forwardDir	The forward direction to face, in world space. | 
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| 259 | * | 
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| 260 | * @note	Local forward axis is considered to be negative Z. | 
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| 261 | */ | 
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| 262 | void setForward(const Vector3& forwardDir); | 
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| 263 |  | 
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| 264 | /**	Rotate the object around an arbitrary axis. */ | 
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| 265 | void rotate(const Vector3& axis, const Radian& angle); | 
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| 266 |  | 
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| 267 | /**	Rotate the object around an arbitrary axis using a Quaternion. */ | 
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| 268 | void rotate(const Quaternion& q); | 
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| 269 |  | 
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| 270 | /** | 
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| 271 | * Rotates around local Z axis. | 
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| 272 | * | 
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| 273 | * @param[in]	angle	Angle to rotate by. | 
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| 274 | */ | 
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| 275 | void roll(const Radian& angle); | 
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| 276 |  | 
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| 277 | /** | 
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| 278 | * Rotates around Y axis. | 
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| 279 | * | 
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| 280 | * @param[in]	angle	Angle to rotate by. | 
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| 281 | */ | 
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| 282 | void yaw(const Radian& angle); | 
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| 283 |  | 
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| 284 | /** | 
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| 285 | * Rotates around X axis | 
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| 286 | * | 
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| 287 | * @param[in]	angle	Angle to rotate by. | 
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| 288 | */ | 
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| 289 | void pitch(const Radian& angle); | 
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| 290 |  | 
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| 291 | /** | 
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| 292 | * Forces any dirty transform matrices on this object to be updated. | 
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| 293 | * | 
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| 294 | * @note | 
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| 295 | * Normally this is done internally when retrieving a transform, but sometimes it is useful to update transforms | 
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| 296 | * manually. | 
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| 297 | */ | 
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| 298 | void updateTransformsIfDirty(); | 
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| 299 |  | 
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| 300 | /** | 
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| 301 | * Returns a hash value that changes whenever a scene objects transform gets updated. It allows you to detect | 
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| 302 | * changes with the local or world transforms without directly comparing their values with some older state. | 
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| 303 | */ | 
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| 304 | UINT32 getTransformHash() const { return mDirtyHash; } | 
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| 305 |  | 
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| 306 | private: | 
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| 307 | Transform mLocalTfrm; | 
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| 308 | mutable Transform mWorldTfrm; | 
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| 309 |  | 
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| 310 | mutable Matrix4 mCachedLocalTfrm = Matrix4::IDENTITY; | 
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| 311 | mutable Matrix4 mCachedWorldTfrm = Matrix4::IDENTITY; | 
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| 312 |  | 
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| 313 | mutable UINT32 mDirtyFlags = 0xFFFFFFFF; | 
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| 314 | mutable UINT32 mDirtyHash = 0; | 
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| 315 |  | 
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| 316 | /** | 
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| 317 | * Notifies components and child scene object that a transform has been changed. | 
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| 318 | * | 
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| 319 | * @param	flags		Specifies in what way was the transform changed. | 
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| 320 | */ | 
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| 321 | void notifyTransformChanged(TransformChangedFlags flags) const; | 
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| 322 |  | 
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| 323 | /** Updates the local transform. Normally just reconstructs the transform matrix from the position/rotation/scale. */ | 
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| 324 | void updateLocalTfrm() const; | 
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| 325 |  | 
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| 326 | /** | 
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| 327 | * Updates the world transform. Reconstructs the local transform matrix and multiplies it with any parent transforms. | 
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| 328 | * | 
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| 329 | * @note	If parent transforms are dirty they will be updated. | 
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| 330 | */ | 
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| 331 | void updateWorldTfrm() const; | 
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| 332 |  | 
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| 333 | /**	Checks if cached local transform needs updating. */ | 
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| 334 | bool isCachedLocalTfrmUpToDate() const { return (mDirtyFlags & DirtyFlags::LocalTfrmDirty) == 0; } | 
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| 335 |  | 
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| 336 | /**	Checks if cached world transform needs updating. */ | 
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| 337 | bool isCachedWorldTfrmUpToDate() const { return (mDirtyFlags & DirtyFlags::WorldTfrmDirty) == 0; } | 
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| 338 |  | 
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| 339 | /************************************************************************/ | 
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| 340 | /* 								Hierarchy	                     		*/ | 
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| 341 | /************************************************************************/ | 
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| 342 | public: | 
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| 343 | /** | 
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| 344 | * Changes the parent of this object. Also removes the object from the current parent, and assigns it to the new | 
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| 345 | * parent. | 
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| 346 | * | 
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| 347 | * @param[in]	parent				New parent. | 
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| 348 | * @param[in]	keepWorldTransform	Determines should the current transform be maintained even after the parent is | 
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| 349 | *									changed (this means the local transform will be modified accordingly). | 
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| 350 | */ | 
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| 351 | void setParent(const HSceneObject& parent, bool keepWorldTransform = true); | 
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| 352 |  | 
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| 353 | /** | 
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| 354 | * Gets the parent of this object. | 
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| 355 | * | 
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| 356 | * @return	Parent object, or nullptr if this SceneObject is at root level. | 
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| 357 | */ | 
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| 358 | HSceneObject getParent() const { return mParent; } | 
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| 359 |  | 
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| 360 | /** | 
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| 361 | * Gets a child of this item. | 
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| 362 | * | 
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| 363 | * @param[in]	idx	The zero based index of the child. | 
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| 364 | * @return		SceneObject of the child. | 
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| 365 | */ | 
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| 366 | HSceneObject getChild(UINT32 idx) const; | 
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| 367 |  | 
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| 368 | /** | 
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| 369 | * Find the index of the specified child. Don't persist this value as it may change whenever you add/remove children. | 
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| 370 | * | 
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| 371 | * @param[in]	child	The child to look for. | 
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| 372 | * @return				The zero-based index of the found child, or -1 if no match was found. | 
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| 373 | */ | 
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| 374 | int indexOfChild(const HSceneObject& child) const; | 
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| 375 |  | 
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| 376 | /**	Gets the number of all child GameObjects. */ | 
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| 377 | UINT32 getNumChildren() const { return (UINT32)mChildren.size(); } | 
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| 378 |  | 
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| 379 | /** Returns the scene this object is part of. Can be null if scene object hasn't been instantiated. */ | 
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| 380 | const SPtr<SceneInstance>& getScene() const; | 
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| 381 |  | 
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| 382 | /** | 
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| 383 | * Searches the scene object hierarchy to find a child scene object using the provided path. | 
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| 384 | * | 
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| 385 | * @param[in]	path	Path to the property, where each element of the path is separated with "/" Path elements signify | 
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| 386 | *						names of child scene objects (first one relative to this object). | 
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| 387 | */ | 
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| 388 | HSceneObject findPath(const String& path) const; | 
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| 389 |  | 
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| 390 | /** | 
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| 391 | * Searches the child objects for an object matching the specified name. | 
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| 392 | * | 
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| 393 | * @param[in]	name		Name of the object to locate. | 
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| 394 | * @param[in]	recursive	If true all descendants of the scene object will be searched, otherwise only immediate | 
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| 395 | *							children. | 
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| 396 | * @return					First found scene object, or empty handle if none found. | 
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| 397 | */ | 
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| 398 | HSceneObject findChild(const String& name, bool recursive = true); | 
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| 399 |  | 
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| 400 | /** | 
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| 401 | * Searches the child objects for objects matching the specified name. | 
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| 402 | * | 
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| 403 | * @param[in]	name		Name of the objects to locate. | 
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| 404 | * @param[in]	recursive	If true all descendants of the scene object will be searched, otherwise only immediate | 
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| 405 | *							children. | 
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| 406 | * @return					All scene objects matching the specified name. | 
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| 407 | */ | 
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| 408 | Vector<HSceneObject> findChildren(const String& name, bool recursive = true); | 
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| 409 |  | 
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| 410 | /** | 
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| 411 | * Enables or disables this object. Disabled objects also implicitly disable all their child objects. No components | 
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| 412 | * on the disabled object are updated. | 
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| 413 | */ | 
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| 414 | void setActive(bool active); | 
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| 415 |  | 
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| 416 | /** | 
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| 417 | * Returns whether or not an object is active. | 
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| 418 | * | 
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| 419 | * @param[in]	self	If true, the method will only check if this particular object was activated or deactivated | 
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| 420 | *						directly via setActive. If false we we also check if any of the objects parents are inactive. | 
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| 421 | */ | 
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| 422 | bool getActive(bool self = false) const; | 
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| 423 |  | 
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| 424 | /** | 
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| 425 | * Sets the mobility of a scene object. This is used primarily as a performance hint to engine systems. Objects | 
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| 426 | * with more restricted mobility will result in higher performance. Some mobility constraints will be enforced by | 
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| 427 | * the engine itself, while for others the caller must be sure not to break the promise he made when mobility was | 
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| 428 | * set. By default scene object's mobility is unrestricted. | 
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| 429 | */ | 
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| 430 | void setMobility(ObjectMobility mobility); | 
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| 431 |  | 
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| 432 | /** | 
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| 433 | * Gets the mobility setting for this scene object. See setMobility(); | 
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| 434 | */ | 
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| 435 | ObjectMobility getMobility() const { return mMobility; } | 
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| 436 |  | 
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| 437 | /** | 
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| 438 | * Makes a deep copy of this object. | 
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| 439 | * | 
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| 440 | * @param[in]	instantiate		If false, the cloned hierarchy will just be a memory copy, but will not be present | 
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| 441 | *								in the scene or otherwise active until instantiate() is called. | 
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| 442 | * @param[in]	preserveUUIDs	If false, each cloned game object will be assigned a brand new UUID. Otherwise | 
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| 443 | *								the UUID of the original game objects will be preserved. Note that two instantiated | 
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| 444 | *								scene objects should never have the same UUID, so if preserving UUID's make sure | 
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| 445 | *								the original is destroyed before instantiating. | 
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| 446 | */ | 
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| 447 | HSceneObject clone(bool instantiate = true, bool preserveUUIDs = false); | 
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| 448 |  | 
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| 449 | private: | 
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| 450 | SPtr<SceneInstance> mParentScene; | 
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| 451 | HSceneObject mParent; | 
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| 452 | Vector<HSceneObject> mChildren; | 
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| 453 | bool mActiveSelf = true; | 
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| 454 | bool mActiveHierarchy = true; | 
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| 455 | ObjectMobility mMobility = ObjectMobility::Movable; | 
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| 456 |  | 
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| 457 | /** | 
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| 458 | * Internal version of setParent() that allows you to set a null parent. | 
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| 459 | * | 
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| 460 | * @param[in]	parent				New parent. | 
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| 461 | * @param[in]	keepWorldTransform	Determines should the current transform be maintained even after the parent is | 
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| 462 | *									changed (this means the local transform will be modified accordingly). | 
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| 463 | */ | 
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| 464 | void _setParent(const HSceneObject& parent, bool keepWorldTransform = true); | 
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| 465 |  | 
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| 466 | /** Changes the owning scene of the scene object and all children. */ | 
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| 467 | void setScene(const SPtr<SceneInstance>& scene); | 
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| 468 |  | 
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| 469 | /** | 
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| 470 | * Adds a child to the child array. This method doesn't check for null or duplicate values. | 
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| 471 | * | 
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| 472 | * @param[in]	object	New child. | 
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| 473 | */ | 
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| 474 | void addChild(const HSceneObject& object); | 
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| 475 |  | 
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| 476 | /** | 
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| 477 | * Removes the child from the object. | 
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| 478 | * | 
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| 479 | * @param[in]	object	Child to remove. | 
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| 480 | */ | 
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| 481 | void removeChild(const HSceneObject& object); | 
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| 482 |  | 
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| 483 | /** Changes the object active in hierarchy state, and triggers necessary events. */ | 
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| 484 | void setActiveHierarchy(bool active, bool triggerEvents = true); | 
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| 485 |  | 
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| 486 | /************************************************************************/ | 
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| 487 | /* 								Component	                     		*/ | 
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| 488 | /************************************************************************/ | 
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| 489 | public: | 
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| 490 | /** Constructs a new component of the specified type and adds it to the internal component list. */ | 
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| 491 | template<class T, class... Args> | 
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| 492 | GameObjectHandle<T> addComponent(Args &&... args) | 
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| 493 | { | 
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| 494 | static_assert((std::is_base_of<bs::Component, T>::value), | 
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| 495 | "Specified type is not a valid Component."); | 
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| 496 |  | 
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| 497 | SPtr<T> gameObject(new (bs_alloc<T>()) T(mThisHandle, | 
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| 498 | std::forward<Args>(args)...), | 
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| 499 | &bs_delete<T>, StdAlloc<T>()); | 
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| 500 |  | 
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| 501 | const HComponent newComponent = | 
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| 502 | static_object_cast<Component>(GameObjectManager::instance().registerObject(gameObject)); | 
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| 503 |  | 
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| 504 | addAndInitializeComponent(newComponent); | 
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| 505 | return static_object_cast<T>(newComponent); | 
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| 506 | } | 
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| 507 |  | 
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| 508 | /** | 
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| 509 | * Constructs a new component of the specified type id and adds it to the internal component list. Component must | 
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| 510 | * have a parameterless constructor. | 
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| 511 | */ | 
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| 512 | HComponent addComponent(UINT32 typeId); | 
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| 513 |  | 
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| 514 | /** | 
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| 515 | * Searches for a component with the specific type and returns the first one it finds. Will also return components | 
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| 516 | * derived from the type. | 
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| 517 | * | 
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| 518 | * @tparam	T	Type of the component. | 
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| 519 | * @return		Component if found, nullptr otherwise. | 
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| 520 | * | 
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| 521 | * @note | 
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| 522 | * Don't call this too often as it is relatively slow. It is more efficient to call it once and store the result | 
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| 523 | * for further use. | 
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| 524 | */ | 
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| 525 | template <typename T> | 
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| 526 | GameObjectHandle<T> getComponent() | 
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| 527 | { | 
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| 528 | static_assert((std::is_base_of<bs::Component, T>::value), | 
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| 529 | "Specified type is not a valid Component."); | 
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| 530 |  | 
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| 531 | return static_object_cast<T>(getComponent(T::getRTTIStatic())); | 
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| 532 | } | 
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| 533 |  | 
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| 534 | /** | 
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| 535 | * Returns all components with the specific type. Will also return components derived from the type. | 
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| 536 | * | 
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| 537 | * @tparam	typename T	Type of the component. | 
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| 538 | * @return				Array of found components. | 
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| 539 | * | 
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| 540 | * @note | 
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| 541 | * Don't call this too often as it is relatively slow. It is more efficient to call it once and store the result | 
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| 542 | * for further use. | 
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| 543 | */ | 
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| 544 | template <typename T> | 
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| 545 | Vector<GameObjectHandle<T>> getComponents() | 
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| 546 | { | 
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| 547 | static_assert((std::is_base_of<bs::Component, T>::value), | 
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| 548 | "Specified type is not a valid Component."); | 
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| 549 |  | 
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| 550 | Vector<GameObjectHandle<T>> output; | 
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| 551 |  | 
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| 552 | for (auto entry : mComponents) | 
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| 553 | { | 
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| 554 | if (entry->getRTTI()->isDerivedFrom(T::getRTTIStatic())) | 
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| 555 | output.push_back(static_object_cast<T>(entry)); | 
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| 556 | } | 
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| 557 |  | 
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| 558 | return output; | 
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| 559 | } | 
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| 560 |  | 
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| 561 | /** | 
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| 562 | * Checks if the current object contains the specified component or components derived from the provided type. | 
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| 563 | * | 
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| 564 | * @tparam	typename T	Type of the component. | 
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| 565 | * @return				True if component exists on the object. | 
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| 566 | * | 
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| 567 | * @note	Don't call this too often as it is relatively slow. | 
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| 568 | */ | 
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| 569 | template <typename T> | 
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| 570 | bool hasComponent() | 
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| 571 | { | 
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| 572 | static_assert((std::is_base_of<bs::Component, T>::value), | 
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| 573 | "Specified type is not a valid Component."); | 
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| 574 |  | 
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| 575 | for (auto entry : mComponents) | 
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| 576 | { | 
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| 577 | if (entry->getRTTI()->isDerivedFrom(T::getRTTIStatic())) | 
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| 578 | return true; | 
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| 579 | } | 
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| 580 |  | 
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| 581 | return false; | 
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| 582 | } | 
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| 583 |  | 
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| 584 | /** | 
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| 585 | * Searches for a component with the specified type and returns the first one it finds. Will also return components | 
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| 586 | * derived from the type. | 
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| 587 | * | 
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| 588 | * @param[in]	type	RTTI information for the type. | 
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| 589 | * @return				Component if found, nullptr otherwise. | 
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| 590 | * | 
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| 591 | * @note | 
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| 592 | * Don't call this too often as it is relatively slow. It is more efficient to call it once and store the result | 
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| 593 | * for further use. | 
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| 594 | */ | 
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| 595 | HComponent getComponent(RTTITypeBase* type) const; | 
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| 596 |  | 
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| 597 | /** | 
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| 598 | * Removes the component from this object, and deallocates it. | 
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| 599 | * | 
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| 600 | * @param[in]	component	The component to destroy. | 
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| 601 | * @param[in]	immediate	If true, the component will be deallocated and become unusable right away. Otherwise | 
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| 602 | *							the deallocation will be delayed to the end of frame (preferred method). | 
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| 603 | */ | 
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| 604 | void destroyComponent(const HComponent component, bool immediate = false); | 
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| 605 |  | 
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| 606 | /** | 
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| 607 | * Removes the component from this object, and deallocates it. | 
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| 608 | * | 
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| 609 | * @param[in]	component	The component to destroy. | 
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| 610 | * @param[in]	immediate	If true, the component will be deallocated and become unusable right away. Otherwise | 
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| 611 | *							the deallocation will be delayed to the end of frame (preferred method). | 
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| 612 | */ | 
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| 613 | void destroyComponent(Component* component, bool immediate = false); | 
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| 614 |  | 
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| 615 | /**	Returns all components on this object. */ | 
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| 616 | const Vector<HComponent>& getComponents() const { return mComponents; } | 
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| 617 |  | 
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| 618 | /**	Creates an empty component with the default constructor. Primarily used for RTTI purposes. */ | 
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| 619 | template <typename T> | 
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| 620 | static SPtr<T> createEmptyComponent() | 
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| 621 | { | 
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| 622 | static_assert((std::is_base_of<bs::Component, T>::value), "Specified type is not a valid Component."); | 
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| 623 |  | 
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| 624 | T* rawPtr = new (bs_alloc<T>()) T(); | 
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| 625 | SPtr<T> gameObject(rawPtr, &bs_delete<T>, StdAlloc<T>()); | 
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| 626 | gameObject->mRTTIData = gameObject; | 
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| 627 |  | 
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| 628 | return gameObject; | 
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| 629 | } | 
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| 630 |  | 
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| 631 | public: // ***** INTERNAL ****** | 
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| 632 | /** @name Internal | 
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| 633 | *  @{ | 
|---|
| 634 | */ | 
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| 635 |  | 
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| 636 | /**	Returns a modifyable list of all components on this object. */ | 
|---|
| 637 | Vector<HComponent>& _getComponents() { return mComponents; } | 
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| 638 |  | 
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| 639 | /** @} */ | 
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| 640 | private: | 
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| 641 | /**	Adds the component to the internal component array. */ | 
|---|
| 642 | void addComponentInternal(const SPtr<Component>& component); | 
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| 643 |  | 
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| 644 | /**	Adds the component to the internal component array, and initializes it. */ | 
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| 645 | void addAndInitializeComponent(const HComponent& component); | 
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| 646 |  | 
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| 647 | /**	Adds the component to the internal component array, and initializes it. */ | 
|---|
| 648 | void addAndInitializeComponent(const SPtr<Component>& component); | 
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| 649 |  | 
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| 650 | Vector<HComponent> mComponents; | 
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| 651 |  | 
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| 652 | /************************************************************************/ | 
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| 653 | /* 								RTTI		                     		*/ | 
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| 654 | /************************************************************************/ | 
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| 655 | public: | 
|---|
| 656 | friend class GameObjectRTTI; | 
|---|
| 657 | friend class SceneObjectRTTI; | 
|---|
| 658 | static RTTITypeBase* getRTTIStatic(); | 
|---|
| 659 | RTTITypeBase* getRTTI() const override; | 
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| 660 | }; | 
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| 661 |  | 
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| 662 | /** @} */ | 
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| 663 | } | 
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