Added SceneGraph interaction functions in GameObject
This commit is contained in:
parent
78db3305d4
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@ -0,0 +1,89 @@
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/************************************************************************************//*!
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\file ChildListCache.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 11, 2022
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\brief Contains the definition of the functions for the ChildListCache managed
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class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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// Precompiled Headers
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#include "SHpch.h"
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// Primary Header
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#include "ChildListCache.hxx"
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// External Dependencies
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#include "Scene/SHSceneManager.h"
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// Project Headers
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#include "Utility/Debug.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Static Usage Functions */
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/*---------------------------------------------------------------------------------*/
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ChildListCache::ChildEnumerable^ ChildListCache::GetChildList(Entity entity)
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{
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// Ignore if invalid
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if (entity == MAX_EID)
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return nullptr;
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// Check if in cache
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if (cachedLists->ContainsKey(entity))
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return cachedLists[entity];
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// Grab the native child list
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auto node = GameObject(entity).GetSceneNode();
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if (!node || node->GetChildren().empty())
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return nullptr;
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// Otherwise
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// - Create the list
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ChildList^ list = gcnew ChildList();
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updateChildList(list, node);
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// - Cache it
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cachedLists[entity] = list;
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return list;
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}
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void ChildListCache::UpdateChildList(Entity entity)
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{
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// Ignore if invalid
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if (entity == MAX_EID)
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return;
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// Check if in cache
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if (!cachedLists->ContainsKey(entity))
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return;
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// Update
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updateChildList(cachedLists[entity], GameObject(entity).GetSceneNode());
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}
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/*---------------------------------------------------------------------------------*/
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/* Event Handling Functions */
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/*---------------------------------------------------------------------------------*/
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void ChildListCache::OnChildrenChanged(EntityID entity)
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{
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SAFE_NATIVE_CALL_BEGIN
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UpdateChildList(entity);
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SAFE_NATIVE_CALL_END_N("SHADE_Managed.ChildListCache")
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}
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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void ChildListCache::updateChildList(ChildList^ list, const SHSceneNode* sceneNode)
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{
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list->Clear();
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for (auto node : sceneNode->GetChildren())
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{
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list->Add(GameObject(node->GetEntityID()));
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}
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}
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}
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@ -0,0 +1,80 @@
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/************************************************************************************//*!
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\file ChildListCache.hxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Nov 11, 2022
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\brief Contains the definition of the ChildListCache managed class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Project Includes
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#include "GameObject.hxx"
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namespace SHADE { }
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Forward Declarations */
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/*---------------------------------------------------------------------------------*/
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class SHSceneNode;
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Static class that caches all the lists of children for GameObjects.
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/// </summary>
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private ref class ChildListCache abstract sealed
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Type Definitions */
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/*-----------------------------------------------------------------------------*/
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using ChildList = System::Collections::Generic::List<GameObject>;
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using ChildEnumerable = System::Collections::Generic::IEnumerable<GameObject>;
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using ListMap = System::Collections::Generic::Dictionary<Entity, ChildList^>;
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Static Usage Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Retrieves the children list for the specified Entity.
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/// </summary>
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/// <returns>
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/// Enumerable read only list of an Entity's children. Null if entity is invalid
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/// or there are no children.
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/// </returns>
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static ChildEnumerable^ GetChildList(Entity entity);
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/// <summary>
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/// Updates the children list for the specified Entity if it exists.
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/// </summary>
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static void UpdateChildList(Entity entity);
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/*-----------------------------------------------------------------------------*/
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/* Event Handling Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// To be
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/// </summary>
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static void OnChildrenChanged(EntityID entity);
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private:
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/*-----------------------------------------------------------------------------*/
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/* Static Data Members */
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/*-----------------------------------------------------------------------------*/
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static ListMap^ cachedLists = gcnew ListMap();
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/*-----------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------*/
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static void updateChildList(ChildList^ list, const SHSceneNode* sceneNode);
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};
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}
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@ -20,7 +20,7 @@ namespace SHADE
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{
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/// <summary>
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/// Static class that contains the functions for interfacing with the core
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/// PlushieEngine written in C++ for managing the lifecycle of managed code.
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/// SHADE Engine written in C++ for managing the lifecycle of managed code.
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/// </summary>
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private ref class EngineInterface abstract sealed
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{
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@ -23,6 +23,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Utility/Convert.hxx"
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#include "Scripts/ScriptStore.hxx"
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#include "Utility/Debug.hxx"
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#include "ChildListCache.hxx"
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namespace SHADE
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{
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@ -87,30 +88,43 @@ namespace SHADE
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throw gcnew System::NullReferenceException();
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return entity;
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}
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GameObject^ GameObject::Parent::get()
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GameObject GameObject::Parent::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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const auto* PARENT = NODE->GetParent();
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return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
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return PARENT != ROOT ? GameObject(PARENT->GetEntityID()) : GameObject();
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}
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void GameObject::Parent::set(GameObject^ newParent)
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void GameObject::Parent::set(GameObject newParent)
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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if (newParent == nullptr)
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SCENE_GRAPH.SetParent(entity, nullptr);
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if (newParent)
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SCENE_GRAPH.SetParent(entity, newParent.EntityId);
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else
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SCENE_GRAPH.SetParent(entity, newParent->EntityId);
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SCENE_GRAPH.SetParent(entity, nullptr);
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}
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int GameObject::ChildCount::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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return static_cast<int>(NODE->GetChildren().size());
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}
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/*---------------------------------------------------------------------------------*/
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ScriptStore::RemoveScript<T>(entity);
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}
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/*---------------------------------------------------------------------------------*/
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/* Scene Graph Functions */
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/*---------------------------------------------------------------------------------*/
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void GameObject::DetachChildren()
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{
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// Validity Checks
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto node = GetSceneNode();
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if (!node)
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throw gcnew System::NullReferenceException();
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// Unparent all children to the root
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for (auto child : node->GetChildren())
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{
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child->SetParent(nullptr);
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ChildListCache::UpdateChildList(child->GetEntityID());
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}
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ChildListCache::UpdateChildList(entity);
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}
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GameObject GameObject::GetChild(int index)
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{
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// Validity Checks
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto node = GetSceneNode();
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if (!node)
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throw gcnew System::NullReferenceException();
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auto child = node->GetChild(index);
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return child ? GameObject(child->GetEntityID()) : GameObject();
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}
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System::Collections::Generic::IEnumerable<GameObject>^ GameObject::GetChildren()
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{
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return ChildListCache::GetChildList(entity);
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}
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int GameObject::GetSiblingIndex()
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{
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throw gcnew System::NotImplementedException();
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}
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bool GameObject::IsChildOf(GameObject gameObj)
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{
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// Search parents recursively
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auto node = GetSceneNode();
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while (node != nullptr)
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{
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if (node->GetEntityID() == gameObj.entity)
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return true;
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// Go up higher
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node = node->GetParent();
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}
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return false;
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}
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void GameObject::SetAsFirstSibling()
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{
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throw gcnew System::NotImplementedException();
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}
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void GameObject::SetAsLastSibling()
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{
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throw gcnew System::NotImplementedException();
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}
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void GameObject::SetSiblingIndex(int index)
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{
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throw gcnew System::NotImplementedException();
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}
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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GameObject::operator bool(GameObject gameObj)
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{
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return gameObj.valid;
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}
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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}
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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GameObject::operator bool(GameObject gameObj)
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SHSceneNode* GameObject::GetSceneNode()
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{
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return gameObj.valid;
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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if (!ROOT)
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return nullptr;
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return SCENE_GRAPH.GetNode(entity);
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}
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/*---------------------------------------------------------------------------------*/
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@ -20,7 +20,7 @@ of DigiPen Institute of Technology is prohibited.
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Forward Declarations */
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/* Forward Declarations */
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/*---------------------------------------------------------------------------------*/
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ref class Script;
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ref class BaseComponent;
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/// <summary>
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/// The parent entity for this GameObject.
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/// </summary>
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property GameObject^ Parent
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property GameObject Parent
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{
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GameObject^ get();
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void set(GameObject^);
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GameObject get();
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void set(GameObject);
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}
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/// <summary>
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/// Number of Children held by this GameObject
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/// </summary>
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property int ChildCount
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{
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int get();
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}
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/*-----------------------------------------------------------------------------*/
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/// <param name="active">
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/// Whether to activate or deactivate this GameObject.
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/// </param>
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void SetActive(bool active);
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void SetActive(bool active);
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/*-----------------------------------------------------------------------------*/
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/* Component Access Functions */
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generic<typename T> where T : ref class, Script
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void RemoveScript();
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/*-----------------------------------------------------------------------------*/
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/* Scene Graph Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Unparents all children. Useful if you want to destroy the root of a hierarchy
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/// without destroying the children.
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/// </summary>
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void DetachChildren();
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/// <summary>
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/// Returns a child by index.
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/// </summary>
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/// <param name="index">Index of the child GameObject to retrieve.</param>
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/// <returns>
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/// Handle to the GameObject if the index is valid. Invalid GameObject otherwise.
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/// </returns>
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GameObject GetChild(int index);
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/// <summary>
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/// Returns a cached enumerable container of child GameObjects of this
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/// GameObject.
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/// </summary>
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/// <returns>
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/// Enumerable container of child GameObjects of this GameObject. Null if
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/// ChildCount is 0.
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/// </returns>
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System::Collections::Generic::IEnumerable<GameObject>^ GetChildren();
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/// <summary>
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/// Gets the sibling index. Use GetSiblingIndex to find out the GameObject’s
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/// place in this hierarchy. When the sibling index of a GameObject is changed,
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/// its order in the Hierarchy window will also change.
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/// </summary>
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/// <returns>
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/// Index of this GameObject among the parent GameObject's children.
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/// </returns>
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[System::ObsoleteAttribute("Not yet implemented.", true)]
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int GetSiblingIndex();
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/// <summary>
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/// Checks if this GameObject a direct or indirect child of the specified
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/// GameObject.
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/// </summary>
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/// <returns>
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/// True if this GameObject is a child, deep child (child of a child) or
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/// identical to this GameObject, otherwise false.
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/// </returns>
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bool IsChildOf(GameObject gameObj);
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/// <summary>
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/// Move the GameObject to the start of the parent GameObject's children list.
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/// </summary>
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[System::ObsoleteAttribute("Not yet implemented.", true)]
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void SetAsFirstSibling();
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/// <summary>
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/// Move the GameObject to the end of the parent GameObject's children list.
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/// </summary>
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[System::ObsoleteAttribute("Not yet implemented.", true)]
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void SetAsLastSibling();
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/// <summary>
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/// Move the GameObject to the specified position in the parent GameObject's
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/// children list. An existing object at that position if any, will be pushed
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/// to the next index (existing element will be at index + 1).
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/// </summary>
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/// <param name="index">
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/// Position to place this GameObject at in the hierarchy. Clamped to between
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/// [0, parent.ChildCount].
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/// </param>
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[System::ObsoleteAttribute("Not yet implemented.", true)]
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void SetSiblingIndex(int index);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a GameObject is valid.
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/// </summary>
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/// <param name="gameObj">GameObjects to check.</param>
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/// <returns>True if the GameObject is valid.</returns>
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static operator bool(GameObject gameObj);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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SHEntity& GetNativeEntity();
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/* Helper Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a GameObject is valid.
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/// Retrieves the SceneNode for this GameObject's referenced entity.
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/// </summary>
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/// <param name="gameObj">GameObjects to check.</param>
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static operator bool(GameObject gameObj);
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/// <returns>Pointer to the SceneNode for this GameObject..</returns>
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SHSceneNode* GetSceneNode();
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private:
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/*-----------------------------------------------------------------------------*/
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