Added ActiveInHierarchy property to Scene Nodes #293

Merged
direnbharwani merged 3 commits from SP3-12-SceneGraph into main 2022-12-13 21:58:14 +08:00
4 changed files with 37 additions and 3 deletions
Showing only changes of commit 7820d332b1 - Show all commits

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@ -310,6 +310,27 @@ namespace SHADE
SHEventManager::BroadcastEvent<SHSceneGraphChangeParentEvent>(EVENT_DATA, SH_SCENEGRAPH_CHANGE_PARENT_EVENT);
}
void SHSceneGraph::SetActive(EntityID entityID, bool isActive) noexcept
{
////////////////////////////////////////
// Error handling
if (!SHEntityManager::IsValidEID(entityID))
{
SHLOG_ERROR("Entity {} is invalid!", entityID)
return;
}
const auto NODE_ITER = entityNodeMap.find(entityID);
if (NODE_ITER == entityNodeMap.end())
{
SHLOG_ERROR("Entity {} cannot be found in the scene!", entityID)
return;
}
////////////////////////////////////////
NODE_ITER->second->SetActive(isActive);
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/

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@ -68,6 +68,8 @@ namespace SHADE
void SetParent (EntityID entityID, SHSceneNode* newParent) noexcept;
void SetParent (EntityID entityID, EntityID newParent) noexcept;
void SetActive (EntityID entityID, bool isActive) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/

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@ -145,6 +145,10 @@ namespace SHADE
active = newActiveState;
isActiveInHierarchy = newActiveState;
// Set the entity's active state
// TODO(Daniel / Diren): Sync it based on active in hierarchy or active state.
SHEntityManager::GetEntityByID(entityID)->SetActive(active);
// Recurse down the children to set the active in hierarchy state
recursiveSetActiveInHierarchy(active, children);
}

View File

@ -76,7 +76,13 @@ namespace SHADE
{
if (!valid)
throw gcnew System::NullReferenceException();
return GetNativeEntity().GetActive();
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
if (!node)
{
Debug::LogWarning("Attempting to access a GameObject's Active state which does not exist. Assuming inactive.");
return false;
}
return node->IsActive();
}
bool GameObject::IsActiveInHierarchy::get()
{
@ -88,7 +94,7 @@ namespace SHADE
Debug::LogWarning("Attempting to access a GameObject's ActiveInHierarchy state which does not exist. Assuming inactive.");
return false;
}
return node->IsActive();
return node->IsActiveInHierarchy();
}
Entity GameObject::EntityId::get()
{
@ -148,7 +154,8 @@ namespace SHADE
{
if (!valid)
throw gcnew System::NullReferenceException();
GetNativeEntity().SetActive(active);
SHSceneManager::GetCurrentSceneGraph().SetActive(GetEntity(), active);
}
/*---------------------------------------------------------------------------------*/