Added ActiveInHierarchy property to Scene Nodes #293
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@ -186,6 +186,27 @@ namespace SHADE
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return NODE_ITER->second->GetChildren();
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}
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bool SHSceneGraph::IsActive(EntityID entityID) const noexcept
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{
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////////////////////////////////////////
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// Error handling
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if (!SHEntityManager::IsValidEID(entityID))
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{
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SHLOG_ERROR("Entity {} is invalid!", entityID)
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return false;
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}
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const auto NODE_ITER = entityNodeMap.find(entityID);
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if (NODE_ITER == entityNodeMap.end())
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{
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SHLOG_ERROR("Entity {} cannot be found in the scene!", entityID)
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return false;
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}
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////////////////////////////////////////
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return NODE_ITER->second->IsActive();
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}
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bool SHSceneGraph::IsActiveInHierarchy(EntityID entityID) const noexcept
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{
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////////////////////////////////////////
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@ -204,24 +225,7 @@ namespace SHADE
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}
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////////////////////////////////////////
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// Recurse up the tree until the root. If any parent is inactive, this node is inactive in the hierarchy.
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const SHSceneNode* PARENT_NODE = NODE_ITER->second->parent;
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while (PARENT_NODE->GetEntityID() != root->GetEntityID())
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{
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if (!PARENT_NODE->IsActive())
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return false;
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if (!PARENT_NODE->parent)
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{
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SHLOGV_ERROR("Entity {}'s node that is not the root has no parent!", PARENT_NODE->GetEntityID())
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return false;
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}
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PARENT_NODE = PARENT_NODE->parent;
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}
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return true;
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return NODE_ITER->second->IsActiveInHierarchy();
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}
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/*-----------------------------------------------------------------------------------*/
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@ -58,6 +58,7 @@ namespace SHADE
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[[nodiscard]] SHSceneNode* GetChild (EntityID entityID, EntityID childEntityID) const noexcept;
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[[nodiscard]] const std::vector<SHSceneNode*>& GetChildren (EntityID entityID) const noexcept;
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[[nodiscard]] bool IsActive (EntityID entityID) const noexcept;
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[[nodiscard]] bool IsActiveInHierarchy (EntityID entityID) const noexcept;
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/*---------------------------------------------------------------------------------*/
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@ -24,6 +24,7 @@ namespace SHADE
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SHSceneNode::SHSceneNode(EntityID eid, SHSceneNode* parent) noexcept
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: active { true }
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, isActiveInHierarchy { true }
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, entityID { eid }
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, parent { parent }
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{}
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@ -31,6 +32,7 @@ namespace SHADE
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SHSceneNode::SHSceneNode(const SHSceneNode& rhs) noexcept
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: active { rhs.active }
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, isActiveInHierarchy { rhs.isActiveInHierarchy }
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, entityID { rhs.entityID }
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, parent { rhs.parent }
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{
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@ -39,6 +41,7 @@ namespace SHADE
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SHSceneNode::SHSceneNode(SHSceneNode&& rhs) noexcept
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: active { rhs.active }
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, isActiveInHierarchy { rhs.isActiveInHierarchy }
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, entityID { rhs.entityID }
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, parent { rhs.parent }
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{
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@ -51,6 +54,7 @@ namespace SHADE
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return *this;
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active = rhs.active;
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isActiveInHierarchy = rhs.isActiveInHierarchy;
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entityID = rhs.entityID;
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parent = rhs.parent;
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@ -63,6 +67,7 @@ namespace SHADE
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SHSceneNode& SHSceneNode::operator=(SHSceneNode&& rhs) noexcept
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{
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active = rhs.active;
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isActiveInHierarchy = rhs.isActiveInHierarchy;
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entityID = rhs.entityID;
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parent = rhs.parent;
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@ -81,6 +86,11 @@ namespace SHADE
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return active;
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}
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bool SHSceneNode::IsActiveInHierarchy() const noexcept
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{
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return isActiveInHierarchy;
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}
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EntityID SHSceneNode::GetEntityID() const noexcept
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{
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return entityID;
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@ -133,6 +143,26 @@ namespace SHADE
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void SHSceneNode::SetActive(bool newActiveState) noexcept
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{
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active = newActiveState;
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isActiveInHierarchy = newActiveState;
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// Recurse down the children to set the active in hierarchy state
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recursiveSetActiveInHierarchy(active, children);
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}
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/*-----------------------------------------------------------------------------------*/
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/* Private Member Function Definitions */
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/*-----------------------------------------------------------------------------------*/
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void SHSceneNode::recursiveSetActiveInHierarchy(bool activeInHierarchy, const std::vector<SHSceneNode*>& childrenToSet) noexcept
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{
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if (childrenToSet.empty())
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return;
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for (auto* child : childrenToSet)
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{
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child->isActiveInHierarchy = activeInHierarchy;
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recursiveSetActiveInHierarchy(activeInHierarchy, child->children);
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}
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}
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} // namespace SHADE
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@ -43,7 +43,7 @@ namespace SHADE
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/* Constructors & Destructor */
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/*---------------------------------------------------------------------------------*/
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~SHSceneNode () = default;
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~SHSceneNode () noexcept = default;
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SHSceneNode (EntityID eid, SHSceneNode* parent = nullptr) noexcept;
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SHSceneNode (const SHSceneNode& rhs) noexcept;
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@ -56,6 +56,7 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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[[nodiscard]] bool IsActive () const noexcept;
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[[nodiscard]] bool IsActiveInHierarchy () const noexcept;
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[[nodiscard]] EntityID GetEntityID () const noexcept;
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[[nodiscard]] SHSceneNode* GetParent () const noexcept;
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[[nodiscard]] const std::vector<SHSceneNode*>& GetChildren () const noexcept;
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|
@ -74,9 +75,16 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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bool active;
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bool isActiveInHierarchy;
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EntityID entityID;
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SHSceneNode* parent;
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std::vector<SHSceneNode*> children;
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/*---------------------------------------------------------------------------------*/
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/* Member Functions */
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/*---------------------------------------------------------------------------------*/
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static void recursiveSetActiveInHierarchy(bool activeInHierarchy, const std::vector<SHSceneNode*>& childrenToSet) noexcept;
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};
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} // namespace SHADE
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