Add find actor by type and tag to level and actor classes. Move find actor by tag code to be by other find actor methods.

This commit is contained in:
Chandler Cox
2023-07-05 14:00:07 -05:00
parent bd0bc42adc
commit d88b93d56b
6 changed files with 240 additions and 137 deletions

View File

@@ -726,116 +726,6 @@ int32 Level::GetLayerIndex(const StringView& layer)
return result;
}
Actor* FindActorRecursive(Actor* node, const Tag& tag)
{
if (node->HasTag(tag))
return node;
Actor* result = nullptr;
for (Actor* child : node->Children)
{
result = FindActorRecursive(child, tag);
if (result)
break;
}
return result;
}
void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorsRecursive(child, tag, activeOnly, result);
}
void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
for (Tag tag : tags)
{
if (node->HasTag(tag))
{
result.Add(node);
break;
}
}
for (Actor* child : node->Children)
FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
}
Actor* Level::FindActor(const Tag& tag, Actor* root)
{
PROFILE_CPU();
if (root)
return FindActorRecursive(root, tag);
Actor* result = nullptr;
for (Scene* scene : Scenes)
{
result = FindActorRecursive(scene, tag);
if (result)
break;
}
return result;
}
void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
{
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorRecursive(child, tag, result);
}
Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
if (root)
{
FindActorsRecursive(root, tag, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursive(scene, tag, activeOnly, result);
}
return result;
}
Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
const Array<Tag> subTags = Tags::GetSubTags(parentTag);
if (subTags.Count() == 0)
{
return result;
}
if (subTags.Count() == 1)
{
result = FindActors(subTags[0], activeOnly, root);
return result;
}
if (root)
{
FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
}
return result;
}
void Level::callActorEvent(ActorEventType eventType, Actor* a, Actor* b)
{
PROFILE_CPU();
@@ -1505,6 +1395,143 @@ Actor* Level::FindActor(const MClass* type, const StringView& name)
return result;
}
Actor* FindActorRecursive(Actor* node, const Tag& tag)
{
if (node->HasTag(tag))
return node;
Actor* result = nullptr;
for (Actor* child : node->Children)
{
result = FindActorRecursive(child, tag);
if (result)
break;
}
return result;
}
Actor* FindActorRecursiveByType(Actor* node, const MClass* type, const Tag& tag)
{
CHECK_RETURN(type, nullptr);
if (node->HasTag(tag) && node->GetClass()->IsSubClassOf(type))
return node;
Actor* result = nullptr;
for (Actor* child : node->Children)
{
result = FindActorRecursiveByType(child, type, tag);
if (result)
break;
}
return result;
}
void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorsRecursive(child, tag, activeOnly, result);
}
void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
for (Tag tag : tags)
{
if (node->HasTag(tag))
{
result.Add(node);
break;
}
}
for (Actor* child : node->Children)
FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
}
Actor* Level::FindActor(const Tag& tag, Actor* root)
{
PROFILE_CPU();
if (root)
return FindActorRecursive(root, tag);
Actor* result = nullptr;
for (Scene* scene : Scenes)
{
result = FindActorRecursive(scene, tag);
if (result)
break;
}
return result;
}
Actor* Level::FindActor(const MClass* type, const Tag& tag, Actor* root)
{
CHECK_RETURN(type, nullptr);
if (root)
return FindActorRecursiveByType(root, type, tag);
Actor* result = nullptr;
ScopeLock lock(ScenesLock);
for (int32 i = 0; result == nullptr && i < Scenes.Count(); i++)
result = Scenes[i]->FindActor(type, tag);
return result;
}
void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
{
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorRecursive(child, tag, result);
}
Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
if (root)
{
FindActorsRecursive(root, tag, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursive(scene, tag, activeOnly, result);
}
return result;
}
Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
const Array<Tag> subTags = Tags::GetSubTags(parentTag);
if (subTags.Count() == 0)
{
return result;
}
if (subTags.Count() == 1)
{
result = FindActors(subTags[0], activeOnly, root);
return result;
}
if (root)
{
FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
}
return result;
}
Script* Level::FindScript(const MClass* type)
{
CHECK_RETURN(type, nullptr);