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:
@@ -1337,6 +1337,20 @@ Actor* Actor::FindActor(const MClass* type, const StringView& name) const
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return nullptr;
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}
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Actor* Actor::FindActor(const MClass* type, const Tag& tag) const
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{
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CHECK_RETURN(type, nullptr);
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if (GetClass()->IsSubClassOf(type) && HasTag(tag))
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return const_cast<Actor*>(this);
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for (auto child : Children)
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{
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const auto actor = child->FindActor(type, tag);
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if (actor)
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return actor;
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}
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return nullptr;
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}
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Script* Actor::FindScript(const MClass* type) const
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{
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CHECK_RETURN(type, nullptr);
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@@ -269,6 +269,17 @@ namespace FlaxEngine
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{
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return FindActor(typeof(T), name) as T;
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}
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/// <summary>
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/// Tries to find actor of the given type and tag in this actor hierarchy (checks this actor and all children hierarchy).
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/// </summary>
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/// <param name="tag">A tag on the object.</param>
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/// <typeparam name="T">Type of the object.</typeparam>
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/// <returns>Actor instance if found, null otherwise.</returns>
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public T FindActor<T>(Tag tag) where T : Actor
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{
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return FindActor(typeof(T), tag) as T;
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}
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/// <summary>
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/// Searches for all actors of a specific type in this actor children list.
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@@ -739,6 +739,14 @@ public:
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/// <returns>Actor instance if found, null otherwise.</returns>
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API_FUNCTION() Actor* FindActor(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, const StringView& name) const;
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/// <summary>
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/// Tries to find the actor of the given type and tag in this actor hierarchy.
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/// </summary>
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/// <param name="type">Type of the actor to search for. Includes any actors derived from the type.</param>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <returns>Actor instance if found, null otherwise.</returns>
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API_FUNCTION() Actor* FindActor(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, const Tag& tag) const;
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/// <summary>
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/// Tries to find the actor of the given type in this actor hierarchy (checks this actor and all children hierarchy).
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/// </summary>
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@@ -759,6 +767,17 @@ public:
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{
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return (T*)FindActor(T::GetStaticClass(), name);
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}
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/// <summary>
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/// Tries to find the actor of the given type and tag in this actor hierarchy (checks this actor and all children hierarchy).
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/// </summary>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <returns>Actor instance if found, null otherwise.</returns>
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template<typename T>
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FORCE_INLINE T* FindActor(const Tag& tag) const
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{
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return (T*)FindActor(T::GetStaticClass(), tag);
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}
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/// <summary>
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/// Tries to find the script of the given type in this actor hierarchy (checks this actor and all children hierarchy).
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@@ -726,116 +726,6 @@ int32 Level::GetLayerIndex(const StringView& layer)
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return result;
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}
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Actor* FindActorRecursive(Actor* node, const Tag& tag)
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{
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if (node->HasTag(tag))
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return node;
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Actor* result = nullptr;
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for (Actor* child : node->Children)
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{
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result = FindActorRecursive(child, tag);
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if (result)
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break;
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}
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return result;
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}
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void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
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{
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if (activeOnly && !node->GetIsActive())
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return;
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if (node->HasTag(tag))
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result.Add(node);
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for (Actor* child : node->Children)
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FindActorsRecursive(child, tag, activeOnly, result);
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}
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void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
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{
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if (activeOnly && !node->GetIsActive())
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return;
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for (Tag tag : tags)
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{
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if (node->HasTag(tag))
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{
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result.Add(node);
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break;
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}
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}
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for (Actor* child : node->Children)
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FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
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}
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Actor* Level::FindActor(const Tag& tag, Actor* root)
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{
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PROFILE_CPU();
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if (root)
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return FindActorRecursive(root, tag);
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Actor* result = nullptr;
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for (Scene* scene : Scenes)
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{
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result = FindActorRecursive(scene, tag);
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if (result)
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break;
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}
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return result;
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}
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void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
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{
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if (node->HasTag(tag))
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result.Add(node);
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for (Actor* child : node->Children)
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FindActorRecursive(child, tag, result);
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}
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Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
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{
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PROFILE_CPU();
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Array<Actor*> result;
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if (root)
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{
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FindActorsRecursive(root, tag, activeOnly, result);
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}
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else
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{
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ScopeLock lock(ScenesLock);
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for (Scene* scene : Scenes)
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FindActorsRecursive(scene, tag, activeOnly, result);
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}
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return result;
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}
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Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
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{
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PROFILE_CPU();
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Array<Actor*> result;
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const Array<Tag> subTags = Tags::GetSubTags(parentTag);
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if (subTags.Count() == 0)
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{
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return result;
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}
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if (subTags.Count() == 1)
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{
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result = FindActors(subTags[0], activeOnly, root);
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return result;
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}
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if (root)
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{
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FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
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}
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else
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{
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ScopeLock lock(ScenesLock);
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for (Scene* scene : Scenes)
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FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
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}
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return result;
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}
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void Level::callActorEvent(ActorEventType eventType, Actor* a, Actor* b)
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{
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PROFILE_CPU();
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@@ -1505,6 +1395,143 @@ Actor* Level::FindActor(const MClass* type, const StringView& name)
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return result;
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}
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Actor* FindActorRecursive(Actor* node, const Tag& tag)
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{
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if (node->HasTag(tag))
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return node;
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Actor* result = nullptr;
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for (Actor* child : node->Children)
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{
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result = FindActorRecursive(child, tag);
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if (result)
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break;
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}
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return result;
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}
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Actor* FindActorRecursiveByType(Actor* node, const MClass* type, const Tag& tag)
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{
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CHECK_RETURN(type, nullptr);
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if (node->HasTag(tag) && node->GetClass()->IsSubClassOf(type))
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return node;
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Actor* result = nullptr;
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for (Actor* child : node->Children)
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{
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result = FindActorRecursiveByType(child, type, tag);
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if (result)
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break;
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}
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return result;
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}
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void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
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{
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if (activeOnly && !node->GetIsActive())
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return;
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if (node->HasTag(tag))
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result.Add(node);
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for (Actor* child : node->Children)
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FindActorsRecursive(child, tag, activeOnly, result);
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}
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void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
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{
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if (activeOnly && !node->GetIsActive())
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return;
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for (Tag tag : tags)
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{
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if (node->HasTag(tag))
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{
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result.Add(node);
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break;
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}
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}
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for (Actor* child : node->Children)
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FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
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}
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Actor* Level::FindActor(const Tag& tag, Actor* root)
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{
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PROFILE_CPU();
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if (root)
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return FindActorRecursive(root, tag);
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Actor* result = nullptr;
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for (Scene* scene : Scenes)
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{
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result = FindActorRecursive(scene, tag);
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if (result)
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break;
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}
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return result;
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}
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Actor* Level::FindActor(const MClass* type, const Tag& tag, Actor* root)
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{
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CHECK_RETURN(type, nullptr);
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if (root)
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return FindActorRecursiveByType(root, type, tag);
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Actor* result = nullptr;
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ScopeLock lock(ScenesLock);
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for (int32 i = 0; result == nullptr && i < Scenes.Count(); i++)
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result = Scenes[i]->FindActor(type, tag);
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return result;
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}
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void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
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{
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if (node->HasTag(tag))
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result.Add(node);
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for (Actor* child : node->Children)
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FindActorRecursive(child, tag, result);
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}
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Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
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{
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PROFILE_CPU();
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Array<Actor*> result;
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if (root)
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{
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FindActorsRecursive(root, tag, activeOnly, result);
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}
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else
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{
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ScopeLock lock(ScenesLock);
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for (Scene* scene : Scenes)
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FindActorsRecursive(scene, tag, activeOnly, result);
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}
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return result;
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}
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Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
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{
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PROFILE_CPU();
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Array<Actor*> result;
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const Array<Tag> subTags = Tags::GetSubTags(parentTag);
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if (subTags.Count() == 0)
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{
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return result;
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}
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if (subTags.Count() == 1)
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{
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result = FindActors(subTags[0], activeOnly, root);
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return result;
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}
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if (root)
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{
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FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
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}
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else
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{
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ScopeLock lock(ScenesLock);
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for (Scene* scene : Scenes)
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FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
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}
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return result;
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}
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Script* Level::FindScript(const MClass* type)
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{
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CHECK_RETURN(type, nullptr);
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@@ -77,6 +77,18 @@ namespace FlaxEngine
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{
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return FindActor(typeof(T), name) as T;
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}
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/// <summary>
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/// Tries to find actor of the given type and tag in a root actor or all loaded scenes.
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/// </summary>
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/// <param name="tag">A tag on the object.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <typeparam name="T">Type of the object.</typeparam>
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/// <returns>Found actor or null.</returns>
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public static T FindActor<T>(Tag tag, Actor root = null) where T : Actor
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{
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return FindActor(typeof(T), tag, root) as T;
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}
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/// <summary>
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/// Tries to find actor with the given ID in all loaded scenes. It's very fast O(1) lookup.
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@@ -371,6 +371,41 @@ public:
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/// <returns>Actor instance if found, null otherwise.</returns>
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API_FUNCTION() static Actor* FindActor(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, const StringView& name);
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/// <summary>
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/// Tries to find the actor with the given tag (returns the first one found).
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/// </summary>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Found actor or null.</returns>
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API_FUNCTION() static Actor* FindActor(const Tag& tag, Actor* root = nullptr);
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/// <summary>
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/// Tries to find the actor of the given type and tag in all the loaded scenes.
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/// </summary>
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/// <param name="type">Type of the actor to search for. Includes any actors derived from the type.</param>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Actor instance if found, null otherwise.</returns>
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API_FUNCTION() static Actor* FindActor(API_PARAM(Attributes="TypeReference(typeof(Actor))") const MClass* type, const Tag& tag, Actor* root = nullptr);
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/// <summary>
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/// Tries to find the actors with the given tag (returns all found).
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/// </summary>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="activeOnly">Find only active actors.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Found actors or empty if none.</returns>
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API_FUNCTION() static Array<Actor*> FindActors(const Tag& tag, const bool activeOnly = false, Actor* root = nullptr);
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/// <summary>
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/// Search actors using a parent parentTag.
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/// </summary>
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/// <param name="parentTag">The tag to search actors with subtags belonging to this tag</param>
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/// <param name="activeOnly">Find only active actors.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Returns all actors that have subtags belonging to the given parent parentTag</returns>
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API_FUNCTION() static Array<Actor*> FindActorsByParentTag(const Tag& parentTag, const bool activeOnly = false, Actor* root = nullptr);
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/// <summary>
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/// Tries to find the actor of the given type in all the loaded scenes.
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/// </summary>
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@@ -392,6 +427,18 @@ public:
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return (T*)FindActor(T::GetStaticClass(), name);
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}
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/// <summary>
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/// Tries to find the actor of the given type and tag in a root actor or all the loaded scenes.
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// </summary>
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/// <returns>Actor instance if found, null otherwise.</returns>
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template<typename T>
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FORCE_INLINE static T* FindActor(const Tag& tag, Actor* root = nullptr)
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{
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return (T*)FindActor(T::GetStaticClass(), tag, root);
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}
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/// <summary>
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/// Tries to find the script of the given type in all the loaded scenes.
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/// </summary>
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@@ -481,33 +528,6 @@ public:
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/// </summary>
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API_FUNCTION() static int32 GetLayerIndex(const StringView& layer);
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public:
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/// <summary>
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/// Tries to find the actor with the given tag (returns the first one found).
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/// </summary>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Found actor or null.</returns>
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API_FUNCTION() static Actor* FindActor(const Tag& tag, Actor* root = nullptr);
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/// <summary>
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/// Tries to find the actors with the given tag (returns all found).
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/// </summary>
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/// <param name="tag">The tag of the actor to search for.</param>
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/// <param name="activeOnly">Find only active actors.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Found actors or empty if none.</returns>
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API_FUNCTION() static Array<Actor*> FindActors(const Tag& tag, const bool activeOnly = false, Actor* root = nullptr);
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/// <summary>
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/// Search actors using a parent parentTag.
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/// </summary>
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/// <param name="parentTag">The tag to search actors with subtags belonging to this tag</param>
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/// <param name="activeOnly">Find only active actors.</param>
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/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
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/// <returns>Returns all actors that have subtags belonging to the given parent parentTag</returns>
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API_FUNCTION() static Array<Actor*> FindActorsByParentTag(const Tag& parentTag, const bool activeOnly = false, Actor* root = nullptr);
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private:
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// Actor API
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enum class ActorEventType
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Block a user