Files
FlaxEngine/Source/Engine/Level/Scene/Scene.cpp
2024-01-28 20:28:29 +01:00

388 lines
9.0 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "Scene.h"
#include "SceneAsset.h"
#include "Engine/Level/Level.h"
#include "Engine/Content/AssetInfo.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Factories/JsonAssetFactory.h"
#include "Engine/Physics/Colliders/MeshCollider.h"
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/ActorsCache.h"
#include "Engine/Navigation/NavigationSettings.h"
#include "Engine/Navigation/NavMeshBoundsVolume.h"
#include "Engine/Navigation/NavMesh.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/Serialization.h"
#if USE_EDITOR
#include "Engine/Engine/Globals.h"
#endif
REGISTER_JSON_ASSET(SceneAsset, "FlaxEngine.SceneAsset", false);
SceneAsset::SceneAsset(const SpawnParams& params, const AssetInfo* info)
: JsonAsset(params, info)
{
}
bool SceneAsset::IsInternalType() const
{
return true;
}
BoundingBox SceneNavigation::GetNavigationBounds()
{
if (Volumes.IsEmpty())
return BoundingBox::Empty;
PROFILE_CPU_NAMED("GetNavigationBounds");
auto box = Volumes[0]->GetBox();
for (int32 i = 1; i < Volumes.Count(); i++)
BoundingBox::Merge(box, Volumes[i]->GetBox(), box);
return box;
}
NavMeshBoundsVolume* SceneNavigation::FindNavigationBoundsOverlap(const BoundingBox& bounds)
{
NavMeshBoundsVolume* result = nullptr;
for (int32 i = 0; i < Volumes.Count(); i++)
{
if (Volumes[i]->GetBox().Intersects(bounds))
{
result = Volumes[i];
break;
}
}
return result;
}
#define CSG_COLLIDER_NAME TEXT("CSG.Collider")
#define CSG_MODEL_NAME TEXT("CSG.Model")
Scene::Scene(const SpawnParams& params)
: Actor(params)
, LightmapsData(this)
, CSGData(this)
{
// Default name
_name = TEXT("Scene");
// Link events
CSGData.CollisionData.Changed.Bind<Scene, &Scene::OnCsgCollisionDataChanged>(this);
CSGData.Model.Changed.Bind<Scene, &Scene::OnCsgModelChanged>(this);
#if COMPILE_WITH_CSG_BUILDER
CSGData.PostCSGBuild.Bind<Scene, &Scene::OnCSGBuildEnd>(this);
#endif
}
Scene::~Scene()
{
}
LightmapSettings Scene::GetLightmapSettings() const
{
return Info.LightmapSettings;
}
void Scene::SetLightmapSettings(const LightmapSettings& value)
{
Info.LightmapSettings = value;
}
void Scene::ClearLightmaps()
{
LightmapsData.ClearLightmaps();
}
void Scene::BuildCSG(float timeoutMs)
{
CSGData.BuildCSG(timeoutMs);
}
#if USE_EDITOR
String Scene::GetPath() const
{
AssetInfo info;
if (Content::GetAssetInfo(GetID(), info))
{
return info.Path;
}
return String::Empty;
}
String Scene::GetFilename() const
{
return StringUtils::GetFileNameWithoutExtension(GetPath());
}
String Scene::GetDataFolderPath() const
{
return Globals::ProjectContentFolder / TEXT("SceneData") / GetFilename();
}
Array<Guid> Scene::GetAssetReferences() const
{
Array<Guid> result;
const auto asset = Content::Load<SceneAsset>(GetID());
if (asset)
{
asset->GetReferences(result);
}
else
{
// TODO: serialize scene to json and collect refs
}
return result;
}
#endif
MeshCollider* Scene::TryGetCsgCollider()
{
MeshCollider* result = nullptr;
for (int32 i = 0; i < Children.Count(); i++)
{
const auto collider = dynamic_cast<MeshCollider*>(Children[i]);
if (collider && collider->GetName() == CSG_COLLIDER_NAME)
{
result = collider;
break;
}
}
return result;
}
StaticModel* Scene::TryGetCsgModel()
{
StaticModel* result = nullptr;
for (int32 i = 0; i < Children.Count(); i++)
{
const auto model = dynamic_cast<StaticModel*>(Children[i]);
if (model && model->GetName() == CSG_MODEL_NAME)
{
result = model;
break;
}
}
return result;
}
void Scene::CreateCsgCollider()
{
// Create collider
auto result = New<MeshCollider>();
result->SetStaticFlags(StaticFlags::FullyStatic);
result->SetName(CSG_COLLIDER_NAME);
result->CollisionData = CSGData.CollisionData;
result->HideFlags |= HideFlags::DontSelect;
// Link it
if (IsDuringPlay())
{
result->SetParent(this, false);
}
else
{
result->_parent = this;
result->_scene = this;
Children.Add(result);
result->CreateManaged();
}
}
void Scene::CreateCsgModel()
{
// Create model
auto result = New<StaticModel>();
result->SetStaticFlags(StaticFlags::FullyStatic);
result->SetName(CSG_MODEL_NAME);
result->Model = CSGData.Model;
result->HideFlags |= HideFlags::DontSelect;
// Link it
if (IsDuringPlay())
{
result->SetParent(this, false);
}
else
{
result->_parent = this;
result->_scene = this;
Children.Add(result);
result->CreateManaged();
}
}
void Scene::OnCsgCollisionDataChanged()
{
// Use it only in play mode
if (!IsDuringPlay())
return;
// Try to find CSG collider
auto collider = TryGetCsgCollider();
if (collider)
{
// Update the collision asset
collider->CollisionData = CSGData.CollisionData;
}
else if (CSGData.CollisionData)
{
// Create collider
CreateCsgCollider();
}
}
void Scene::OnCsgModelChanged()
{
// Use it only in play mode
if (!IsDuringPlay())
return;
// Try to find CSG model
auto model = TryGetCsgModel();
if (model)
{
// Update the model asset
model->Model = CSGData.Model;
}
else if (CSGData.Model)
{
// Create model
CreateCsgModel();
}
}
#if COMPILE_WITH_CSG_BUILDER
void Scene::OnCSGBuildEnd()
{
if (CSGData.CollisionData && TryGetCsgCollider() == nullptr)
CreateCsgCollider();
if (CSGData.Model && TryGetCsgModel() == nullptr)
CreateCsgModel();
}
#endif
void Scene::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
Actor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(Scene);
LightmapsData.SaveLightmaps(Info.Lightmaps);
Info.Serialize(stream, other ? &other->Info : nullptr);
if (CSGData.HasData())
{
stream.JKEY("CSG");
stream.Object(&CSGData, other ? &other->CSGData : nullptr);
}
}
void Scene::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
Actor::Deserialize(stream, modifier);
Info.Deserialize(stream, modifier);
LightmapsData.LoadLightmaps(Info.Lightmaps);
CSGData.DeserializeIfExists(stream, "CSG", modifier);
// [Deprecated on 13.01.2021, expires on 13.01.2023]
if (modifier->EngineBuild <= 6215 && Navigation.Meshes.IsEmpty())
{
const auto e = SERIALIZE_FIND_MEMBER(stream, "NavMesh");
if (e != stream.MemberEnd())
{
// Upgrade from old single hidden navmesh data into NavMesh actors on a scene
AssetReference<RawDataAsset> dataAsset;
Serialization::Deserialize(e->value, dataAsset, modifier);
const auto settings = NavigationSettings::Get();
if (dataAsset && settings->NavMeshes.HasItems())
{
auto navMesh = New<NavMesh>();
navMesh->SetStaticFlags(StaticFlags::FullyStatic);
navMesh->SetName(TEXT("NavMesh.") + settings->NavMeshes[0].Name);
navMesh->DataAsset = dataAsset;
navMesh->Properties = settings->NavMeshes[0];
if (IsDuringPlay())
{
navMesh->SetParent(this, false);
}
else
{
navMesh->_parent = this;
navMesh->_scene = this;
Children.Add(navMesh);
navMesh->CreateManaged();
}
}
}
}
}
void Scene::OnDeleteObject()
{
// Cleanup
LightmapsData.UnloadLightmaps();
CSGData.Model = nullptr;
CSGData.CollisionData = nullptr;
// Base
Actor::OnDeleteObject();
}
void Scene::Initialize()
{
// Initialize
_parent = nullptr;
_scene = this;
Actor::Initialize();
}
void Scene::BeginPlay(SceneBeginData* data)
{
// Base
Actor::BeginPlay(data);
// Check if has CSG collision and create collider if need to (before play mode enter)
if (CSGData.CollisionData)
{
const auto collider = TryGetCsgCollider();
if (collider == nullptr)
CreateCsgCollider();
}
// Check if has CSG model and create model if need to (before play mode enter)
if (CSGData.Model)
{
const auto model = TryGetCsgModel();
if (model == nullptr)
CreateCsgModel();
}
}
void Scene::EndPlay()
{
// Improve scene cleanup performance by removing all data from scene rendering and ticking containers
Ticking.Clear();
Rendering.Clear();
// Base
Actor::EndPlay();
}
void Scene::OnTransformChanged()
{
// Base
Actor::OnTransformChanged();
_box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}