Files
FlaxEngine/Source/Engine/Level/Scene/Scene.h
Wojtek Figat 14902dc29e Merge remote-tracking branch 'origin/master' into 1.8
# Conflicts:
#	Flax.flaxproj
2024-02-26 19:49:39 +01:00

134 lines
3.5 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "../Actor.h"
#include "../SceneInfo.h"
#include "SceneLightmapsData.h"
#include "SceneCSGData.h"
#include "SceneRendering.h"
#include "SceneTicking.h"
#include "SceneNavigation.h"
class MeshCollider;
/// <summary>
/// The scene root object that contains a hierarchy of actors.
/// </summary>
API_CLASS() class FLAXENGINE_API Scene : public Actor
{
friend class Level;
friend class ReloadScriptsAction;
DECLARE_SCENE_OBJECT(Scene);
/// <summary>
/// Finalizes an instance of the <see cref="Scene"/> class.
/// </summary>
~Scene();
public:
/// <summary>
/// The scene metadata.
/// </summary>
SceneInfo Info;
/// <summary>
/// The scene rendering manager.
/// </summary>
SceneRendering Rendering;
/// <summary>
/// The scene ticking manager.
/// </summary>
SceneTicking Ticking;
/// <summary>
/// The navigation data.
/// </summary>
SceneNavigation Navigation;
/// <summary>
/// The static light manager for this scene.
/// </summary>
SceneLightmapsData LightmapsData;
/// <summary>
/// The CSG data container for this scene.
/// </summary>
CSG::SceneCSGData CSGData;
/// <summary>
/// Gets the lightmap settings (per scene).
/// </summary>
API_PROPERTY(Attributes="EditorDisplay(\"Lightmap Settings\", EditorDisplayAttribute.InlineStyle)")
LightmapSettings GetLightmapSettings() const;
/// <summary>
/// Sets the lightmap settings (per scene).
/// </summary>
API_PROPERTY() void SetLightmapSettings(const LightmapSettings& value);
public:
/// <summary>
/// Removes all baked lightmap textures from the scene.
/// </summary>
API_FUNCTION() void ClearLightmaps();
/// <summary>
/// Builds the CSG geometry for the given scene.
/// </summary>
/// <remarks>Requests are enqueued till the next game scripts update.</remarks>
/// <param name="timeoutMs">The timeout to wait before building CSG (in milliseconds).</param>
API_FUNCTION() void BuildCSG(float timeoutMs = 50);
#if USE_EDITOR
/// <summary>
/// Gets path to the scene file
/// </summary>
API_PROPERTY() String GetPath() const;
/// <summary>
/// Gets filename of the scene file
/// </summary>
API_PROPERTY() String GetFilename() const;
/// <summary>
/// Gets path to the scene data folder
/// </summary>
API_PROPERTY() String GetDataFolderPath() const;
/// <summary>
/// Gets the asset references (scene asset). Supported only in Editor.
/// </summary>
/// <seealso cref="Asset.GetReferences"/>
/// <returns>The collection of the asset ids referenced by this asset.</returns>
API_FUNCTION() Array<Guid, HeapAllocation> GetAssetReferences() const;
#endif
private:
MeshCollider* TryGetCsgCollider();
StaticModel* TryGetCsgModel();
void CreateCsgCollider();
void CreateCsgModel();
void OnCsgCollisionDataChanged();
void OnCsgModelChanged();
#if COMPILE_WITH_CSG_BUILDER
void OnCSGBuildEnd();
#endif
public:
// [Actor]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnDeleteObject() override;
void EndPlay() override;
protected:
// [Actor]
void Initialize() override;
void BeginPlay(SceneBeginData* data) override;
void OnTransformChanged() override;
};