ULRE/inc/hgl/component/Component.h

119 lines
3.9 KiB
C
Raw Normal View History

#pragma once
#include<hgl/type/DataType.h>
#include<hgl/type/SortedSet.h>
#include<hgl/type/List.h>
/**
* Component/Data/Manager
*
* AMD FidelityFX
*
* AMD FidelityFX中Component存放于Entity下SceneNode
* Entity还是SceneNodeComponent的管理
2025-04-01 01:11:32 +08:00
* AMD FidelityFX中的SceneSceneWorld
*
* ComponentData是每个Component的数据Component或是其它模块提供数据
* ComponentManager是Component的管理器Component的创建
*
2025-04-01 01:11:32 +08:00
* AMD FidelityFX一样ComponentManager与SceneWorld基本无关
* World之中
* SceneWorld密切相关的Component它对应的Manager才会出现在SceneWorld中CameraManager/LightManager
* StaticMeshComponent之类的纯资源型就会是独立存在的
*
* Component是组件的基类
*
*
* RenderComponent是可渲染组件的基类Component
*
* PrimitiveComponent是图元组件的基类RenderComponent
* Component都必须是一个有3D空间的几何图元
* PrimitiveComponent提供数据进行计算
*
* StaticMeshComponent是静态网格组件PrimitiveComponent实现
*
*/
#define COMPONENT_NAMESPACE hgl::graph
#define COMPONENT_NAMESPACE_BEGIN namespace COMPONENT_NAMESPACE {
#define COMPONENT_NAMESPACE_END }
COMPONENT_NAMESPACE_BEGIN
2025-04-01 01:11:32 +08:00
class ComponentManager;
class SceneNode;
2025-04-01 01:11:32 +08:00
struct ComponentData{};
2025-04-01 01:11:32 +08:00
/**
* <br>
*
*/
class Component
{
SceneNode * OwnerNode;
ComponentManager * Manager;
ComponentData * Data;
2025-04-01 01:11:32 +08:00
public:
2025-04-01 01:11:32 +08:00
Component()=delete;
Component(SceneNode *sn,ComponentData *cd,ComponentManager *cm)
{
OwnerNode=sn;
Data=cd;
Manager=cm;
}
2025-04-01 01:11:32 +08:00
virtual ~Component()=default;
2025-04-01 01:11:32 +08:00
public:
2025-04-01 01:11:32 +08:00
SceneNode * GetOwnerNode()const{return OwnerNode;}
ComponentManager * GetManager ()const{return Manager;}
ComponentData * GetData ()const{return Data;}
2025-04-01 01:11:32 +08:00
public:
2025-04-01 01:11:32 +08:00
//virtual void Update(const double delta_time)=0;
2025-04-01 01:11:32 +08:00
public: //事件
2025-04-01 01:11:32 +08:00
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
};//class Component
2025-04-01 01:11:32 +08:00
using ComponentSet=SortedSet<Component *>;
2025-04-01 01:11:32 +08:00
class ComponentManager
{
ComponentSet component_set;
2025-04-01 01:11:32 +08:00
public:
2025-04-01 01:11:32 +08:00
virtual ~ComponentManager()=default;
2025-04-01 01:11:32 +08:00
public:
2025-04-01 01:11:32 +08:00
virtual size_t ComponentHashCode()const=0;
2025-04-01 01:11:32 +08:00
virtual Component * CreateComponent(SceneNode *,ComponentData *)=0;
2025-04-01 01:11:32 +08:00
int GetComponentCount()const{return component_set.GetCount();}
2025-04-01 01:11:32 +08:00
ComponentSet & GetComponents(){return component_set;}
2025-04-01 01:11:32 +08:00
int GetComponents(List<Component *> &comp_list,SceneNode *);
2025-04-01 01:11:32 +08:00
virtual void UpdateComponents(const double delta_time);
2025-04-01 01:11:32 +08:00
virtual void JoinComponent(Component *c){if(!c)return;component_set.Add(c);}
virtual void UnjonComponent(Component *c){if(!c)return;component_set.Delete(c);}
2025-04-01 01:11:32 +08:00
public: //事件
2025-04-01 01:11:32 +08:00
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
};//class ComponentManager
COMPONENT_NAMESPACE_END