ULRE/inc/hgl/graph/SceneNode.h

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#pragma once
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#include<hgl/type/ObjectList.h>
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#include<hgl/type/IDName.h>
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#include<hgl/graph/SceneOrient.h>
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#include<hgl/graph/AABB.h>
#include<hgl/component/Component.h>
namespace hgl::graph
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{
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using SceneNodeID =int64;
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HGL_DEFINE_U16_IDNAME(SceneNodeName)
/**
* <br>
* (SceneOrient)
* (/)
*/
class SceneNode:public SceneOrient ///场景节点类
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{
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SceneNode *ParentNode=nullptr; ///<上级节点
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SceneNodeID NodeID=-1; ///<节点ID
SceneNodeName NodeName; ///<节点名称
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protected:
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AABB BoundingBox; ///<绑定盒
AABB LocalBoundingBox; ///<本地坐标绑定盒
//AABB WorldBoundingBox; ///<世界坐标绑定盒
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Mesh *render_obj=nullptr; ///<可渲染实例
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protected:
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ObjectList<SceneNode> ChildNode; ///<子节点
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/**
* SceneNode下可能会包含多个组件SceneNode使用
* ComponentManager管理
*/
SortedSet<Component *> ComponentSet; ///<组件合集
public:
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const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
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const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
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public:
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SceneNode()=default;
SceneNode(const SceneNode &)=delete;
SceneNode(const SceneNode *)=delete;
SceneNode(const SceneOrient &so ):SceneOrient(so) {}
SceneNode( Mesh *ri ) {render_obj=ri;}
SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
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public:
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virtual ~SceneNode()=default;
void Clear() override
{
SceneOrient::Clear();
ParentNode=nullptr;
BoundingBox.SetZero();
LocalBoundingBox.SetZero();
ChildNode.Clear();
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ComponentSet.Clear();
render_obj=nullptr;
}
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const bool ChildNodeIsEmpty()const
{
if(render_obj)return(false);
if(ChildNode.GetCount())return(false);
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return(true);
}
void SetParent(SceneNode *sn) {ParentNode=sn;}
SceneNode * GetParent() noexcept{return ParentNode;}
const SceneNode * GetParent()const noexcept{return ParentNode;}
void SetRenderable(Mesh *);
Mesh * GetRenderable() noexcept{return render_obj;}
const Mesh * GetRenderable()const noexcept{return render_obj;}
SceneNode *Add(SceneNode *sn)
{
if(!sn)
return(nullptr);
ChildNode.Add(sn);
sn->SetParent(this);
return sn;
}
public: //坐标相关方法
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virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
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virtual void RefreshMatrix () override; ///<刷新世界变换
virtual void RefreshBoundingBox (); ///<刷新绑定盒
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virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
public: //组件相关方法
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bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
virtual void AttachComponent (Component *comp){ComponentSet.Add(comp);} ///<添加一个组件
virtual void DetachComponent (Component *comp){ComponentSet.Delete(comp);} ///<删除一个组件
bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
}//namespace hgl::graph