2025-03-18 01:26:35 +08:00
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#pragma once
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#include<hgl/type/DataType.h>
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#include<hgl/type/SortedSet.h>
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#include<hgl/type/List.h>
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2025-03-18 01:26:35 +08:00
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2025-03-25 23:15:38 +08:00
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/**
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* Component/Data/Manager 体系设计简要说明
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*
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* 本体系参考AMD FidelityFX,但并不完全一致。
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*
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* AMD FidelityFX中,Component存放于Entity下,而我方中与其类似的定义为SceneNode。
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* 不管是Entity还是SceneNode,它们都提供空间变换,以及子节点、Component的管理。
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*
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* ComponentData是每个Component的数据,用于向Component或是其它模块提供数据。
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* ComponentManager是Component的管理器,用于管理Component的创建、销毁、更新等。
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*
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* Component是组件的基类,所有组件都从这里派生。
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*
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*
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* RenderComponent是可渲染组件的基类,所有可渲染组件都从这里派生。它继承于Component。
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*
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* PrimitiveComponent是图元组件的基类,所有图元组件都从这里派生。它继承于RenderComponent。
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* 它再度派生出的任何Component都必须是一个有3D空间的几何图元。
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* 引擎中的空间、物理、等都由PrimitiveComponent提供数据进行计算。
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*
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* StaticMeshComponent是静态网格组件,它是一个具体的PrimitiveComponent实现。
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*
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*/
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2025-03-25 02:19:32 +08:00
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#define COMPONENT_NAMESPACE hgl::graph
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#define COMPONENT_NAMESPACE_BEGIN namespace COMPONENT_NAMESPACE {
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#define COMPONENT_NAMESPACE_END }
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COMPONENT_NAMESPACE_BEGIN
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class ComponentManager;
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class SceneNode;
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struct ComponentData{};
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2025-03-18 01:26:35 +08:00
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/**
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* 基础组件<br>
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* 是一切组件的基类
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*/
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class Component
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{
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SceneNode * OwnerNode;
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ComponentManager * Manager;
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ComponentData * Data;
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public:
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Component()=delete;
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Component(SceneNode *sn,ComponentData *cd,ComponentManager *cm)
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{
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OwnerNode=sn;
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Data=cd;
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Manager=cm;
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}
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virtual ~Component()=default;
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public:
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SceneNode * GetOwnerNode()const{return OwnerNode;}
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ComponentManager * GetManager ()const{return Manager;}
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ComponentData * GetData ()const{return Data;}
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public:
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virtual void Update(const double delta_time)=0;
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public: //事件
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virtual void OnFocusLost(){} ///<焦点丢失事件
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virtual void OnFocusGained(){} ///<焦点获得事件
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};//class Component
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using ComponentSet=SortedSet<Component *>;
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class ComponentManager
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{
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ComponentSet component_set;
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public:
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virtual ~ComponentManager()=default;
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public:
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virtual size_t ComponentHashCode()const=0;
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virtual Component * CreateComponent(SceneNode *,ComponentData *)=0;
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int GetComponentCount()const{return component_set.GetCount();}
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ComponentSet & GetComponents(){return component_set;}
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int GetComponents(List<Component *> &comp_list,SceneNode *);
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virtual void UpdateComponents(const double delta_time);
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virtual void JoinComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void UnjonComponent(Component *c){if(!c)return;component_set.Delete(c);}
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public: //事件
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virtual void OnFocusLost(){} ///<焦点丢失事件
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virtual void OnFocusGained(){} ///<焦点获得事件
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};//class ComponentManager
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COMPONENT_NAMESPACE_END
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