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#pragma once
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2019-05-21 21:28:33 +08:00
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2023-07-28 20:17:46 +08:00
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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>
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#include<hgl/component/Component.h>
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namespace hgl::graph
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{
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using SceneNodeID =int64;
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HGL_DEFINE_U16_IDNAME(SceneNodeName)
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/**
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* 场景节点数据类<br>
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* 从场景坐标变换(SceneOrient)类继承,
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* 每个场景节点中可能包括一个可渲染数据实例,或是完全不包含(用于坐标变换的父节点,或是灯光/摄像机之类)。
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*/
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class SceneNode:public SceneOrient ///场景节点类
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{
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SceneNode *parent_node=nullptr; ///<上级节点
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SceneNodeID node_id=-1; ///<节点ID
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SceneNodeName node_name; ///<节点名称
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protected:
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AABB bounding_box; ///<绑定盒
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AABB local_bounding_box; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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protected:
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ObjectList<SceneNode> child_nodes; ///<子节点
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/**
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* 组件合集,一个SceneNode下可能会包含多个组件,同时一个组件也可能被多个SceneNode使用。
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* 所以这里只保留一个指针,不拥有组件的生命周期,组件的生命周期由其对应的ComponentManager管理。
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*/
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ComponentSet component_set; ///<组件合集
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public:
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const SceneNodeID & GetNodeID ()const { return node_id; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return node_name; } ///<取得节点名称
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const ObjectList<SceneNode> &GetChildNode()const { return child_nodes; } ///<取得子节点列表
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public:
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SceneNode()=default;
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SceneNode(const SceneNode &)=delete;
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SceneNode(const SceneNode *)=delete;
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SceneNode(const SceneOrient &so ):SceneOrient(so) {}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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public:
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virtual ~SceneNode();
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void Clear() override
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{
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SceneOrient::Clear();
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parent_node=nullptr;
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bounding_box.SetZero();
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local_bounding_box.SetZero();
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child_nodes.Clear();
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component_set.Clear();
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}
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const bool ChildNodeIsEmpty()const
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{
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if(child_nodes.GetCount())return(false);
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return(true);
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}
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void SetParent(SceneNode *sn) {parent_node=sn;}
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SceneNode * GetParent() noexcept{return parent_node;}
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const SceneNode * GetParent()const noexcept{return parent_node;}
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SceneNode *Add(SceneNode *sn)
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{
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if(!sn)
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return(nullptr);
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child_nodes.Add(sn);
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sn->SetParent(this);
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return sn;
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}
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public: //坐标相关方法
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virtual void SetBoundingBox (const AABB &bb){bounding_box=bb;} ///<设置绑定盒
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virtual void RefreshMatrix () override; ///<刷新世界变换
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virtual void RefreshBoundingBox (); ///<刷新绑定盒
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virtual const AABB & GetBoundingBox ()const{return bounding_box;} ///<取得绑定盒
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virtual const AABB & GetLocalBoundingBox ()const{return local_bounding_box;} ///<取得本地坐标绑定盒
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// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
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public: //组件相关方法
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bool ComponentIsEmpty ()const{return component_set.IsEmpty();} ///<是否没有组件
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virtual const int64 GetComponentCount ()const{return component_set.GetCount();} ///<取得组件数量
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virtual bool AttachComponent (Component *comp) ///<添加一个组件
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{
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if(!comp)return(false);
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if(component_set.Add(comp)<0)
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return(false);
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comp->OnAttach(this); //调用组件的OnAttach方法
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return(true);
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}
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virtual void DetachComponent (Component *comp) ///<删除一个组件
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{
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if (!comp)return;
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component_set.Delete(comp);
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comp->OnDetach(this); //调用组件的OnDetach方法
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}
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bool Contains (Component *comp){return component_set.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (ComponentList &comp_list,const ComponentManager *); ///<取得所有组件
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const ComponentSet &GetComponents ()const{return component_set;}
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};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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}//namespace hgl::graph
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