尝试初建StaticMeshComponent
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@ -58,17 +58,8 @@ class Component
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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()
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{
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SAFE_CLEAR(Data);
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}
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Component(ComponentData *,ComponentManager *);
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virtual ~Component();
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virtual const size_t GetHashCode()const=0;
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@ -84,6 +75,9 @@ public:
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public: //事件
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virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
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virtual void OnDetach(){OwnerNode=nullptr;} ///<从节点分离事件
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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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@ -94,6 +88,13 @@ class ComponentManager
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{
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ComponentSet component_set;
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protected:
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friend class Component; //Component可以直接访问ComponentManager的成员
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virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
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public:
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virtual const size_t GetComponentHashCode()const=0;
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@ -113,9 +114,6 @@ public:
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virtual void UpdateComponents(const double delta_time);
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virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
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virtual void DetachComponent(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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@ -12,8 +12,8 @@ class PrimitiveComponent:public RenderComponent
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{
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public:
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PrimitiveComponent(SceneNode *psn,ComponentData *cd,ComponentManager *cm)
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:RenderComponent(psn,cd,cm){}
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using RenderComponent::RenderComponent;
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virtual ~PrimitiveComponent()=default;
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};//class PrimitiveComponent
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@ -11,8 +11,7 @@ class RenderComponent: public Component
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{
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public:
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RenderComponent(SceneNode *psn,ComponentData *cd,ComponentManager *cm)
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:Component(psn,cd,cm){}
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using Component::Component;
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virtual ~RenderComponent()=default;
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};//class RenderComponent
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@ -20,6 +20,8 @@ public:
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{
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mesh=m;
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}
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virtual ~StaticMeshComponentData();
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};//struct StaticMeshComponentData
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class StaticMeshComponent;
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@ -43,24 +45,14 @@ public:
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StaticMeshComponentManager()=default;
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StaticMeshComponent *CreateStaticMeshComponent(StaticMeshComponentData *data)
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{
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if(!data)return(nullptr);
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return(new StaticMeshComponent(data));
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}
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StaticMeshComponent *CreateStaticMeshComponent(StaticMeshComponentData *data);
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StaticMeshComponent *CreateStaticMeshComponent(Mesh *m)
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{
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return CreateStaticMeshComponent(new StaticMeshComponentData(m));
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}
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virtual Component *CreateComponent(ComponentData *data) override
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{
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if(!data)return(nullptr);
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return CreateStaticMeshComponent(reinterpret_cast<StaticMeshComponentData *>(data));
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}
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virtual Component *CreateComponent(ComponentData *data) override;
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};//class StaticMeshComponentManager
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class StaticMeshComponent:public PrimitiveComponent
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@ -69,8 +61,8 @@ class StaticMeshComponent:public PrimitiveComponent
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public:
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StaticMeshComponent(SceneNode *psn,StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
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:PrimitiveComponent(psn,cd,cm)
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StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
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:PrimitiveComponent(cd,cm)
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{
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sm_data=cd;
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}
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@ -90,6 +82,7 @@ public:
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StaticMeshComponentData &GetData() {return *sm_data;}
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const StaticMeshComponentData &GetData()const {return *sm_data;}
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Mesh *GetMesh() const{return sm_data->mesh;}
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};//class StaticMeshComponent
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COMPONENT_NAMESPACE_END
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@ -8,7 +8,7 @@
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namespace hgl::graph
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{
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using SceneNodeID =uint64;
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using SceneNodeID =int64;
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HGL_DEFINE_U16_IDNAME(SceneNodeName)
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@ -19,9 +19,9 @@ namespace hgl::graph
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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 *ParentNode; ///<上级节点
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SceneNode *ParentNode=nullptr; ///<上级节点
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SceneNodeID NodeID; ///<节点ID
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SceneNodeID NodeID=-1; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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protected:
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@ -35,7 +35,12 @@ namespace hgl::graph
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protected:
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ObjectList<SceneNode> ChildNode; ///<子节点
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ObjectList<Component> ComponentList; ///<组件列表
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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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SortedSet<Component *> ComponentSet; ///<组件合集
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public:
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@ -68,7 +73,7 @@ namespace hgl::graph
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LocalBoundingBox.SetZero();
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ChildNode.Clear();
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ComponentList.Clear();
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ComponentSet.Clear();
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render_obj=nullptr;
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}
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@ -111,11 +116,11 @@ namespace hgl::graph
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public: //组件相关方法
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bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量
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virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件
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virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件
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bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
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bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
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virtual void AttachComponent (Component *comp){ComponentSet.Add(comp);} ///<添加一个组件
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virtual void DetachComponent (Component *comp){ComponentSet.Delete(comp);} ///<删除一个组件
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bool Contains (Component *comp){return ComponentSet.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 (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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@ -300,6 +300,7 @@ SET(COMPONENT_FILES ${COMPONENT_INCLUDE_PATH}/Component.h
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${COMPONENT_INCLUDE_PATH}/RenderComponent.h
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${COMPONENT_INCLUDE_PATH}/PrimitiveComponent.h
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${COMPONENT_INCLUDE_PATH}/StaticMeshComponent.h
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component/Component.cpp
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component/ComponentManager.cpp
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component/StaticMeshComponentManager.cpp
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)
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27
src/SceneGraph/component/Component.cpp
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27
src/SceneGraph/component/Component.cpp
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@ -0,0 +1,27 @@
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#include<hgl/component/Component.h>
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#include<hgl/graph/SceneNode.h>
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namespace hgl::graph
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{
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Component::Component(ComponentData *cd,ComponentManager *cm)
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{
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OwnerNode=nullptr;
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Data=cd;
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Manager=cm;
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Manager->AttachComponent(this);
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}
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Component::~Component()
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{
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if(OwnerNode)
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{
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OwnerNode->DetachComponent(this);
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OwnerNode=nullptr;
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}
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Manager->DetachComponent(this);
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SAFE_CLEAR(Data);
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}
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}//namespace hgl::graph
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@ -1,7 +1,26 @@
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#include<hgl/component/StaticMeshComponent.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/Mesh.h>
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COMPONENT_NAMESPACE_BEGIN
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StaticMeshComponentData::~StaticMeshComponentData()
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{
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SAFE_CLEAR(mesh);
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}
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Component *StaticMeshComponentManager::CreateComponent(ComponentData *data)
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{
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if(!data)return(nullptr);
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return CreateStaticMeshComponent(reinterpret_cast<StaticMeshComponentData *>(data));
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}
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StaticMeshComponent *StaticMeshComponentManager::CreateStaticMeshComponent(StaticMeshComponentData *data)
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{
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if(!data)return(nullptr);
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return(new StaticMeshComponent(data,this));
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}
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COMPONENT_NAMESPACE_END
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/Mesh.h>
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namespace hgl
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{
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namespace graph
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namespace hgl::graph
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{
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SceneNode *Duplication(SceneNode *src_node)
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{
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@ -96,7 +95,7 @@ namespace hgl
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int result=0;
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for(Component *c:ComponentList)
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for(Component *c:ComponentSet)
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{
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if(c->GetManager()==mgr)
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{
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@ -113,7 +112,7 @@ namespace hgl
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if(!mgr)return(false);
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if(ComponentIsEmpty())return(false);
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for(Component *c:ComponentList)
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for(Component *c:ComponentSet)
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{
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if(c->GetManager()==mgr)
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return(true);
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@ -121,5 +120,4 @@ namespace hgl
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return(false);
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}
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}//namespace graph
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}//namespace hgl
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}//namespace hgl::graph
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