235 lines
6.5 KiB
C++
235 lines
6.5 KiB
C++
/* -----------------------------------------------------------------------------
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GSFramework
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Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
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----------------------------------------------------------------------------- */
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#include "scene3d/scene.h"
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#include "scene3d/mitem_event_interface.h"
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#include "ui/ui.h"
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#include "motion/motion_automation_source.h"
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#include "automation/automation_source_group.h"
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#include "physic/physic_world.h"
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#include "core/object.h"
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#include "core/camera.h"
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#include "script/script_engine_types.h"
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#include "script/script_variant.h"
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#include "sort/sort.h"
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using namespace GS;
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using namespace GS::Core;
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using namespace GS::S3D;
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//------------------------------------------------------------------------------
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void Scene::SetAsScriptGlobalScene(Script::IVM *_vm)
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{
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if (!_vm)
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_vm = vm;
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if (!_vm || !_vm->IsOpen())
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return;
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_vm->Set("g_scene", Script::Variant(this, Script::typetag_Scene3d));
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_vm->Set("g_clock_fq", Platform::Get().GetClockFrequency());
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void Scene::SetMotion(const char *name, Automation::SourceGroup **group, float blend, Automation::Player::AddSourceMode mode, float weight)
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{
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if (group)
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*group = new Automation::SourceGroup;
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SceneMotion *scene_motion = NULL;
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ListForeachPtr(SceneMotion *, m, motion.motions)
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if (m->name == name)
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{
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scene_motion = m;
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break;
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}
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if (scene_motion)
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{
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// Start item motions.
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ListForeachPtr(SceneMotion::ItemMotion *, m, scene_motion->item_motions)
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if (MItem *i = ItemFromUid(m->uid))
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i->automation_player->StartAutomation(new Automation::MotionSource(m->motion, group ? *group : NULL), blend, mode, weight);
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}
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else // fallback to the legacy per-item set motion
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ArrayListForeachPtr(MItem *, item, GetActiveList())
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if (Motion *motion = item->automation_player->GetMotion(name))
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item->automation_player->StartAutomation(new Automation::MotionSource(motion, group ? *group : NULL), blend, mode, weight);
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void Scene::SynchronizePhysics()
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{
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Matrix4 m;
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ArrayListForeachPtr(MItem *, item, active_list)
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if (item->physic_item)
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switch (item->physic_item_desc.physic_mode)
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{
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case PhysicItemDesc::Mode_Kinematic:
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case PhysicItemDesc::Mode_Static:
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item->physic_item->SetEngineMatrix(item->GetBaseItem()->GetMatrix());
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break;
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case PhysicItemDesc::Mode_Dynamic:
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case PhysicItemDesc::Mode_Vehicle:
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case PhysicItemDesc::Mode_Character:
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item->physic_item->GetGraphicMatrix(m);
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item->physic_item->SetEngineMatrix(m);
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item->GetBaseItem()->SetMatrix(m);
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break;
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default: break;
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}
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void Scene::UpdateItemTransformation(MItem *i, const Time &dt)
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{
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i->Update(dt);
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if (Core::Item *b = i->GetBaseItem())
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{
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if (i->mitem_flags.IsSet(MItem::Flag_Billboard))
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{
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Vector4 p, s;
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if (Core::Item *link = b->GetParent())
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{
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p = b->GetPosition() * link->GetMatrix();
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s = b->GetScale() * link->GetScale();
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}
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else
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{
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p = b->GetPosition();
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s = b->GetScale();
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}
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Matrix3 view_matrix(Matrix3::FromMatrix4(current_camera ? current_camera->GetMatrix() : Matrix4::IdentityMatrix()) * Matrix3::RotationMatrixZAxis(b->GetRotation().z));
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Matrix4 billboard_matrix(Matrix4::TransformationMatrix(p, view_matrix, s));
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b->SnapshotTransformation(billboard_matrix, false, true);
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}
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/*
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[EJ] Force matrix update here so that const references can access
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up-to-date informations.
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*/
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b->GetMatrix();
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b->GetInverseMatrix();
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}
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}
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void Scene::Update(uint eval_flag)
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{
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ScopedSystemProfile(profiler.update);
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{
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ScopedSystemProfile(profiler.process_queues);
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ProcessItemRemovalQueue();
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/*
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Note: This step is intentionally delayed for one update in order to
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evaluate newly activated items before displaying them.
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*/
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ProcessItemActivationQueue();
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/*
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Store item previous position/rotation (disregarding the inactive flag).
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Note: This is done here because the physic system will alter item's matrix.
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*/
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ArrayListForeachPtr(MItem *, i, active_list)
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if (Core::Item *b = i->GetBaseItem())
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b->SetPreviousMatrix(b->GetMatrix());
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}
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// Update clock.
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if (clock->GetRefCount() == 1) // Do not update external clock.
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clock->Update();
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Time dt = Time::fromSec(clock->GetDeltaf());
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// Update triggers (result is cached in trigger).
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if (eval_flag & SceneUpdateTrigger)
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{
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ScopedSystemProfile(profiler.update_triggers);
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UpdateTriggers();
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}
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// Update physics.
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if (physic_world.IsValid() && (eval_flag & SceneUpdatePhysic))
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{
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{
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ScopedSystemProfile(profiler.physic_step);
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physic_world->Step(dt);
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}
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{
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ScopedSystemProfile(profiler.synchronize_physics);
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SynchronizePhysics();
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}
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}
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// Update item transformations.
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{
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ScopedSystemProfile(profiler.update_item_transformation);
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// Evaluate items and hierarchies (matrix).
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#if 0
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Array <Sort::Entry <int, MItem *> > hierarchy_in(active_list.GetCount()), hierarchy_out(active_list.GetCount());
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int count = 0;
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ArrayListForeachPtr(MItem *, i, active_list)
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if (Item *b = i->GetBaseItem())
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{
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hierarchy_in[count].o = i;
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hierarchy_in[count].v = 0;
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for (Item *p = b; p; p = p->GetParent())
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++hierarchy_in[count].v;
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++count;
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}
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Array <Sort::Entry <int, MItem *> > *sorted = nSort::ByteSort(count, &hierarchy_in, &hierarchy_out);
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for (int n = 0; n < count; ++n)
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UpdateItemTransformation((*sorted)[n].o, dt);
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#else
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ArrayListForeachPtr(MItem *, i, active_list)
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UpdateItemTransformation(i, dt);
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#endif
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}
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{
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ScopedSystemProfile(profiler.update_skin);
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// Synchronize all skins with the final matrices.
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ArrayListForeachPtr(MItem *, i, active_list)
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if (i->GetItemType() == Type_Object)
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((Object *)i->GetBaseItem())->UpdateSkin();
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}
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// Script events.
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if (eval_flag & SceneUpdateEvent)
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{
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{
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ScopedSystemProfile(profiler.scene_on_update);
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scene_event->OnUpdate(this);
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}
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{
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ScopedSystemProfile(profiler.items_on_update);
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ArrayListForeachPtr(MItem *, i, active_list)
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i->item_event->OnUpdate(i);
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}
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}
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// Update UI.
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if (ui)
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{
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ScopedSystemProfile(profiler.ui_update);
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ui->Update();
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}
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}
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//------------------------------------------------------------------------------
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