SparrowEngine/src/scene/scenetree.cpp

131 lines
3.6 KiB
C++

#include "scene/scenetree.h"
#include "resourcemanager.h"
#include <SparrowRenderer/pipeline.h>
#include <SparrowRenderer/deferredpipeline.h>
#include <algorithm>
#include <SFML/Window.hpp>
// Scene
#include <SparrowRenderer/mesh.h>
#include <iostream>
#include "scene/scenenode.h"
#include "scene/cameranode.h"
#include <btBulletDynamicsCommon.h>
SceneTree::SceneTree(const Engine &engine) :
Scene(),
m_engine(engine),
m_shaderRefreshRequired(false),
m_camera(nullptr)
{
DeferredPipeline *pipeline = new DeferredPipeline();
m_pipeline = pipeline;
pipeline->setRenderTarget(FrameBuffer::screen);
m_root.setSceneTree(this);
}
SceneTree::~SceneTree()
{
if(m_world != NULL)
delete m_world;
}
void SceneTree::setMainCamera(CameraNode *camNode)
{
m_camera = camNode->getCamera();
((DeferredPipeline*)m_pipeline)->setCamera(m_camera);
sf::Vector2u size = getEngine().getWindow()->getSize();
m_camera->resize(size.x, size.y);
}
SceneIterator<Light*>* SceneTree::getLights()
{
return new ArrayIterator<Light*>(m_lights);
}
SceneIterator<GeometryNode*>* SceneTree::getGeometry()
{
return new ArrayIterator<GeometryNode*>(m_geometries);
}
void SceneTree::getMeshTypes(std::vector<unsigned int> &meshTypes)
{
for(unsigned int type : m_meshTypes)
meshTypes.push_back(type);
}
void SceneTree::getLightTypes(std::vector<unsigned int> &lightTypes)
{
for(unsigned int type : m_lightTypes)
lightTypes.push_back(type);
}
void SceneTree::update()
{
m_root.update();
}
void SceneTree::initPhysics()
{
btDefaultCollisionConfiguration *collisionConfiguration = new btDefaultCollisionConfiguration();
btBroadphaseInterface *broadPhase = new btAxisSweep3(btVector3(-1000, -1000, -1000), btVector3(1000, 1000, 1000));
btCollisionDispatcher *dispatcher = new btCollisionDispatcher(collisionConfiguration);
btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver();
m_world = new btDiscreteDynamicsWorld(dispatcher, broadPhase, solver, collisionConfiguration);
m_world->setGravity(btVector3(0, -9.81f, 0));
}
void SceneTree::registerMeshType(unsigned int meshType)
{
auto ret = m_meshTypes.emplace(meshType);
if(ret.second)
m_shaderRefreshRequired = true;
}
void SceneTree::registerLightType(unsigned int lightType)
{
auto ret = m_lightTypes.emplace(lightType);
if(ret.second)
m_shaderRefreshRequired = true;
}
void SceneTree::addToIndex(SceneNode* node){
Light *light = node->getLight();
GeometryNode *geometrynode = node->getGeometryNode();
//TODO : Check for doublon in m_lights et m_geometries => not necessary if correctly removed ?
if (light != nullptr) m_lights.push_back(light);
if (geometrynode != nullptr) m_geometries.push_back(geometrynode);
}
void SceneTree::removeFromIndex(SceneNode *node){
Light *light = node->getLight();
GeometryNode *geometrynode = node->getGeometryNode();
if(light != nullptr)
{
auto it_l = std::find(m_lights.begin(),m_lights.end(),node->getLight());
if (it_l != m_lights.end()){
std::iter_swap(it_l,m_lights.end()-1);
m_lights.pop_back();
}
}
if(geometrynode != nullptr)
{
auto it_g = std::find(m_geometries.begin(),m_geometries.end(),node->getGeometryNode());
if (it_g != m_geometries.end()){
std::iter_swap(it_g,m_geometries.end()-1);
m_geometries.pop_back();
}
}
}
void SceneTree::updateShaders()
{
if(m_shaderRefreshRequired)
{
((DeferredPipeline*) m_pipeline)->refreshScene(this);
m_shaderRefreshRequired = false;
}
}