fix: alot of stuff changed. Mostly bugfixxes / architechture changes
This commit is contained in:
+186
-86
@@ -1,163 +1,263 @@
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#include <destrum/Scene/Scene.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/Util/DeltaTime.h>
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#include <algorithm>
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#include <functional>
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#include <SDL_scancode.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// #include "ServiceLocator.h"
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// #include "Input/InputManager.h"
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// #include "Managers/Renderer.h"
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unsigned int Scene::m_idCounter = 0;
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Scene::Scene(const std::string& name) : m_name(name) {
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namespace {
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class IterationGuard {
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public:
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explicit IterationGuard(Scene& scene) : m_Scene(scene) {
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m_Scene.BeginIteration();
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}
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~IterationGuard() {
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m_Scene.EndIteration();
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}
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private:
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Scene& m_Scene;
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};
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}
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Scene::~Scene() = default;
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Scene::Scene(const std::string& name)
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: m_name(name),
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m_id(++m_idCounter) {
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}
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// void Scene::Add(std::shared_ptr<GameObject> object) {
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// // m_objects.emplace_back(std::move(object));
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// m_pendingAdditions.emplace_back(std::move(object));
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// }
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Scene::~Scene() {
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Unload();
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RemoveAll();
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}
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GameObject* Scene::CreateGameObject(std::string name)
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{
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auto obj = std::make_shared<GameObject>(std::move(name));
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GameObject* rawPtr = obj.get();
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obj->SetScene(this);
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m_pendingAdditions.emplace_back(std::move(obj));
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GameObject* Scene::CreateGameObject(std::string name) {
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auto object = std::make_shared<GameObject>(std::move(name));
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GameObject* rawPtr = object.get();
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object->SetScene(this);
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m_pendingAdditions.emplace_back(std::move(object));
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return rawPtr;
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}
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void Scene::Remove(GameObject* object) {
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std::erase_if(m_objects, [object](const std::shared_ptr<GameObject>& obj) {
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return obj.get() == object;
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});
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if (object == nullptr) {
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return;
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}
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std::erase_if(m_pendingAdditions, [object](const std::shared_ptr<GameObject>& obj) {
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return obj.get() == object;
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});
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const auto containsObject = [object](const auto& objects) {
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return std::any_of(objects.begin(), objects.end(), [object](const auto& candidate) {
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return candidate != nullptr && candidate.get() == object;
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});
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};
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if (!containsObject(m_objects) && !containsObject(m_pendingAdditions)) {
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return;
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}
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object->Destroy();
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if (IsIterating()) {
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return;
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}
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const auto eraseDestroyed = [](auto& objects) {
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for (const auto& candidate : objects) {
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if (candidate != nullptr && candidate->IsBeingDestroyed()) {
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candidate->SetScene(nullptr);
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}
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}
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std::erase_if(objects, [](const auto& candidate) {
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return candidate == nullptr || candidate->IsBeingDestroyed();
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});
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};
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// Destroying an object also marks its descendants. Remove all of those
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// marked entries together, after destruction has finished.
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eraseDestroyed(m_objects);
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eraseDestroyed(m_pendingAdditions);
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}
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void Scene::RemoveAll() {
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for (const auto& object : m_objects) {
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if (object != nullptr) {
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object->Destroy();
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}
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}
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for (const auto& object : m_pendingAdditions) {
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if (object != nullptr) {
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object->Destroy();
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}
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}
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if (IsIterating()) {
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return;
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}
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for (const auto& object : m_objects) {
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if (object != nullptr) {
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object->SetScene(nullptr);
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}
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}
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for (const auto& object : m_pendingAdditions) {
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if (object != nullptr) {
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object->SetScene(nullptr);
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}
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}
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m_objects.clear();
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m_pendingAdditions.clear();
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}
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void Scene::Load() {
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OnSceneLoaded.Invoke();
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if (m_registerBindings) {
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m_registerBindings();
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}
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LoadBindings();
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}
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void Scene::Update() {
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void Scene::Update(float dt) {
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CommitPendingAdditions();
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IterationGuard iteration(*this);
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for (const auto& object : m_objects) {
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if (object->IsActiveInHierarchy()) {
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object->Update();
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if (object != nullptr && !object->IsBeingDestroyed() && object->IsActiveInHierarchy()) {
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object->Update(dt);
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}
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}
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}
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void Scene::FixedUpdate(float dt) {
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for (const auto& object: m_objects) {
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if (object->IsActiveInHierarchy()) {
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object->FixedUpdate();
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CommitPendingAdditions();
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IterationGuard iteration(*this);
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for (const auto& object : m_objects) {
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if (object != nullptr && !object->IsBeingDestroyed() && object->IsActiveInHierarchy()) {
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object->FixedUpdate(dt);
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}
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}
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m_Physics.FixedUpdate(dt);
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}
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void Scene::LateUpdate() {
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for (const auto& object: m_objects) {
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if (object->IsActiveInHierarchy()) {
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object->LateUpdate();
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void Scene::LateUpdate(float dt) {
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IterationGuard iteration(*this);
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for (const auto& object : m_objects) {
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if (object != nullptr && !object->IsBeingDestroyed() && object->IsActiveInHierarchy()) {
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object->LateUpdate(dt);
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}
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}
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}
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void Scene::Render(const RenderContext& ctx) const {
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for (const auto& object: m_objects) {
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if (object->IsActiveInHierarchy()) {
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void Scene::Render(const RenderContext& ctx) {
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IterationGuard iteration(*this);
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for (const auto& object : m_objects) {
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if (object != nullptr && !object->IsBeingDestroyed() && object->IsActiveInHierarchy()) {
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object->Render(ctx);
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}
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}
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}
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void Scene::RenderImgui() {
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}
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void Scene::CleanupDestroyedGameObjects() {
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if (m_BeingUnloaded) {
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//Scene is gone anyways, kill everything
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m_objects.clear();
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if (IsIterating()) {
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return;
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}
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for (const auto& gameObject: m_objects) {
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//First check if a gameobjects components needs to be destroyed
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gameObject->CleanupComponents();
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const auto cleanup = [](auto& objects) {
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for (const auto& object : objects) {
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if (object != nullptr && object->IsBeingDestroyed()) {
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object->Destroy();
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}
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}
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for (const auto& object : objects) {
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if (object != nullptr && !object->IsBeingDestroyed()) {
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object->CleanupComponents();
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}
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}
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for (const auto& object : objects) {
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if (object != nullptr && object->IsBeingDestroyed()) {
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object->SetScene(nullptr);
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}
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}
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std::erase_if(objects, [](const auto& object) {
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return object == nullptr || object->IsBeingDestroyed();
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});
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};
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cleanup(m_objects);
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cleanup(m_pendingAdditions);
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}
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void Scene::BeginIteration() {
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++m_IterationDepth;
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}
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void Scene::EndIteration() {
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if (m_IterationDepth == 0) {
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return;
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}
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// //Strange for loop since im deleting during looping over it
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// for (auto it = m_objects.begin(); it != m_objects.end();) {
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// if ((*it)->IsBeingDestroyed()) {
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// it = m_objects.erase(it);
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// } else {
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// ++it;
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// }
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// }
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std::erase_if(m_objects, [] (const std::shared_ptr<GameObject>& gameObject) {
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return gameObject->IsBeingDestroyed();
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});
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--m_IterationDepth;
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if (m_IterationDepth == 0) {
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CleanupDestroyedGameObjects();
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}
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}
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void Scene::Unload() {
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if (m_unregisterBindings) {
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m_unregisterBindings();
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if (m_BeingUnloaded) {
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return;
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}
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UnloadBindings();
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m_BeingUnloaded = true;
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}
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void Scene::DestroyGameObjects() {
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if (m_BeingUnloaded) {
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for (auto& obj : m_pendingAdditions) {
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m_objects.emplace_back(std::move(obj));
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for (const auto& object : m_objects) {
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if (object != nullptr) {
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object->Destroy();
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}
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m_pendingAdditions.clear();
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//Scene is gone anyways, kill everything
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for (const auto& gameObject: m_objects) {
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gameObject->Destroy();
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}
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for (const auto& object : m_pendingAdditions) {
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if (object != nullptr) {
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object->Destroy();
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}
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} else {
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assert(m_BeingUnloaded && "Scene is being cleared but not unloaded? Weird");
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}
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}
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void Scene::CommitPendingAdditions() {
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if (m_pendingAdditions.empty()) {
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if (m_pendingAdditions.empty() || IsIterating()) {
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return;
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}
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for (auto& obj : m_pendingAdditions) {
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m_objects.emplace_back(std::move(obj));
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for (auto& object : m_pendingAdditions) {
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if (object != nullptr && !object->IsBeingDestroyed()) {
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m_Physics.RegisterGameObject(*object);
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m_objects.emplace_back(std::move(object));
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}
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}
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m_pendingAdditions.clear();
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}
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std::erase_if(m_pendingAdditions, [](const auto& object) {
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return object == nullptr || object->IsBeingDestroyed();
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});
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}
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void Scene::RefreshPhysics() {
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for (const auto& object : m_objects) {
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if (object != nullptr) {
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m_Physics.RefreshGameObject(*object);
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}
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}
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for (const auto& object : m_pendingAdditions) {
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if (object != nullptr) {
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m_Physics.RefreshGameObject(*object);
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}
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}
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}
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