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2025-09-04 10:54:47 +08:00

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C++

/* Copyright (c) 2018-2023, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "scene.h"
#include <queue>
#include "component.h"
#include "components/sub_mesh.h"
#include "node.h"
namespace vkb
{
namespace sg
{
Scene::Scene(const std::string &name) :
name{name}
{}
void Scene::set_name(const std::string &new_name)
{
name = new_name;
}
const std::string &Scene::get_name() const
{
return name;
}
void Scene::set_nodes(std::vector<std::unique_ptr<Node>> &&n)
{
assert(nodes.empty() && "Scene nodes were already set");
nodes = std::move(n);
}
void Scene::add_node(std::unique_ptr<Node> &&n)
{
nodes.emplace_back(std::move(n));
}
void Scene::add_child(Node &child)
{
root->add_child(child);
}
std::unique_ptr<Component> Scene::get_model(uint32_t index)
{
auto meshes = std::move(components.at(typeid(SubMesh)));
assert(index < meshes.size());
return std::move(meshes[index]);
}
void Scene::add_component(std::unique_ptr<Component> &&component, Node &node)
{
node.set_component(*component);
if (component)
{
components[component->get_type()].push_back(std::move(component));
}
}
void Scene::add_component(std::unique_ptr<Component> &&component)
{
if (component)
{
components[component->get_type()].push_back(std::move(component));
}
}
void Scene::set_components(const std::type_index &type_info, std::vector<std::unique_ptr<Component>> &&new_components)
{
components[type_info] = std::move(new_components);
}
const std::vector<std::unique_ptr<Component>> &Scene::get_components(const std::type_index &type_info) const
{
return components.at(type_info);
}
bool Scene::has_component(const std::type_index &type_info) const
{
auto component = components.find(type_info);
return (component != components.end() && !component->second.empty());
}
Node *Scene::find_node(const std::string &node_name)
{
for (auto root_node : root->get_children())
{
std::queue<sg::Node *> traverse_nodes{};
traverse_nodes.push(root_node);
while (!traverse_nodes.empty())
{
auto node = traverse_nodes.front();
traverse_nodes.pop();
if (node->get_name() == node_name)
{
return node;
}
for (auto child_node : node->get_children())
{
traverse_nodes.push(child_node);
}
}
}
return nullptr;
}
void Scene::set_root_node(Node &node)
{
root = &node;
}
Node &Scene::get_root_node()
{
return *root;
}
} // namespace sg
} // namespace vkb