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