Layout codes of MaterialRenderList/SceneNode/SceneOrient
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@@ -6,123 +6,120 @@
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#include<hgl/graph/AABB.h>
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#include<hgl/component/Component.h>
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namespace hgl
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namespace hgl::graph
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{
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namespace graph
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using SceneNodeID =uint64;
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using SceneNodeName =U16IDName;
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/**
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* 场景节点数据类<br>
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* 从场景坐标变换(SceneOrient)类继承,
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* 每个场景节点中可能包括一个可渲染数据实例,或是完全不包含(用于坐标变换的父节点,或是灯光/摄像机之类)。
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*/
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class SceneNode:public SceneOrient ///场景节点类
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{
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using SceneNodeID =uint64;
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using SceneNodeName =U16IDName;
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SceneNode *ParentNode; ///<上级节点
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/**
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* 场景节点数据类<br>
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* 从场景坐标变换(SceneOrient)类继承,
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* 每个场景节点中可能包括一个可渲染数据实例,或是完全不包含(用于坐标变换的父节点,或是灯光/摄像机之类)。
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*/
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class SceneNode:public SceneOrient ///场景节点类
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SceneNodeID NodeID; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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protected:
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AABB BoundingBox; ///<绑定盒
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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Mesh *render_obj=nullptr; ///<可渲染实例
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protected:
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ObjectList<SceneNode> ChildNode; ///<子节点
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ObjectList<Component> ComponentList; ///<组件列表
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public:
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const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
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const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
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public:
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SceneNode()=default;
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SceneNode(const SceneNode &)=delete;
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SceneNode(const SceneNode *)=delete;
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SceneNode(const SceneOrient &so ):SceneOrient(so) {}
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SceneNode( Mesh *ri ) {render_obj=ri;}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
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public:
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virtual ~SceneNode()=default;
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void Clear() override
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{
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SceneNode *ParentNode; ///<上级节点
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SceneOrient::Clear();
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SceneNodeID NodeID; ///<节点ID
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SceneNodeName NodeName; ///<节点名称
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ParentNode=nullptr;
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protected:
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BoundingBox.SetZero();
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LocalBoundingBox.SetZero();
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AABB BoundingBox; ///<绑定盒
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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ChildNode.Clear();
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ComponentList.Clear();
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render_obj=nullptr;
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}
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Mesh *render_obj=nullptr; ///<可渲染实例
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const bool ChildNodeIsEmpty()const
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{
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if(render_obj)return(false);
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if(ChildNode.GetCount())return(false);
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protected:
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return(true);
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}
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ObjectList<SceneNode> ChildNode; ///<子节点
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ObjectList<Component> ComponentList; ///<组件列表
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void SetParent(SceneNode *sn) {ParentNode=sn;}
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SceneNode * GetParent() noexcept{return ParentNode;}
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const SceneNode * GetParent()const noexcept{return ParentNode;}
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public:
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void SetRenderable(Mesh *);
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Mesh * GetRenderable() noexcept{return render_obj;}
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const Mesh * GetRenderable()const noexcept{return render_obj;}
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const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
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SceneNode *Add(SceneNode *sn)
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{
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if(!sn)
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return(nullptr);
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const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
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ChildNode.Add(sn);
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sn->SetParent(this);
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return sn;
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}
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public:
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public: //坐标相关方法
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SceneNode()=default;
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SceneNode(const SceneNode &)=delete;
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SceneNode(const SceneNode *)=delete;
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SceneNode(const SceneOrient &so ):SceneOrient(so) {}
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SceneNode( Mesh *ri ) {render_obj=ri;}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
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virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
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public:
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virtual void RefreshMatrix () override; ///<刷新世界变换
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virtual void RefreshBoundingBox (); ///<刷新绑定盒
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virtual ~SceneNode()=default;
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void Clear() override
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{
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SceneOrient::Clear();
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ParentNode=nullptr;
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BoundingBox.SetZero();
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LocalBoundingBox.SetZero();
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ChildNode.Clear();
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ComponentList.Clear();
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render_obj=nullptr;
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}
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const bool ChildNodeIsEmpty()const
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{
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if(render_obj)return(false);
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if(ChildNode.GetCount())return(false);
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return(true);
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}
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void SetParent(SceneNode *sn) {ParentNode=sn;}
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SceneNode * GetParent() noexcept{return ParentNode;}
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const SceneNode * GetParent()const noexcept{return ParentNode;}
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void SetRenderable(Mesh *);
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Mesh * GetRenderable() noexcept{return render_obj;}
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const Mesh * GetRenderable()const noexcept{return render_obj;}
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SceneNode *Add(SceneNode *sn)
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{
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if(!sn)
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return(nullptr);
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ChildNode.Add(sn);
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sn->SetParent(this);
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return sn;
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}
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public: //坐标相关方法
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virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
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virtual void RefreshMatrix () override; ///<刷新世界变换
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virtual void RefreshBoundingBox (); ///<刷新绑定盒
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virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
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virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
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virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
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virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
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// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
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public: //组件相关方法
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public: //组件相关方法
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bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量
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virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件
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virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件
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bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
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bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量
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virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件
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virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件
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bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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};//class SceneNode
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};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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}//namespace graph
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}//namespace hgl
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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}//namespace hgl::graph
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