尝试初建StaticMeshComponent

This commit is contained in:
2025-06-14 02:32:15 +08:00
parent 87c150d1bd
commit 8ee9cdc396
9 changed files with 176 additions and 136 deletions

View File

@@ -58,17 +58,8 @@ class Component
public:
Component()=delete;
Component(SceneNode *sn,ComponentData *cd,ComponentManager *cm)
{
OwnerNode=sn;
Data=cd;
Manager=cm;
}
virtual ~Component()
{
SAFE_CLEAR(Data);
}
Component(ComponentData *,ComponentManager *);
virtual ~Component();
virtual const size_t GetHashCode()const=0;
@@ -84,6 +75,9 @@ public:
public: //事件
virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
virtual void OnDetach(){OwnerNode=nullptr;} ///<从节点分离事件
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
};//class Component
@@ -94,6 +88,13 @@ class ComponentManager
{
ComponentSet component_set;
protected:
friend class Component; //Component可以直接访问ComponentManager的成员
virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
public:
virtual const size_t GetComponentHashCode()const=0;
@@ -113,9 +114,6 @@ public:
virtual void UpdateComponents(const double delta_time);
virtual void AttachComponent(Component *c){if(!c)return;component_set.Add(c);}
virtual void DetachComponent(Component *c){if(!c)return;component_set.Delete(c);}
public: //事件
virtual void OnFocusLost(){} ///<焦点丢失事件

View File

@@ -12,8 +12,8 @@ class PrimitiveComponent:public RenderComponent
{
public:
PrimitiveComponent(SceneNode *psn,ComponentData *cd,ComponentManager *cm)
:RenderComponent(psn,cd,cm){}
using RenderComponent::RenderComponent;
virtual ~PrimitiveComponent()=default;
};//class PrimitiveComponent

View File

@@ -11,8 +11,7 @@ class RenderComponent: public Component
{
public:
RenderComponent(SceneNode *psn,ComponentData *cd,ComponentManager *cm)
:Component(psn,cd,cm){}
using Component::Component;
virtual ~RenderComponent()=default;
};//class RenderComponent

View File

@@ -20,6 +20,8 @@ public:
{
mesh=m;
}
virtual ~StaticMeshComponentData();
};//struct StaticMeshComponentData
class StaticMeshComponent;
@@ -43,24 +45,14 @@ public:
StaticMeshComponentManager()=default;
StaticMeshComponent *CreateStaticMeshComponent(StaticMeshComponentData *data)
{
if(!data)return(nullptr);
return(new StaticMeshComponent(data));
}
StaticMeshComponent *CreateStaticMeshComponent(StaticMeshComponentData *data);
StaticMeshComponent *CreateStaticMeshComponent(Mesh *m)
{
return CreateStaticMeshComponent(new StaticMeshComponentData(m));
}
virtual Component *CreateComponent(ComponentData *data) override
{
if(!data)return(nullptr);
return CreateStaticMeshComponent(reinterpret_cast<StaticMeshComponentData *>(data));
}
virtual Component *CreateComponent(ComponentData *data) override;
};//class StaticMeshComponentManager
class StaticMeshComponent:public PrimitiveComponent
@@ -69,8 +61,8 @@ class StaticMeshComponent:public PrimitiveComponent
public:
StaticMeshComponent(SceneNode *psn,StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
:PrimitiveComponent(psn,cd,cm)
StaticMeshComponent(StaticMeshComponentData *cd,StaticMeshComponentManager *cm)
:PrimitiveComponent(cd,cm)
{
sm_data=cd;
}
@@ -90,6 +82,7 @@ public:
StaticMeshComponentData &GetData() {return *sm_data;}
const StaticMeshComponentData &GetData()const {return *sm_data;}
Mesh *GetMesh() const{return sm_data->mesh;}
};//class StaticMeshComponent
COMPONENT_NAMESPACE_END

View File

@@ -8,7 +8,7 @@
namespace hgl::graph
{
using SceneNodeID =uint64;
using SceneNodeID =int64;
HGL_DEFINE_U16_IDNAME(SceneNodeName)
@@ -19,9 +19,9 @@ namespace hgl::graph
*/
class SceneNode:public SceneOrient ///场景节点类
{
SceneNode *ParentNode; ///<上级节点
SceneNode *ParentNode=nullptr; ///<上级节点
SceneNodeID NodeID; ///<节点ID
SceneNodeID NodeID=-1; ///<节点ID
SceneNodeName NodeName; ///<节点名称
protected:
@@ -35,7 +35,12 @@ namespace hgl::graph
protected:
ObjectList<SceneNode> ChildNode; ///<子节点
ObjectList<Component> ComponentList; ///<组件列表
/**
* 组件合集一个SceneNode下可能会包含多个组件同时一个组件也可能被多个SceneNode使用。
* 所以这里只保留一个指针不拥有组件的生命周期组件的生命周期由其对应的ComponentManager管理。
*/
SortedSet<Component *> ComponentSet; ///<组件合集
public:
@@ -68,7 +73,7 @@ namespace hgl::graph
LocalBoundingBox.SetZero();
ChildNode.Clear();
ComponentList.Clear();
ComponentSet.Clear();
render_obj=nullptr;
}
@@ -111,11 +116,11 @@ namespace hgl::graph
public: //组件相关方法
bool ComponentIsEmpty ()const {return ComponentList.GetCount()==0;} ///<是否没有组件
virtual int GetComponentCount ()const {return ComponentList.GetCount();} ///<取得组件数量
virtual void AddComponent (Component *comp) {ComponentList.Add(comp);} ///<添加一个组件
virtual void RemoveComponent (Component *comp) {ComponentList.DeleteByValue(comp);} ///<删除一个组件
bool Contains (Component *comp) {return ComponentList.Contains(comp);} ///<是否包含指定组件
bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
virtual void AttachComponent (Component *comp){ComponentSet.Add(comp);} ///<添加一个组件
virtual void DetachComponent (Component *comp){ComponentSet.Delete(comp);} ///<删除一个组件
bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件