init commit
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#pragma once
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#include "dvc_config.h"
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#include "dvc_pre_declare.h"
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DV_CORE_BEGIN_NAMESPACE
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class DV_CORE_API Scene
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{
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public:
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void init(void);
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void clear(void);
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public:
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DeviceBufferPtr newDeviceBuffer(void);
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int32_t getDeviceBufferCounts(void) const {
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return (int32_t)m_deviceBufferArray.size();
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}
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DeviceBufferConstPtr getDeviceBuffer(int32_t index) const;
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DeviceBufferViewPtr newDeviceBufferView(DeviceBufferConstPtr buffer, size_t offset, size_t length, size_t stride);
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int32_t getDeviceBufferViewCounts(void) const {
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return (int32_t)m_bufferViewArray.size();
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}
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DeviceBufferViewPtr getDeviceBufferView(int32_t index) const;
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DeviceBufferAccessorPtr newDeviceBufferAccessor(DeviceBufferViewConstPtr bufferView, size_t offset,
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size_t count, ComponentType componentType, DataType dataType);
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int32_t getDeviceBufferAccessorCounts(void) const {
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return (int32_t)m_bufferAccessorArray.size();
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}
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DeviceBufferAccessorPtr getDeviceBufferAccessor(int32_t index) const;
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int32_t pushNewMeshAsset(MeshPtr mesh);
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int32_t getMeshCounts(void) const {
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return (int32_t)m_meshArray.size();
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}
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MeshConstPtr getMesh(int32_t index) const;
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public:
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SceneNodePtr newSceneNode(const std::string& name);
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SceneNodePtr getRootSceneNode() const;
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public:
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template<typename ComponentType>
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SceneNodeConstPtr getNodeWithComponent(const char* name = nullptr) const
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{
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return getNodeWithComponent<ComponentType>(name, getRootSceneNode());
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}
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template<typename ComponentType>
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SceneNodeConstPtr getNodeWithComponent(const char* name, SceneNodeConstPtr node) const
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{
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size_t counts = node->getChildCounts();
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for (size_t i = 0; i < counts; i++)
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{
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SceneNodeConstPtr childNodePtr = node->getChild(i);
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if (name != nullptr && childNodePtr->getName() != name)
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{
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continue;
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}
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std::shared_ptr<const ComponentType> component = childNodePtr->getComponent<ComponentType>();
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if (component)
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{
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return childNodePtr;
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}
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//get from child
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SceneNodeConstPtr cameraNode = getNodeWithComponent<ComponentType>(name, childNodePtr);
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if (cameraNode != nullptr)
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{
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return cameraNode;
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}
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}
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return nullptr;
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}
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protected:
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SceneNodePtr m_rootSceneNode;
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//device resources
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std::vector<DeviceBufferPtr> m_deviceBufferArray;
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std::vector<DeviceBufferViewPtr> m_bufferViewArray;
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std::vector<DeviceBufferAccessorPtr> m_bufferAccessorArray;
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//asset resources
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std::vector<MeshPtr> m_meshArray;
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public:
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Scene();
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~Scene();
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};
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DV_CORE_END_NAMESPACE
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