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1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "scene.h"
17 
18 #include <scene/ext/util.h>
19 
20 #include <render/intf_render_context.h>
21 
22 #include "component_factory.h"
23 #include "core/internal_scene.h"
24 #include "core/log.h"
25 #include "render_configuration.h"
26 
SCENE_BEGIN_NAMESPACE()27 SCENE_BEGIN_NAMESPACE()
28 
29 SceneObject::~SceneObject()
30 {
31     if (internal_) {
32         if (updateTask_) {
33             internal_->GetEngineTaskQueue()->CancelTask(updateTask_);
34         }
35         internal_->AddTask([&] { return internal_->Uninitialize(); }).Wait();
36     }
37 }
38 
Build(const META_NS::IMetadata::Ptr & d)39 bool SceneObject::Build(const META_NS::IMetadata::Ptr& d)
40 {
41     bool res = Super::Build(d);
42     if (res) {
43         BASE_NS::shared_ptr<RENDER_NS::IRenderContext> rc =
44             GetInterfaceBuildArg<RENDER_NS::IRenderContext>(d, "RenderContext");
45         META_NS::ITaskQueue::Ptr engine = GetInterfaceBuildArg<META_NS::ITaskQueue>(d, "EngineQueue");
46         META_NS::ITaskQueue::Ptr app = GetInterfaceBuildArg<META_NS::ITaskQueue>(d, "AppQueue");
47         if (!engine || !app || !rc) {
48             CORE_LOG_E("Invalid parameters to construct Scene");
49             return false;
50         }
51         auto in = CreateShared<InternalScene>(
52             GetSelf<IScene>(), BASE_NS::move(engine), BASE_NS::move(app), BASE_NS::move(rc));
53         internal_ = in;
54         in->SetSelf(internal_);
55         AddBuiltinComponentFactories(internal_);
56         auto customSystemGraphUri = d->GetProperty<BASE_NS::string>("customSystemGraphUri");
57         if (customSystemGraphUri) {
58             internal_->SetSystemGraphUri(customSystemGraphUri->GetValue());
59             CORE_LOG_E("customSystemGraphUri %s", customSystemGraphUri->GetValue().c_str());
60         }
61         res = internal_->Initialize();
62     }
63     return res;
64 }
65 
InitDynamicProperty(const META_NS::IProperty::Ptr & p,BASE_NS::string_view path)66 bool SceneObject::InitDynamicProperty(const META_NS::IProperty::Ptr& p, BASE_NS::string_view path)
67 {
68     if (p->GetName() == "RenderConfiguration") {
69         auto obj = CreateObject<IRenderConfiguration>(ClassId::RenderConfiguration).GetResult();
70         if (META_NS::Property<IRenderConfiguration::Ptr> t { p }) {
71             return t->SetValue(obj);
72         }
73     }
74     return false;
75 }
76 
AttachEngineProperty(const META_NS::IProperty::Ptr & p,BASE_NS::string_view path)77 bool SceneObject::AttachEngineProperty(const META_NS::IProperty::Ptr& p, BASE_NS::string_view path)
78 {
79     return false;
80 }
81 
StartAutoUpdate(META_NS::TimeSpan interval)82 void SceneObject::StartAutoUpdate(META_NS::TimeSpan interval)
83 {
84     if (updateTask_) {
85         internal_->GetEngineTaskQueue()->CancelTask(updateTask_);
86     }
87     updateTask_ = internal_->GetEngineTaskQueue()->AddTask(META_NS::MakeCallback<META_NS::ITaskQueueTask>([&] {
88         internal_->Update();
89         return true;
90     }),
91         interval);
92 }
93 
GetRootNode() const94 Future<INode::Ptr> SceneObject::GetRootNode() const
95 {
96     return internal_->AddTask([=] { return internal_->FindNode("", {}); });
97 }
98 
CreateNode(const BASE_NS::string_view uri,META_NS::ObjectId id)99 Future<INode::Ptr> SceneObject::CreateNode(const BASE_NS::string_view uri, META_NS::ObjectId id)
100 {
101     return internal_->AddTask([=, path = BASE_NS::string(uri)] { return internal_->CreateNode(path, id); });
102 }
103 
FindNode(BASE_NS::string_view uri,META_NS::ObjectId id) const104 Future<INode::Ptr> SceneObject::FindNode(BASE_NS::string_view uri, META_NS::ObjectId id) const
105 {
106     return internal_->AddTask([=, path = BASE_NS::string(uri)] { return internal_->FindNode(path, id); });
107 }
108 
CreateObject(META_NS::ObjectId id)109 Future<META_NS::IObject::Ptr> SceneObject::CreateObject(META_NS::ObjectId id)
110 {
111     return internal_->AddTask([=] { return internal_->CreateObject(id); });
112 }
113 
ReleaseNode(INode::Ptr && node,bool recursive)114 Future<bool> SceneObject::ReleaseNode(INode::Ptr&& node, bool recursive)
115 {
116     return internal_->AddTask(
117         [=, n = BASE_NS::move(node)]() mutable { return internal_->ReleaseNode(BASE_NS::move(n), recursive); });
118 }
RemoveNode(const INode::Ptr & node)119 Future<bool> SceneObject::RemoveNode(const INode::Ptr& node)
120 {
121     return internal_->AddTask([=] { return internal_->RemoveNode(node); });
122 }
123 
GetCameras() const124 Future<BASE_NS::vector<ICamera::Ptr>> SceneObject::GetCameras() const
125 {
126     return internal_->AddTask([=] { return internal_->GetCameras(); });
127 }
128 
GetAnimations() const129 Future<BASE_NS::vector<META_NS::IAnimation::Ptr>> SceneObject::GetAnimations() const
130 {
131     return internal_->AddTask([=] { return internal_->GetAnimations(); });
132 }
133 
GetInternalScene() const134 IInternalScene::Ptr SceneObject::GetInternalScene() const
135 {
136     return internal_;
137 }
138 
SetRenderMode(RenderMode mode)139 Future<bool> SceneObject::SetRenderMode(RenderMode mode)
140 {
141     return internal_->AddTask([=] { return internal_->SetRenderMode(mode); });
142 }
GetRenderMode() const143 Future<RenderMode> SceneObject::GetRenderMode() const
144 {
145     return internal_->AddTask([=] { return internal_->GetRenderMode(); });
146 }
CastRay(const BASE_NS::Math::Vec3 & pos,const BASE_NS::Math::Vec3 & dir,const RayCastOptions & options) const147 Future<NodeHits> SceneObject::CastRay(
148     const BASE_NS::Math::Vec3& pos, const BASE_NS::Math::Vec3& dir, const RayCastOptions& options) const
149 {
150     return internal_->AddTask([=] {
151         RayCastOptions ops;
152         if (ops.layerMask == NONE_LAYER_MASK) {
153             ops.layerMask = ALL_LAYER_MASK;
154         }
155         NodeHits result;
156         if (auto ir = interface_cast<IInternalRayCast>(internal_)) {
157             result = ir->CastRay(pos, dir, ops);
158         }
159         return result;
160     });
161 }
162 SCENE_END_NAMESPACE()