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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 #ifndef SCENE_INTERFACE_ISCENE_H
17 #define SCENE_INTERFACE_ISCENE_H
18 
19 #include <scene/base/types.h>
20 #include <scene/ext/intf_component.h>
21 #include <scene/interface/intf_camera.h>
22 #include <scene/interface/intf_node.h>
23 #include <scene/interface/intf_render_configuration.h>
24 
25 #include <render/intf_render_context.h>
26 
27 #include <meta/base/interface_macros.h>
28 #include <meta/interface/animation/intf_animation.h>
29 
30 SCENE_BEGIN_NAMESPACE()
31 
32 class IInternalScene;
33 
34 class IScene : public CORE_NS::IInterface {
35     META_INTERFACE(CORE_NS::IInterface, IScene, "b61d5521-bfa9-4465-9e4d-65d4358ede26")
36 public:
37     META_READONLY_PROPERTY(IRenderConfiguration::Ptr, RenderConfiguration)
38 
39 public:
40     /**
41      * @brief Get root node for the scene
42      * @return Root node
43      */
44     virtual Future<INode::Ptr> GetRootNode() const = 0;
45 
46     /**
47      * @brief Add new node to the scene
48      * @param path Path of the node
49      * @param id   Type of the node, defaults to generic node
50      * @return Newly created node
51      */
52     virtual Future<INode::Ptr> CreateNode(BASE_NS::string_view path, META_NS::ObjectId id = {}) = 0;
53 
54     /**
55      * @brief Find node in scene. This will find node with given type in scene and constructs node object for it
56      * @notice Nodes are cached, the existing node object is returned if there is such
57      * @param path Path of the node
58      * @param id   Type of the node, if not given, the system tries to deduce the node type and falls back to generic
59      * node
60      * @return Found node or null if no such node exists or doesn't match the type
61      */
62     virtual Future<INode::Ptr> FindNode(BASE_NS::string_view path, META_NS::ObjectId id = {}) const = 0;
63 
64     /**
65      * @brief Remove the node (and possibly its children) from caches if it is the only instance and stop listening
66      * notifications related to it. This does not affect ECS side.
67      * @notice You have to move the last user instance of node to this function for it to have any effect.
68      * @param node Node to release
69      * @param recursive Should we check all child nodes recursive and try to release them
70      * @return True is the given node was released, otherwise false
71      */
72     virtual Future<bool> ReleaseNode(INode::Ptr&& node, bool recursive) = 0;
73 
74     /**
75      * @brief Remove the node (and its children) from the scene (the underlying ecs)
76      * @notice Do not use the node after this!
77      */
78     virtual Future<bool> RemoveNode(const INode::Ptr& node) = 0;
79 
80     template<class T>
81     Future<typename T::Ptr> CreateNode(BASE_NS::string_view path, META_NS::ObjectId id = {})
82     {
83         return CreateNode(path, id).Then([](INode::Ptr d) { return interface_pointer_cast<T>(d); }, nullptr);
84     }
85 
86     template<class T>
87     Future<typename T::Ptr> FindNode(BASE_NS::string_view path, META_NS::ObjectId id = {}) const
88     {
89         return FindNode(path, id).Then([](INode::Ptr d) { return interface_pointer_cast<T>(d); }, nullptr);
90     }
91 
92     virtual Future<META_NS::IObject::Ptr> CreateObject(META_NS::ObjectId id) = 0;
93 
94     template<class T>
CreateObject(META_NS::ObjectId id)95     Future<typename T::Ptr> CreateObject(META_NS::ObjectId id)
96     {
97         return CreateObject(id).Then([](META_NS::IObject::Ptr d) { return interface_pointer_cast<T>(d); }, nullptr);
98     }
99 
100     virtual Future<BASE_NS::vector<ICamera::Ptr>> GetCameras() const = 0;
101     virtual Future<BASE_NS::vector<META_NS::IAnimation::Ptr>> GetAnimations() const = 0;
102 
103     virtual BASE_NS::shared_ptr<IInternalScene> GetInternalScene() const = 0;
104 
105     virtual void StartAutoUpdate(META_NS::TimeSpan interval) = 0;
106 
107     virtual Future<bool> SetRenderMode(RenderMode) = 0;
108     virtual Future<RenderMode> GetRenderMode() const = 0;
109 
110     /**
111      * @brief Returns a component from given node.
112      * @param node Node to query the component from.
113      * @param componentName Name of the component manager to query.
114      * @return The component or nullptr if not found from the node.
115      */
116     virtual IComponent::Ptr GetComponent(const INode::Ptr& node, BASE_NS::string_view componentName) const = 0;
117     /**
118      * @brief Create a new component with given component manager name and attaches it to given node.
119      * @param node The node for which the component should be created.
120      * @param componentName Name of the component manager for the component.
121      * @return If the name is valid, returns a component attached to node with given name.
122      *         If the name is invalid, returns nullptr.
123      */
124     virtual Future<IComponent::Ptr> CreateComponent(const INode::Ptr& node, BASE_NS::string_view componentName) = 0;
125 };
126 
127 META_REGISTER_CLASS(Scene, "ef6321d7-071c-414a-bb3d-55ea6f94688e", META_NS::ObjectCategoryBits::NO_CATEGORY)
128 
129 SCENE_END_NAMESPACE()
130 
131 META_INTERFACE_TYPE(SCENE_NS::IScene)
132 META_TYPE(BASE_NS::shared_ptr<RENDER_NS::IRenderContext>)
133 
134 #endif
135