fyrox_impl/scene/graph/mod.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988
//! Contains all methods and structures to create and manage scene graphs.
//!
//! Scene graph is the foundation of the engine. Graph is a hierarchical data
//! structure where each element called node. Each node can have zero to one parent
//! node, and any children nodes. Node with no parent node called root, with no
//! children nodes - leaf. Graphical representation can be something like this:
//!
//! ```text
//! Root____
//! | |
//! D A___
//! | | |
//! E C B
//! ............
//! ```
//!
//! This picture clearly shows relations between nodes. Such structure allows us
//! to create scenes of any complexity by just linking nodes with each other.
//! Connections between nodes are used to traverse tree, to calculate global
//! transforms, global visibility and many other things. Most interesting here -
//! is global transform calculation - it allows you to produce complex movements
//! just by linking nodes to each other. Good example of this is skeleton which
//! is used in skinning (animating 3d model by set of bones).
use crate::{
asset::{manager::ResourceManager, untyped::UntypedResource},
core::{
algebra::{Matrix4, Rotation3, UnitQuaternion, Vector2, Vector3},
instant,
log::{Log, MessageKind},
math::{aabb::AxisAlignedBoundingBox, Matrix4Ext},
pool::{ErasedHandle, Handle, MultiBorrowContext, Pool, Ticket},
reflect::prelude::*,
sstorage::ImmutableString,
visitor::{Visit, VisitResult, Visitor},
},
graph::{AbstractSceneGraph, AbstractSceneNode, BaseSceneGraph, NodeHandleMap, SceneGraph},
material::{shader::SamplerFallback, MaterialResource, PropertyValue},
resource::model::{Model, ModelResource, ModelResourceExtension},
scene::{
base::{NodeScriptMessage, SceneNodeId},
camera::Camera,
dim2::{self},
graph::{
event::{GraphEvent, GraphEventBroadcaster},
physics::{PhysicsPerformanceStatistics, PhysicsWorld},
},
mesh::Mesh,
navmesh,
node::{container::NodeContainer, Node, NodeTrait, SyncContext, UpdateContext},
pivot::Pivot,
sound::context::SoundContext,
transform::TransformBuilder,
},
script::ScriptTrait,
utils::lightmap::{self, Lightmap},
};
use fxhash::{FxHashMap, FxHashSet};
use std::{
any::{Any, TypeId},
fmt::Debug,
ops::{Index, IndexMut},
sync::mpsc::{channel, Receiver, Sender},
time::Duration,
};
pub mod event;
pub mod physics;
/// Graph performance statistics. Allows you to find out "hot" parts of the scene graph, which
/// parts takes the most time to update.
#[derive(Clone, Default, Debug)]
pub struct GraphPerformanceStatistics {
/// Amount of time that was needed to update global transform, visibility, and every other
/// property of every object which depends on the state of a parent node.
pub hierarchical_properties_time: Duration,
/// Amount of time that was needed to synchronize state of the graph with the state of
/// backing native objects (Rapier's rigid bodies, colliders, joints, sound sources, etc.)
pub sync_time: Duration,
/// Physics performance statistics.
pub physics: PhysicsPerformanceStatistics,
/// 2D Physics performance statistics.
pub physics2d: PhysicsPerformanceStatistics,
/// A time which was required to render sounds.
pub sound_update_time: Duration,
}
impl GraphPerformanceStatistics {
/// Returns total amount of time.
pub fn total(&self) -> Duration {
self.hierarchical_properties_time
+ self.sync_time
+ self.physics.total()
+ self.physics2d.total()
+ self.sound_update_time
}
}
/// A helper type alias for node pool.
pub type NodePool = Pool<Node, NodeContainer>;
/// See module docs.
#[derive(Debug, Reflect)]
pub struct Graph {
#[reflect(hidden)]
root: Handle<Node>,
pool: NodePool,
#[reflect(hidden)]
stack: Vec<Handle<Node>>,
/// Backing physics "world". It is responsible for the physics simulation.
pub physics: PhysicsWorld,
/// Backing 2D physics "world". It is responsible for the 2D physics simulation.
pub physics2d: dim2::physics::PhysicsWorld,
/// Backing sound context. It is responsible for sound rendering.
#[reflect(hidden)]
pub sound_context: SoundContext,
/// Performance statistics of a last [`Graph::update`] call.
#[reflect(hidden)]
pub performance_statistics: GraphPerformanceStatistics,
/// Allows you to "subscribe" for graph events.
#[reflect(hidden)]
pub event_broadcaster: GraphEventBroadcaster,
/// Current lightmap.
lightmap: Option<Lightmap>,
#[reflect(hidden)]
pub(crate) script_message_sender: Sender<NodeScriptMessage>,
#[reflect(hidden)]
pub(crate) script_message_receiver: Receiver<NodeScriptMessage>,
instance_id_map: FxHashMap<SceneNodeId, Handle<Node>>,
}
impl Default for Graph {
fn default() -> Self {
let (tx, rx) = channel();
Self {
physics: PhysicsWorld::new(),
physics2d: dim2::physics::PhysicsWorld::new(),
root: Handle::NONE,
pool: Pool::new(),
stack: Vec::new(),
sound_context: Default::default(),
performance_statistics: Default::default(),
event_broadcaster: Default::default(),
script_message_receiver: rx,
script_message_sender: tx,
lightmap: None,
instance_id_map: Default::default(),
}
}
}
/// Sub-graph is a piece of graph that was extracted from a graph. It has ownership
/// over its nodes. It is used to temporarily take ownership of a sub-graph. This could
/// be used if you making a scene editor with a command stack - once you reverted a command,
/// that created a complex nodes hierarchy (for example you loaded a model) you must store
/// all added nodes somewhere to be able put nodes back into graph when user decide to re-do
/// command. Sub-graph allows you to do this without invalidating handles to nodes.
#[derive(Debug)]
pub struct SubGraph {
/// A root node and its [ticket](/fyrox-core/model/struct.Ticket.html).
pub root: (Ticket<Node>, Node),
/// A set of descendant nodes with their tickets.
pub descendants: Vec<(Ticket<Node>, Node)>,
/// A handle to the parent node from which the sub-graph was extracted (it it parent node of
/// the root of this sub-graph).
pub parent: Handle<Node>,
}
fn remap_handles(old_new_mapping: &NodeHandleMap<Node>, dest_graph: &mut Graph) {
// Iterate over instantiated nodes and remap handles.
for (_, &new_node_handle) in old_new_mapping.inner().iter() {
old_new_mapping.remap_handles(
&mut dest_graph.pool[new_node_handle],
&[TypeId::of::<UntypedResource>()],
);
}
}
fn isometric_local_transform(nodes: &NodePool, node: Handle<Node>) -> Matrix4<f32> {
let transform = nodes[node].local_transform();
TransformBuilder::new()
.with_local_position(**transform.position())
.with_local_rotation(**transform.rotation())
.with_pre_rotation(**transform.pre_rotation())
.with_post_rotation(**transform.post_rotation())
.build()
.matrix()
}
fn isometric_global_transform(nodes: &NodePool, node: Handle<Node>) -> Matrix4<f32> {
let parent = nodes[node].parent();
if parent.is_some() {
isometric_global_transform(nodes, parent) * isometric_local_transform(nodes, node)
} else {
isometric_local_transform(nodes, node)
}
}
// Clears all information about parent-child relations of a given node. This is needed in some
// cases (mostly when copying a node), because `Graph::add_node` uses children list to attach
// children to the given node, and when copying a node it is important that this step is skipped.
fn clear_links(mut node: Node) -> Node {
node.children.clear();
node.parent = Handle::NONE;
node
}
/// A set of switches that allows you to disable a particular step of graph update pipeline.
#[derive(Clone, PartialEq, Eq)]
pub struct GraphUpdateSwitches {
/// Enables or disables update of the 2D physics.
pub physics2d: bool,
/// Enables or disables update of the 3D physics.
pub physics: bool,
/// A set of nodes that will be updated, everything else won't be updated.
pub node_overrides: Option<FxHashSet<Handle<Node>>>,
/// Enables or disables deletion of the nodes with ended lifetime (lifetime <= 0.0). If set to `false` the lifetime
/// of the nodes won't be changed.
pub delete_dead_nodes: bool,
/// Whether the graph update is paused or not. Paused graphs won't be updated and their sound content will be also paused
/// so it won't emit any sounds.
pub paused: bool,
}
impl Default for GraphUpdateSwitches {
fn default() -> Self {
Self {
physics2d: true,
physics: true,
node_overrides: Default::default(),
delete_dead_nodes: true,
paused: false,
}
}
}
impl Graph {
/// Creates new graph instance with single root node.
#[inline]
pub fn new() -> Self {
let (tx, rx) = channel();
// Create root node.
let mut root_node = Pivot::default();
let instance_id = root_node.instance_id;
root_node.script_message_sender = Some(tx.clone());
root_node.set_name("__ROOT__");
// Add it to the pool.
let mut pool = Pool::new();
let root = pool.spawn(Node::new(root_node));
pool[root].self_handle = root;
let instance_id_map = FxHashMap::from_iter([(instance_id, root)]);
Self {
physics: Default::default(),
stack: Vec::new(),
root,
pool,
physics2d: Default::default(),
sound_context: SoundContext::new(),
performance_statistics: Default::default(),
event_broadcaster: Default::default(),
script_message_receiver: rx,
script_message_sender: tx,
lightmap: None,
instance_id_map,
}
}
/// Creates a new graph using a hierarchy of nodes specified by the `root`.
pub fn from_hierarchy(root: Handle<Node>, other_graph: &Self) -> Self {
let mut graph = Self::default();
other_graph.copy_node(
root,
&mut graph,
&mut |_, _| true,
&mut |_, _| {},
&mut |_, _, _| {},
);
graph
}
/// Sets new root of the graph and attaches the old root to the new root. Old root becomes a child
/// node of the new root.
pub fn change_root_node(&mut self, root: Node) {
let prev_root = self.root;
self.root = Handle::NONE;
let handle = self.add_node(root);
assert_eq!(self.root, handle);
self.link_nodes(prev_root, handle);
}
/// Tries to find references of the given node in other scene nodes. It could be used to check if the node is
/// used by some other scene node or not. Returns an array of nodes, that references the given node. This method
/// is reflection-based, so it is quite slow and should not be used every frame.
pub fn find_references_to(&self, target: Handle<Node>) -> Vec<Handle<Node>> {
let mut references = Vec::new();
for (node_handle, node) in self.pair_iter() {
(node as &dyn Reflect).apply_recursively(
&mut |object| {
object.as_any(&mut |any| {
if let Some(handle) = any.downcast_ref::<Handle<Node>>() {
if *handle == target {
references.push(node_handle);
}
}
})
},
&[],
);
}
references
}
/// Tries to borrow mutable references to two nodes at the same time by given handles. Will
/// panic if handles overlaps (points to same node).
#[inline]
pub fn get_two_mut(&mut self, nodes: (Handle<Node>, Handle<Node>)) -> (&mut Node, &mut Node) {
self.pool.borrow_two_mut(nodes)
}
/// Tries to borrow mutable references to three nodes at the same time by given handles. Will
/// return Err of handles overlaps (points to same node).
#[inline]
pub fn get_three_mut(
&mut self,
nodes: (Handle<Node>, Handle<Node>, Handle<Node>),
) -> (&mut Node, &mut Node, &mut Node) {
self.pool.borrow_three_mut(nodes)
}
/// Tries to borrow mutable references to four nodes at the same time by given handles. Will
/// panic if handles overlaps (points to same node).
#[inline]
pub fn get_four_mut(
&mut self,
nodes: (Handle<Node>, Handle<Node>, Handle<Node>, Handle<Node>),
) -> (&mut Node, &mut Node, &mut Node, &mut Node) {
self.pool.borrow_four_mut(nodes)
}
/// Returns root node of current graph.
#[inline]
pub fn get_root(&self) -> Handle<Node> {
self.root
}
/// Tries to mutably borrow a node, returns Some(node) if the handle is valid, None - otherwise.
#[inline]
pub fn try_get_mut(&mut self, handle: Handle<Node>) -> Option<&mut Node> {
self.pool.try_borrow_mut(handle)
}
/// Begins multi-borrow that allows you borrow to as many shared references to the graph
/// nodes as you need and only one mutable reference to a node. See
/// [`MultiBorrowContext::try_get`] for more info.
///
/// ## Examples
///
/// ```rust
/// # use fyrox_impl::{
/// # core::pool::Handle,
/// # scene::{base::BaseBuilder, graph::Graph, node::Node, pivot::PivotBuilder},
/// # };
/// #
/// let mut graph = Graph::new();
///
/// let handle1 = PivotBuilder::new(BaseBuilder::new()).build(&mut graph);
/// let handle2 = PivotBuilder::new(BaseBuilder::new()).build(&mut graph);
/// let handle3 = PivotBuilder::new(BaseBuilder::new()).build(&mut graph);
/// let handle4 = PivotBuilder::new(BaseBuilder::new()).build(&mut graph);
///
/// let mut ctx = graph.begin_multi_borrow();
///
/// let node1 = ctx.try_get(handle1);
/// let node2 = ctx.try_get(handle2);
/// let node3 = ctx.try_get(handle3);
/// let node4 = ctx.try_get(handle4);
///
/// assert!(node1.is_ok());
/// assert!(node2.is_ok());
/// assert!(node3.is_ok());
/// assert!(node4.is_ok());
///
/// // An attempt to borrow the same node twice as immutable and mutable will fail.
/// assert!(ctx.try_get_mut(handle1).is_err());
/// ```
#[inline]
pub fn begin_multi_borrow(&mut self) -> MultiBorrowContext<Node, NodeContainer> {
self.pool.begin_multi_borrow()
}
/// Links specified child with specified parent while keeping the
/// child's global position and rotation.
#[inline]
pub fn link_nodes_keep_global_position_rotation(
&mut self,
child: Handle<Node>,
parent: Handle<Node>,
) {
let parent_transform_inv = self.pool[parent]
.global_transform()
.try_inverse()
.unwrap_or_default();
let child_transform = self.pool[child].global_transform();
let relative_transform = parent_transform_inv * child_transform;
let local_position = relative_transform.position();
let local_rotation = UnitQuaternion::from_matrix(&relative_transform.basis());
self.pool[child]
.local_transform_mut()
.set_position(local_position)
.set_rotation(local_rotation);
self.link_nodes(child, parent);
}
/// Searches for a **first** node with a script of the given type `S` in the hierarchy starting from the
/// given `root_node`.
#[inline]
pub fn find_first_by_script<S>(&self, root_node: Handle<Node>) -> Option<(Handle<Node>, &Node)>
where
S: ScriptTrait,
{
self.find(root_node, &mut |node| {
for script in &node.scripts {
if script.as_ref().and_then(|s| s.cast::<S>()).is_some() {
return true;
}
}
false
})
}
/// Creates deep copy of node with all children. This is relatively heavy operation!
/// In case if any error happened it returns `Handle::NONE`. This method can be used
/// to create exact copy of given node hierarchy. For example you can prepare rocket
/// model: case of rocket will be mesh, and fire from nozzle will be particle system,
/// and when you fire from rocket launcher you just need to create a copy of such
/// "prefab".
///
/// # Implementation notes
///
/// Returns tuple where first element is handle to copy of node, and second element -
/// old-to-new hash map, which can be used to easily find copy of node by its original.
///
/// Filter allows to exclude some nodes from copied hierarchy. It must return false for
/// odd nodes. Filtering applied only to descendant nodes.
#[inline]
pub fn copy_node<F, Pre, Post>(
&self,
node_handle: Handle<Node>,
dest_graph: &mut Graph,
filter: &mut F,
pre_process_callback: &mut Pre,
post_process_callback: &mut Post,
) -> (Handle<Node>, NodeHandleMap<Node>)
where
F: FnMut(Handle<Node>, &Node) -> bool,
Pre: FnMut(Handle<Node>, &mut Node),
Post: FnMut(Handle<Node>, Handle<Node>, &mut Node),
{
let mut old_new_mapping = NodeHandleMap::default();
let root_handle = self.copy_node_raw(
node_handle,
dest_graph,
&mut old_new_mapping,
filter,
pre_process_callback,
post_process_callback,
);
remap_handles(&old_new_mapping, dest_graph);
(root_handle, old_new_mapping)
}
/// Creates deep copy of node with all children. This is relatively heavy operation!
/// In case if any error happened it returns `Handle::NONE`. This method can be used
/// to create exact copy of given node hierarchy. For example you can prepare rocket
/// model: case of rocket will be mesh, and fire from nozzle will be particle system,
/// and when you fire from rocket launcher you just need to create a copy of such
/// "prefab".
///
/// # Implementation notes
///
/// Returns tuple where first element is handle to copy of node, and second element -
/// old-to-new hash map, which can be used to easily find copy of node by its original.
///
/// Filter allows to exclude some nodes from copied hierarchy. It must return false for
/// odd nodes. Filtering applied only to descendant nodes.
#[inline]
pub fn copy_node_inplace<F>(
&mut self,
node_handle: Handle<Node>,
filter: &mut F,
) -> (Handle<Node>, NodeHandleMap<Node>)
where
F: FnMut(Handle<Node>, &Node) -> bool,
{
let mut old_new_mapping = NodeHandleMap::default();
let to_copy = self
.traverse_handle_iter(node_handle)
.map(|node| (node, self.pool[node].children.clone()))
.collect::<Vec<_>>();
let mut root_handle = Handle::NONE;
for (parent, children) in to_copy.iter() {
// Copy parent first.
let parent_copy = clear_links(self.pool[*parent].clone_box());
let parent_copy_handle = self.add_node(parent_copy);
old_new_mapping.insert(*parent, parent_copy_handle);
if root_handle.is_none() {
root_handle = parent_copy_handle;
}
// Copy children and link to new parent.
for &child in children {
if filter(child, &self.pool[child]) {
let child_copy = clear_links(self.pool[child].clone_box());
let child_copy_handle = self.add_node(child_copy);
old_new_mapping.insert(child, child_copy_handle);
self.link_nodes(child_copy_handle, parent_copy_handle);
}
}
}
remap_handles(&old_new_mapping, self);
(root_handle, old_new_mapping)
}
/// Creates copy of a node and breaks all connections with other nodes. Keep in mind that
/// this method may give unexpected results when the node has connections with other nodes.
/// For example if you'll try to copy a skinned mesh, its copy won't be skinned anymore -
/// you'll get just a "shallow" mesh. Also unlike [copy_node](struct.Graph.html#method.copy_node)
/// this method returns copied node directly, it does not inserts it in any graph.
#[inline]
pub fn copy_single_node(&self, node_handle: Handle<Node>) -> Node {
let node = &self.pool[node_handle];
let mut clone = clear_links(node.clone_box());
if let Some(ref mut mesh) = clone.cast_mut::<Mesh>() {
for surface in mesh.surfaces_mut() {
surface.bones.clear();
}
}
clone
}
fn copy_node_raw<F, Pre, Post>(
&self,
root_handle: Handle<Node>,
dest_graph: &mut Graph,
old_new_mapping: &mut NodeHandleMap<Node>,
filter: &mut F,
pre_process_callback: &mut Pre,
post_process_callback: &mut Post,
) -> Handle<Node>
where
F: FnMut(Handle<Node>, &Node) -> bool,
Pre: FnMut(Handle<Node>, &mut Node),
Post: FnMut(Handle<Node>, Handle<Node>, &mut Node),
{
let src_node = &self.pool[root_handle];
let mut dest_node = clear_links(src_node.clone_box());
pre_process_callback(root_handle, &mut dest_node);
let dest_copy_handle = dest_graph.add_node(dest_node);
old_new_mapping.insert(root_handle, dest_copy_handle);
for &src_child_handle in src_node.children() {
if filter(src_child_handle, &self.pool[src_child_handle]) {
let dest_child_handle = self.copy_node_raw(
src_child_handle,
dest_graph,
old_new_mapping,
filter,
pre_process_callback,
post_process_callback,
);
if !dest_child_handle.is_none() {
dest_graph.link_nodes(dest_child_handle, dest_copy_handle);
}
}
}
post_process_callback(
dest_copy_handle,
root_handle,
&mut dest_graph[dest_copy_handle],
);
dest_copy_handle
}
fn restore_dynamic_node_data(&mut self) {
for (handle, node) in self.pool.pair_iter_mut() {
node.self_handle = handle;
node.script_message_sender = Some(self.script_message_sender.clone());
}
}
// Fix property flags for scenes made before inheritance system was fixed. By default, all inheritable properties
// must be marked as modified in nodes without any parent resource.
pub(crate) fn mark_ancestor_nodes_as_modified(&mut self) {
for node in self.linear_iter_mut() {
if node.resource.is_none() {
node.mark_inheritable_variables_as_modified();
}
}
}
pub(crate) fn resolve(&mut self, resource_manager: &ResourceManager) {
Log::writeln(MessageKind::Information, "Resolving graph...");
self.restore_dynamic_node_data();
self.mark_ancestor_nodes_as_modified();
self.restore_original_handles_and_inherit_properties(
&[TypeId::of::<navmesh::Container>()],
|resource_node, node| {
node.inv_bind_pose_transform = resource_node.inv_bind_pose_transform;
},
);
self.update_hierarchical_data();
let instances = self.restore_integrity(|model, model_data, handle, dest_graph| {
ModelResource::instantiate_from(model, model_data, handle, dest_graph, &mut |_, _| {})
});
self.remap_handles(&instances);
// Update cube maps for sky boxes.
for node in self.linear_iter_mut() {
if let Some(camera) = node.cast_mut::<Camera>() {
if let Some(skybox) = camera.skybox_mut() {
Log::verify(skybox.create_cubemap());
}
}
}
// Sync materials with shaders.
let mut materials = FxHashSet::default();
for node in self.linear_iter_mut() {
(node as &mut dyn Reflect).enumerate_fields_recursively(
&mut |_, _, v| {
v.downcast_ref::<MaterialResource>(&mut |material| {
if let Some(material) = material {
materials.insert(material.clone());
}
})
},
&[TypeId::of::<UntypedResource>()],
);
}
for material in materials {
let mut material_state = material.state();
if let Some(material) = material_state.data() {
material.sync_to_shader(resource_manager);
}
}
self.apply_lightmap();
Log::writeln(MessageKind::Information, "Graph resolved successfully!");
}
/// Tries to set new lightmap to scene.
pub fn set_lightmap(&mut self, lightmap: Lightmap) -> Result<Option<Lightmap>, &'static str> {
// Assign textures to surfaces.
for (handle, lightmaps) in lightmap.map.iter() {
if let Some(mesh) = self[*handle].cast_mut::<Mesh>() {
if mesh.surfaces().len() != lightmaps.len() {
return Err("failed to set lightmap, surface count mismatch");
}
for (surface, entry) in mesh.surfaces_mut().iter_mut().zip(lightmaps) {
// This unwrap() call must never panic in normal conditions, because texture wrapped in Option
// only to implement Default trait to be serializable.
let texture = entry.texture.clone().unwrap();
let mut material_state = surface.material().state();
if let Some(material) = material_state.data() {
if let Err(e) = material.set_property(
&ImmutableString::new("lightmapTexture"),
PropertyValue::Sampler {
value: Some(texture),
fallback: SamplerFallback::Black,
},
) {
Log::writeln(
MessageKind::Error,
format!(
"Failed to apply light map texture to material. Reason {:?}",
e
),
)
}
}
}
}
}
Ok(std::mem::replace(&mut self.lightmap, Some(lightmap)))
}
/// Returns current lightmap.
pub fn lightmap(&self) -> Option<&Lightmap> {
self.lightmap.as_ref()
}
fn apply_lightmap(&mut self) {
// Re-apply lightmap if any. This has to be done after resolve because we must patch surface
// data at this stage, but if we'd do this before we wouldn't be able to do this because
// meshes contains invalid surface data.
if let Some(lightmap) = self.lightmap.as_mut() {
// Patch surface data first. To do this we gather all surface data instances and
// look in patch data if we have patch for data.
let mut unique_data_set = FxHashMap::default();
for &handle in lightmap.map.keys() {
if let Some(mesh) = self.pool[handle].cast_mut::<Mesh>() {
for surface in mesh.surfaces() {
let data = surface.data();
unique_data_set.entry(data.key()).or_insert(data);
}
}
}
for (_, data) in unique_data_set.into_iter() {
let mut data = data.lock();
if let Some(patch) = lightmap.patches.get(&data.content_hash()) {
lightmap::apply_surface_data_patch(&mut data, &patch.0);
} else {
Log::writeln(
MessageKind::Warning,
"Failed to get surface data patch while resolving lightmap!\
This means that surface has changed and lightmap must be regenerated!",
);
}
}
// Apply textures.
for (&handle, entries) in lightmap.map.iter_mut() {
if let Some(mesh) = self.pool[handle].cast_mut::<Mesh>() {
for (entry, surface) in entries.iter_mut().zip(mesh.surfaces_mut()) {
let mut material_state = surface.material().state();
if let Some(material) = material_state.data() {
if let Err(e) = material.set_property(
&ImmutableString::new("lightmapTexture"),
PropertyValue::Sampler {
value: entry.texture.clone(),
fallback: SamplerFallback::Black,
},
) {
Log::writeln(
MessageKind::Error,
format!(
"Failed to apply light map texture to material. Reason {:?}",
e
),
)
}
}
}
}
}
}
}
pub(crate) fn update_hierarchical_data_recursively(
nodes: &NodePool,
sound_context: &mut SoundContext,
physics: &mut PhysicsWorld,
physics2d: &mut dim2::physics::PhysicsWorld,
node_handle: Handle<Node>,
) {
let node = &nodes[node_handle];
let (parent_global_transform, parent_visibility, parent_enabled) =
if let Some(parent) = nodes.try_borrow(node.parent()) {
(
parent.global_transform(),
parent.global_visibility(),
parent.is_globally_enabled(),
)
} else {
(Matrix4::identity(), true, true)
};
let new_global_transform = parent_global_transform * node.local_transform().matrix();
// TODO: Detect changes from user code here.
node.sync_transform(
&new_global_transform,
&mut SyncContext {
nodes,
physics,
physics2d,
sound_context,
switches: None,
},
);
node.global_transform.set(new_global_transform);
node.global_visibility
.set(parent_visibility && node.visibility());
node.global_enabled.set(parent_enabled && node.is_enabled());
for &child in node.children() {
Self::update_hierarchical_data_recursively(
nodes,
sound_context,
physics,
physics2d,
child,
);
}
}
/// Tries to compute combined axis-aligned bounding box (AABB) in world-space of the hierarchy starting from the given
/// scene node. It will return [`None`] if the scene node handle is invalid, otherwise it will return AABB that enclosing
/// all the nodes in the hierarchy.
pub fn aabb_of_descendants<F>(
&self,
root: Handle<Node>,
mut filter: F,
) -> Option<AxisAlignedBoundingBox>
where
F: FnMut(Handle<Node>, &Node) -> bool,
{
fn aabb_of_descendants_recursive<F>(
graph: &Graph,
node: Handle<Node>,
filter: &mut F,
) -> Option<AxisAlignedBoundingBox>
where
F: FnMut(Handle<Node>, &Node) -> bool,
{
graph.try_get(node).and_then(|n| {
if filter(node, n) {
let mut aabb = n.local_bounding_box();
if aabb.is_invalid_or_degenerate() {
aabb = AxisAlignedBoundingBox::collapsed().transform(&n.global_transform());
} else {
aabb = aabb.transform(&n.global_transform());
}
for child in n.children() {
if let Some(child_aabb) =
aabb_of_descendants_recursive(graph, *child, filter)
{
aabb.add_box(child_aabb);
}
}
Some(aabb)
} else {
None
}
})
}
aabb_of_descendants_recursive(self, root, &mut filter)
}
/// Calculates local and global transform, global visibility for each node in graph starting from the
/// specified node and down the tree. The main use case of the method is to update global position (etc.)
/// of an hierarchy of the nodes of some new prefab instance.
#[inline]
pub fn update_hierarchical_data_for_descendants(&mut self, node_handle: Handle<Node>) {
Self::update_hierarchical_data_recursively(
&self.pool,
&mut self.sound_context,
&mut self.physics,
&mut self.physics2d,
node_handle,
);
}
/// Calculates local and global transform, global visibility for each node in graph.
/// Normally you not need to call this method directly, it will be called automatically
/// on each frame. However there is one use case - when you setup complex hierarchy and
/// need to know global transform of nodes before entering update loop, then you can call
/// this method.
#[inline]
pub fn update_hierarchical_data(&mut self) {
Self::update_hierarchical_data_recursively(
&self.pool,
&mut self.sound_context,
&mut self.physics,
&mut self.physics2d,
self.root,
);
}
fn sync_native(&mut self, switches: &GraphUpdateSwitches) {
let mut sync_context = SyncContext {
nodes: &self.pool,
physics: &mut self.physics,
physics2d: &mut self.physics2d,
sound_context: &mut self.sound_context,
switches: Some(switches),
};
for (handle, node) in self.pool.pair_iter() {
node.sync_native(handle, &mut sync_context);
}
}
fn update_node(
&mut self,
handle: Handle<Node>,
frame_size: Vector2<f32>,
dt: f32,
delete_dead_nodes: bool,
) {
if let Some((ticket, mut node)) = self.pool.try_take_reserve(handle) {
node.transform_modified.set(false);
let mut is_alive = node.is_alive();
if node.is_globally_enabled() {
node.update(&mut UpdateContext {
frame_size,
dt,
nodes: &mut self.pool,
physics: &mut self.physics,
physics2d: &mut self.physics2d,
sound_context: &mut self.sound_context,
});
if delete_dead_nodes {
if let Some(lifetime) = node.lifetime.get_value_mut_silent().as_mut() {
*lifetime -= dt;
if *lifetime <= 0.0 {
is_alive = false;
}
}
}
}
self.pool.put_back(ticket, node);
if !is_alive && delete_dead_nodes {
self.remove_node(handle);
}
}
}
/// Updates nodes in the graph using given delta time.
///
/// # Update Switches
///
/// Update switches allows you to disable update for parts of the update pipeline, it could be useful for editors
/// where you need to have preview mode to update only specific set of nodes, etc.
pub fn update(&mut self, frame_size: Vector2<f32>, dt: f32, switches: GraphUpdateSwitches) {
self.sound_context.state().pause(switches.paused);
if switches.paused {
return;
}
let last_time = instant::Instant::now();
self.update_hierarchical_data();
self.performance_statistics.hierarchical_properties_time =
instant::Instant::now() - last_time;
let last_time = instant::Instant::now();
self.sync_native(&switches);
self.performance_statistics.sync_time = instant::Instant::now() - last_time;
if switches.physics {
self.physics.performance_statistics.reset();
self.physics.update(dt);
self.performance_statistics.physics = self.physics.performance_statistics.clone();
}
if switches.physics2d {
self.physics2d.performance_statistics.reset();
self.physics2d.update(dt);
self.performance_statistics.physics2d = self.physics2d.performance_statistics.clone();
}
self.performance_statistics.sound_update_time =
self.sound_context.state().full_render_duration();
if let Some(overrides) = switches.node_overrides.as_ref() {
for handle in overrides {
self.update_node(*handle, frame_size, dt, switches.delete_dead_nodes);
}
} else {
for i in 0..self.pool.get_capacity() {
self.update_node(
self.pool.handle_from_index(i),
frame_size,
dt,
switches.delete_dead_nodes,
);
}
}
}
/// Returns capacity of internal pool. Can be used to iterate over all **potentially**
/// available indices and try to convert them to handles.
///
/// ```
/// # use fyrox_impl::scene::node::Node;
/// # use fyrox_impl::scene::graph::Graph;
/// # use fyrox_impl::scene::pivot::Pivot;
/// # use fyrox_graph::BaseSceneGraph;
/// let mut graph = Graph::new();
/// graph.add_node(Node::new(Pivot::default()));
/// graph.add_node(Node::new(Pivot::default()));
/// for i in 0..graph.capacity() {
/// let handle = graph.handle_from_index(i);
/// if handle.is_some() {
/// let node = &mut graph[handle];
/// // Do something with node.
/// }
/// }
/// ```
#[inline]
pub fn capacity(&self) -> u32 {
self.pool.get_capacity()
}
/// Makes new handle from given index. Handle will be none if index was either out-of-bounds
/// or point to a vacant pool entry.
///
/// ```
/// # use fyrox_impl::scene::node::Node;
/// # use fyrox_impl::scene::graph::Graph;
/// # use fyrox_impl::scene::pivot::Pivot;
/// # use fyrox_graph::BaseSceneGraph;
/// let mut graph = Graph::new();
/// graph.add_node(Node::new(Pivot::default()));
/// graph.add_node(Node::new(Pivot::default()));
/// for i in 0..graph.capacity() {
/// let handle = graph.handle_from_index(i);
/// if handle.is_some() {
/// let node = &mut graph[handle];
/// // Do something with node.
/// }
/// }
/// ```
#[inline]
pub fn handle_from_index(&self, index: u32) -> Handle<Node> {
self.pool.handle_from_index(index)
}
/// Generates a set of handles that could be used to spawn a set of nodes.
#[inline]
pub fn generate_free_handles(&self, amount: usize) -> Vec<Handle<Node>> {
self.pool.generate_free_handles(amount)
}
/// Creates an iterator that has linear iteration order over internal collection
/// of nodes. It does *not* perform any tree traversal!
#[inline]
pub fn linear_iter(&self) -> impl Iterator<Item = &Node> {
self.pool.iter()
}
/// Creates new iterator that iterates over internal collection giving (handle; node) pairs.
#[inline]
pub fn pair_iter_mut(&mut self) -> impl Iterator<Item = (Handle<Node>, &mut Node)> {
self.pool.pair_iter_mut()
}
/// Extracts node from graph and reserves its handle. It is used to temporarily take
/// ownership over node, and then put node back using given ticket. Extracted node is
/// detached from its parent!
#[inline]
pub fn take_reserve(&mut self, handle: Handle<Node>) -> (Ticket<Node>, Node) {
self.isolate_node(handle);
let (ticket, node) = self.take_reserve_internal(handle);
self.instance_id_map.remove(&node.instance_id);
(ticket, node)
}
pub(crate) fn take_reserve_internal(&mut self, handle: Handle<Node>) -> (Ticket<Node>, Node) {
let (ticket, mut node) = self.pool.take_reserve(handle);
self.instance_id_map.remove(&node.instance_id);
node.on_removed_from_graph(self);
(ticket, node)
}
/// Puts node back by given ticket. Attaches back to root node of graph.
#[inline]
pub fn put_back(&mut self, ticket: Ticket<Node>, node: Node) -> Handle<Node> {
let handle = self.put_back_internal(ticket, node);
self.link_nodes(handle, self.root);
handle
}
pub(crate) fn put_back_internal(&mut self, ticket: Ticket<Node>, node: Node) -> Handle<Node> {
let instance_id = node.instance_id;
let handle = self.pool.put_back(ticket, node);
self.instance_id_map.insert(instance_id, handle);
handle
}
/// Makes node handle vacant again.
#[inline]
pub fn forget_ticket(&mut self, ticket: Ticket<Node>, node: Node) -> Node {
self.pool.forget_ticket(ticket);
node
}
/// Extracts sub-graph starting from a given node. All handles to extracted nodes
/// becomes reserved and will be marked as "occupied", an attempt to borrow a node
/// at such handle will result in panic!. Please note that root node will be
/// detached from its parent!
#[inline]
pub fn take_reserve_sub_graph(&mut self, root: Handle<Node>) -> SubGraph {
// Take out descendants first.
let mut descendants = Vec::new();
let root_ref = &mut self[root];
let mut stack = root_ref.children().to_vec();
let parent = root_ref.parent;
while let Some(handle) = stack.pop() {
stack.extend_from_slice(self[handle].children());
descendants.push(self.take_reserve_internal(handle));
}
SubGraph {
// Root must be extracted with detachment from its parent (if any).
root: self.take_reserve(root),
descendants,
parent,
}
}
/// Puts previously extracted sub-graph into graph. Handles to nodes will become valid
/// again. After that you probably want to re-link returned handle with its previous
/// parent.
#[inline]
pub fn put_sub_graph_back(&mut self, sub_graph: SubGraph) -> Handle<Node> {
for (ticket, node) in sub_graph.descendants {
self.pool.put_back(ticket, node);
}
let (ticket, node) = sub_graph.root;
let root_handle = self.put_back(ticket, node);
self.link_nodes(root_handle, sub_graph.parent);
root_handle
}
/// Forgets the entire sub-graph making handles to nodes invalid.
#[inline]
pub fn forget_sub_graph(&mut self, sub_graph: SubGraph) {
for (ticket, _) in sub_graph.descendants {
self.pool.forget_ticket(ticket);
}
let (ticket, _) = sub_graph.root;
self.pool.forget_ticket(ticket);
}
/// Returns the number of nodes in the graph.
#[inline]
pub fn node_count(&self) -> u32 {
self.pool.alive_count()
}
/// Creates deep copy of graph. Allows filtering while copying, returns copy and
/// old-to-new node mapping.
#[inline]
pub fn clone<F, Pre, Post>(
&self,
root: Handle<Node>,
filter: &mut F,
pre_process_callback: &mut Pre,
post_process_callback: &mut Post,
) -> (Self, NodeHandleMap<Node>)
where
F: FnMut(Handle<Node>, &Node) -> bool,
Pre: FnMut(Handle<Node>, &mut Node),
Post: FnMut(Handle<Node>, Handle<Node>, &mut Node),
{
let mut copy = Self {
sound_context: self.sound_context.deep_clone(),
..Default::default()
};
let (copy_root, old_new_map) = self.copy_node(
root,
&mut copy,
filter,
pre_process_callback,
post_process_callback,
);
assert_eq!(copy.root, copy_root);
let mut lightmap = self.lightmap.clone();
if let Some(lightmap) = lightmap.as_mut() {
let mut map = FxHashMap::default();
for (mut handle, mut entries) in std::mem::take(&mut lightmap.map) {
for entry in entries.iter_mut() {
for light_handle in entry.lights.iter_mut() {
old_new_map.try_map(light_handle);
}
}
if old_new_map.try_map(&mut handle) {
map.insert(handle, entries);
}
}
lightmap.map = map;
}
copy.lightmap = lightmap;
(copy, old_new_map)
}
/// Returns local transformation matrix of a node without scale.
#[inline]
pub fn local_transform_no_scale(&self, node: Handle<Node>) -> Matrix4<f32> {
let mut transform = self[node].local_transform().clone();
transform.set_scale(Vector3::new(1.0, 1.0, 1.0));
transform.matrix()
}
/// Returns world transformation matrix of a node without scale.
#[inline]
pub fn global_transform_no_scale(&self, node: Handle<Node>) -> Matrix4<f32> {
let parent = self[node].parent();
if parent.is_some() {
self.global_transform_no_scale(parent) * self.local_transform_no_scale(node)
} else {
self.local_transform_no_scale(node)
}
}
/// Returns isometric local transformation matrix of a node. Such transform has
/// only translation and rotation.
#[inline]
pub fn isometric_local_transform(&self, node: Handle<Node>) -> Matrix4<f32> {
isometric_local_transform(&self.pool, node)
}
/// Returns world transformation matrix of a node only. Such transform has
/// only translation and rotation.
#[inline]
pub fn isometric_global_transform(&self, node: Handle<Node>) -> Matrix4<f32> {
isometric_global_transform(&self.pool, node)
}
/// Returns global scale matrix of a node.
#[inline]
pub fn global_scale_matrix(&self, node: Handle<Node>) -> Matrix4<f32> {
let node = &self[node];
let local_scale_matrix = Matrix4::new_nonuniform_scaling(node.local_transform().scale());
if node.parent().is_some() {
self.global_scale_matrix(node.parent()) * local_scale_matrix
} else {
local_scale_matrix
}
}
/// Returns rotation quaternion of a node in world coordinates.
#[inline]
pub fn global_rotation(&self, node: Handle<Node>) -> UnitQuaternion<f32> {
UnitQuaternion::from(Rotation3::from_matrix_eps(
&self.global_transform_no_scale(node).basis(),
f32::EPSILON,
16,
Rotation3::identity(),
))
}
/// Returns rotation quaternion of a node in world coordinates without pre- and post-rotations.
#[inline]
pub fn isometric_global_rotation(&self, node: Handle<Node>) -> UnitQuaternion<f32> {
UnitQuaternion::from(Rotation3::from_matrix_eps(
&self.isometric_global_transform(node).basis(),
f32::EPSILON,
16,
Rotation3::identity(),
))
}
/// Returns rotation quaternion and position of a node in world coordinates, scale is eliminated.
#[inline]
pub fn global_rotation_position_no_scale(
&self,
node: Handle<Node>,
) -> (UnitQuaternion<f32>, Vector3<f32>) {
(self.global_rotation(node), self[node].global_position())
}
/// Returns isometric global rotation and position.
#[inline]
pub fn isometric_global_rotation_position(
&self,
node: Handle<Node>,
) -> (UnitQuaternion<f32>, Vector3<f32>) {
(
self.isometric_global_rotation(node),
self[node].global_position(),
)
}
/// Returns global scale of a node.
#[inline]
pub fn global_scale(&self, node: Handle<Node>) -> Vector3<f32> {
let m = self.global_scale_matrix(node);
Vector3::new(m[0], m[5], m[10])
}
/// Tries to borrow a node using the given handle and searches the script buffer for a script
/// of type T and cast the first script, that could be found to the specified type.
#[inline]
pub fn try_get_script_of<T>(&self, node: Handle<Node>) -> Option<&T>
where
T: ScriptTrait,
{
self.try_get(node)
.and_then(|node| node.try_get_script::<T>())
}
/// Tries to borrow a node and query all scripts of the given type `T`. This method returns
/// [`None`] if the given node handle is invalid, otherwise it returns an iterator over the
/// scripts of the type `T`.
#[inline]
pub fn try_get_scripts_of<T: ScriptTrait>(
&self,
node: Handle<Node>,
) -> Option<impl Iterator<Item = &T>> {
self.try_get(node).map(|n| n.try_get_scripts())
}
/// Tries to borrow a node using the given handle and searches the script buffer for a script
/// of type T and cast the first script, that could be found to the specified type.
#[inline]
pub fn try_get_script_of_mut<T>(&mut self, node: Handle<Node>) -> Option<&mut T>
where
T: ScriptTrait,
{
self.try_get_mut(node)
.and_then(|node| node.try_get_script_mut::<T>())
}
/// Tries to borrow a node and query all scripts of the given type `T`. This method returns
/// [`None`] if the given node handle is invalid, otherwise it returns an iterator over the
/// scripts of the type `T`.
#[inline]
pub fn try_get_scripts_of_mut<T: ScriptTrait>(
&mut self,
node: Handle<Node>,
) -> Option<impl Iterator<Item = &mut T>> {
self.try_get_mut(node).map(|n| n.try_get_scripts_mut())
}
/// Tries to borrow a node and find a component of the given type `C` across **all** available
/// scripts of the node. If you want to search a component `C` in a particular script, then use
/// [`Self::try_get_script_of`] and then search for component in it.
#[inline]
pub fn try_get_script_component_of<C>(&self, node: Handle<Node>) -> Option<&C>
where
C: Any,
{
self.try_get(node)
.and_then(|node| node.try_get_script_component())
}
/// Tries to borrow a node and find a component of the given type `C` across **all** available
/// scripts of the node. If you want to search a component `C` in a particular script, then use
/// [`Self::try_get_script_of_mut`] and then search for component in it.
#[inline]
pub fn try_get_script_component_of_mut<C>(&mut self, node: Handle<Node>) -> Option<&mut C>
where
C: Any,
{
self.try_get_mut(node)
.and_then(|node| node.try_get_script_component_mut())
}
/// Returns a handle of the node that has the given id.
pub fn id_to_node_handle(&self, id: SceneNodeId) -> Option<&Handle<Node>> {
self.instance_id_map.get(&id)
}
/// Tries to borrow a node by its id.
pub fn node_by_id(&self, id: SceneNodeId) -> Option<(Handle<Node>, &Node)> {
self.instance_id_map
.get(&id)
.and_then(|h| self.pool.try_borrow(*h).map(|n| (*h, n)))
}
/// Tries to borrow a node by its id.
pub fn node_by_id_mut(&mut self, id: SceneNodeId) -> Option<(Handle<Node>, &mut Node)> {
self.instance_id_map
.get(&id)
.and_then(|h| self.pool.try_borrow_mut(*h).map(|n| (*h, n)))
}
}
impl Index<Handle<Node>> for Graph {
type Output = Node;
#[inline]
fn index(&self, index: Handle<Node>) -> &Self::Output {
&self.pool[index]
}
}
impl IndexMut<Handle<Node>> for Graph {
#[inline]
fn index_mut(&mut self, index: Handle<Node>) -> &mut Self::Output {
&mut self.pool[index]
}
}
impl<T> Index<Handle<T>> for Graph
where
T: NodeTrait,
{
type Output = T;
#[inline]
fn index(&self, typed_handle: Handle<T>) -> &Self::Output {
let node = &self.pool[typed_handle.transmute()];
node.cast().unwrap_or_else(|| {
panic!(
"Downcasting of node {} ({}:{}) to type {} failed!",
node.name(),
typed_handle.index(),
typed_handle.generation(),
node.type_name()
)
})
}
}
impl<T> IndexMut<Handle<T>> for Graph
where
T: NodeTrait,
{
#[inline]
fn index_mut(&mut self, typed_handle: Handle<T>) -> &mut Self::Output {
let node = &mut self.pool[typed_handle.transmute()];
// SAFETY: This is safe to do, because we only read node's values for panicking.
let second_node_ref = unsafe { &*(node as *const Node) };
if let Some(downcasted) = node.cast_mut() {
downcasted
} else {
panic!(
"Downcasting of node {} ({}:{}) to type {} failed!",
second_node_ref.name(),
typed_handle.index(),
typed_handle.generation(),
second_node_ref.type_name()
)
}
}
}
impl Visit for Graph {
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
// Pool must be empty, otherwise handles will be invalid and everything will blow up.
if visitor.is_reading() && self.pool.get_capacity() != 0 {
panic!("Graph pool must be empty on load!")
}
let mut region = visitor.enter_region(name)?;
self.root.visit("Root", &mut region)?;
self.pool.visit("Pool", &mut region)?;
self.sound_context.visit("SoundContext", &mut region)?;
self.physics.visit("PhysicsWorld", &mut region)?;
self.physics2d.visit("PhysicsWorld2D", &mut region)?;
let _ = self.lightmap.visit("Lightmap", &mut region);
Ok(())
}
}
impl AbstractSceneGraph for Graph {
fn try_get_node_untyped(&self, handle: ErasedHandle) -> Option<&dyn AbstractSceneNode> {
self.pool
.try_borrow(handle.into())
.map(|n| n as &dyn AbstractSceneNode)
}
fn try_get_node_untyped_mut(
&mut self,
handle: ErasedHandle,
) -> Option<&mut dyn AbstractSceneNode> {
self.pool
.try_borrow_mut(handle.into())
.map(|n| n as &mut dyn AbstractSceneNode)
}
}
impl BaseSceneGraph for Graph {
type Prefab = Model;
type Node = Node;
#[inline]
fn root(&self) -> Handle<Self::Node> {
self.root
}
#[inline]
fn set_root(&mut self, root: Handle<Self::Node>) {
self.root = root;
}
#[inline]
fn is_valid_handle(&self, handle: Handle<Self::Node>) -> bool {
self.pool.is_valid_handle(handle)
}
#[inline]
fn add_node(&mut self, mut node: Self::Node) -> Handle<Self::Node> {
let children = node.children.clone();
node.children.clear();
let script_count = node.scripts.len();
let handle = self.pool.spawn(node);
if self.root.is_none() {
self.root = handle;
} else {
self.link_nodes(handle, self.root);
}
for child in children {
self.link_nodes(child, handle);
}
self.event_broadcaster.broadcast(GraphEvent::Added(handle));
for i in 0..script_count {
self.script_message_sender
.send(NodeScriptMessage::InitializeScript {
handle,
script_index: i,
})
.unwrap();
}
let sender = self.script_message_sender.clone();
let node = &mut self.pool[handle];
node.self_handle = handle;
node.script_message_sender = Some(sender);
self.instance_id_map.insert(node.instance_id, handle);
handle
}
#[inline]
fn remove_node(&mut self, node_handle: Handle<Self::Node>) {
self.isolate_node(node_handle);
self.stack.clear();
self.stack.push(node_handle);
while let Some(handle) = self.stack.pop() {
for &child in self.pool[handle].children().iter() {
self.stack.push(child);
}
// Remove associated entities.
let mut node = self.pool.free(handle);
self.instance_id_map.remove(&node.instance_id);
node.on_removed_from_graph(self);
self.event_broadcaster
.broadcast(GraphEvent::Removed(handle));
}
}
#[inline]
fn link_nodes(&mut self, child: Handle<Self::Node>, parent: Handle<Self::Node>) {
self.isolate_node(child);
self.pool[child].parent = parent;
self.pool[parent].children.push(child);
}
#[inline]
fn unlink_node(&mut self, node_handle: Handle<Node>) {
self.isolate_node(node_handle);
self.link_nodes(node_handle, self.root);
self.pool[node_handle]
.local_transform_mut()
.set_position(Vector3::default());
}
#[inline]
fn isolate_node(&mut self, node_handle: Handle<Self::Node>) {
// Replace parent handle of child
let parent_handle = std::mem::replace(&mut self.pool[node_handle].parent, Handle::NONE);
// Remove child from parent's children list
if let Some(parent) = self.pool.try_borrow_mut(parent_handle) {
if let Some(i) = parent.children().iter().position(|h| *h == node_handle) {
parent.children.remove(i);
}
}
let (ticket, mut node) = self.pool.take_reserve(node_handle);
node.on_unlink(self);
self.pool.put_back(ticket, node);
}
#[inline]
fn try_get(&self, handle: Handle<Self::Node>) -> Option<&Self::Node> {
self.pool.try_borrow(handle)
}
#[inline]
fn try_get_mut(&mut self, handle: Handle<Self::Node>) -> Option<&mut Self::Node> {
self.pool.try_borrow_mut(handle)
}
}
impl SceneGraph for Graph {
#[inline]
fn pair_iter(&self) -> impl Iterator<Item = (Handle<Self::Node>, &Self::Node)> {
self.pool.pair_iter()
}
#[inline]
fn linear_iter(&self) -> impl Iterator<Item = &Self::Node> {
self.pool.iter()
}
#[inline]
fn linear_iter_mut(&mut self) -> impl Iterator<Item = &mut Self::Node> {
self.pool.iter_mut()
}
}
#[cfg(test)]
mod test {
use crate::{
asset::{io::FsResourceIo, manager::ResourceManager},
core::{
algebra::{Matrix4, Vector3},
futures::executor::block_on,
pool::Handle,
reflect::prelude::*,
type_traits::prelude::*,
visitor::prelude::*,
},
engine::{self, SerializationContext},
graph::{BaseSceneGraph, SceneGraph},
resource::model::{Model, ModelResourceExtension},
scene::{
base::BaseBuilder,
graph::Graph,
mesh::{
surface::{SurfaceBuilder, SurfaceData, SurfaceSharedData},
MeshBuilder,
},
node::Node,
pivot::{Pivot, PivotBuilder},
transform::TransformBuilder,
Scene, SceneLoader,
},
script::ScriptTrait,
};
use std::{fs, path::Path, sync::Arc};
#[derive(Clone, Debug, PartialEq, Reflect, Visit, TypeUuidProvider, ComponentProvider)]
#[type_uuid(id = "722feb80-a10b-4ee0-8cef-5d1473df8457")]
struct MyScript {
foo: String,
bar: f32,
}
impl ScriptTrait for MyScript {}
#[derive(Clone, Debug, PartialEq, Reflect, Visit, TypeUuidProvider, ComponentProvider)]
#[type_uuid(id = "722feb80-a10b-4ee0-8cef-5d1473df8458")]
struct MyOtherScript {
baz: u32,
foobar: Vec<u32>,
}
impl ScriptTrait for MyOtherScript {}
#[test]
fn test_graph_scripts() {
let node = PivotBuilder::new(
BaseBuilder::new()
.with_script(MyScript {
foo: "Stuff".to_string(),
bar: 123.321,
})
.with_script(MyScript {
foo: "OtherStuff".to_string(),
bar: 321.123,
})
.with_script(MyOtherScript {
baz: 321,
foobar: vec![1, 2, 3],
}),
)
.build_node();
let mut graph = Graph::new();
let handle = graph.add_node(node);
assert_eq!(
graph.try_get_script_of::<MyScript>(handle),
Some(&MyScript {
foo: "Stuff".to_string(),
bar: 123.321,
})
);
assert_eq!(
graph.try_get_script_of_mut::<MyScript>(handle),
Some(&mut MyScript {
foo: "Stuff".to_string(),
bar: 123.321,
})
);
let mut immutable_iterator = graph
.try_get_scripts_of::<MyScript>(handle)
.expect("The handle expected to be valid!");
assert_eq!(
immutable_iterator.next(),
Some(&MyScript {
foo: "Stuff".to_string(),
bar: 123.321,
})
);
assert_eq!(
immutable_iterator.next(),
Some(&MyScript {
foo: "OtherStuff".to_string(),
bar: 321.123,
})
);
drop(immutable_iterator);
assert_eq!(
graph.try_get_script_of::<MyOtherScript>(handle),
Some(&MyOtherScript {
baz: 321,
foobar: vec![1, 2, 3],
})
);
assert_eq!(
graph.try_get_script_of_mut::<MyOtherScript>(handle),
Some(&mut MyOtherScript {
baz: 321,
foobar: vec![1, 2, 3],
})
);
let mut mutable_iterator = graph
.try_get_scripts_of_mut::<MyScript>(handle)
.expect("The handle expected to be valid!");
assert_eq!(
mutable_iterator.next(),
Some(&mut MyScript {
foo: "Stuff".to_string(),
bar: 123.321,
})
);
assert_eq!(
mutable_iterator.next(),
Some(&mut MyScript {
foo: "OtherStuff".to_string(),
bar: 321.123,
})
);
}
#[test]
fn graph_init_test() {
let graph = Graph::new();
assert_ne!(graph.root, Handle::NONE);
assert_eq!(graph.pool.alive_count(), 1);
}
#[test]
fn graph_node_test() {
let mut graph = Graph::new();
graph.add_node(Node::new(Pivot::default()));
graph.add_node(Node::new(Pivot::default()));
graph.add_node(Node::new(Pivot::default()));
assert_eq!(graph.pool.alive_count(), 4);
}
#[test]
fn test_graph_search() {
let mut graph = Graph::new();
// Root_
// |_A_
// |_B
// |_C_
// |_D
let b;
let c;
let d;
let a = PivotBuilder::new(BaseBuilder::new().with_name("A").with_children(&[
{
b = PivotBuilder::new(BaseBuilder::new().with_name("B")).build(&mut graph);
b
},
{
c = PivotBuilder::new(BaseBuilder::new().with_name("C").with_children(&[{
d = PivotBuilder::new(BaseBuilder::new().with_name("D")).build(&mut graph);
d
}]))
.build(&mut graph);
c
},
]))
.build(&mut graph);
// Test down search.
assert!(graph.find_by_name(a, "X").is_none());
assert_eq!(graph.find_by_name(a, "A").unwrap().0, a);
assert_eq!(graph.find_by_name(a, "D").unwrap().0, d);
let result = graph
.find_map(a, &mut |n| if n.name() == "D" { Some("D") } else { None })
.unwrap();
assert_eq!(result.0, d);
assert_eq!(result.1, "D");
// Test up search.
assert!(graph.find_up_by_name(d, "X").is_none());
assert_eq!(graph.find_up_by_name(d, "D").unwrap().0, d);
assert_eq!(graph.find_up_by_name(d, "A").unwrap().0, a);
let result = graph
.find_up_map(d, &mut |n| if n.name() == "A" { Some("A") } else { None })
.unwrap();
assert_eq!(result.0, a);
assert_eq!(result.1, "A");
}
fn create_scene() -> Scene {
let mut scene = Scene::new();
PivotBuilder::new(BaseBuilder::new().with_name("Pivot")).build(&mut scene.graph);
PivotBuilder::new(BaseBuilder::new().with_name("MeshPivot").with_children(&[{
MeshBuilder::new(
BaseBuilder::new().with_name("Mesh").with_local_transform(
TransformBuilder::new()
.with_local_position(Vector3::new(3.0, 2.0, 1.0))
.build(),
),
)
.with_surfaces(vec![SurfaceBuilder::new(SurfaceSharedData::new(
SurfaceData::make_cone(16, 1.0, 1.0, &Matrix4::identity()),
))
.build()])
.build(&mut scene.graph)
}]))
.build(&mut scene.graph);
scene
}
fn save_scene(scene: &mut Scene, path: &Path) {
let mut visitor = Visitor::new();
scene.save("Scene", &mut visitor).unwrap();
visitor.save_binary(path).unwrap();
}
fn make_resource_manager() -> ResourceManager {
let resource_manager = ResourceManager::new(Arc::new(Default::default()));
engine::initialize_resource_manager_loaders(
&resource_manager,
Arc::new(SerializationContext::new()),
);
resource_manager
}
#[test]
fn test_restore_integrity() {
if !Path::new("test_output").exists() {
fs::create_dir_all("test_output").unwrap();
}
let root_asset_path = Path::new("test_output/root2.rgs");
let derived_asset_path = Path::new("test_output/derived2.rgs");
// Create root scene and save it.
{
let mut scene = create_scene();
save_scene(&mut scene, root_asset_path);
}
// Create root resource instance in a derived resource. This creates a derived asset.
{
let resource_manager = make_resource_manager();
let root_asset = block_on(resource_manager.request::<Model>(root_asset_path)).unwrap();
let mut derived = Scene::new();
root_asset.instantiate(&mut derived);
save_scene(&mut derived, derived_asset_path);
}
// Now load the root asset, modify it, save it back and reload the derived asset.
{
let resource_manager = make_resource_manager();
let mut scene = block_on(
block_on(SceneLoader::from_file(
root_asset_path,
&FsResourceIo,
Arc::new(SerializationContext::new()),
resource_manager.clone(),
))
.unwrap()
.0
.finish(&resource_manager),
);
// Add a new node to the root node of the scene.
PivotBuilder::new(BaseBuilder::new().with_name("AddedLater")).build(&mut scene.graph);
// Add a new node to the mesh.
let mesh = scene.graph.find_by_name_from_root("Mesh").unwrap().0;
let pivot = PivotBuilder::new(BaseBuilder::new().with_name("NewChildOfMesh"))
.build(&mut scene.graph);
scene.graph.link_nodes(pivot, mesh);
// Remove existing nodes.
let existing_pivot = scene.graph.find_by_name_from_root("Pivot").unwrap().0;
scene.graph.remove_node(existing_pivot);
// Save the scene back.
save_scene(&mut scene, root_asset_path);
}
// Load the derived scene and check if its content was synced with the content of the root asset.
{
let resource_manager = make_resource_manager();
let derived_asset =
block_on(resource_manager.request::<Model>(derived_asset_path)).unwrap();
let derived_data = derived_asset.data_ref();
let derived_scene = derived_data.get_scene();
// Pivot must also be removed from the derived asset, because it is deleted in the root asset.
assert_eq!(
derived_scene
.graph
.find_by_name_from_root("Pivot")
.map(|(h, _)| h),
None
);
let mesh_pivot = derived_scene
.graph
.find_by_name_from_root("MeshPivot")
.unwrap()
.0;
let mesh = derived_scene
.graph
.find_by_name(mesh_pivot, "Mesh")
.unwrap()
.0;
derived_scene
.graph
.find_by_name_from_root("AddedLater")
.unwrap();
derived_scene
.graph
.find_by_name(mesh, "NewChildOfMesh")
.unwrap();
}
}
}