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Plasma Engine
2.0
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A world encapsulates a scene graph of game objects and various component managers and their components. More...
#include <World.h>
Public Types | |
using | ReferenceResolver = plDelegate<plGameObjectHandle(const void*, plComponentHandle hThis, plStringView sProperty)> |
using | ResourceReloadContext = plInternal::WorldData::ResourceReloadContext |
using | ResourceReloadFunc = plInternal::WorldData::ResourceReloadFunc |
Public Member Functions | |
plWorld (plWorldDesc &ref_desc) | |
Creates a new world with the given name. | |
void | Clear () |
Deletes all game objects in a world. | |
plStringView | GetName () const |
Returns the name of this world. | |
plUInt32 | GetIndex () const |
Returns the index of this world. | |
void | SetWorldSimulationEnabled (bool bEnable) |
If enabled, the full simulation should be executed, otherwise only the rendering related updates should be done. | |
bool | GetWorldSimulationEnabled () const |
If enabled, the full simulation should be executed, otherwise only the rendering related updates should be done. | |
void | Update () |
Updates the world by calling the various update methods on the component managers and also updates the transformation data of the game objects. See plWorld for a detailed description of the update phases. | |
const plSharedPtr< plTask > & | GetUpdateTask () |
Returns a task implementation that calls Update on this world. | |
plUInt32 | GetUpdateCounter () const |
Returns the number of update calls. Can be used to determine whether an operation has already been done during a frame. | |
plSpatialSystem * | GetSpatialSystem () |
Returns the spatial system that is associated with this world. | |
const plSpatialSystem * | GetSpatialSystem () const |
Returns the spatial system that is associated with this world. | |
void | GetCoordinateSystem (const plVec3 &vGlobalPosition, plCoordinateSystem &out_coordinateSystem) const |
Returns the coordinate system for the given position. By default this always returns a coordinate system with forward = +X, right = +Y and up = +Z. This can be customized by setting a different coordinate system provider. | |
void | SetCoordinateSystemProvider (const plSharedPtr< plCoordinateSystemProvider > &pProvider) |
Sets the coordinate system provider that should be used in this world. | |
plCoordinateSystemProvider & | GetCoordinateSystemProvider () |
Returns the coordinate system provider that is associated with this world. | |
const plCoordinateSystemProvider & | GetCoordinateSystemProvider () const |
Returns the coordinate system provider that is associated with this world. | |
plClock & | GetClock () |
Returns the clock that is used for all updates in this game world. | |
const plClock & | GetClock () const |
Returns the clock that is used for all updates in this game world. | |
plRandom & | GetRandomNumberGenerator () |
Accesses the default random number generator. If more control is desired, individual components should use their own RNG. | |
plAllocator * | GetAllocator () |
Returns the allocator used by this world. | |
plInternal::WorldLargeBlockAllocator * | GetBlockAllocator () |
Returns the block allocator used by this world. | |
plDoubleBufferedLinearAllocator * | GetStackAllocator () |
Returns the stack allocator used by this world. | |
plInternal::WorldData::ReadMarker & | GetReadMarker () const |
Mark the world for reading by using PL_LOCK(world.GetReadMarker()). Multiple threads can read simultaneously if none is writing. | |
plInternal::WorldData::WriteMarker & | GetWriteMarker () |
Mark the world for writing by using PL_LOCK(world.GetWriteMarker()). Only one thread can write at a time. | |
void | SetMaxInitializationTimePerFrame (plTime maxInitTime) |
Allows re-setting the maximum time that is spent on component initialization per frame, which is first configured on construction. | |
void | SetUserData (void *pUserData) |
Associates the given user data with the world. The user is responsible for the life time of user data. | |
void * | GetUserData () const |
Returns the associated user data. | |
void | SetGameObjectReferenceResolver (const ReferenceResolver &resolver) |
If set, this delegate can be used to map some data (GUID or string) to an plGameObjectHandle. | |
const ReferenceResolver & | GetGameObjectReferenceResolver () const |
void | AddResourceReloadFunction (plTypelessResourceHandle hResource, plComponentHandle hComponent, void *pUserData, ResourceReloadFunc function) |
Add a function that is called when the given resource has been reloaded. | |
void | RemoveResourceReloadFunction (plTypelessResourceHandle hResource, plComponentHandle hComponent, void *pUserData) |
template<typename ModuleType > | |
PL_ALWAYS_INLINE ModuleType * | GetOrCreateModule () |
template<typename ModuleType > | |
PL_ALWAYS_INLINE void | DeleteModule () |
template<typename ModuleType > | |
PL_ALWAYS_INLINE ModuleType * | GetModule () |
template<typename ModuleType > | |
PL_ALWAYS_INLINE const ModuleType * | GetModule () const |
template<typename ModuleType > | |
PL_ALWAYS_INLINE const ModuleType * | GetModuleReadOnly () const |
template<typename ManagerType > | |
PL_FORCE_INLINE ManagerType * | GetComponentManager () |
template<typename ManagerType > | |
PL_FORCE_INLINE const ManagerType * | GetComponentManager () const |
Module Functions | |
template<typename ModuleType > | |
ModuleType * | GetOrCreateModule () |
Creates an instance of the given module type or derived type or returns a pointer to an already existing instance. | |
plWorldModule * | GetOrCreateModule (const plRTTI *pRtti) |
Creates an instance of the given module type or derived type or returns a pointer to an already existing instance. | |
template<typename ModuleType > | |
void | DeleteModule () |
Deletes the module of the given type or derived types. | |
void | DeleteModule (const plRTTI *pRtti) |
Deletes the module of the given type or derived types. | |
template<typename ModuleType > | |
ModuleType * | GetModule () |
Returns the instance to the given module type or derived types. | |
template<typename ModuleType > | |
const ModuleType * | GetModule () const |
Returns the instance to the given module type or derived types. | |
template<typename ModuleType > | |
const ModuleType * | GetModuleReadOnly () const |
Returns the instance to the given module type or derived types. | |
plWorldModule * | GetModule (const plRTTI *pRtti) |
Returns the instance to the given module type or derived types. | |
const plWorldModule * | GetModule (const plRTTI *pRtti) const |
Returns the instance to the given module type or derived types. | |
Component Functions | |
template<typename ManagerType > | |
ManagerType * | GetOrCreateComponentManager () |
Creates an instance of the given component manager type or returns a pointer to an already existing instance. | |
plComponentManagerBase * | GetOrCreateManagerForComponentType (const plRTTI *pComponentRtti) |
Returns the component manager that handles the given rtti component type. | |
template<typename ManagerType > | |
void | DeleteComponentManager () |
Deletes the component manager of the given type and all its components. | |
template<typename ManagerType > | |
ManagerType * | GetComponentManager () |
Returns the instance to the given component manager type. | |
template<typename ManagerType > | |
const ManagerType * | GetComponentManager () const |
Returns the instance to the given component manager type. | |
plComponentManagerBase * | GetManagerForComponentType (const plRTTI *pComponentRtti) |
Returns the component manager that handles the given rtti component type. | |
const plComponentManagerBase * | GetManagerForComponentType (const plRTTI *pComponentRtti) const |
Returns the component manager that handles the given rtti component type. | |
bool | IsValidComponent (const plComponentHandle &hComponent) const |
Checks whether the given handle references a valid component. | |
template<typename ComponentType > | |
bool | TryGetComponent (const plComponentHandle &hComponent, ComponentType *&out_pComponent) |
Returns whether a component with the given handle exists and if so writes out the corresponding pointer to out_pComponent. | |
template<typename ComponentType > | |
bool | TryGetComponent (const plComponentHandle &hComponent, const ComponentType *&out_pComponent) const |
Returns whether a component with the given handle exists and if so writes out the corresponding pointer to out_pComponent. | |
plComponentInitBatchHandle | CreateComponentInitBatch (plStringView sBatchName, bool bMustFinishWithinOneFrame=true) |
Creates a new component init batch. It is ensured that the Initialize function is called for all components in a batch before the OnSimulationStarted is called. If bMustFinishWithinOneFrame is set to false the processing of an init batch can be distributed over multiple frames if m_MaxComponentInitializationTimePerFrame in the world desc is set to a reasonable value. | |
void | DeleteComponentInitBatch (const plComponentInitBatchHandle &hBatch) |
Deletes a component init batch. It must be completely processed before it can be deleted. | |
void | BeginAddingComponentsToInitBatch (const plComponentInitBatchHandle &hBatch) |
All components that are created between an BeginAddingComponentsToInitBatch/EndAddingComponentsToInitBatch scope are added to the given init batch. | |
void | EndAddingComponentsToInitBatch (const plComponentInitBatchHandle &hBatch) |
End adding components to the given batch. Components created after this call are added to the default init batch. | |
void | SubmitComponentInitBatch (const plComponentInitBatchHandle &hBatch) |
After all components have been added to the init batch call submit to start processing the batch. | |
bool | IsComponentInitBatchCompleted (const plComponentInitBatchHandle &hBatch, double *pCompletionFactor=nullptr) |
Returns whether the init batch has been completely processed and all corresponding components are initialized and their OnSimulationStarted function was called. | |
void | CancelComponentInitBatch (const plComponentInitBatchHandle &hBatch) |
Cancel the init batch if it is still active. This might leave outstanding components in an inconsistent state, so this function has be used with care. | |
Message Functions | |
void | SendMessage (const plGameObjectHandle &hReceiverObject, plMessage &ref_msg) |
Sends a message to all components of the receiverObject. | |
void | SendMessageRecursive (const plGameObjectHandle &hReceiverObject, plMessage &ref_msg) |
Sends a message to all components of the receiverObject and all its children. | |
void | PostMessage (const plGameObjectHandle &hReceiverObject, const plMessage &msg, plTime delay, plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is send to the receiverObject after the given delay in the corresponding phase. | |
void | PostMessageRecursive (const plGameObjectHandle &hReceiverObject, const plMessage &msg, plTime delay, plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is send to the receiverObject and all its children after the given delay in the corresponding phase. | |
void | SendMessage (const plComponentHandle &hReceiverComponent, plMessage &ref_msg) |
Sends a message to the component. | |
void | PostMessage (const plComponentHandle &hReceiverComponent, const plMessage &msg, plTime delay, plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is send to the receiverComponent after the given delay in the corresponding phase. | |
void | FindEventMsgHandlers (const plMessage &msg, plGameObject *pSearchObject, plDynamicArray< plComponent * > &out_components) |
Finds the closest (parent) object, starting at pSearchObject, which has an plComponent that handles the given message and returns all matching components owned by that object. If a plEventMessageHandlerComponent is found the search is stopped even if it doesn't handle the given message. | |
void | FindEventMsgHandlers (const plMessage &msg, const plGameObject *pSearchObject, plDynamicArray< const plComponent * > &out_components) const |
Finds the closest (parent) object, starting at pSearchObject, which has an plComponent that handles the given message and returns all matching components owned by that object. If a plEventMessageHandlerComponent is found the search is stopped even if it doesn't handle the given message. | |
Static Public Member Functions | |
static plUInt32 | GetWorldCount () |
Returns the number of active worlds. | |
static plWorld * | GetWorld (plUInt32 uiIndex) |
Returns the world with the given index. | |
static plWorld * | GetWorld (const plGameObjectHandle &hObject) |
Returns the world for the given game object handle. | |
static plWorld * | GetWorld (const plComponentHandle &hComponent) |
Returns the world for the given component handle. | |
Helper methods to query plWorld limits | |
static constexpr plUInt64 | GetMaxNumGameObjects () |
static constexpr plUInt64 | GetMaxNumHierarchyLevels () |
static constexpr plUInt64 | GetMaxNumComponentsPerType () |
static constexpr plUInt64 | GetMaxNumWorldModules () |
static constexpr plUInt64 | GetMaxNumComponentTypes () |
static constexpr plUInt64 | GetMaxNumWorlds () |
Friends | |
class | plGameObject |
class | plWorldModule |
class | plComponentManagerBase |
class | plComponent |
Object Functions | |
enum | TraversalMethod { BreadthFirst , DepthFirst } |
using | VisitorFunc = plInternal::WorldData::VisitorFunc |
Defines a visitor function that is called for every game-object when using the traverse method. The function takes a pointer to the game object as argument and returns a bool which indicates whether to continue (true) or abort (false) traversal. | |
plGameObjectHandle | CreateObject (const plGameObjectDesc &desc) |
Create a new game object from the given description and returns a handle to it. | |
plGameObjectHandle | CreateObject (const plGameObjectDesc &desc, plGameObject *&out_pObject) |
Create a new game object from the given description, writes a pointer to it to out_pObject and returns a handle to it. | |
void | DeleteObjectNow (const plGameObjectHandle &hObject, bool bAlsoDeleteEmptyParents=true) |
Deletes the given object, its children and all components. | |
void | DeleteObjectDelayed (const plGameObjectHandle &hObject, bool bAlsoDeleteEmptyParents=true) |
Deletes the given object at the beginning of the next world update. The object and its components and children stay completely valid until then. | |
const plEvent< const plGameObject * > & | GetObjectDeletionEvent () const |
Returns the event that is triggered before an object is deleted. This can be used for external systems to cleanup data which is associated with the deleted object. | |
bool | IsValidObject (const plGameObjectHandle &hObject) const |
Returns whether the given handle corresponds to a valid object. | |
bool | TryGetObject (const plGameObjectHandle &hObject, plGameObject *&out_pObject) |
Returns whether an object with the given handle exists and if so writes out the corresponding pointer to out_pObject. | |
bool | TryGetObject (const plGameObjectHandle &hObject, const plGameObject *&out_pObject) const |
Returns whether an object with the given handle exists and if so writes out the corresponding pointer to out_pObject. | |
bool | TryGetObjectWithGlobalKey (const plTempHashedString &sGlobalKey, plGameObject *&out_pObject) |
Returns whether an object with the given global key exists and if so writes out the corresponding pointer to out_pObject. | |
bool | TryGetObjectWithGlobalKey (const plTempHashedString &sGlobalKey, const plGameObject *&out_pObject) const |
Returns whether an object with the given global key exists and if so writes out the corresponding pointer to out_pObject. | |
plUInt32 | GetObjectCount () const |
Returns the total number of objects in this world. | |
plInternal::WorldData::ObjectIterator | GetObjects () |
Returns an iterator over all objects in this world in no specific order. | |
plInternal::WorldData::ConstObjectIterator | GetObjects () const |
Returns an iterator over all objects in this world in no specific order. | |
void | Traverse (VisitorFunc visitorFunc, TraversalMethod method=DepthFirst) |
Traverses the game object tree starting at the top level objects and then recursively all children. The given callback function is called for every object. | |
A world encapsulates a scene graph of game objects and various component managers and their components.
There can be multiple worlds active at a time, but only 64 at most. The world manages all object storage and might move objects around in memory. Thus it is not allowed to store pointers to objects. They should be referenced by handles.
The world has a multi-phase update mechanism which is divided in the following phases:
void plWorld::DeleteObjectDelayed | ( | const plGameObjectHandle & | hObject, |
bool | bAlsoDeleteEmptyParents = true ) |
Deletes the given object at the beginning of the next world update. The object and its components and children stay completely valid until then.
If bAlsoDeleteEmptyParents is set, any ancestor object that has no other children and no components, will also get deleted.
void plWorld::DeleteObjectNow | ( | const plGameObjectHandle & | hObject, |
bool | bAlsoDeleteEmptyParents = true ) |
Deletes the given object, its children and all components.
If bAlsoDeleteEmptyParents is set, any ancestor object that has no other children and no components, will also get deleted.
void plWorld::FindEventMsgHandlers | ( | const plMessage & | msg, |
const plGameObject * | pSearchObject, | ||
plDynamicArray< const plComponent * > & | out_components ) const |
Finds the closest (parent) object, starting at pSearchObject, which has an plComponent that handles the given message and returns all matching components owned by that object. If a plEventMessageHandlerComponent is found the search is stopped even if it doesn't handle the given message.
If no such parent object exists, it searches for all plEventMessageHandlerComponent instances that are set to 'handle global events' that handle messages of the given type.
void plWorld::FindEventMsgHandlers | ( | const plMessage & | msg, |
plGameObject * | pSearchObject, | ||
plDynamicArray< plComponent * > & | out_components ) |
Finds the closest (parent) object, starting at pSearchObject, which has an plComponent that handles the given message and returns all matching components owned by that object. If a plEventMessageHandlerComponent is found the search is stopped even if it doesn't handle the given message.
If no such parent object exists, it searches for all plEventMessageHandlerComponent instances that are set to 'handle global events' that handle messages of the given type.
const plWorld::ReferenceResolver & plWorld::GetGameObjectReferenceResolver | ( | ) | const |
void plWorld::SetGameObjectReferenceResolver | ( | const ReferenceResolver & | resolver | ) |
If set, this delegate can be used to map some data (GUID or string) to an plGameObjectHandle.
Currently only used in editor settings, to create a runtime handle from a unique editor reference.