forked from LeenkxTeam/LNXSDK
997 lines
29 KiB
Haxe
997 lines
29 KiB
Haxe
package iron;
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import haxe.ds.Vector;
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import kha.graphics4.TextureFormat;
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import iron.Trait;
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import iron.object.Transform;
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import iron.object.Constraint;
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import iron.object.Animation;
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import iron.object.Object;
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import iron.object.CameraObject;
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import iron.object.MeshObject;
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import iron.object.LightObject;
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import iron.object.SpeakerObject;
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import iron.object.DecalObject;
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import iron.object.ProbeObject;
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import iron.object.Tilesheet;
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import iron.data.CameraData;
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import iron.data.MeshData;
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import iron.data.LightData;
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import iron.data.ProbeData;
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import iron.data.WorldData;
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import iron.data.MaterialData;
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import iron.data.Armature;
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import iron.data.Data;
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import iron.data.SceneFormat;
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import iron.data.TerrainStream;
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import iron.data.SceneStream;
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import iron.data.MeshBatch;
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import iron.system.Time;
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using StringTools;
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class Scene {
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public static var active: Scene = null;
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public static var global: Object = null;
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static var uidCounter = 0;
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public var uid: Int;
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public var raw: TSceneFormat;
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public var root: Object;
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public var sceneParent: Object;
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public var camera: CameraObject;
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public var world: WorldData;
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#if lnx_batch
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public var meshBatch: MeshBatch = null;
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#end
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#if lnx_stream
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public var sceneStream: SceneStream = null;
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#end
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#if lnx_terrain
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public var terrainStream: TerrainStream = null;
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#end
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#if rp_decals
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public var decals: Array<DecalObject>;
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#end
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#if rp_probes
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public var probes: Array<ProbeObject>;
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#end
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public var meshes: Array<MeshObject>;
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public var lights: Array<LightObject>;
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public var cameras: Array<CameraObject>;
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#if lnx_audio
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public var speakers: Array<SpeakerObject>;
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#end
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public var empties: Array<Object>;
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public var animations: Array<Animation>;
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public var tilesheets: Array<Tilesheet>;
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#if lnx_skin
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public var armatures: Array<Armature>;
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#end
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var groups: Map<String, Array<Object>> = null;
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public var embedded: Map<String, kha.Image>;
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public var ready: Bool; // Async in progress
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public var traitInits: Array<Void->Void> = [];
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public var traitRemoves: Array<Void->Void> = [];
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var initializing: Bool; // Is the scene in its initialization phase?
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public function new() {
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uid = uidCounter++;
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#if lnx_batch
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meshBatch = new MeshBatch();
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#end
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#if lnx_stream
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sceneStream = new SceneStream();
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#end
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#if rp_decals
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decals = [];
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#end
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#if rp_probes
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probes = [];
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#end
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meshes = [];
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lights = [];
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cameras = [];
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#if lnx_audio
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speakers = [];
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#end
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empties = [];
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animations = [];
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tilesheets = [];
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#if lnx_skin
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armatures = [];
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#end
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embedded = new Map();
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root = new Object();
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root.name = "Root";
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traitInits = [];
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traitRemoves = [];
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initializing = true;
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if (global == null) global = new Object();
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}
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public static function create(format: TSceneFormat, done: Object->Void) {
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active = new Scene();
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active.ready = false;
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active.raw = format;
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Data.getWorld(format.name, format.world_ref, function(world: WorldData) {
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active.world = world;
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// Startup scene
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active.addScene(format.name, null, function(sceneObject: Object) {
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for (object in sceneObject.getChildren(true)) {
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createTraits(object.raw.traits, object);
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}
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#if lnx_terrain
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if (format.terrain_ref != null) {
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active.terrainStream = new TerrainStream(format.terrain_datas[0]);
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}
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#end
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if (active.cameras.length == 0) {
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trace('No camera found for scene "' + format.name + '"');
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}
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active.camera = active.getCamera(format.camera_ref);
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active.sceneParent = sceneObject;
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active.ready = true;
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for (f in active.traitInits) f();
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active.traitInits = [];
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active.initializing = false;
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done(sceneObject);
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});
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});
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}
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#if lnx_patch
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public static var getRenderPath: Void->RenderPath;
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public static function patch() {
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Data.deleteAll();
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var cameraTransform = Scene.active.camera.transform;
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Scene.setActive(Scene.active.raw.name, function(o: Object) {
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RenderPath.setActive(getRenderPath());
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Scene.active.camera.transform = cameraTransform;
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});
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}
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#end
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public function remove() {
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for (f in traitRemoves) f();
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#if lnx_batch
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if (meshBatch != null) meshBatch.remove();
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#end
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#if lnx_stream
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if (sceneStream != null) sceneStream.remove();
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#end
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#if lnx_terrain
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if (terrainStream != null) terrainStream.remove();
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#end
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#if rp_decals
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for (o in decals) o.remove();
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#end
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#if rp_probes
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for (o in probes) o.remove();
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#end
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for (o in meshes) o.remove();
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for (o in lights) o.remove();
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for (o in cameras) o.remove();
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#if lnx_audio
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for (o in speakers) o.remove();
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#end
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for (o in empties) o.remove();
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groups = null;
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root.remove();
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}
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static var framePassed = true;
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public static function setActive(sceneName: String, done: Object->Void = null) {
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if (!framePassed) return;
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framePassed = false;
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// Defer unloading the world shader until the new world shader is loaded
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// to prevent errors due to a missing world shader inbetween
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var removeWorldShader: String = null;
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if (Scene.active != null) {
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#if (rp_background == "World")
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if (Scene.active.raw.world_ref != null) {
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removeWorldShader = "shader_datas/World_" + Scene.active.raw.world_ref + "/World_" + Scene.active.raw.world_ref;
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}
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#end
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Scene.active.remove();
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}
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Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
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Scene.create(format, function(o: Object) {
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if (done != null) done(o);
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#if (rp_background == "World")
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if (removeWorldShader != null) {
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RenderPath.active.unloadShader(removeWorldShader);
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}
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if (format.world_ref != null) {
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RenderPath.active.loadShader("shader_datas/World_" + format.world_ref + "/World_" + format.world_ref);
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}
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#end
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});
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});
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}
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public function updateFrame() {
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if (!ready) return;
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#if lnx_stream
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sceneStream.update(active.camera);
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#end
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#if lnx_terrain
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if (terrainStream != null) terrainStream.update(active.camera);
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#end
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for (anim in animations) anim.update(Time.delta);
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for (e in empties) if (e != null && e.parent != null) e.transform.update();
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}
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public function renderFrame(g: kha.graphics4.Graphics) {
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if (!ready || RenderPath.active == null) return;
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framePassed = true;
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for (tilesheet in tilesheets) {
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tilesheet.update();
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}
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// Render probes
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#if rp_probes
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var activeCamera = camera;
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for (probe in probes) {
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camera = probe.camera;
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probe.render(g, activeCamera);
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}
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camera = activeCamera;
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#end
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// Render active camera
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camera != null ? camera.renderFrame(g) : RenderPath.active.renderFrame(g);
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}
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// Objects
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public function addObject(parent: Object = null): Object {
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var object = new Object();
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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/**
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* Returns the children of the scene.
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*
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* If 'recursive' is set to `false`, only direct children will be included
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* in the returned array. If `recursive` is `true`, children of children and
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* so on will be included too.
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*
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* @param recursive = `false` Include children of children
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* @return `Array<Object>`
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*/
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public function getChildren(?recursive = false): Array<Object> {
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return root.getChildren(recursive);
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}
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public function getChild(name: String): Object {
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return root.getChild(name);
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}
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public function getTrait(c: Class<Trait>): Dynamic {
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return root.children.length > 0 ? root.children[0].getTrait(c) : null;
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}
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public function getMesh(name: String): MeshObject {
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for (m in meshes) if (m.name == name) return m;
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return null;
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}
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public function getLight(name: String): LightObject {
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for (l in lights) if (l.name == name) return l;
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return null;
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}
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public function getCamera(name: String): CameraObject {
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for (c in cameras) if (c.name == name) return c;
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return null;
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}
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#if lnx_audio
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public function getSpeaker(name: String): SpeakerObject {
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for (s in speakers) if (s.name == name) return s;
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return null;
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}
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#end
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public function getEmpty(name: String): Object {
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for (e in empties) if (e.name == name) return e;
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return null;
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}
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public function getGroup(name: String): Array<Object> {
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if (groups == null) groups = new Map();
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var g = groups.get(name);
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if (g == null) {
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g = [];
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groups.set(name, g);
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var refs = getGroupObjectRefs(name, active.raw);
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if (refs == null) return g;
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for (ref in refs) {
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var c = getChild(ref);
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if (c != null) g.push(c);
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}
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}
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return g;
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}
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public function addMeshObject(data: MeshData, materials: Vector<MaterialData>, parent: Object = null): MeshObject {
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var object = new MeshObject(data, materials);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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public function addLightObject(data: LightData, parent: Object = null): LightObject {
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var object = new LightObject(data);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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#if rp_probes
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public function addProbeObject(data: ProbeData, parent: Object = null): ProbeObject {
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var object = new ProbeObject(data);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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#end
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public function addCameraObject(data: CameraData, parent: Object = null): CameraObject {
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var object = new CameraObject(data);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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#if lnx_audio
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public function addSpeakerObject(data: TSpeakerData, parent: Object = null): SpeakerObject {
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var object = new SpeakerObject(data);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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#end
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#if rp_decals
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public function addDecalObject(material: MaterialData, parent: Object = null): DecalObject {
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var object = new DecalObject(material);
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parent != null ? object.setParent(parent) : object.setParent(root);
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return object;
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}
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#end
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#if lnx_stream
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var objectsTraversed = 0;
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#end
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public function addScene(sceneName: String, parent: Object, done: Object->Void) {
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if (parent == null) {
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parent = addObject();
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parent.name = sceneName;
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}
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Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
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loadEmbeddedData(format.embedded_datas, function() { // Additional scene assets
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#if lnx_stream
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objectsTraversed = 0;
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#else
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var objectsTraversed = 0;
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#end
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var objectsCount = getObjectsCount(format.objects);
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function traverseObjects(parent: Object, objects: Array<TObj>, parentObject: TObj, done: Void->Void) {
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if (objects == null) return;
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for (i in 0...objects.length) {
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var o = objects[i];
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if (o.spawn != null && o.spawn == false) {
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if (++objectsTraversed == objectsCount) done();
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continue; // Do not auto-create this object
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}
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createObject(o, format, parent, parentObject, function(object: Object) {
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traverseObjects(object, o.children, o, done);
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if (++objectsTraversed == objectsCount) done();
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});
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}
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}
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if (format.objects == null || format.objects.length == 0) {
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createTraits(format.traits, parent); // Scene traits
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done(parent);
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}
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else {
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traverseObjects(parent, format.objects, null, function() { // Scene objects
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createTraits(format.traits, parent); // Scene traits
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done(parent);
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});
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}
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});
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});
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}
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function getObjectsCount(objects: Array<TObj>, discardNoSpawn = true): Int {
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if (objects == null) return 0;
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var result = objects.length;
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for (o in objects) {
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if (discardNoSpawn && o.spawn != null && o.spawn == false) continue; // Do not count children of non-spawned objects
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if (o.children != null) result += getObjectsCount(o.children);
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}
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return result;
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}
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/**
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Spawn a new object instance in the scene.
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@param name The name of the object as defined in Blender.
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@param parent The parent object this new object should be attached to (optional, use `null` to add to the scene without a parent).
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@param done Function to run after the spawn is completed (optional). Useful to change properties of the object after spawning.
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@param spawnChildren Also spawn the children of the newly spawned object (optional, default is `true`).
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@param srcRaw If not `null`, spawn the object from the given scene data instead of using the scene this function is called on. Useful to spawn objects from other scenes.
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**/
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public function spawnObject(name: String, parent: Null<Object>, done: Null<Object->Void>, spawnChildren = true, srcRaw: Null<TSceneFormat> = null) {
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if (srcRaw == null) srcRaw = raw;
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var objectsTraversed = 0;
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var obj = getRawObjectByName(srcRaw, name);
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var objectsCount = spawnChildren ? getObjectsCount([obj], false) : 1;
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var rootId = -1;
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function spawnObjectTree(obj: TObj, parent: Object, parentObject: TObj, done: Object->Void) {
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createObject(obj, srcRaw, parent, parentObject, function(object: Object) {
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if (rootId == -1) {
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rootId = object.uid;
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}
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if (spawnChildren && obj.children != null) {
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for (child in obj.children) spawnObjectTree(child, object, obj, done);
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}
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if (++objectsTraversed == objectsCount && done != null) {
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// Retrieve the originally spawned object from the current
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// child object to ensure done() is called with the right
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// object
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while (object.uid != rootId) {
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object = object.parent;
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}
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done(object);
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}
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});
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}
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spawnObjectTree(obj, parent, null, done);
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}
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public function parseObject(sceneName: String, objectName: String, parent: Object, done: Object->Void) {
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Data.getSceneRaw(sceneName, function(format: TSceneFormat) {
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var o: TObj = getRawObjectByName(format, objectName);
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if (o == null) done(null);
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createObject(o, format, parent, null, done);
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});
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}
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/**
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Returns an object in scene data format ('TObj') based on its name.
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Returns 'null' if the object does not exist.
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@param format The raw scene data
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@param name The name of the object
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@return TObj
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**/
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public static function getRawObjectByName(format: TSceneFormat, name: String): TObj {
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return traverseObjs(format.objects, name);
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}
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/**
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Searches the given 'TObj' array for an object with the given name and returns that object.
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@param children The array in which to search
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@param name The name of the object
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@return TObj
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**/
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static function traverseObjs(children: Array<TObj>, name: String): TObj {
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for (o in children) {
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if (o.name == name) return o;
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if (o.children != null) {
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var res = traverseObjs(o.children, name);
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if (res != null) return res;
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}
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}
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return null;
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}
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public function createObject(o: TObj, format: TSceneFormat, parent: Object, parentObject: TObj, done: Object->Void) {
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var sceneName = format.name;
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if (o.type == "camera_object") {
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Data.getCamera(sceneName, o.data_ref, function(b: CameraData) {
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var object = addCameraObject(b, parent);
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returnObject(object, o, done);
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});
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}
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else if (o.type == "light_object") {
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Data.getLight(sceneName, o.data_ref, function(b: LightData) {
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var object = addLightObject(b, parent);
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returnObject(object, o, done);
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});
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}
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#if rp_probes
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else if (o.type == "probe_object") {
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Data.getProbe(sceneName, o.data_ref, function(b: ProbeData) {
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var object = addProbeObject(b, parent);
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returnObject(object, o, done);
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});
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}
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#end
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else if (o.type == "mesh_object") {
|
|
if (o.material_refs == null || o.material_refs.length == 0) {
|
|
createMeshObject(o, format, parent, parentObject, null, done);
|
|
}
|
|
else {
|
|
// Materials
|
|
var materials = new Vector<MaterialData>(o.material_refs.length);
|
|
var materialsLoaded = 0;
|
|
for (i in 0...o.material_refs.length) {
|
|
var ref = o.material_refs[i];
|
|
Data.getMaterial(sceneName, ref, function(mat: MaterialData) {
|
|
materials[i] = mat;
|
|
materialsLoaded++;
|
|
if (materialsLoaded == o.material_refs.length) {
|
|
createMeshObject(o, format, parent, parentObject, materials, done);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
#if lnx_audio
|
|
else if (o.type == "speaker_object") {
|
|
var object = addSpeakerObject(Data.getSpeakerRawByName(format.speaker_datas, o.data_ref), parent);
|
|
returnObject(object, o, done);
|
|
}
|
|
#end
|
|
#if rp_decals
|
|
else if (o.type == "decal_object") {
|
|
if (o.material_refs != null && o.material_refs.length > 0) {
|
|
Data.getMaterial(sceneName, o.material_refs[0], function(material: MaterialData) {
|
|
var object = addDecalObject(material, parent);
|
|
returnObject(object, o, done);
|
|
});
|
|
}
|
|
else {
|
|
var object = addDecalObject(null, parent);
|
|
returnObject(object, o, done);
|
|
}
|
|
}
|
|
#end
|
|
else if (o.type == "object") {
|
|
var object = addObject(parent);
|
|
returnObject(object, o, function(ro: Object) {
|
|
if (o.group_ref != null) { // Instantiate group objects
|
|
spawnGroup(format, o.group_ref, ro, () -> done(ro), () -> done(ro) /* also call done when failed to ensure loading progress */);
|
|
}
|
|
else done(ro);
|
|
});
|
|
}
|
|
else done(null);
|
|
}
|
|
|
|
function spawnGroup(format: TSceneFormat, groupRef: String, groupOwner: Object, done: Void->Void, ?failed: Void->Void) {
|
|
var spawned = 0;
|
|
var object_refs = getGroupObjectRefs(groupRef, format);
|
|
|
|
if (object_refs == null) { // Group doesn't exist
|
|
trace('Failed to spawn group "$groupRef", group doesn\'t exist');
|
|
if (failed != null) failed();
|
|
}
|
|
else if (object_refs.length == 0) {
|
|
done();
|
|
}
|
|
else {
|
|
for (object_ref in object_refs) {
|
|
// Spawn top-level collection objects and their children
|
|
spawnObject(object_ref, groupOwner, function(spawnedObject: Object) {
|
|
// Apply collection/group instance offset to all
|
|
// top-level parents of that group
|
|
if (!isObjectInGroup(groupRef, spawnedObject.parent, format)) {
|
|
for (group in format.groups) {
|
|
if (group.name == groupRef) {
|
|
spawnedObject.transform.applyParent();
|
|
spawnedObject.transform.translate(
|
|
-group.instance_offset[0],
|
|
-group.instance_offset[1],
|
|
-group.instance_offset[2]
|
|
);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (++spawned == object_refs.length) {
|
|
groupOwner.transform.reset();
|
|
done();
|
|
}
|
|
}, true, format);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
Returns all object names of the given group.
|
|
Returns `null` if the group does not exist.
|
|
@param group_ref The name of the group
|
|
@param format The raw scene data
|
|
@return `Array<String>`
|
|
**/
|
|
function getGroupObjectRefs(group_ref: String, format: TSceneFormat): Array<String> {
|
|
for (g in format.groups) if (g.name == group_ref) return g.object_refs;
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
Returns all objects in scene data format (`TObj`) of the given group.
|
|
If the group does not exist or is empty, an empty array is returned.
|
|
@param groupRef The name of the group
|
|
@param format The raw scene data
|
|
@return `Array<TObj>`
|
|
**/
|
|
function getGroupObjectsRaw(groupRef: String, format: TSceneFormat): Array<TObj> {
|
|
var objectRefs = getGroupObjectRefs(groupRef, format);
|
|
var objects: Array<TObj> = new Array<TObj>();
|
|
|
|
if (objectRefs == null) return objects;
|
|
|
|
for (objRef in objectRefs) {
|
|
var rawObj = getRawObjectByName(format, objRef);
|
|
objects.push(rawObj);
|
|
|
|
var childRefs = getChildObjectsRaw(rawObj);
|
|
objects = objects.concat(childRefs);
|
|
}
|
|
return objects;
|
|
}
|
|
|
|
/**
|
|
Returns all child objects of the given raw object in scene data format ('TObj').
|
|
If the object has no children, an empty array is returned.
|
|
@param rawObj The object
|
|
@param recursive (Optional) If 'true', return also children of children and so on...
|
|
@return `Array<TObj>`
|
|
**/
|
|
function getChildObjectsRaw(rawObj: TObj, ?recursive:Bool = true): Array<TObj> {
|
|
var children = rawObj.children;
|
|
if (children == null) return new Array<TObj>();
|
|
children = children.copy();
|
|
|
|
if (recursive) {
|
|
for (child in rawObj.children) {
|
|
var childRefs = getChildObjectsRaw(child);
|
|
children = children.concat(childRefs);
|
|
}
|
|
}
|
|
return children;
|
|
}
|
|
|
|
/**
|
|
Checks if an object is an element of the given group.
|
|
@param groupRef The name of the group
|
|
@param object The object
|
|
@param format The raw scene data
|
|
@return Bool
|
|
**/
|
|
function isObjectInGroup(groupRef: String, object: Object, format: TSceneFormat): Bool {
|
|
for (obj in getGroupObjectsRaw(groupRef, format)) {
|
|
if (obj.name == object.name) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#if lnx_stream
|
|
function childCount(o: TObj): Int {
|
|
var i = o.children.length;
|
|
if (o.children != null) for (c in o.children) i += childCount(c);
|
|
return i;
|
|
}
|
|
|
|
function streamMeshObject(object_file: String, data_ref: String, sceneName: String, armature: Armature, materials: Vector<MaterialData>, parent: Object, parentObj: TObj, o: TObj, done: Object->Void) {
|
|
sceneStream.add(object_file, data_ref, sceneName, armature, materials, parent, parentObj, o);
|
|
returnObject(null, null, done);
|
|
}
|
|
#end
|
|
|
|
function isLod(raw: TObj): Bool {
|
|
return raw != null && raw.lods != null && raw.lods.length > 0;
|
|
}
|
|
|
|
function createMeshObject(o: TObj, format: TSceneFormat, parent: Object, parentObject: TObj, materials: Vector<MaterialData>, done: Object->Void) {
|
|
// Mesh reference
|
|
var ref = o.data_ref.split("/");
|
|
var object_file = "";
|
|
var data_ref = "";
|
|
var sceneName = format.name;
|
|
if (ref.length == 2) { // File reference
|
|
object_file = ref[0];
|
|
data_ref = ref[1];
|
|
}
|
|
else { // Local mesh data
|
|
object_file = sceneName;
|
|
data_ref = o.data_ref;
|
|
}
|
|
|
|
// Bone objects are stored in armature parent
|
|
#if lnx_skin
|
|
if (parentObject != null && parentObject.bone_actions != null) {
|
|
var bactions: Array<TSceneFormat> = [];
|
|
for (ref in parentObject.bone_actions) {
|
|
Data.getSceneRaw(ref, function(action: TSceneFormat) {
|
|
bactions.push(action);
|
|
if (bactions.length == parentObject.bone_actions.length) {
|
|
var armature: Armature = null;
|
|
// Check if armature exists
|
|
for (a in armatures) {
|
|
if (a.uid == parent.uid) {
|
|
armature = a;
|
|
break;
|
|
}
|
|
}
|
|
// Create new one
|
|
if (armature == null) {
|
|
armature = new Armature(parent.uid, parent.name, bactions);
|
|
armatures.push(armature);
|
|
}
|
|
#if lnx_stream
|
|
streamMeshObject(
|
|
#else
|
|
returnMeshObject(
|
|
#end
|
|
object_file, data_ref, sceneName, armature, materials, parent, parentObject, o, done);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
else { #end // lnx_skin
|
|
#if lnx_stream
|
|
streamMeshObject(
|
|
#else
|
|
returnMeshObject(
|
|
#end
|
|
object_file, data_ref, sceneName, null, materials, parent, parentObject, o, done);
|
|
#if lnx_skin
|
|
}
|
|
#end
|
|
}
|
|
|
|
public function returnMeshObject(object_file: String, data_ref: String, sceneName: String, armature: #if lnx_skin Armature #else Null<Int> #end, materials: Vector<MaterialData>, parent: Object, parentObject: TObj, o: TObj, done: Object->Void) {
|
|
Data.getMesh(object_file, data_ref, function(mesh: MeshData) {
|
|
var object = addMeshObject(mesh, materials, parent);
|
|
#if lnx_batch
|
|
var lod = isLod(o) || (parent != null && isLod(parent.raw));
|
|
object.batch(lod);
|
|
#end
|
|
|
|
// Attach particle systems
|
|
#if lnx_particles
|
|
if (o.particle_refs != null) {
|
|
for (ref in o.particle_refs) cast(object, MeshObject).setupParticleSystem(sceneName, ref);
|
|
}
|
|
#end
|
|
// Attach tilesheet
|
|
if (o.tilesheet_ref != null) {
|
|
cast(object, MeshObject).setupTilesheet(sceneName, o.tilesheet_ref, o.tilesheet_action_ref);
|
|
}
|
|
returnObject(object, o, done);
|
|
});
|
|
}
|
|
|
|
function returnObject(object: Object, o: TObj, done: Object->Void) {
|
|
// Load object actions
|
|
if (object != null && o.object_actions != null) {
|
|
var oactions: Array<TSceneFormat> = [];
|
|
while (oactions.length < o.object_actions.length) oactions.push(null);
|
|
var actionsLoaded = 0;
|
|
for (i in 0...o.object_actions.length) {
|
|
var ref = o.object_actions[i];
|
|
if (ref == "null") { // No startup action set
|
|
actionsLoaded++;
|
|
continue;
|
|
}
|
|
Data.getSceneRaw(ref, function(action: TSceneFormat) {
|
|
oactions[i] = action;
|
|
actionsLoaded++;
|
|
if (actionsLoaded == o.object_actions.length) {
|
|
returnObjectLoaded(object, o, oactions, done);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
else returnObjectLoaded(object, o, null, done);
|
|
}
|
|
|
|
function returnObjectLoaded(object: Object, o: TObj, oactions: Array<TSceneFormat>, done: Object->Void) {
|
|
if (object != null) {
|
|
object.raw = o;
|
|
object.name = o.name;
|
|
if (o.visible != null) object.visible = o.visible;
|
|
if (o.visible_mesh != null) object.visibleMesh = o.visible_mesh;
|
|
if (o.visible_shadow != null) object.visibleShadow = o.visible_shadow;
|
|
createConstraints(o.constraints, object);
|
|
generateTransform(o, object.transform);
|
|
object.setupAnimation(oactions);
|
|
#if lnx_morph_target
|
|
object.setupMorphTargets();
|
|
#end
|
|
if (o.properties != null) {
|
|
object.properties = new Map();
|
|
for (p in o.properties) object.properties.set(p.name, p.value);
|
|
}
|
|
|
|
if (o.vertex_groups != null) {
|
|
object.vertex_groups = new Map();
|
|
for (p in o.vertex_groups){
|
|
var verts = [];
|
|
for(i in 0...Std.int(p.value.length/3)){
|
|
var x = Std.parseFloat(p.value[i*3]);
|
|
var y = Std.parseFloat(p.value[i*3+1]);
|
|
var z = Std.parseFloat(p.value[i*3+2]);
|
|
verts.push(new iron.math.Vec4(x, y, z, 1));
|
|
}
|
|
object.vertex_groups.set(p.name, verts);
|
|
}
|
|
}
|
|
|
|
// If the scene is still initializing, traits will be created later
|
|
// to ensure that object references for trait properties are valid
|
|
if (!active.initializing) createTraits(o.traits, object);
|
|
}
|
|
done(object);
|
|
}
|
|
|
|
static function generateTransform(object: TObj, transform: Transform) {
|
|
transform.world = object.transform != null ? iron.math.Mat4.fromFloat32Array(object.transform.values) : iron.math.Mat4.identity();
|
|
transform.world.decompose(transform.loc, transform.rot, transform.scale);
|
|
// Whether to apply parent matrix
|
|
if (object.local_only != null) transform.localOnly = object.local_only;
|
|
if (transform.object.parent != null) transform.update();
|
|
}
|
|
|
|
static function createTraits(traits: Array<TTrait>, object: Object) {
|
|
if (traits == null) return;
|
|
for (t in traits) {
|
|
if (t.type == "Script") {
|
|
// Assign arguments if any
|
|
var args: Array<Dynamic> = [];
|
|
if (t.parameters != null) {
|
|
for (param in t.parameters) {
|
|
args.push(parseArg(param));
|
|
}
|
|
}
|
|
var traitInst = createTraitClassInstance(t.class_name, args);
|
|
if (traitInst == null) {
|
|
trace("Error: Trait '" + t.class_name + "' referenced in object '" + object.name + "' not found");
|
|
continue;
|
|
}
|
|
|
|
// Set trait properties
|
|
if (t.props != null) {
|
|
for (i in 0...Std.int(t.props.length / 3)) {
|
|
var pname: String = t.props[i * 3];
|
|
var ptype: String = t.props[i * 3 + 1];
|
|
var pval: Dynamic = t.props[i * 3 + 2];
|
|
|
|
if (StringTools.endsWith(ptype, "Object") && pval != "") {
|
|
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
|
|
}
|
|
else {
|
|
switch (ptype) {
|
|
case "Vec2":
|
|
final pVec: kha.arrays.Float32Array = cast pval;
|
|
Reflect.setProperty(traitInst, pname, new iron.math.Vec2(pVec[0], pVec[1]));
|
|
case "Vec3":
|
|
final pVec: kha.arrays.Float32Array = cast pval;
|
|
Reflect.setProperty(traitInst, pname, new iron.math.Vec3(pVec[0], pVec[1], pVec[2]));
|
|
case "Vec4":
|
|
final pVec: kha.arrays.Float32Array = cast pval;
|
|
Reflect.setProperty(traitInst, pname, new iron.math.Vec4(pVec[0], pVec[1], pVec[2], pVec[3]));
|
|
default:
|
|
Reflect.setProperty(traitInst, pname, pval);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
object.addTrait(traitInst);
|
|
}
|
|
}
|
|
}
|
|
|
|
static function parseArg(str: String): Dynamic {
|
|
if (str == "true") return true;
|
|
else if (str == "false") return false;
|
|
else if (str == "null") return null;
|
|
else if (str.charAt(0) == "'") return str.replace("'", "");
|
|
else if (str.charAt(0) == '"') return str.replace('"', "");
|
|
else if (str.charAt(0) == "[") { // Array
|
|
// Remove [] and recursively parse into array, then append into parent
|
|
str = str.replace("[", "");
|
|
str = str.replace("]", "");
|
|
str = str.replace(" ", "");
|
|
var ar: Dynamic = [];
|
|
var vals = str.split(",");
|
|
for (v in vals) ar.push(parseArg(v));
|
|
return ar;
|
|
}
|
|
else if (str.charAt(0) == '{') { // Typedef or anonymous structure
|
|
return haxe.Json.parse(str);
|
|
}
|
|
else {
|
|
var f = Std.parseFloat(str);
|
|
var i = Std.parseInt(str);
|
|
return f == i ? i : f;
|
|
}
|
|
}
|
|
|
|
static function createConstraints(constraints: Array<TConstraint>, object: Object) {
|
|
if (constraints == null) return;
|
|
object.constraints = [];
|
|
for (c in constraints) {
|
|
var constr = new Constraint(c);
|
|
object.constraints.push(constr);
|
|
}
|
|
}
|
|
|
|
static function createTraitClassInstance(traitName: String, args: Array<Dynamic>): Dynamic {
|
|
var cname = Type.resolveClass(traitName);
|
|
if (cname == null) return null;
|
|
return Type.createInstance(cname, args);
|
|
}
|
|
|
|
function loadEmbeddedData(datas: Array<String>, done: Void->Void) {
|
|
if (datas == null) {
|
|
done();
|
|
return;
|
|
}
|
|
var loaded = 0;
|
|
for (file in datas) {
|
|
embedData(file, function() {
|
|
loaded++;
|
|
if (loaded == datas.length) done();
|
|
});
|
|
}
|
|
}
|
|
|
|
public function embedData(file: String, done: Void->Void) {
|
|
if (file.endsWith(".raw")) {
|
|
Data.getBlob(file, function(blob: kha.Blob) {
|
|
// Raw 3D texture bytes
|
|
var b = blob.toBytes();
|
|
var w = Std.int(Math.pow(b.length, 1 / 3)) + 1;
|
|
var image = kha.Image.fromBytes3D(b, w, w, w, TextureFormat.L8);
|
|
embedded.set(file, image);
|
|
done();
|
|
});
|
|
}
|
|
else {
|
|
Data.getImage(file, function(image: kha.Image) {
|
|
embedded.set(file, image);
|
|
done();
|
|
});
|
|
}
|
|
}
|
|
|
|
// Hooks
|
|
public function notifyOnInit(f: Void->Void) {
|
|
if (ready) f(); // Scene already running
|
|
else traitInits.push(f);
|
|
}
|
|
|
|
public function removeInit(f: Void->Void) {
|
|
traitInits.remove(f);
|
|
}
|
|
|
|
public function notifyOnRemove(f: Void->Void) {
|
|
traitRemoves.push(f);
|
|
}
|
|
}
|