mirror of
https://github.com/OpenSpace/OpenSpace.git
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* remove code for controlling group sorting in ImGui We only use this for debug and the sorting here is no longer relevant * Add feature to add custom ordering to UI groups * Tiny cleanup * Add numerical ordering for night sky planets * Update Lua function name and create an event when ordering updated * Set top-level ordering * Add function documentation * Add a custom ordering that previously was hardcoded in UI * Apply suggestions from code review Co-authored-by: Alexander Bock <alexander.bock@liu.se> * Rename GUI ordering function * Update GUI hash --------- Co-authored-by: Alexander Bock <alexander.bock@liu.se>
365 lines
14 KiB
C++
365 lines
14 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __OPENSPACE_CORE___SCENE___H__
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#define __OPENSPACE_CORE___SCENE___H__
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#include <openspace/properties/propertyowner.h>
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#include <openspace/scene/profile.h>
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#include <openspace/scene/scenegraphnode.h>
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#include <openspace/scripting/scriptengine.h>
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#include <ghoul/lua/luastate.h>
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#include <ghoul/misc/easing.h>
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#include <ghoul/misc/exception.h>
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#include <ghoul/misc/memorypool.h>
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#include <functional>
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#include <mutex>
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#include <set>
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#include <unordered_map>
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#include <vector>
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namespace ghoul { class Dictionary; }
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namespace ghoul::opengl { class ProgramObject; }
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namespace openspace {
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namespace documentation { struct Documentation; }
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namespace scripting { struct LuaLibrary; }
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enum class PropertyValueType {
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Boolean = 0,
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Float,
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String,
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Table,
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Nil
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};
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using ProfilePropertyLua = std::variant<bool, float, std::string, ghoul::lua::nil_t>;
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class SceneInitializer;
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// Notifications:
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// SceneGraphFinishedLoading
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class Scene : public properties::PropertyOwner {
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public:
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BooleanType(UpdateDependencies);
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struct InvalidSceneError : ghoul::RuntimeError {
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/**
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* \param msg The reason that caused this exception to be thrown
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* \param comp The optional compoment that caused this exception to be thrown
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*
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* \pre message may not be empty
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*/
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explicit InvalidSceneError(std::string msg, std::string comp = "");
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};
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/**
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* This struct describes a time that has some intrinsic interesting-ness to this
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* scene.
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*/
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struct InterestingTime {
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std::string name;
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std::string time;
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};
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Scene(std::unique_ptr<SceneInitializer> initializer);
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virtual ~Scene() override;
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/**
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* Attach node to the root.
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*/
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void attachNode(ghoul::mm_unique_ptr<SceneGraphNode> node);
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/**
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* Detach node from the root.
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*/
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ghoul::mm_unique_ptr<SceneGraphNode> detachNode(SceneGraphNode& node);
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/**
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* Return the camera.
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*/
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Camera* camera() const;
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/**
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* Updates all SceneGraphNodes relative positions.
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*/
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void update(const UpdateData& data);
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/**
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* Render visible SceneGraphNodes using the provided camera.
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*/
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void render(const RenderData& data, RendererTasks& tasks);
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/**
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* Return the root SceneGraphNode.
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*/
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SceneGraphNode* root();
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/**
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* Return the root SceneGraphNode.
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*/
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const SceneGraphNode* root() const;
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/**
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* Return the scenegraph node with the specified name or `nullptr` if that name does
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* not exist.
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*/
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SceneGraphNode* sceneGraphNode(const std::string& name) const;
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/**
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* Add a node and all its children to the scene.
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*/
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void registerNode(SceneGraphNode* node);
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/**
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* Remove a node and all its children from the scene.
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*/
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void unregisterNode(SceneGraphNode* node);
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/**
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* Mark the node registry as dirty.
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*/
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void markNodeRegistryDirty();
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/**
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* Return a vector of all scene graph nodes in the scene.
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*/
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const std::vector<SceneGraphNode*>& allSceneGraphNodes() const;
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/**
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* Returns a map from identifier to scene graph node.
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*/
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const std::unordered_map<std::string, SceneGraphNode*>& nodesByIdentifier() const;
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/**
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* Load a scene graph node from a dictionary and return it.
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*/
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SceneGraphNode* loadNode(const ghoul::Dictionary& nodeDictionary);
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/**
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* Initialize a scene graph node.
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*/
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void initializeNode(SceneGraphNode* node);
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/**
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* Return true if the scene is initializing.
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*/
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bool isInitializing() const;
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/**
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* Adds an interpolation request for the passed \p prop that will run for
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* \p durationSeconds seconds. Every time the #updateInterpolations method is called
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* the Property will be notified that it has to update itself using the stored
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* interpolation values. If an interpolation record already exists for the passed
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* \p prop, the previous record will be overwritten and the remaining time of the old
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* interpolation is ignored.
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*
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* \param prop The property that should be called to update itself every frame until
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* \p durationSeconds seconds have passed
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* \param durationSeconds The number of seconds that the interpolation will run for
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* \param postScript A Lua script that will be executed when the interpolation
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* finishes
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* \param easingFunction A function that determines who the interpolation occurs
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*
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* \pre \p prop must not be `nullptr`
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* \pre \p durationSeconds must be positive and not 0
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* \post A new interpolation record exists for \p that is not expired
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*/
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void addPropertyInterpolation(properties::Property* prop, float durationSeconds,
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std::string postScript = "",
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ghoul::EasingFunction easingFunction = ghoul::EasingFunction::Linear);
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/**
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* Removes the passed \p prop from the list of Property%s that are update each time
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* the #updateInterpolations method is called.
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*
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* \param prop The Property that should not longer be updated
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*
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* \pre \p prop must not be nullptr
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* \post No interpolation record exists for \p prop
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*/
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void removePropertyInterpolation(properties::Property* prop);
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/**
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* Informs all Property%s with active interpolations about applying a new update tick
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* using the Property::interpolateValue method, passing a parameter `t` which is `0`
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* if no time has passed between the #addPropertyInterpolation method and `1` if an
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* amount of time equal to the requested interpolation time has passed. The parameter
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* `t` is updated with a resolution of 1 microsecond, which means that if this
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* function is called twice within 1 microsecond, the passed parameter `t` might be
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* the same for both calls.
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*/
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void updateInterpolations();
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/**
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* Returns the Lua library that contains all Lua functions available to change the
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* scene graph.
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*
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* \return The Lua library that contains all Lua functions available to change the
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* scene graph
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*/
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static scripting::LuaLibrary luaLibrary();
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/**
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* Sets a property using the 'properties' contents of a profile. The function will
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* loop through each setProperty command. A property may be set to a bool, float, or
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* string value (which must be converted because a Profile stores all values as
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* strings).
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*
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* \param p The Profile to be read.
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*/
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void setPropertiesFromProfile(const Profile& p);
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/**
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* Searches for any properties that match the regex propertyString, and returns
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* the results in a vector.
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*
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* \param propertyString The regex string that is intended to match one or more
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* properties in the currently-available properties
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* \return Vector of Property objs containing property names that matched the regex
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*/
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std::vector<properties::Property*> propertiesMatchingRegex(
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const std::string& propertyString);
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/**
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* Returns a list of all unique tags that are used in the currently loaded scene.
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*
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* \return A list of all unique tags that are used in the currently loaded scene.
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*/
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std::vector<std::string> allTags() const;
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/**
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* Set a custom order for items in a given branch in the Scene GUI tree.
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*
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* \param guiPath The GUI path for which to set the order
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* \param list A list of names of scene graph nodes or subgroups in the GUI, in the
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* order of which they should appear in the tree.
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*/
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void setGuiTreeOrder(const std::string& guiPath,
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const std::vector<std::string>& list);
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/**
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* Returns a dictionary containing all the currently set custom orderings for the
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* Scene GUI tree.
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*
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* \return A dictionary containing key value pairs with custom item orderings for
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* specific paths in the Scene GUI tree
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*/
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ghoul::Dictionary guiTreeOrder() const;
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private:
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/**
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* Accepts string version of a property value from a profile, converts it to the
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* appropriate type, and then pushes the value onto the Lua state.
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*
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* \param L The Lua state to push value to
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* \param value String representation of the value with which to set property
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*/
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void propertyPushProfileValueToLua(ghoul::lua::LuaState& L, const std::string& value);
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/**
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* Accepts string version of a property value from a profile, and processes it
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* according to the data type of the value.
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*
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* \param L The Lua state to (eventually) push to
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* \param value String representation of the value with which to set property
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* \return The ProfilePropertyLua variant type translated from string representation
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*/
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ProfilePropertyLua propertyProcessValue(ghoul::lua::LuaState& L,
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const std::string& value);
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/**
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* Accepts string version of a property value from a profile, and returns the
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* supported data types that can be pushed to a Lua state. Currently, the full range
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* of possible Lua values is not supported.
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*
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* \param value String representation of the value with which to set property
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*/
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PropertyValueType propertyValueType(const std::string& value);
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/**
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* Accepts string version of a property value from a profile, and adds it to a vector
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* which will later be used to push as a Lua table containing values of type T
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*
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* \param L The Lua state to (eventually) push to
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* \param value String representation of the value with which to set property
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* \param table The std::vector container which has elements of type T for a Lua table
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*/
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template <typename T>
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void processPropertyValueTableEntries(ghoul::lua::LuaState& L,
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const std::string& value, std::vector<T>& table);
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/**
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* Handles a Lua table entry, creating a vector of the correct variable type based
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* on the profile string, and pushes this vector to the Lua stack.
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*
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* \param L The Lua state to (eventually) push to
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* \param value String representation of the value with which to set property
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*/
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void handlePropertyLuaTableEntry(ghoul::lua::LuaState& L, const std::string& value);
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/**
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* Update dependencies.
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*/
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void updateNodeRegistry();
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void sortTopologically();
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std::unique_ptr<Camera> _camera;
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std::vector<SceneGraphNode*> _topologicallySortedNodes;
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std::vector<SceneGraphNode*> _circularNodes;
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std::unordered_map<std::string, SceneGraphNode*> _nodesByIdentifier;
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bool _dirtyNodeRegistry = false;
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SceneGraphNode _rootNode;
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std::unique_ptr<SceneInitializer> _initializer;
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std::string _profilePropertyName;
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bool _valueIsTable = false;
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std::mutex _programUpdateLock;
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std::set<ghoul::opengl::ProgramObject*> _programsToUpdate;
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std::vector<std::unique_ptr<ghoul::opengl::ProgramObject>> _programs;
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struct PropertyInterpolationInfo {
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properties::Property* prop;
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std::chrono::time_point<std::chrono::steady_clock> beginTime;
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float durationSeconds;
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std::string postScript;
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ghoul::EasingFunc<float> easingFunction;
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bool isExpired = false;
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};
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std::vector<PropertyInterpolationInfo> _propertyInterpolationInfos;
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ghoul::MemoryPool<4096> _memoryPool;
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std::unordered_map<std::string, std::vector<std::string>> _guiTreeOrderMap;
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};
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// Convert the input string to a format that is valid as an identifier
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std::string makeIdentifier(std::string str);
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} // namespace openspace
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#endif // __OPENSPACE_CORE___SCENE___H__
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