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OpenSpace/include/openspace/scene/scene.h

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___SCENE___H__
#define __OPENSPACE_CORE___SCENE___H__
#include <openspace/properties/propertyowner.h>
#include <openspace/scene/profile.h>
#include <openspace/scene/scenegraphnode.h>
#include <openspace/scripting/scriptengine.h>
#include <ghoul/lua/luastate.h>
#include <ghoul/misc/easing.h>
#include <ghoul/misc/exception.h>
#include <ghoul/misc/memorypool.h>
#include <functional>
#include <mutex>
#include <set>
#include <unordered_map>
#include <vector>
namespace ghoul { class Dictionary; }
namespace ghoul::opengl { class ProgramObject; }
namespace openspace {
namespace documentation { struct Documentation; }
namespace scripting { struct LuaLibrary; }
enum class PropertyValueType {
Boolean = 0,
Float,
String,
Table,
Nil
};
using ProfilePropertyLua = std::variant<bool, float, std::string, ghoul::lua::nil_t>;
class SceneInitializer;
// Notifications:
// SceneGraphFinishedLoading
class Scene : public properties::PropertyOwner {
public:
BooleanType(UpdateDependencies);
struct InvalidSceneError : ghoul::RuntimeError {
/**
* \param message The reason that caused this exception to be thrown
* \param component The optional compoment that caused this exception to be thrown
* \pre message may not be empty
*/
explicit InvalidSceneError(std::string msg, std::string comp = "");
};
/// This struct describes a time that has some intrinsic interesting-ness to this
/// scene.
struct InterestingTime {
std::string name;
std::string time;
};
// constructors & destructor
Scene(std::unique_ptr<SceneInitializer> initializer);
virtual ~Scene() override;
/**
* Attach node to the root
*/
void attachNode(ghoul::mm_unique_ptr<SceneGraphNode> node);
/**
* Detach node from the root
*/
ghoul::mm_unique_ptr<SceneGraphNode> detachNode(SceneGraphNode& node);
/**
* Return the camera
*/
Camera* camera() const;
/**
* Updates all SceneGraphNodes relative positions
*/
void update(const UpdateData& data);
/**
* Render visible SceneGraphNodes using the provided camera.
*/
void render(const RenderData& data, RendererTasks& tasks);
/**
* Return the root SceneGraphNode.
*/
SceneGraphNode* root();
/**
* Return the root SceneGraphNode.
*/
const SceneGraphNode* root() const;
/**
* Return the scenegraph node with the specified name or `nullptr` if that
* name does not exist.
*/
SceneGraphNode* sceneGraphNode(const std::string& name) const;
/**
* Add a node and all its children to the scene.
*/
void registerNode(SceneGraphNode* node);
/**
* Remove a node and all its children from the scene.
*/
void unregisterNode(SceneGraphNode* node);
/**
* Mark the node registry as dirty
*/
void markNodeRegistryDirty();
/**
* Return a vector of all scene graph nodes in the scene.
*/
const std::vector<SceneGraphNode*>& allSceneGraphNodes() const;
/**
* Returns a map from identifier to scene graph node.
*/
const std::unordered_map<std::string, SceneGraphNode*>& nodesByIdentifier() const;
/**
* Load a scene graph node from a dictionary and return it.
*/
SceneGraphNode* loadNode(const ghoul::Dictionary& nodeDictionary);
/**
* Initialize a scene graph node.
*/
void initializeNode(SceneGraphNode* node);
/**
* Return true if the scene is initializing
*/
bool isInitializing() const;
/**
* Adds an interpolation request for the passed \p prop that will run for
* \p durationSeconds seconds. Every time the #updateInterpolations method is called
* the Property will be notified that it has to update itself using the stored
* interpolation values. If an interpolation record already exists for the passed
* \p prop, the previous record will be overwritten and the remaining time of the old
* interpolation is ignored.
*
* \param prop The property that should be called to update itself every frame until
* \p durationSeconds seconds have passed
* \param durationSeconds The number of seconds that the interpolation will run for
* \param postScript A Lua script that will be executed when the interpolation
* finishes
* \param easingFunction A function that determines who the interpolation occurs
*
* \pre \p prop must not be `nullptr`
* \pre \p durationSeconds must be positive and not 0
* \post A new interpolation record exists for \p that is not expired
*/
void addPropertyInterpolation(properties::Property* prop, float durationSeconds,
std::string postScript = "",
ghoul::EasingFunction easingFunction = ghoul::EasingFunction::Linear);
/**
* Removes the passed \p prop from the list of Property%s that are update each time
* the #updateInterpolations method is called
*
* \param prop The Property that should not longer be updated
*
* \pre \prop must not be nullptr
* \post No interpolation record exists for \p prop
*/
void removePropertyInterpolation(properties::Property* prop);
/**
* Informs all Property%s with active interpolations about applying a new update tick
* using the Property::interpolateValue method, passing a parameter `t` which is `0`
* if no time has passed between the #addInterpolation method and `1` if an amount of
* time equal to the requested interpolation time has passed. The parameter `t` is
* updated with a resolution of 1 microsecond, which means that if this function is
* called twice within 1 microsecond, the passed parameter `t` might be the same for
* both calls
*/
void updateInterpolations();
/**
* Adds the provided \p time as an interesting time to this scene. The same time can
* be added multiple times.
*
* \param time The time that should be added
*
* \pre \p time.time must not be empty
* \pre \p time.name must not be empty
*/
void addInterestingTime(InterestingTime time);
/**
* Returns the list of all interesting times that are defined for this scene.
*
* \return The list of all interesting times that are defined for this scene
*/
const std::vector<InterestingTime>& interestingTimes() const;
/**
* Returns the Lua library that contains all Lua functions available to change the
* scene graph.
* \return The Lua library that contains all Lua functions available to change the
* scene graph
*/
static scripting::LuaLibrary luaLibrary();
/**
* Sets a property using the 'properties' contents of a profile. The function will
* loop through each setProperty command. A property may be set to a bool, float,
* or string value (which must be converted because a Profile stores all values
* as strings)
*
* \param p The Profile to be read.
*/
void setPropertiesFromProfile(const Profile& p);
/**
* Searches for any properties that match the regex propertyString, and returns
* the results in a vector.
*
* \param propertyString the regex string that is intended to match one or more
* properties in the currently-available properties
* \return Vector of Property objs containing property names that matched the regex
*/
std::vector<properties::Property*> propertiesMatchingRegex(
std::string propertyString);
/**
* Returns a list of all unique tags that are used in the currently loaded scene.
*
* \return A list of all unique tags that are used in the currently loaded scene.
*/
std::vector<std::string> allTags();
private:
/**
* Accepts string version of a property value from a profile, converts it to the
* appropriate type, and then pushes the value onto the lua state.
*
* \param L the lua state to push value to
* \param value string representation of the value with which to set property
*/
void propertyPushProfileValueToLua(ghoul::lua::LuaState& L, const std::string& value);
/**
* Accepts string version of a property value from a profile, and processes it
* according to the data type of the value
*
* \param L the lua state to (eventually) push to
* \param value string representation of the value with which to set property
* \param didPushToLua Bool reference that represents the lua push state at the end
* of this function call. This will be set to true if the value (e.g. table)
* has already been pushed to the lua stack
* \return The ProfilePropertyLua variant type translated from string representation
*/
ProfilePropertyLua propertyProcessValue(ghoul::lua::LuaState& L,
const std::string& value);
/**
* Accepts string version of a property value from a profile, and returns the
* supported data types that can be pushed to a lua state. Currently, the full
* range of possible lua values is not supported.
*
* \param value string representation of the value with which to set property
*/
PropertyValueType propertyValueType(const std::string& value);
/**
* Accepts string version of a property value from a profile, and adds it to a vector
* which will later be used to push as a lua table containing values of type T
*
* \param L the lua state to (eventually) push to
* \param value string representation of the value with which to set property
* \param table the std::vector container which has elements of type T for a lua table
*/
template <typename T>
void processPropertyValueTableEntries(ghoul::lua::LuaState& L,
const std::string& value, std::vector<T>& table);
/**
* Handles a lua table entry, creating a vector of the correct variable type based
* on the profile string, and pushes this vector to the lua stack.
*
* \param L the lua state to (eventually) push to
* \param value string representation of the value with which to set property
*/
void handlePropertyLuaTableEntry(ghoul::lua::LuaState& L, const std::string& value);
/**
* Update dependencies.
*/
void updateNodeRegistry();
std::chrono::steady_clock::time_point currentTimeForInterpolation();
void sortTopologically();
std::unique_ptr<Camera> _camera;
std::vector<SceneGraphNode*> _topologicallySortedNodes;
std::vector<SceneGraphNode*> _circularNodes;
std::unordered_map<std::string, SceneGraphNode*> _nodesByIdentifier;
bool _dirtyNodeRegistry = false;
SceneGraphNode _rootDummy;
std::unique_ptr<SceneInitializer> _initializer;
std::string _profilePropertyName;
std::vector<InterestingTime> _interestingTimes;
bool _valueIsTable = false;
std::mutex _programUpdateLock;
std::set<ghoul::opengl::ProgramObject*> _programsToUpdate;
std::vector<std::unique_ptr<ghoul::opengl::ProgramObject>> _programs;
struct PropertyInterpolationInfo {
properties::Property* prop;
std::chrono::time_point<std::chrono::steady_clock> beginTime;
float durationSeconds;
std::string postScript;
ghoul::EasingFunc<float> easingFunction;
bool isExpired = false;
};
std::vector<PropertyInterpolationInfo> _propertyInterpolationInfos;
ghoul::MemoryPool<4096> _memoryPool;
};
// Convert the input string to a format that is valid as an identifier
std::string makeIdentifier(std::string str);
} // namespace openspace
#endif // __OPENSPACE_CORE___SCENE___H__