servo/support/magicleap/Servo2D/code/src.gen/PrismSceneManager.cpp
2019-08-09 15:02:53 -05:00

124 lines
4.2 KiB
C++

// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
//
// THE CONTENTS OF THIS FILE IS GENERATED BY CODE AND
// ANY MODIFICATIONS WILL BE OVERWRITTEN
//
// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
// %BANNER_BEGIN%
// ---------------------------------------------------------------------
// %COPYRIGHT_BEGIN%
//
// Copyright (c) 2018 Magic Leap, Inc. All Rights Reserved.
// Use of this file is governed by the Creator Agreement, located
// here: https://id.magicleap.com/creator-terms
//
// %COPYRIGHT_END%
// ---------------------------------------------------------------------
// %BANNER_END%
// %SRC_VERSION%: 1
#include <PrismSceneManager.h>
#include <ml_logging.h>
PrismSceneManager::CreateSpawnedSceneUserData PrismSceneManager::createSpawnedSceneUserData[scenes::numberOfExternalScenes];
PrismSceneManager::PrismSceneManager(lumin::Prism* prism)
: prism_(prism) {
if (!prism_) {
ML_LOG(Error, "PrismSceneManager nullptr prism");
abort();
}
for (int i = 0; i < sizeof(sceneStates_)/sizeof(sceneStates_[0]); ++i) {
sceneStates_[i] = SceneState::Unloaded;
}
}
void PrismSceneManager::setSceneState(const SceneDescriptor & sceneDescriptor, SceneState newState) {
const int sceneIndex = sceneDescriptor.getIndex();
SceneState& sceneState = sceneStates_[sceneIndex];
std::string& objectModelName = objectModelNames_[sceneIndex];
if (sceneState == SceneState::Unloaded && (newState == SceneState::ResourceModelLoaded || newState == SceneState::ResourceAndObjectModelLoaded)) {
if (!prism_->loadResourceModel(sceneDescriptor.getResourceModelPath())) {
ML_LOG(Error, "PrismSceneManager failed to load resource model");
abort();
}
sceneState = SceneState::ResourceModelLoaded;
}
if (sceneState == SceneState::ResourceModelLoaded && newState == SceneState::ResourceAndObjectModelLoaded) {
std::string& objectModelName = objectModelNames_[sceneIndex];
if (!prism_->loadObjectModel(sceneDescriptor.getSceneGraphPath(), objectModelName)) {
ML_LOG(Error, "PrismSceneManager failed to load object model");
abort();
}
sceneState = SceneState::ResourceAndObjectModelLoaded;
}
if (sceneState == SceneState::ResourceAndObjectModelLoaded && (newState == SceneState::ResourceModelLoaded || newState == SceneState::Unloaded)) {
if (!prism_->unloadObjectModel(objectModelName)) {
ML_LOG(Error, "PrismSceneManager failed to unload object model");
abort();
}
sceneState = SceneState::ResourceModelLoaded;
objectModelName.clear();
}
// Currently there is no effective way to unload the resource model
}
SpawnedSceneBase* PrismSceneManager::spawnScene(const SceneDescriptor & sceneDescriptor) {
lumin::Node* root = createNodeTree(sceneDescriptor);
if (!root) {
return nullptr;
}
const int index = sceneDescriptor.getIndex();
CreateSpawnedScene css = createSpawnedScene[index];
SpawnedSceneBase* const spawnedScene = (*css)(sceneDescriptor, root);
CreateSpawnedSceneHandlers ch = createSpawnedSceneHandlers[index];
SpawnedSceneHandlers* const handlers = (*ch)(*spawnedScene);
spawnedScene->handlers = handlers;
CreateSpawnedSceneUserData cssud = createSpawnedSceneUserData[sceneDescriptor.getIndex()];
if (cssud) {
spawnedScene->userData = (*cssud)(*spawnedScene);
}
return spawnedScene;
}
lumin::Node* PrismSceneManager::spawn(const SceneDescriptor & sceneDescriptor) {
SpawnedSceneBase* spawnedSceneBase = spawnScene(sceneDescriptor);
if (!spawnedSceneBase) {
return nullptr;
}
lumin::Node* root = spawnedSceneBase->root;
return root;
}
lumin::Node* PrismSceneManager::createNodeTree(const SceneDescriptor & sceneDescriptor) {
setSceneState(sceneDescriptor, SceneState::ResourceAndObjectModelLoaded);
const int sceneIndex = sceneDescriptor.getIndex();
std::string& objectModelName = objectModelNames_[sceneIndex];
lumin::Node* root = prism_->createAll(objectModelName);
if (!root) {
ML_LOG(Error, "PrismSceneManager failed to create the scene. Is the scene empty?");
return nullptr;
}
return root;
}
void PrismSceneManager::setUserDataCreator(const SceneDescriptor & sceneDescriptor, CreateSpawnedSceneUserData cssud) {
createSpawnedSceneUserData[sceneDescriptor.getIndex()] = cssud ;
}