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