Extra2D/Easy2D/include/easy2d/scene/node.h

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#pragma once
#include <easy2d/core/types.h>
#include <easy2d/core/math_types.h>
#include <easy2d/core/color.h>
#include <easy2d/graphics/render_backend.h>
#include <easy2d/event/event_dispatcher.h>
#include <vector>
#include <string>
#include <functional>
#include <algorithm>
namespace easy2d {
// 前向声明
class Scene;
class Action;
class RenderBackend;
struct RenderCommand;
// ============================================================================
// 节点基类 - 场景图的基础
// ============================================================================
class Node : public std::enable_shared_from_this<Node> {
public:
Node();
virtual ~Node();
// ------------------------------------------------------------------------
// 层级管理
// ------------------------------------------------------------------------
void addChild(Ptr<Node> child);
void removeChild(Ptr<Node> child);
void removeChildByName(const std::string& name);
void removeFromParent();
void removeAllChildren();
Ptr<Node> getParent() const { return parent_.lock(); }
const std::vector<Ptr<Node>>& getChildren() const { return children_; }
Ptr<Node> getChildByName(const std::string& name) const;
Ptr<Node> getChildByTag(int tag) const;
// ------------------------------------------------------------------------
// 变换属性
// ------------------------------------------------------------------------
void setPosition(const Vec2& pos);
void setPosition(float x, float y);
Vec2 getPosition() const { return position_; }
void setRotation(float degrees);
float getRotation() const { return rotation_; }
void setScale(const Vec2& scale);
void setScale(float scale);
void setScale(float x, float y);
Vec2 getScale() const { return scale_; }
void setAnchor(const Vec2& anchor);
void setAnchor(float x, float y);
Vec2 getAnchor() const { return anchor_; }
void setSkew(const Vec2& skew);
void setSkew(float x, float y);
Vec2 getSkew() const { return skew_; }
void setOpacity(float opacity);
float getOpacity() const { return opacity_; }
void setVisible(bool visible);
bool isVisible() const { return visible_; }
void setZOrder(int zOrder);
int getZOrder() const { return zOrder_; }
// ------------------------------------------------------------------------
// 世界变换
// ------------------------------------------------------------------------
Vec2 convertToWorldSpace(const Vec2& localPos) const;
Vec2 convertToNodeSpace(const Vec2& worldPos) const;
glm::mat4 getLocalTransform() const;
glm::mat4 getWorldTransform() const;
// ------------------------------------------------------------------------
// 名称和标签
// ------------------------------------------------------------------------
void setName(const std::string& name) { name_ = name; }
const std::string& getName() const { return name_; }
void setTag(int tag) { tag_ = tag; }
int getTag() const { return tag_; }
// ------------------------------------------------------------------------
// 生命周期回调
// ------------------------------------------------------------------------
virtual void onEnter();
virtual void onExit();
virtual void onUpdate(float dt);
virtual void onRender(RenderBackend& renderer);
virtual void onAttachToScene(Scene* scene);
virtual void onDetachFromScene();
// ------------------------------------------------------------------------
// 边界框(用于空间索引)
// ------------------------------------------------------------------------
virtual Rect getBoundingBox() const;
// 是否需要参与空间索引(默认 true
void setSpatialIndexed(bool indexed) { spatialIndexed_ = indexed; }
bool isSpatialIndexed() const { return spatialIndexed_; }
// 更新空间索引(手动调用,通常在边界框变化后)
void updateSpatialIndex();
// ------------------------------------------------------------------------
// 动作系统
// ------------------------------------------------------------------------
void runAction(Ptr<Action> action);
void stopAllActions();
void stopAction(Ptr<Action> action);
void stopActionByTag(int tag);
Ptr<Action> getActionByTag(int tag) const;
size_t getActionCount() const { return actions_.size(); }
// ------------------------------------------------------------------------
// 事件系统
// ------------------------------------------------------------------------
EventDispatcher& getEventDispatcher() { return eventDispatcher_; }
// ------------------------------------------------------------------------
// 内部方法
// ------------------------------------------------------------------------
void update(float dt);
void render(RenderBackend& renderer);
void sortChildren();
bool isRunning() const { return running_; }
Scene* getScene() const { return scene_; }
// 多线程渲染命令收集
virtual void collectRenderCommands(std::vector<RenderCommand>& commands, int parentZOrder = 0);
protected:
// 子类重写
virtual void onDraw(RenderBackend& renderer) {}
virtual void onUpdateNode(float dt) {}
virtual void generateRenderCommand(std::vector<RenderCommand>& commands, int zOrder) {};
// 供子类访问的内部状态
Vec2& getPositionRef() { return position_; }
Vec2& getScaleRef() { return scale_; }
Vec2& getAnchorRef() { return anchor_; }
float getRotationRef() { return rotation_; }
float getOpacityRef() { return opacity_; }
private:
// 层级
WeakPtr<Node> parent_;
std::vector<Ptr<Node>> children_;
bool childrenOrderDirty_ = false;
// 变换
Vec2 position_ = Vec2::Zero();
float rotation_ = 0.0f;
Vec2 scale_ = Vec2(1.0f, 1.0f);
Vec2 anchor_ = Vec2(0.5f, 0.5f);
Vec2 skew_ = Vec2::Zero();
float opacity_ = 1.0f;
bool visible_ = true;
int zOrder_ = 0;
// 缓存
mutable bool transformDirty_ = true;
mutable glm::mat4 localTransform_;
mutable glm::mat4 worldTransform_;
// 元数据
std::string name_;
int tag_ = -1;
// 状态
bool running_ = false;
Scene* scene_ = nullptr;
bool spatialIndexed_ = true; // 是否参与空间索引
Rect lastSpatialBounds_; // 上一次的空间索引边界(用于检测变化)
// 动作
std::vector<Ptr<Action>> actions_;
// 事件
EventDispatcher eventDispatcher_;
};
} // namespace easy2d