------------------------- UnifiedScene::LoadScene
| 103 | // UnifiedScene::LoadScene |
| 104 | // |
| 105 | void UnifiedScene::LoadScene(core::HashString const assetId) |
| 106 | { |
| 107 | // preparation |
| 108 | //------------- |
| 109 | |
| 110 | // notification before beginning the process so systems can prepare (splash screen, loading bar, timer etc) |
| 111 | m_EventDispatcher.Notify(E_SceneEvent::SceneSwitch, new SceneEventData(this)); |
| 112 | |
| 113 | if (m_CurrentScene != 0u) |
| 114 | { |
| 115 | UnloadScene(); |
| 116 | } |
| 117 | |
| 118 | // timer etc |
| 119 | core::ContextManager::GetInstance()->SetActiveContext(&m_Context); |
| 120 | |
| 121 | m_PhysicsWorld.Initialize(); |
| 122 | |
| 123 | m_CurrentScene = assetId; |
| 124 | |
| 125 | // load scene descriptor and translate into ECS |
| 126 | //---------------------------------------------- |
| 127 | AssetPtr<SceneDescriptor> const sceneDesc = core::ResourceManager::Instance()->GetAssetData<SceneDescriptor>(m_CurrentScene); |
| 128 | ET_ASSERT(sceneDesc != nullptr); |
| 129 | |
| 130 | for (EntityDescriptor const& entDesc : sceneDesc->entities) |
| 131 | { |
| 132 | AddEntity(entDesc, INVALID_ENTITY_ID); |
| 133 | } |
| 134 | |
| 135 | // while adding entities all entity links should be resolved, so we can now reset the link resolver |
| 136 | EntityLinkResolver::Instance().Clear(); |
| 137 | |
| 138 | // render settings |
| 139 | if (!(sceneDesc->skybox.IsEmpty())) |
| 140 | { |
| 141 | m_RenderScene.SetSkyboxMap(sceneDesc->skybox); |
| 142 | } |
| 143 | |
| 144 | if (!(sceneDesc->starfield.IsEmpty())) |
| 145 | { |
| 146 | m_RenderScene.SetStarfield(sceneDesc->starfield); |
| 147 | } |
| 148 | |
| 149 | m_ActiveCamera = sceneDesc->activeCamera.id; |
| 150 | ET_ASSERT(m_ActiveCamera != INVALID_ENTITY_ID); |
| 151 | |
| 152 | m_RenderScene.SetPostProcessingSettings(sceneDesc->postprocessing); |
| 153 | |
| 154 | // audio settings |
| 155 | m_AudioListener = sceneDesc->audioListener.id; |
| 156 | if (m_AudioListener != INVALID_ENTITY_ID) |
| 157 | { |
| 158 | ET_ASSERT(m_Scene.HasComponent<AudioListenerComponent>(m_AudioListener)); |
| 159 | m_Scene.AddComponents(m_AudioListener, ActiveAudioListenerComponent()); |
| 160 | } |
| 161 | |
| 162 | // physics settings |
no test coverage detected