Scene::Scene(uint32 _systemsMask /* = SCENE_SYSTEM_ALL_MASK */) : Entity() , mainCamera(0) , drawCamera(0) , imposterManager(0) , systemsMask(_systemsMask) , transformSystem(0) , renderUpdateSystem(0) , lodSystem(0) , debugRenderSystem(0) , particleEffectSystem(0) , updatableSystem(0) , lightUpdateSystem(0) , switchSystem(0) , soundSystem(0) , actionSystem(0) , skyboxSystem(0) , staticOcclusionSystem(0) , materialSystem(0) , foliageSystem(0) , windSystem(0) , staticOcclusionDebugDrawSystem(0) , sceneGlobalMaterial(0) , isDefaultGlobalMaterial(true) , clearBuffers(RenderManager::ALL_BUFFERS) { CreateComponents(); CreateSystems(); // this will force scene to create hidden global material SetGlobalMaterial(NULL); SceneCache::Instance()->InsertScene(this); }
Scene::Scene() : Entity() , currentCamera(0) , clipCamera(0) // , forceLodLayer(-1) , imposterManager(0) , entityManager(0) , referenceNodeSuffixChanged(false) { // entityManager = new EntityManager(); CreateComponents(); CreateSystems(); }
bool CEngine::Init() { Message("Engine Init\n"); Timer()->Start(); CreateSystems(); if ( !InitSystems() ) { return false; } Message("Engine Init Successful\n"); return true; }
//----------------------------------------- //----------------------------------------- void State::Init() { m_canAddSystems = true; //Create the default systems m_scene = CreateSystem<Scene>(); CreateSystem<CSInput::GestureSystem>(); //create user systems. CreateSystems(); m_canAddSystems = false; u32 numSystems = m_systems.size(); for(u32 i=0; i<numSystems; ++i) { m_systems[i]->OnInit(); } OnInit(); }
//---------------------------------------------------- //---------------------------------------------------- void Application::Init() { CS_ASSERT(s_application == nullptr, "Application already initialised!"); s_application = this; Logging::Create(); //Create all application systems. m_isSystemCreationAllowed = true; CreateDefaultSystems(); CreateSystems(); m_isSystemCreationAllowed = false; PostCreateSystems(); //initialise all of the application systems. for (const AppSystemUPtr& system : m_systems) { system->OnInit(); } OnInit(); PushInitialState(); }