Exemplo n.º 1
0
/// Create a new World instance.
///
/// @param[in] pSceneDefinition  The SceneDefinition from which to create the new World.
///
/// @return  Newly created world instance.
Helium::World* WorldManager::CreateWorld( SceneDefinition* pSceneDefinition )
{
	// Any scene that creates a world must define a world definition so that the world knows what components to init on itself
	HELIUM_ASSERT(pSceneDefinition);

	const WorldDefinition *pWorldDefinition = pSceneDefinition->GetWorldDefinition();

	WorldPtr spWorld;
	if (pWorldDefinition)
	{
		// Let the world definition provide the world
		spWorld = pWorldDefinition->CreateWorld();
	}
	else
	{
		// Make a blank, default world.
		// TODO: Consider having the concept of a "default" world definition. Generally, not loading a world from a definition
		// is bad because pretty much any useful world should be initialized with world components
		HELIUM_ASSERT( 0 );
		spWorld = new World();
		spWorld->Initialize();
	}

	HELIUM_ASSERT(spWorld.Get());

	m_worlds.Push( spWorld );

	if ( pSceneDefinition && spWorld )
	{
		Slice *pRootSlice = spWorld->GetRootSlice();
		size_t entityDefinitionCount = pSceneDefinition->GetEntityDefinitionCount();

		for ( size_t i = 0; i < entityDefinitionCount; ++i )
		{
			EntityDefinition *pEntityDefinition = pSceneDefinition->GetEntityDefinition( i );
			HELIUM_ASSERT( pEntityDefinition );
			Entity *pEntity = pRootSlice->CreateEntity(pEntityDefinition);
		}
	}

	return spWorld;
}