//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "BsGameObject.h" namespace BansheeEngine { /** @addtogroup Scene * @{ */ /** Performs various prefab specific operations. */ class BS_CORE_EXPORT PrefabUtility { private: /** Contains saved Component instance data. */ struct ComponentProxy { GameObjectInstanceDataPtr instanceData; UINT32 linkId; }; /** Contains saved SceneObject instance data, as well as saved instance data for all its children and components. */ struct SceneObjectProxy { GameObjectInstanceDataPtr instanceData; UINT32 linkId; Vector components; Vector children; }; public: /** * Remove any instance specific changes to the object or its hierarchy from the provided prefab instance and * restore it to the exact copy of the linked prefab. * * @param[in] so Object to revert. */ static void revertToPrefab(const HSceneObject& so); /** * Updates all of the objects belonging to the same prefab instance as the provided object (if any). The update * will apply any changes from the linked prefab to the hierarchy (if any). * * @param[in] so Object to update. */ static void updateFromPrefab(const HSceneObject& so); /** * Generates prefab "link" ID that can be used for tracking which game object in a prefab instance corresponds to * an object in the prefab. * * @note If any children of the provided object belong to another prefab they will not have IDs generated. */ static UINT32 generatePrefabIds(const HSceneObject& sceneObject, UINT32 startingId); /** * Clears all prefab "link" IDs in the provided object and its children. * * @param[in] sceneObject Prefab instance to clear the link IDs from. * @param[in] recursive If true, all children of the provided scene object will be cleared as well. * @param[in] clearRoot If true, the root provided object will have its link ID cleared. If false the root * object's components will have their IDs cleared but not the scene object itself. * (Child scene objects will have their link IDs cleared in case @p recursive is true.) * * @note If any of its children belong to another prefab they will not be cleared. */ static void clearPrefabIds(const HSceneObject& sceneObject, bool recursive = true, bool clearRoot = true); /** * Updates the internal prefab diff data by recording the difference between the current values in the provided * prefab instance and its prefab. * * @note * If the provided object contains any child prefab instances, this will be done recursively for them as well. */ static void recordPrefabDiff(const HSceneObject& sceneObject); private: /** * Traverses the object hierarchy, finds all child objects and components and records their instance data, as well * as their original place in the hierarchy. Instance data essentially holds the object's "identity" and by * restoring it we ensure any handles pointing to the object earlier will still point to the new version. * * @param[in] so Object to traverse and record. * @param[out] output Contains the output hierarchy of instance data. * @param[out] linkedInstanceData A map of link IDs to instance data. Objects without link IDs will not be * included here. * * @note Does not recurse into child prefab instances. */ static void recordInstanceData(const HSceneObject& so, SceneObjectProxy& output, UnorderedMap& linkedInstanceData); /** * Restores instance data in the provided hierarchy, using link ids to determine what data maps to which objects. * * @param[in] so Object to traverse and restore the instance data. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by * recordInstanceData() method. * @param[in] linkedInstanceData A map of link IDs to instance data, returned by recordInstanceData() method. * * @note Does not recurse into child prefab instances. */ static void restoreLinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy, UnorderedMap& linkedInstanceData); /** * Restores instance data in the provided hierarchy, but only for objects without a link id. Since the objects do * not have a link ID we rely on their sequential order to find out which instance data belongs to which object. * * @param[in] so Object to traverse and restore the instance data. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by * recordInstanceData() method. * * @note Does not recurse into child prefab instances. */ static void restoreUnlinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy); }; /** @} */ }