BsSceneObjectRTTI.h 7.6 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsRTTIType.h"
  4. #include "BsSceneObject.h"
  5. #include "BsGameObjectHandle.h"
  6. #include "BsGameObjectManager.h"
  7. #include "BsComponent.h"
  8. #include "BsGameObjectRTTI.h"
  9. #include "BsPrefabDiff.h"
  10. namespace BansheeEngine
  11. {
  12. /**
  13. * @brief Provides temporary storage for data used during SceneObject deserialization.
  14. */
  15. struct SODeserializationData
  16. {
  17. Vector<SPtr<SceneObject>> children;
  18. Vector<SPtr<Component>> components;
  19. };
  20. class BS_CORE_EXPORT SceneObjectRTTI : public RTTIType<SceneObject, GameObject, SceneObjectRTTI>
  21. {
  22. private:
  23. Vector3& getPosition(SceneObject* obj) { return obj->mPosition; }
  24. void setPosition(SceneObject* obj, Vector3& value) { obj->mPosition = value; }
  25. Quaternion& getRotation(SceneObject* obj) { return obj->mRotation; }
  26. void setRotation(SceneObject* obj, Quaternion& value) { obj->mRotation = value; }
  27. Vector3& getScale(SceneObject* obj) { return obj->mScale; }
  28. void setScale(SceneObject* obj, Vector3& value) { obj->mScale = value; }
  29. bool& getActive(SceneObject* obj) { return obj->mActiveSelf; }
  30. void setActive(SceneObject* obj, bool& value) { obj->mActiveSelf = value; }
  31. // NOTE - These can only be set sequentially, specific array index is ignored
  32. std::shared_ptr<SceneObject> getChild(SceneObject* obj, UINT32 idx) { return obj->mChildren[idx].getInternalPtr(); }
  33. void setChild(SceneObject* obj, UINT32 idx, SPtr<SceneObject> param)
  34. {
  35. SceneObject* so = static_cast<SceneObject*>(obj);
  36. GODeserializationData& goDeserializationData = any_cast_ref<GODeserializationData>(so->mRTTIData);
  37. SODeserializationData& soDeserializationData = any_cast_ref<SODeserializationData>(goDeserializationData.moreData);
  38. soDeserializationData.children.push_back(param);
  39. }
  40. UINT32 getNumChildren(SceneObject* obj) { return (UINT32)obj->mChildren.size(); }
  41. void setNumChildren(SceneObject* obj, UINT32 size) { /* DO NOTHING */ }
  42. // NOTE - These can only be set sequentially, specific array index is ignored
  43. std::shared_ptr<Component> getComponent(SceneObject* obj, UINT32 idx) { return obj->mComponents[idx].getInternalPtr(); }
  44. void setComponent(SceneObject* obj, UINT32 idx, SPtr<Component> param)
  45. {
  46. SceneObject* so = static_cast<SceneObject*>(obj);
  47. GODeserializationData& goDeserializationData = any_cast_ref<GODeserializationData>(so->mRTTIData);
  48. SODeserializationData& soDeserializationData = any_cast_ref<SODeserializationData>(goDeserializationData.moreData);
  49. soDeserializationData.components.push_back(param);
  50. }
  51. UINT32 getNumComponents(SceneObject* obj) { return (UINT32)obj->mComponents.size(); }
  52. void setNumComponents(SceneObject* obj, UINT32 size) { /* DO NOTHING */ }
  53. String& getPrefabLink(SceneObject* obj) { return obj->mPrefabLinkUUID; }
  54. void setPrefabLink(SceneObject* obj, String& value) { obj->mPrefabLinkUUID = value; }
  55. PrefabDiffPtr getPrefabDiff(SceneObject* obj) { return obj->mPrefabDiff; }
  56. void setPrefabDiff(SceneObject* obj, PrefabDiffPtr value) { obj->mPrefabDiff = value; }
  57. UINT32& getFlags(SceneObject* obj) { return obj->mFlags; }
  58. void setFlags(SceneObject* obj, UINT32& value) { obj->mFlags = value; }
  59. UINT32& getPrefabHash(SceneObject* obj) { return obj->mPrefabHash; }
  60. void setPrefabHash(SceneObject* obj, UINT32& value) { obj->mPrefabHash = value; }
  61. public:
  62. SceneObjectRTTI()
  63. {
  64. addReflectablePtrArrayField("mChildren", 0, &SceneObjectRTTI::getChild,
  65. &SceneObjectRTTI::getNumChildren, &SceneObjectRTTI::setChild, &SceneObjectRTTI::setNumChildren);
  66. addReflectablePtrArrayField("mComponents", 1, &SceneObjectRTTI::getComponent,
  67. &SceneObjectRTTI::getNumComponents, &SceneObjectRTTI::setComponent, &SceneObjectRTTI::setNumComponents);
  68. addPlainField("mPrefabLink", 2, &SceneObjectRTTI::getPrefabLink, &SceneObjectRTTI::setPrefabLink);
  69. addPlainField("mFlags", 3, &SceneObjectRTTI::getFlags, &SceneObjectRTTI::setFlags);
  70. addReflectablePtrField("mPrefabDiff", 4, &SceneObjectRTTI::getPrefabDiff, &SceneObjectRTTI::setPrefabDiff);
  71. addPlainField("mPrefabHash", 5, &SceneObjectRTTI::getPrefabHash, &SceneObjectRTTI::setPrefabHash);
  72. addPlainField("mPosition", 6, &SceneObjectRTTI::getPosition, &SceneObjectRTTI::setPosition);
  73. addPlainField("mRotation", 7, &SceneObjectRTTI::getRotation, &SceneObjectRTTI::setRotation);
  74. addPlainField("mScale", 8, &SceneObjectRTTI::getScale, &SceneObjectRTTI::setScale);
  75. addPlainField("mActiveSelf", 9, &SceneObjectRTTI::getActive, &SceneObjectRTTI::setActive);
  76. }
  77. virtual void onDeserializationStarted(IReflectable* obj) override
  78. {
  79. // If this is the root scene object we're deserializing, activate game object deserialization so the system
  80. // can resolve deserialized handles to the newly created objects
  81. SceneObject* so = static_cast<SceneObject*>(obj);
  82. GODeserializationData& deserializationData = any_cast_ref<GODeserializationData>(so->mRTTIData);
  83. if (!GameObjectManager::instance().isGameObjectDeserializationActive())
  84. {
  85. GameObjectManager::instance().startDeserialization();
  86. // Mark it as the object that started the GO deserialization so it knows to end it
  87. deserializationData.isDeserializationParent = true;
  88. }
  89. else
  90. deserializationData.isDeserializationParent = false;
  91. }
  92. virtual void onDeserializationEnded(IReflectable* obj) override
  93. {
  94. SceneObject* so = static_cast<SceneObject*>(obj);
  95. GODeserializationData& goDeserializationData = any_cast_ref<GODeserializationData>(so->mRTTIData);
  96. // Register the newly created SO with the GameObjectManager and provide it with the original ID so that
  97. // deserialized handles pointing to this object can be resolved.
  98. SceneObjectPtr soPtr = std::static_pointer_cast<SceneObject>(goDeserializationData.ptr);
  99. SceneObject::createInternal(soPtr, goDeserializationData.originalId);
  100. // We stored all components and children in a temporary structure because they rely on the SceneObject being
  101. // initialized with the GameObjectManager. Now that it is, we add them.
  102. SODeserializationData& soDeserializationData = any_cast_ref<SODeserializationData>(goDeserializationData.moreData);
  103. for (auto& component : soDeserializationData.components)
  104. so->addComponentInternal(component);
  105. for (auto& child : soDeserializationData.children)
  106. child->_setParent(so->mThisHandle);
  107. // If this is the deserialization parent, end deserialization (which resolves all game object handles, if we
  108. // provided valid IDs), and instantiate (i.e. activate) the deserialized hierarchy.
  109. if (goDeserializationData.isDeserializationParent)
  110. {
  111. GameObjectManager::instance().endDeserialization();
  112. if ((so->mFlags & SOF_DontInstantiate) == 0)
  113. so->instantiate();
  114. }
  115. so->mRTTIData = nullptr;
  116. }
  117. virtual const String& getRTTIName() override
  118. {
  119. static String name = "SceneObject";
  120. return name;
  121. }
  122. virtual UINT32 getRTTIId() override
  123. {
  124. return TID_SceneObject;
  125. }
  126. virtual std::shared_ptr<IReflectable> newRTTIObject() override
  127. {
  128. SPtr<SceneObject> sceneObjectPtr =
  129. SPtr<SceneObject>(new (bs_alloc<SceneObject>()) SceneObject("", SOF_DontInstantiate),
  130. &bs_delete<SceneObject>, StdAlloc<SceneObject>());
  131. // Every GameObject must store GODeserializationData in its RTTI data field during deserialization
  132. sceneObjectPtr->mRTTIData = GODeserializationData();
  133. GODeserializationData& deserializationData = any_cast_ref<GODeserializationData>(sceneObjectPtr->mRTTIData);
  134. // Store shared pointer since the system only provides us with raw ones
  135. deserializationData.ptr = sceneObjectPtr;
  136. // We delay adding children/components and instead store them here
  137. deserializationData.moreData = SODeserializationData();
  138. return sceneObjectPtr;
  139. }
  140. };
  141. }