BsPrefab.cpp 2.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116
  1. #include "BsPrefab.h"
  2. #include "BsPrefabRTTI.h"
  3. #include "BsResources.h"
  4. #include "BsSceneObject.h"
  5. #include "BsPrefabUtility.h"
  6. namespace BansheeEngine
  7. {
  8. Prefab::Prefab()
  9. :Resource(false), mHash(0)
  10. {
  11. }
  12. HPrefab Prefab::create(const HSceneObject& sceneObject)
  13. {
  14. PrefabPtr newPrefab = createEmpty();
  15. newPrefab->initialize(sceneObject);
  16. HPrefab handle = static_resource_cast<Prefab>(gResources()._createResourceHandle(newPrefab));
  17. sceneObject->mPrefabLinkUUID = handle.getUUID();
  18. return handle;
  19. }
  20. PrefabPtr Prefab::createEmpty()
  21. {
  22. PrefabPtr newPrefab = bs_core_ptr<Prefab>(new (bs_alloc<Prefab>()) Prefab());
  23. newPrefab->_setThisPtr(newPrefab);
  24. return newPrefab;
  25. }
  26. void Prefab::initialize(const HSceneObject& sceneObject)
  27. {
  28. sceneObject->breakPrefabLink();
  29. PrefabUtility::generatePrefabIds(sceneObject);
  30. sceneObject->setFlags(SOF_DontInstantiate);
  31. mRoot = sceneObject->clone();
  32. sceneObject->unsetFlags(SOF_DontInstantiate);
  33. // Remove objects with "dont save" flag
  34. Stack<HSceneObject> todo;
  35. todo.push(mRoot);
  36. while (!todo.empty())
  37. {
  38. HSceneObject current = todo.top();
  39. todo.pop();
  40. if (current->hasFlag(SOF_DontSave))
  41. current->destroy();
  42. else
  43. {
  44. UINT32 numChildren = current->getNumChildren();
  45. for (UINT32 i = 0; i < numChildren; i++)
  46. todo.push(current->getChild(i));
  47. }
  48. }
  49. }
  50. void Prefab::update(const HSceneObject& sceneObject)
  51. {
  52. initialize(sceneObject);
  53. mHash++;
  54. }
  55. HSceneObject Prefab::instantiate()
  56. {
  57. if (mRoot == nullptr)
  58. return HSceneObject();
  59. HSceneObject clone = mRoot->clone();
  60. clone->instantiate();
  61. clone->mPrefabHash = mHash;
  62. #if BS_EDITOR_BUILD
  63. // Update any child prefab instances in case their prefabs changed
  64. Stack<HSceneObject> todo;
  65. todo.push(clone);
  66. Vector<HSceneObject> prefabInstanceRoots;
  67. while (!todo.empty())
  68. {
  69. HSceneObject current = todo.top();
  70. todo.pop();
  71. UINT32 childCount = current->getNumChildren();
  72. for (UINT32 i = 0; i < childCount; i++)
  73. {
  74. HSceneObject child = current->getChild(i);
  75. String prefabLinkUUID = child->getPrefabLink();
  76. if (!prefabLinkUUID.empty())
  77. PrefabUtility::updateFromPrefab(child);
  78. else
  79. todo.push(child);
  80. }
  81. }
  82. #endif
  83. return clone;
  84. }
  85. RTTITypeBase* Prefab::getRTTIStatic()
  86. {
  87. return PrefabRTTI::instance();
  88. }
  89. RTTITypeBase* Prefab::getRTTI() const
  90. {
  91. return Prefab::getRTTIStatic();
  92. }
  93. }