BsPrefab.cpp 2.4 KB

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  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. Prefab::~Prefab()
  13. {
  14. if (mRoot != nullptr)
  15. mRoot->destroy(true);
  16. }
  17. HPrefab Prefab::create(const HSceneObject& sceneObject)
  18. {
  19. PrefabPtr newPrefab = createEmpty();
  20. newPrefab->initialize(sceneObject);
  21. HPrefab handle = static_resource_cast<Prefab>(gResources()._createResourceHandle(newPrefab));
  22. sceneObject->mPrefabLinkUUID = handle.getUUID();
  23. return handle;
  24. }
  25. PrefabPtr Prefab::createEmpty()
  26. {
  27. PrefabPtr newPrefab = bs_core_ptr<Prefab>(new (bs_alloc<Prefab>()) Prefab());
  28. newPrefab->_setThisPtr(newPrefab);
  29. return newPrefab;
  30. }
  31. void Prefab::initialize(const HSceneObject& sceneObject)
  32. {
  33. sceneObject->breakPrefabLink();
  34. PrefabUtility::generatePrefabIds(sceneObject);
  35. sceneObject->setFlags(SOF_DontInstantiate);
  36. mRoot = sceneObject->clone();
  37. sceneObject->unsetFlags(SOF_DontInstantiate);
  38. // Remove objects with "dont save" flag
  39. Stack<HSceneObject> todo;
  40. todo.push(mRoot);
  41. while (!todo.empty())
  42. {
  43. HSceneObject current = todo.top();
  44. todo.pop();
  45. if (current->hasFlag(SOF_DontSave))
  46. current->destroy();
  47. else
  48. {
  49. UINT32 numChildren = current->getNumChildren();
  50. for (UINT32 i = 0; i < numChildren; i++)
  51. todo.push(current->getChild(i));
  52. }
  53. }
  54. }
  55. void Prefab::update(const HSceneObject& sceneObject)
  56. {
  57. initialize(sceneObject);
  58. mHash++;
  59. }
  60. HSceneObject Prefab::instantiate()
  61. {
  62. if (mRoot == nullptr)
  63. return HSceneObject();
  64. HSceneObject clone = mRoot->clone();
  65. clone->instantiate();
  66. clone->mPrefabHash = mHash;
  67. #if BS_EDITOR_BUILD
  68. // Update any child prefab instances in case their prefabs changed
  69. Stack<HSceneObject> todo;
  70. todo.push(clone);
  71. Vector<HSceneObject> prefabInstanceRoots;
  72. while (!todo.empty())
  73. {
  74. HSceneObject current = todo.top();
  75. todo.pop();
  76. UINT32 childCount = current->getNumChildren();
  77. for (UINT32 i = 0; i < childCount; i++)
  78. {
  79. HSceneObject child = current->getChild(i);
  80. String prefabLinkUUID = child->getPrefabLink();
  81. if (!prefabLinkUUID.empty())
  82. PrefabUtility::updateFromPrefab(child);
  83. else
  84. todo.push(child);
  85. }
  86. }
  87. #endif
  88. return clone;
  89. }
  90. RTTITypeBase* Prefab::getRTTIStatic()
  91. {
  92. return PrefabRTTI::instance();
  93. }
  94. RTTITypeBase* Prefab::getRTTI() const
  95. {
  96. return Prefab::getRTTIStatic();
  97. }
  98. }