BsPrefab.cpp 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134
  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), mNextLinkId(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. newPrefab->mUUID = handle.getUUID();
  23. sceneObject->mPrefabLinkUUID = newPrefab->mUUID;
  24. newPrefab->_getRoot()->mPrefabLinkUUID = newPrefab->mUUID;
  25. return handle;
  26. }
  27. PrefabPtr Prefab::createEmpty()
  28. {
  29. PrefabPtr newPrefab = bs_core_ptr<Prefab>(new (bs_alloc<Prefab>()) Prefab());
  30. newPrefab->_setThisPtr(newPrefab);
  31. return newPrefab;
  32. }
  33. void Prefab::initialize(const HSceneObject& sceneObject)
  34. {
  35. sceneObject->mPrefabDiff = nullptr;
  36. UINT32 newNextLinkId = PrefabUtility::generatePrefabIds(sceneObject, mNextLinkId);
  37. if (newNextLinkId < mNextLinkId)
  38. {
  39. BS_EXCEPT(InternalErrorException, "Prefab ran out of IDs to assign. " \
  40. "Consider increasing the size of the prefab ID data type.");
  41. }
  42. mNextLinkId = newNextLinkId;
  43. sceneObject->setFlags(SOF_DontInstantiate);
  44. mRoot = sceneObject->clone();
  45. sceneObject->unsetFlags(SOF_DontInstantiate);
  46. mRoot->mParent = nullptr;
  47. // Remove objects with "dont save" flag
  48. Stack<HSceneObject> todo;
  49. todo.push(mRoot);
  50. while (!todo.empty())
  51. {
  52. HSceneObject current = todo.top();
  53. todo.pop();
  54. if (current->hasFlag(SOF_DontSave))
  55. current->destroy();
  56. else
  57. {
  58. UINT32 numChildren = current->getNumChildren();
  59. for (UINT32 i = 0; i < numChildren; i++)
  60. todo.push(current->getChild(i));
  61. }
  62. }
  63. }
  64. void Prefab::update(const HSceneObject& sceneObject)
  65. {
  66. initialize(sceneObject);
  67. sceneObject->mPrefabLinkUUID = mUUID;
  68. mRoot->mPrefabLinkUUID = mUUID;
  69. mHash++;
  70. }
  71. HSceneObject Prefab::instantiate()
  72. {
  73. if (mRoot == nullptr)
  74. return HSceneObject();
  75. HSceneObject clone = mRoot->clone();
  76. clone->instantiate();
  77. clone->mPrefabHash = mHash;
  78. #if BS_EDITOR_BUILD
  79. // Update any child prefab instances in case their prefabs changed
  80. Stack<HSceneObject> todo;
  81. todo.push(clone);
  82. while (!todo.empty())
  83. {
  84. HSceneObject current = todo.top();
  85. todo.pop();
  86. UINT32 childCount = current->getNumChildren();
  87. for (UINT32 i = 0; i < childCount; i++)
  88. {
  89. HSceneObject child = current->getChild(i);
  90. if (!child->mPrefabLinkUUID.empty())
  91. PrefabUtility::updateFromPrefab(child);
  92. else
  93. todo.push(child);
  94. }
  95. }
  96. #endif
  97. return clone;
  98. }
  99. RTTITypeBase* Prefab::getRTTIStatic()
  100. {
  101. return PrefabRTTI::instance();
  102. }
  103. RTTITypeBase* Prefab::getRTTI() const
  104. {
  105. return Prefab::getRTTIStatic();
  106. }
  107. }