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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). 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<ComponentProxy> components;
- Vector<SceneObjectProxy> 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<UINT32, GameObjectInstanceDataPtr>& 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<UINT32, GameObjectInstanceDataPtr>& 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);
- };
- /** @} */
- }
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