BsPrefabUtility.h 5.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsGameObject.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup Scene
  9. * @{
  10. */
  11. /** Performs various prefab specific operations. */
  12. class BS_CORE_EXPORT PrefabUtility
  13. {
  14. private:
  15. /** Contains saved Component instance data. */
  16. struct ComponentProxy
  17. {
  18. GameObjectInstanceDataPtr instanceData;
  19. UINT32 linkId;
  20. };
  21. /** Contains saved SceneObject instance data, as well as saved instance data for all its children and components. */
  22. struct SceneObjectProxy
  23. {
  24. GameObjectInstanceDataPtr instanceData;
  25. UINT32 linkId;
  26. Vector<ComponentProxy> components;
  27. Vector<SceneObjectProxy> children;
  28. };
  29. public:
  30. /**
  31. * Remove any instance specific changes to the object or its hierarchy from the provided prefab instance and
  32. * restore it to the exact copy of the linked prefab.
  33. *
  34. * @param[in] so Object to revert.
  35. */
  36. static void revertToPrefab(const HSceneObject& so);
  37. /**
  38. * Updates all of the objects belonging to the same prefab instance as the provided object (if any). The update
  39. * will apply any changes from the linked prefab to the hierarchy (if any).
  40. *
  41. * @param[in] so Object to update.
  42. */
  43. static void updateFromPrefab(const HSceneObject& so);
  44. /**
  45. * Generates prefab "link" ID that can be used for tracking which game object in a prefab instance corresponds to
  46. * an object in the prefab.
  47. *
  48. * @note If any children of the provided object belong to another prefab they will not have IDs generated.
  49. */
  50. static UINT32 generatePrefabIds(const HSceneObject& sceneObject, UINT32 startingId);
  51. /**
  52. * Clears all prefab "link" IDs in the provided object and its children.
  53. *
  54. * @param[in] sceneObject Prefab instance to clear the link IDs from.
  55. * @param[in] recursive If true, all children of the provided scene object will be cleared as well.
  56. * @param[in] clearRoot If true, the root provided object will have its link ID cleared. If false the root
  57. * object's components will have their IDs cleared but not the scene object itself.
  58. * (Child scene objects will have their link IDs cleared in case @p recursive is true.)
  59. *
  60. * @note If any of its children belong to another prefab they will not be cleared.
  61. */
  62. static void clearPrefabIds(const HSceneObject& sceneObject, bool recursive = true, bool clearRoot = true);
  63. /**
  64. * Updates the internal prefab diff data by recording the difference between the current values in the provided
  65. * prefab instance and its prefab.
  66. *
  67. * @note
  68. * If the provided object contains any child prefab instances, this will be done recursively for them as well.
  69. */
  70. static void recordPrefabDiff(const HSceneObject& sceneObject);
  71. private:
  72. /**
  73. * Traverses the object hierarchy, finds all child objects and components and records their instance data, as well
  74. * as their original place in the hierarchy. Instance data essentially holds the object's "identity" and by
  75. * restoring it we ensure any handles pointing to the object earlier will still point to the new version.
  76. *
  77. * @param[in] so Object to traverse and record.
  78. * @param[out] output Contains the output hierarchy of instance data.
  79. * @param[out] linkedInstanceData A map of link IDs to instance data. Objects without link IDs will not be
  80. * included here.
  81. *
  82. * @note Does not recurse into child prefab instances.
  83. */
  84. static void recordInstanceData(const HSceneObject& so, SceneObjectProxy& output,
  85. UnorderedMap<UINT32, GameObjectInstanceDataPtr>& linkedInstanceData);
  86. /**
  87. * Restores instance data in the provided hierarchy, using link ids to determine what data maps to which objects.
  88. *
  89. * @param[in] so Object to traverse and restore the instance data.
  90. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by
  91. * recordInstanceData() method.
  92. * @param[in] linkedInstanceData A map of link IDs to instance data, returned by recordInstanceData() method.
  93. *
  94. * @note Does not recurse into child prefab instances.
  95. */
  96. static void restoreLinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy,
  97. UnorderedMap<UINT32, GameObjectInstanceDataPtr>& linkedInstanceData);
  98. /**
  99. * Restores instance data in the provided hierarchy, but only for objects without a link id. Since the objects do
  100. * not have a link ID we rely on their sequential order to find out which instance data belongs to which object.
  101. *
  102. * @param[in] so Object to traverse and restore the instance data.
  103. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by
  104. * recordInstanceData() method.
  105. *
  106. * @note Does not recurse into child prefab instances.
  107. */
  108. static void restoreUnlinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy);
  109. };
  110. /** @} */
  111. }