BsPrefab.cpp 2.5 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. newPrefab->_getRoot()->mPrefabLinkUUID = sceneObject->mPrefabLinkUUID;
  24. return handle;
  25. }
  26. PrefabPtr Prefab::createEmpty()
  27. {
  28. PrefabPtr newPrefab = bs_core_ptr<Prefab>(new (bs_alloc<Prefab>()) Prefab());
  29. newPrefab->_setThisPtr(newPrefab);
  30. return newPrefab;
  31. }
  32. void Prefab::initialize(const HSceneObject& sceneObject)
  33. {
  34. sceneObject->breakPrefabLink();
  35. PrefabUtility::generatePrefabIds(sceneObject);
  36. sceneObject->setFlags(SOF_DontInstantiate);
  37. mRoot = sceneObject->clone();
  38. sceneObject->unsetFlags(SOF_DontInstantiate);
  39. // Remove objects with "dont save" flag
  40. Stack<HSceneObject> todo;
  41. todo.push(mRoot);
  42. while (!todo.empty())
  43. {
  44. HSceneObject current = todo.top();
  45. todo.pop();
  46. if (current->hasFlag(SOF_DontSave))
  47. current->destroy();
  48. else
  49. {
  50. UINT32 numChildren = current->getNumChildren();
  51. for (UINT32 i = 0; i < numChildren; i++)
  52. todo.push(current->getChild(i));
  53. }
  54. }
  55. }
  56. void Prefab::update(const HSceneObject& sceneObject)
  57. {
  58. initialize(sceneObject);
  59. mHash++;
  60. }
  61. HSceneObject Prefab::instantiate()
  62. {
  63. if (mRoot == nullptr)
  64. return HSceneObject();
  65. HSceneObject clone = mRoot->clone();
  66. clone->instantiate();
  67. clone->mPrefabHash = mHash;
  68. #if BS_EDITOR_BUILD
  69. // Update any child prefab instances in case their prefabs changed
  70. Stack<HSceneObject> todo;
  71. todo.push(clone);
  72. Vector<HSceneObject> prefabInstanceRoots;
  73. while (!todo.empty())
  74. {
  75. HSceneObject current = todo.top();
  76. todo.pop();
  77. UINT32 childCount = current->getNumChildren();
  78. for (UINT32 i = 0; i < childCount; i++)
  79. {
  80. HSceneObject child = current->getChild(i);
  81. if (!child->mPrefabLinkUUID.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. }