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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsGameObject.h"
- namespace BansheeEngine
- {
- /**
- * @brief Handles various prefab specific operations.
- */
- class BS_CORE_EXPORT PrefabUtility
- {
- private:
- /**
- * @brief Contains saved Component instance data.
- */
- struct ComponentProxy
- {
- GameObjectInstanceDataPtr instanceData;
- INT32 linkId;
- };
- /**
- * @brief Contains saved SceneObject instance data, as well as
- * saved instance data for all its children and components.
- */
- struct SceneObjectProxy
- {
- GameObjectInstanceDataPtr instanceData;
- INT32 linkId;
- Vector<ComponentProxy> components;
- Vector<SceneObjectProxy> children;
- };
- public:
- /**
- * @brief Updates all of the objects belonging to the same prefab instance
- * as the provided object (if any). The update will remove any instance
- * specific changes to the hierarchy and restore it to the exact copy of
- * linked prefab.
- *
- * @param[in] so Object to revert.
- */
- static void revertToPrefab(const HSceneObject& so);
- /**
- * @brief 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);
- /**
- * @brief 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 void generatePrefabIds(const HSceneObject& sceneObject);
- /**
- * @brief Clears all prefab "link" IDs in the provided object and its children.
- *
- * @note If any of its children belong to another prefab they will not be cleared.
- */
- static void clearPrefabIds(const HSceneObject& sceneObject, bool recursive = true);
- /**
- * @brief 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:
- /**
- * @brief 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);
- /**
- * @brief 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] 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, UnorderedMap<UINT32, GameObjectInstanceDataPtr>& linkedInstanceData);
- /**
- * @brief 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 belong 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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