BsCmdBreakPrefab.cpp 3.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "UndoRedo/BsCmdBreakPrefab.h"
  4. #include "Scene/BsSceneObject.h"
  5. namespace bs
  6. {
  7. CmdBreakPrefab::CmdBreakPrefab(const String& description, const HSceneObject& sceneObject)
  8. :EditorCommand(description), mSceneObject(sceneObject)
  9. { }
  10. CmdBreakPrefab::~CmdBreakPrefab()
  11. {
  12. mSceneObject = nullptr;
  13. }
  14. void CmdBreakPrefab::execute(const HSceneObject& sceneObject, const String& description)
  15. {
  16. // Register command and commit it
  17. CmdBreakPrefab* command = new (bs_alloc<CmdBreakPrefab>()) CmdBreakPrefab(description, sceneObject);
  18. SPtr<CmdBreakPrefab> commandPtr = bs_shared_ptr(command);
  19. UndoRedo::instance().registerCommand(commandPtr);
  20. commandPtr->commit();
  21. }
  22. void CmdBreakPrefab::commit()
  23. {
  24. clear();
  25. if (mSceneObject == nullptr || mSceneObject.isDestroyed())
  26. return;
  27. HSceneObject rootObj = mSceneObject;
  28. while (rootObj != nullptr)
  29. {
  30. if (!rootObj->_getPrefabLinkUUID().empty())
  31. break;
  32. if (rootObj->getParent() != nullptr)
  33. rootObj = rootObj->getParent();
  34. else
  35. rootObj = nullptr;
  36. }
  37. if (rootObj != nullptr)
  38. {
  39. mPrefabRoot = rootObj;
  40. mPrefabLinkUUID = rootObj->_getPrefabLinkUUID();
  41. mPrefabDiff = rootObj->_getPrefabDiff();
  42. Stack<HSceneObject> todo;
  43. todo.push(mPrefabRoot);
  44. while (!todo.empty())
  45. {
  46. HSceneObject currentSO = todo.top();
  47. todo.pop();
  48. const Vector<HComponent>& components = currentSO->getComponents();
  49. for (auto& component : components)
  50. {
  51. UINT32 linkId = component->getLinkId();
  52. if (linkId != (UINT32)-1)
  53. mLinkIds[component->getInstanceId()] = linkId;
  54. mLinkIds[component->getInstanceId()] = component->getLinkId();
  55. }
  56. UINT32 numChildren = (UINT32)currentSO->getNumChildren();
  57. for (UINT32 i = 0; i < numChildren; i++)
  58. {
  59. HSceneObject child = currentSO->getChild(i);
  60. UINT32 linkId = child->getLinkId();
  61. if (linkId != (UINT32)-1)
  62. mLinkIds[child->getInstanceId()] = linkId;
  63. if (child->_getPrefabLinkUUID().empty())
  64. todo.push(child);
  65. }
  66. }
  67. }
  68. mSceneObject->breakPrefabLink();
  69. }
  70. void CmdBreakPrefab::revert()
  71. {
  72. if (mPrefabRoot == nullptr || mPrefabRoot.isDestroyed())
  73. return;
  74. mPrefabRoot->_setPrefabLinkUUID(mPrefabLinkUUID);
  75. mPrefabRoot->_setPrefabDiff(mPrefabDiff);
  76. Stack<HSceneObject> todo;
  77. todo.push(mPrefabRoot);
  78. while (!todo.empty())
  79. {
  80. HSceneObject currentSO = todo.top();
  81. todo.pop();
  82. const Vector<HComponent>& components = currentSO->getComponents();
  83. for (auto& component : components)
  84. {
  85. auto iterFind = mLinkIds.find(component->getInstanceId());
  86. if (iterFind != mLinkIds.end())
  87. component->_setLinkId(iterFind->second);
  88. }
  89. UINT32 numChildren = (UINT32)currentSO->getNumChildren();
  90. for (UINT32 i = 0; i < numChildren; i++)
  91. {
  92. HSceneObject child = currentSO->getChild(i);
  93. auto iterFind = mLinkIds.find(child->getInstanceId());
  94. if (iterFind != mLinkIds.end())
  95. child->_setLinkId(iterFind->second);
  96. if (child->_getPrefabLinkUUID().empty())
  97. todo.push(child);
  98. }
  99. }
  100. }
  101. void CmdBreakPrefab::clear()
  102. {
  103. mPrefabRoot = nullptr;
  104. mPrefabLinkUUID = UUID::EMPTY;
  105. mPrefabDiff = nullptr;
  106. mLinkIds.clear();
  107. }
  108. }