1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Scene/BsGameObject.h" |
7 | #include "Resources/BsResource.h" |
8 | |
9 | namespace bs |
10 | { |
11 | /** @addtogroup Scene |
12 | * @{ |
13 | */ |
14 | |
15 | /** |
16 | * Prefab is a saveable hierarchy of scene objects. In general it can serve as any grouping of scene objects |
17 | * (for example a level) or be used as a form of a template instantiated and reused throughout the scene. |
18 | */ |
19 | class BS_CORE_EXPORT Prefab : public Resource |
20 | { |
21 | public: |
22 | Prefab(); |
23 | ~Prefab(); |
24 | |
25 | /** |
26 | * Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will |
27 | * be broken. After the prefab is created the scene object will be automatically linked to it. |
28 | * |
29 | * @param[in] sceneObject Scene object to create the prefab from. |
30 | * @param[in] isScene Determines if the prefab represents a scene or just a generic group of objects. |
31 | * @see isScene(). |
32 | */ |
33 | static HPrefab create(const HSceneObject& sceneObject, bool isScene = true); |
34 | |
35 | /** |
36 | * Instantiates a prefab by creating an instance of the prefab's scene object hierarchy. The returned hierarchy |
37 | * will be parented to world root by default. |
38 | * |
39 | * @return Instantiated clone of the prefab's scene object hierarchy. |
40 | */ |
41 | HSceneObject instantiate() const { return _instantiate(); } |
42 | |
43 | /** |
44 | * Replaces the contents of this prefab with new contents from the provided object. Object will be automatically |
45 | * linked to this prefab, and its previous prefab link (if any) will be broken. |
46 | */ |
47 | void update(const HSceneObject& sceneObject); |
48 | |
49 | /** |
50 | * Returns a hash value that can be used for determining if a prefab changed by comparing it to a previously saved |
51 | * hash. |
52 | */ |
53 | UINT32 getHash() const { return mHash; } |
54 | |
55 | /** |
56 | * Determines if the prefab represents a scene or just a generic group of objects. The only difference between the |
57 | * two is the way root object is handled: scenes are assumed to be saved with the scene root object (which is |
58 | * hidden), while object group root is a normal scene object (not hidden). This is relevant when when prefabs are |
59 | * loaded, so the systems knows to append the root object to non-scene prefabs. |
60 | */ |
61 | bool isScene() const { return mIsScene; } |
62 | |
63 | public: // ***** INTERNAL ****** |
64 | /** @name Internal |
65 | * @{ |
66 | */ |
67 | |
68 | /** Updates any prefab child instances by loading their prefabs and making sure they are up to date. */ |
69 | void _updateChildInstances() const; |
70 | |
71 | /** |
72 | * Returns a reference to the internal prefab hierarchy. Returned hierarchy is not instantiated and cannot be |
73 | * interacted with in a manner you would with normal scene objects. |
74 | */ |
75 | HSceneObject _getRoot() const { return mRoot; } |
76 | |
77 | /** |
78 | * Creates the clone of the prefab's current hierarchy but doesn't instantiate it. |
79 | * |
80 | * @param[in] preserveUUIDs If false, each cloned game object will be assigned a brand new UUID. Otherwise |
81 | * the UUID of the original game objects will be preserved. Note that two instantiated |
82 | * scene objects should never have the same UUID, so if preserving UUID's make sure |
83 | * the original is destroyed before instantiating. |
84 | * @return Clone of the prefab's scene object hierarchy. |
85 | */ |
86 | HSceneObject _clone(bool preserveUUIDs = false) const; |
87 | |
88 | /** |
89 | * Instantiates a prefab by creating an instance of the prefab's scene object hierarchy. The returned hierarchy |
90 | * will be parented to world root by default. |
91 | * |
92 | * @param[in] preserveUUIDs If false, each cloned game object will be assigned a brand new UUID. Otherwise |
93 | * the UUID of the original game objects will be preserved. Note that two instantiated |
94 | * scene objects should never have the same UUID, so if preserving UUID's make sure |
95 | * the original is destroyed before instantiating. |
96 | * @return Instantiated clone of the prefab's scene object hierarchy. |
97 | */ |
98 | HSceneObject _instantiate(bool preserveUUIDs = false) const; |
99 | |
100 | /** @} */ |
101 | |
102 | private: |
103 | using CoreObject::initialize; |
104 | |
105 | /** Initializes the internal prefab hierarchy. Must be called druing creation. */ |
106 | void initialize(const HSceneObject& sceneObject); |
107 | |
108 | /** Creates an empty and uninitialized prefab. */ |
109 | static SPtr<Prefab> createEmpty(); |
110 | |
111 | HSceneObject mRoot; |
112 | UINT32 mHash = 0; |
113 | UUID mUUID; |
114 | bool mIsScene = true; |
115 | |
116 | /************************************************************************/ |
117 | /* RTTI */ |
118 | /************************************************************************/ |
119 | |
120 | public: |
121 | friend class PrefabRTTI; |
122 | static RTTITypeBase* getRTTIStatic(); |
123 | RTTITypeBase* getRTTI() const override; |
124 | }; |
125 | |
126 | /** @} */ |
127 | } |