| 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 | } |