| 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 | #include "Scene/BsPrefabUtility.h" |
| 4 | #include "Scene/BsPrefabDiff.h" |
| 5 | #include "Scene/BsPrefab.h" |
| 6 | #include "Scene/BsSceneObject.h" |
| 7 | #include "Resources/BsResources.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | namespace impl |
| 12 | { |
| 13 | /** Contains saved Component instance data. */ |
| 14 | struct ComponentProxy |
| 15 | { |
| 16 | GameObjectInstanceDataPtr instanceData; |
| 17 | UINT32 linkId; |
| 18 | UUID uuid; |
| 19 | }; |
| 20 | |
| 21 | /** Contains saved SceneObject instance data, as well as saved instance data for all its children and components. */ |
| 22 | struct SceneObjectProxy |
| 23 | { |
| 24 | GameObjectInstanceDataPtr instanceData; |
| 25 | UINT32 linkId; |
| 26 | UUID uuid; |
| 27 | |
| 28 | Vector<ComponentProxy> components; |
| 29 | Vector<SceneObjectProxy> children; |
| 30 | }; |
| 31 | |
| 32 | /** Contains linked game-object instance data and UUID. */ |
| 33 | struct LinkedInstanceData |
| 34 | { |
| 35 | GameObjectInstanceDataPtr instanceData; |
| 36 | UUID uuid; |
| 37 | }; |
| 38 | |
| 39 | /** |
| 40 | * Traverses the object hierarchy, finds all child objects and components and records their instance data, as well |
| 41 | * as their original place in the hierarchy. Instance data essentially holds the object's "identity" and by |
| 42 | * restoring it we ensure any handles pointing to the object earlier will still point to the new version. |
| 43 | * |
| 44 | * @param[in] so Object to traverse and record. |
| 45 | * @param[out] output Contains the output hierarchy of instance data. |
| 46 | * @param[out] linkedInstanceData A map of link IDs to instance data. Objects without link IDs will not be |
| 47 | * included here. |
| 48 | * |
| 49 | * @note Does not recurse into child prefab instances. |
| 50 | */ |
| 51 | void recordInstanceData(const HSceneObject& so, SceneObjectProxy& output, |
| 52 | UnorderedMap<UINT32, LinkedInstanceData>& linkedInstanceData) |
| 53 | { |
| 54 | struct StackData |
| 55 | { |
| 56 | HSceneObject so; |
| 57 | SceneObjectProxy* proxy; |
| 58 | }; |
| 59 | |
| 60 | Stack<StackData> todo; |
| 61 | todo.push({so, &output}); |
| 62 | |
| 63 | output.instanceData = so->_getInstanceData(); |
| 64 | output.uuid = so->getUUID(); |
| 65 | output.linkId = (UINT32)-1; |
| 66 | |
| 67 | while (!todo.empty()) |
| 68 | { |
| 69 | StackData curData = todo.top(); |
| 70 | todo.pop(); |
| 71 | |
| 72 | const Vector<HComponent>& components = curData.so->getComponents(); |
| 73 | for (auto& component : components) |
| 74 | { |
| 75 | curData.proxy->components.push_back(ComponentProxy()); |
| 76 | |
| 77 | ComponentProxy& componentProxy = curData.proxy->components.back(); |
| 78 | componentProxy.instanceData = component->_getInstanceData(); |
| 79 | componentProxy.uuid = component->getUUID(); |
| 80 | componentProxy.linkId = component->getLinkId(); |
| 81 | |
| 82 | linkedInstanceData[componentProxy.linkId] = { componentProxy.instanceData, componentProxy.uuid }; |
| 83 | } |
| 84 | |
| 85 | UINT32 numChildren = curData.so->getNumChildren(); |
| 86 | curData.proxy->children.resize(numChildren); |
| 87 | |
| 88 | for (UINT32 i = 0; i < numChildren; i++) |
| 89 | { |
| 90 | HSceneObject child = curData.so->getChild(i); |
| 91 | |
| 92 | SceneObjectProxy& childProxy = curData.proxy->children[i]; |
| 93 | |
| 94 | childProxy.instanceData = child->_getInstanceData(); |
| 95 | childProxy.uuid = child->getUUID(); |
| 96 | childProxy.linkId = child->getLinkId(); |
| 97 | |
| 98 | linkedInstanceData[childProxy.linkId] = { childProxy.instanceData, childProxy.uuid }; |
| 99 | |
| 100 | if (child->_getPrefabLinkUUID().empty()) |
| 101 | todo.push({ child, &curData.proxy->children[i] }); |
| 102 | } |
| 103 | } |
| 104 | } |
| 105 | |
| 106 | /** |
| 107 | * Restores instance data in the provided hierarchy, using link ids to determine what data maps to which objects. |
| 108 | * |
| 109 | * @param[in] so Object to traverse and restore the instance data. |
| 110 | * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by |
| 111 | * recordInstanceData() method. |
| 112 | * @param[in] linkedInstanceData A map of link IDs to instance data, returned by recordInstanceData() method. |
| 113 | * |
| 114 | * @note Does not recurse into child prefab instances. |
| 115 | */ |
| 116 | void restoreLinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy, |
| 117 | UnorderedMap<UINT32, LinkedInstanceData>& linkedInstanceData) |
| 118 | { |
| 119 | Stack<HSceneObject> todo; |
| 120 | todo.push(so); |
| 121 | |
| 122 | while (!todo.empty()) |
| 123 | { |
| 124 | HSceneObject current = todo.top(); |
| 125 | todo.pop(); |
| 126 | |
| 127 | Vector<HComponent>& components = current->_getComponents(); |
| 128 | for (auto& component : components) |
| 129 | { |
| 130 | if (component->getLinkId() != (UINT32)-1) |
| 131 | { |
| 132 | auto iterFind = linkedInstanceData.find(component->getLinkId()); |
| 133 | if (iterFind != linkedInstanceData.end()) |
| 134 | { |
| 135 | component->_setInstanceData(iterFind->second.instanceData); |
| 136 | component->_setUUID(iterFind->second.uuid); |
| 137 | component._setHandleData(component.getInternalPtr()); |
| 138 | } |
| 139 | } |
| 140 | } |
| 141 | |
| 142 | UINT32 numChildren = current->getNumChildren(); |
| 143 | for (UINT32 i = 0; i < numChildren; i++) |
| 144 | { |
| 145 | HSceneObject child = current->getChild(i); |
| 146 | |
| 147 | if (child->getLinkId() != (UINT32)-1) |
| 148 | { |
| 149 | auto iterFind = linkedInstanceData.find(child->getLinkId()); |
| 150 | if (iterFind != linkedInstanceData.end()) |
| 151 | { |
| 152 | child->_setInstanceData(iterFind->second.instanceData); |
| 153 | child->_setUUID(iterFind->second.uuid); |
| 154 | } |
| 155 | } |
| 156 | |
| 157 | if (child->_getPrefabLinkUUID().empty()) |
| 158 | todo.push(child); |
| 159 | } |
| 160 | } |
| 161 | } |
| 162 | |
| 163 | /** |
| 164 | * Restores instance data in the provided hierarchy, but only for objects without a link id. Since the objects do |
| 165 | * not have a link ID we rely on their sequential order to find out which instance data belongs to which object. |
| 166 | * |
| 167 | * @param[in] so Object to traverse and restore the instance data. |
| 168 | * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by |
| 169 | * recordInstanceData() method. |
| 170 | * |
| 171 | * @note Does not recurse into child prefab instances. |
| 172 | */ |
| 173 | void restoreUnlinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy) |
| 174 | { |
| 175 | struct StackEntry |
| 176 | { |
| 177 | HSceneObject so; |
| 178 | SceneObjectProxy* proxy; |
| 179 | }; |
| 180 | |
| 181 | Stack<StackEntry> todo; |
| 182 | todo.push(StackEntry()); |
| 183 | |
| 184 | StackEntry& topEntry = todo.top(); |
| 185 | topEntry.so = so; |
| 186 | topEntry.proxy = &proxy; |
| 187 | |
| 188 | while (!todo.empty()) |
| 189 | { |
| 190 | StackEntry current = todo.top(); |
| 191 | todo.pop(); |
| 192 | |
| 193 | if (current.proxy->linkId == (UINT32)-1) |
| 194 | { |
| 195 | current.so->_setInstanceData(current.proxy->instanceData); |
| 196 | current.so->_setUUID(current.proxy->uuid); |
| 197 | } |
| 198 | |
| 199 | Vector<HComponent>& components = current.so->_getComponents(); |
| 200 | UINT32 componentProxyIdx = 0; |
| 201 | UINT32 numComponentProxies = (UINT32)current.proxy->components.size(); |
| 202 | for (auto& component : components) |
| 203 | { |
| 204 | if (component->getLinkId() == (UINT32)-1) |
| 205 | { |
| 206 | bool foundInstanceData = false; |
| 207 | (void)foundInstanceData; |
| 208 | for (; componentProxyIdx < numComponentProxies; componentProxyIdx++) |
| 209 | { |
| 210 | if (current.proxy->components[componentProxyIdx].linkId != (UINT32)-1) |
| 211 | continue; |
| 212 | |
| 213 | component->_setInstanceData(current.proxy->components[componentProxyIdx].instanceData); |
| 214 | component->_setUUID(current.proxy->components[componentProxyIdx].uuid); |
| 215 | component._setHandleData(component.getInternalPtr()); |
| 216 | |
| 217 | foundInstanceData = true; |
| 218 | break; |
| 219 | } |
| 220 | |
| 221 | assert(foundInstanceData); |
| 222 | } |
| 223 | } |
| 224 | |
| 225 | UINT32 numChildren = current.so->getNumChildren(); |
| 226 | UINT32 childProxyIdx = 0; |
| 227 | UINT32 numChildProxies = (UINT32)current.proxy->children.size(); |
| 228 | for (UINT32 i = 0; i < numChildren; i++) |
| 229 | { |
| 230 | HSceneObject child = current.so->getChild(i); |
| 231 | |
| 232 | if (child->getLinkId() == (UINT32)-1) |
| 233 | { |
| 234 | bool foundInstanceData = false; |
| 235 | (void)foundInstanceData; |
| 236 | for (; childProxyIdx < numChildProxies; childProxyIdx++) |
| 237 | { |
| 238 | if (current.proxy->children[childProxyIdx].linkId != (UINT32)-1) |
| 239 | continue; |
| 240 | |
| 241 | assert(current.proxy->children[childProxyIdx].linkId == (UINT32)-1); |
| 242 | child->_setInstanceData(current.proxy->children[childProxyIdx].instanceData); |
| 243 | child->_setUUID(current.proxy->children[childProxyIdx].uuid); |
| 244 | |
| 245 | if (child->_getPrefabLinkUUID().empty()) |
| 246 | { |
| 247 | todo.push(StackEntry()); |
| 248 | |
| 249 | StackEntry& newEntry = todo.top(); |
| 250 | newEntry.so = child; |
| 251 | newEntry.proxy = ¤t.proxy->children[childProxyIdx]; |
| 252 | } |
| 253 | |
| 254 | foundInstanceData = true; |
| 255 | break; |
| 256 | } |
| 257 | |
| 258 | assert(foundInstanceData); |
| 259 | } |
| 260 | else |
| 261 | { |
| 262 | if (!child->_getPrefabLinkUUID().empty()) |
| 263 | continue; |
| 264 | |
| 265 | for (UINT32 j = 0; j < numChildProxies; j++) |
| 266 | { |
| 267 | if (child->getLinkId() == current.proxy->children[j].linkId) |
| 268 | { |
| 269 | todo.push(StackEntry()); |
| 270 | |
| 271 | StackEntry& newEntry = todo.top(); |
| 272 | newEntry.so = child; |
| 273 | newEntry.proxy = ¤t.proxy->children[j]; |
| 274 | break; |
| 275 | } |
| 276 | } |
| 277 | } |
| 278 | } |
| 279 | } |
| 280 | } |
| 281 | } |
| 282 | |
| 283 | void PrefabUtility::revertToPrefab(const HSceneObject& so) |
| 284 | { |
| 285 | UUID prefabLinkUUID = so->getPrefabLink(); |
| 286 | HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(prefabLinkUUID, false, ResourceLoadFlag::None)); |
| 287 | |
| 288 | if (!prefabLink.isLoaded(false)) |
| 289 | return; |
| 290 | |
| 291 | // Save IDs, destroy original, create new, restore IDs |
| 292 | impl::SceneObjectProxy soProxy; |
| 293 | UnorderedMap<UINT32, impl::LinkedInstanceData> linkedInstanceData; |
| 294 | impl::recordInstanceData(so, soProxy, linkedInstanceData); |
| 295 | |
| 296 | HSceneObject parent = so->getParent(); |
| 297 | |
| 298 | // This will destroy the object but keep it in the parent's child list |
| 299 | HSceneObject currentSO = so; |
| 300 | so->destroyInternal(currentSO, true); |
| 301 | |
| 302 | HSceneObject newInstance = prefabLink->instantiate(); |
| 303 | |
| 304 | // Remove default parent, and replace with original one |
| 305 | newInstance->mParent->removeChild(newInstance); |
| 306 | newInstance->mParent = parent; |
| 307 | |
| 308 | impl::restoreLinkedInstanceData(newInstance, soProxy, linkedInstanceData); |
| 309 | } |
| 310 | |
| 311 | void PrefabUtility::updateFromPrefab(const HSceneObject& so) |
| 312 | { |
| 313 | HSceneObject topLevelObject = so; |
| 314 | |
| 315 | while (topLevelObject != nullptr) |
| 316 | { |
| 317 | if (!topLevelObject->mPrefabLinkUUID.empty()) |
| 318 | break; |
| 319 | |
| 320 | if (topLevelObject->mParent != nullptr) |
| 321 | topLevelObject = topLevelObject->mParent; |
| 322 | else |
| 323 | topLevelObject = nullptr; |
| 324 | } |
| 325 | |
| 326 | if (topLevelObject == nullptr) |
| 327 | topLevelObject = so; |
| 328 | |
| 329 | Stack<HSceneObject> todo; |
| 330 | todo.push(topLevelObject); |
| 331 | |
| 332 | // Find any prefab instances |
| 333 | Vector<HSceneObject> prefabInstanceRoots; |
| 334 | |
| 335 | while (!todo.empty()) |
| 336 | { |
| 337 | HSceneObject current = todo.top(); |
| 338 | todo.pop(); |
| 339 | |
| 340 | if (!current->mPrefabLinkUUID.empty()) |
| 341 | prefabInstanceRoots.push_back(current); |
| 342 | |
| 343 | UINT32 childCount = current->getNumChildren(); |
| 344 | for (UINT32 i = 0; i < childCount; i++) |
| 345 | { |
| 346 | HSceneObject child = current->getChild(i); |
| 347 | todo.push(child); |
| 348 | } |
| 349 | } |
| 350 | |
| 351 | // Stores data about the new prefab instance and its original parent and link id |
| 352 | // (as those aren't stored in the prefab diff) |
| 353 | struct RestoredPrefabInstance |
| 354 | { |
| 355 | HSceneObject newInstance; |
| 356 | HSceneObject originalParent; |
| 357 | SPtr<PrefabDiff> diff; |
| 358 | UINT32 originalLinkId; |
| 359 | }; |
| 360 | |
| 361 | Vector<RestoredPrefabInstance> newPrefabInstanceData; |
| 362 | |
| 363 | // For each prefab instance load its reference prefab from the disk and check if it changed. If it has changed |
| 364 | // instantiate the prefab and destroy the current instance. Then apply instance specific changes stored in a |
| 365 | // prefab diff, if any, as well as restore the original parent and link id (link id of the root prefab instance |
| 366 | // belongs to the parent prefab if any). Finally fix any handles pointing to the old objects so that they now point |
| 367 | // to the newly instantiated objects. To the outside world it should be transparent that we just destroyed and then |
| 368 | // re-created from scratch the entire hierarchy. |
| 369 | |
| 370 | // Need to do this bottom up to ensure I don't destroy the parents before children |
| 371 | for (auto iter = prefabInstanceRoots.rbegin(); iter != prefabInstanceRoots.rend(); ++iter) |
| 372 | { |
| 373 | HSceneObject current = *iter; |
| 374 | HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, ResourceLoadFlag::None)); |
| 375 | |
| 376 | if (prefabLink.isLoaded(false) && prefabLink->getHash() != current->mPrefabHash) |
| 377 | { |
| 378 | // Save IDs, destroy original, create new, restore IDs |
| 379 | impl::SceneObjectProxy soProxy; |
| 380 | UnorderedMap<UINT32, impl::LinkedInstanceData> linkedInstanceData; |
| 381 | impl::recordInstanceData(current, soProxy, linkedInstanceData); |
| 382 | |
| 383 | HSceneObject parent = current->getParent(); |
| 384 | SPtr<PrefabDiff> prefabDiff = current->mPrefabDiff; |
| 385 | |
| 386 | current->destroy(true); |
| 387 | HSceneObject newInstance = prefabLink->_clone(); |
| 388 | |
| 389 | // When restoring instance IDs it is important to make all the new handles point to the old GameObjectInstanceData. |
| 390 | // This is because old handles will have different GameObjectHandleData and we have no easy way of accessing it to |
| 391 | // change to which GameObjectInstanceData it points. But the GameObjectManager ensures that all handles deserialized |
| 392 | // at once (i.e. during the ::_clone() call above) will share GameObjectHandleData so we can simply replace |
| 393 | // to what they point to, affecting all of the handles to that object. (In another words, we can modify the |
| 394 | // new handles at this point, but old ones must keep referencing what they already were.) |
| 395 | impl::restoreLinkedInstanceData(newInstance, soProxy, linkedInstanceData); |
| 396 | impl::restoreUnlinkedInstanceData(newInstance, soProxy); |
| 397 | |
| 398 | newPrefabInstanceData.push_back({ newInstance, parent, prefabDiff, newInstance->getLinkId() }); |
| 399 | } |
| 400 | } |
| 401 | |
| 402 | // Once everything is cloned, apply diffs, restore old parents & link IDs for root. |
| 403 | for (auto& entry : newPrefabInstanceData) |
| 404 | { |
| 405 | // Diffs must be applied after everything is instantiated and instance data restored since it may contain |
| 406 | // game object handles within or external to its prefab instance. |
| 407 | if (entry.diff != nullptr) |
| 408 | entry.diff->apply(entry.newInstance); |
| 409 | |
| 410 | entry.newInstance->mPrefabDiff = entry.diff; |
| 411 | |
| 412 | entry.newInstance->setParent(entry.originalParent, false); |
| 413 | entry.newInstance->mLinkId = entry.originalLinkId; |
| 414 | } |
| 415 | |
| 416 | // Finally, instantiate everything if the top scene object is live (instantiated) |
| 417 | if (topLevelObject->isInstantiated()) |
| 418 | { |
| 419 | for (auto& entry : newPrefabInstanceData) |
| 420 | entry.newInstance->_instantiate(true); |
| 421 | } |
| 422 | |
| 423 | gResources().unloadAllUnused(); |
| 424 | } |
| 425 | |
| 426 | void PrefabUtility::generatePrefabIds(const HSceneObject& sceneObject) |
| 427 | { |
| 428 | UINT32 startingId = 0; |
| 429 | |
| 430 | Stack<HSceneObject> todo; |
| 431 | todo.push(sceneObject); |
| 432 | |
| 433 | while (!todo.empty()) |
| 434 | { |
| 435 | HSceneObject currentSO = todo.top(); |
| 436 | todo.pop(); |
| 437 | |
| 438 | for (auto& component : currentSO->mComponents) |
| 439 | { |
| 440 | if (component->getLinkId() != (UINT32)-1) |
| 441 | startingId = std::max(component->mLinkId + 1, startingId); |
| 442 | } |
| 443 | |
| 444 | UINT32 numChildren = (UINT32)currentSO->getNumChildren(); |
| 445 | for (UINT32 i = 0; i < numChildren; i++) |
| 446 | { |
| 447 | HSceneObject child = currentSO->getChild(i); |
| 448 | |
| 449 | if (!child->hasFlag(SOF_DontSave)) |
| 450 | { |
| 451 | if (child->getLinkId() != (UINT32)-1) |
| 452 | startingId = std::max(child->mLinkId + 1, startingId); |
| 453 | |
| 454 | if (child->mPrefabLinkUUID.empty()) |
| 455 | todo.push(currentSO->getChild(i)); |
| 456 | } |
| 457 | } |
| 458 | } |
| 459 | |
| 460 | UINT32 currentId = startingId; |
| 461 | todo.push(sceneObject); |
| 462 | |
| 463 | while (!todo.empty()) |
| 464 | { |
| 465 | HSceneObject currentSO = todo.top(); |
| 466 | todo.pop(); |
| 467 | |
| 468 | for (auto& component : currentSO->mComponents) |
| 469 | { |
| 470 | if (component->getLinkId() == (UINT32)-1) |
| 471 | component->mLinkId = currentId++; |
| 472 | } |
| 473 | |
| 474 | UINT32 numChildren = (UINT32)currentSO->getNumChildren(); |
| 475 | for (UINT32 i = 0; i < numChildren; i++) |
| 476 | { |
| 477 | HSceneObject child = currentSO->getChild(i); |
| 478 | |
| 479 | if (!child->hasFlag(SOF_DontSave)) |
| 480 | { |
| 481 | if (child->getLinkId() == (UINT32)-1) |
| 482 | child->mLinkId = currentId++; |
| 483 | |
| 484 | if(child->mPrefabLinkUUID.empty()) |
| 485 | todo.push(currentSO->getChild(i)); |
| 486 | } |
| 487 | } |
| 488 | } |
| 489 | |
| 490 | if (currentId < startingId) |
| 491 | { |
| 492 | BS_EXCEPT(InternalErrorException, "Prefab ran out of IDs to assign. " \ |
| 493 | "Consider increasing the size of the prefab ID data type." ); |
| 494 | } |
| 495 | } |
| 496 | |
| 497 | void PrefabUtility::clearPrefabIds(const HSceneObject& sceneObject, bool recursive, bool clearRoot) |
| 498 | { |
| 499 | Stack<HSceneObject> todo; |
| 500 | todo.push(sceneObject); |
| 501 | |
| 502 | if (clearRoot) |
| 503 | sceneObject->mLinkId = (UINT32)-1; |
| 504 | |
| 505 | while (!todo.empty()) |
| 506 | { |
| 507 | HSceneObject currentSO = todo.top(); |
| 508 | todo.pop(); |
| 509 | |
| 510 | for (auto& component : currentSO->mComponents) |
| 511 | component->mLinkId = (UINT32)-1; |
| 512 | |
| 513 | if (recursive) |
| 514 | { |
| 515 | UINT32 numChildren = (UINT32)currentSO->getNumChildren(); |
| 516 | for (UINT32 i = 0; i < numChildren; i++) |
| 517 | { |
| 518 | HSceneObject child = currentSO->getChild(i); |
| 519 | child->mLinkId = (UINT32)-1; |
| 520 | |
| 521 | if (child->mPrefabLinkUUID.empty()) |
| 522 | todo.push(child); |
| 523 | } |
| 524 | } |
| 525 | } |
| 526 | } |
| 527 | |
| 528 | void PrefabUtility::recordPrefabDiff(const HSceneObject& sceneObject) |
| 529 | { |
| 530 | HSceneObject topLevelObject = sceneObject; |
| 531 | |
| 532 | while (topLevelObject != nullptr) |
| 533 | { |
| 534 | if (!topLevelObject->mPrefabLinkUUID.empty()) |
| 535 | break; |
| 536 | |
| 537 | if (topLevelObject->mParent != nullptr) |
| 538 | topLevelObject = topLevelObject->mParent; |
| 539 | else |
| 540 | topLevelObject = nullptr; |
| 541 | } |
| 542 | |
| 543 | if (topLevelObject == nullptr) |
| 544 | topLevelObject = sceneObject; |
| 545 | |
| 546 | Stack<HSceneObject> todo; |
| 547 | todo.push(topLevelObject); |
| 548 | |
| 549 | while (!todo.empty()) |
| 550 | { |
| 551 | HSceneObject current = todo.top(); |
| 552 | todo.pop(); |
| 553 | |
| 554 | if (!current->mPrefabLinkUUID.empty()) |
| 555 | { |
| 556 | current->mPrefabDiff = nullptr; |
| 557 | |
| 558 | HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, ResourceLoadFlag::None)); |
| 559 | if (prefabLink.isLoaded(false)) |
| 560 | current->mPrefabDiff = PrefabDiff::create(prefabLink->_getRoot(), current->getHandle()); |
| 561 | } |
| 562 | |
| 563 | UINT32 childCount = current->getNumChildren(); |
| 564 | for (UINT32 i = 0; i < childCount; i++) |
| 565 | { |
| 566 | HSceneObject child = current->getChild(i); |
| 567 | todo.push(child); |
| 568 | } |
| 569 | } |
| 570 | |
| 571 | gResources().unloadAllUnused(); |
| 572 | } |
| 573 | } |
| 574 | |