Ejemplo n.º 1
0
	void Prefab::initialize(const HSceneObject& sceneObject)
	{
		sceneObject->mPrefabDiff = nullptr;
		UINT32 newNextLinkId = PrefabUtility::generatePrefabIds(sceneObject, mNextLinkId);

		if (newNextLinkId < mNextLinkId)
		{
			BS_EXCEPT(InternalErrorException, "Prefab ran out of IDs to assign. " \
				"Consider increasing the size of the prefab ID data type.");
		}

		mNextLinkId = newNextLinkId;

		// If there are any child prefab instances, make sure to update their diffs so they are saved with this prefab
		Stack<HSceneObject> todo;
		todo.push(sceneObject);

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			UINT32 childCount = current->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = current->getChild(i);

				if (!child->mPrefabLinkUUID.empty())
					PrefabUtility::recordPrefabDiff(child);
				else
					todo.push(child);
			}
		}

		// Clone the hierarchy for internal storage
		mRoot = sceneObject->clone(false);
		mRoot->mParent = nullptr;

		// Remove objects with "dont save" flag
		todo.push(mRoot);

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			if (current->hasFlag(SOF_DontSave))
				current->destroy();
			else
			{
				UINT32 numChildren = current->getNumChildren();
				for (UINT32 i = 0; i < numChildren; i++)
					todo.push(current->getChild(i));
			}
		}
	}
Ejemplo n.º 2
0
	void Prefab::initialize(const HSceneObject& sceneObject)
	{
		sceneObject->mPrefabDiff = nullptr;
		PrefabUtility::generatePrefabIds(sceneObject);

		// If there are any child prefab instances, make sure to update their diffs so they are saved with this prefab
		Stack<HSceneObject> todo;
		todo.push(sceneObject);

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			UINT32 childCount = current->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = current->getChild(i);

				if (!child->mPrefabLinkUUID.empty())
					PrefabUtility::recordPrefabDiff(child);
				else
					todo.push(child);
			}
		}

		// Clone the hierarchy for internal storage
		if (mRoot != nullptr)
			mRoot->destroy(true);

		mRoot = sceneObject->clone(false);
		mRoot->mParent = nullptr;
		mRoot->mLinkId = -1;

		// Remove objects with "dont save" flag
		todo.push(mRoot);

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			if (current->hasFlag(SOF_DontSave))
				current->destroy();
			else
			{
				UINT32 numChildren = current->getNumChildren();
				for (UINT32 i = 0; i < numChildren; i++)
					todo.push(current->getChild(i));
			}
		}
	}