Example #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));
			}
		}
	}
Example #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));
			}
		}
	}
	void ScriptSerializedSceneObject::internal_Restore(ScriptSerializedSceneObject* thisPtr)
	{
		HSceneObject sceneObj = thisPtr->mSO;

		if (sceneObj.isDestroyed())
			return;

		HSceneObject parent = sceneObj->getParent();

		UINT32 numChildren = sceneObj->getNumChildren();
		HSceneObject* children = nullptr;
		if (!thisPtr->mRecordHierarchy)
		{
			children = bs_stack_new<HSceneObject>(numChildren);
			for (UINT32 i = 0; i < numChildren; i++)
			{
				HSceneObject child = sceneObj->getChild(i);
				children[i] = child;

				child->setParent(HSceneObject());
			}
		}

		sceneObj->destroy(true);

		GameObjectManager::instance().setDeserializationMode(GODM_RestoreExternal | GODM_UseNewIds);

		MemorySerializer serializer;
		SPtr<SceneObject> restored = std::static_pointer_cast<SceneObject>(
			serializer.decode(thisPtr->mSerializedObject, thisPtr->mSerializedObjectSize));

		EditorUtility::restoreIds(restored->getHandle(), thisPtr->mSceneObjectProxy);
		restored->setParent(parent);

		if (!thisPtr->mRecordHierarchy)
		{
			for (UINT32 i = 0; i < numChildren; i++)
				children[i]->setParent(restored->getHandle());

			bs_stack_delete(children, numChildren);
		}

		restored->_instantiate();
	}
	void PrefabUtility::updateFromPrefab(const HSceneObject& so)
	{
		HSceneObject topLevelObject = so;

		while (topLevelObject != nullptr)
		{
			if (!topLevelObject->mPrefabLinkUUID.empty())
				break;

			if (topLevelObject->mParent != nullptr)
				topLevelObject = topLevelObject->mParent;
			else
				topLevelObject = nullptr;
		}

		Stack<HSceneObject> todo;
		todo.push(topLevelObject);

		// Find any prefab instances
		Vector<HSceneObject> prefabInstanceRoots;

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

			if (!current->mPrefabLinkUUID.empty())
				prefabInstanceRoots.push_back(current);

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

		// Stores data about the new prefab instance and its original parent and link id
		// (as those aren't stored in the prefab diff)
		struct RestoredPrefabInstance
		{
			HSceneObject newInstance;
			HSceneObject originalParent;
			SPtr<PrefabDiff> diff;
			UINT32 originalLinkId;
		};

		Vector<RestoredPrefabInstance> newPrefabInstanceData;

		// For each prefab instance load its reference prefab from the disk and check if it changed. If it has changed
		// instantiate the prefab and destroy the current instance. Then apply instance specific changes stored in a
		// prefab diff, if any, as well as restore the original parent and link id (link id of the root prefab instance
		// belongs to the parent prefab if any). Finally fix any handles pointing to the old objects so that they now point
		// to the newly instantiated objects. To the outside world it should be transparent that we just destroyed and then
		// re-created from scratch the entire hierarchy.

		// Need to do this bottom up to ensure I don't destroy the parents before children
		for (auto iter = prefabInstanceRoots.rbegin(); iter != prefabInstanceRoots.rend(); ++iter)
		{
			HSceneObject current = *iter;
			HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, false));

			if (prefabLink.isLoaded(false) && prefabLink->getHash() != current->mPrefabHash)
			{
				// Save IDs, destroy original, create new, restore IDs
				SceneObjectProxy soProxy;
				UnorderedMap<UINT32, GameObjectInstanceDataPtr> linkedInstanceData;
				recordInstanceData(current, soProxy, linkedInstanceData);

				HSceneObject parent = current->getParent();
				SPtr<PrefabDiff> prefabDiff = current->mPrefabDiff;

				current->destroy(true);
				HSceneObject newInstance = prefabLink->_clone();

				// When restoring instance IDs it is important to make all the new handles point to the old GameObjectInstanceData.
				// This is because old handles will have different GameObjectHandleData and we have no easy way of accessing it to
				// change to which GameObjectInstanceData it points. But the GameObjectManager ensures that all handles deserialized
				// at once (i.e. during the ::instantiate() call above) will share GameObjectHandleData so we can simply replace
				// to what they point to, affecting all of the handles to that object. (In another words, we can modify the
				// new handles at this point, but old ones must keep referencing what they already were.)
				restoreLinkedInstanceData(newInstance, soProxy, linkedInstanceData);
				restoreUnlinkedInstanceData(newInstance, soProxy);

				newPrefabInstanceData.push_back({ newInstance, parent, prefabDiff, newInstance->getLinkId() });
			}
		}

		// Once everything is instantiated, apply diffs, restore old parents & link IDs for root.
		for (auto& entry : newPrefabInstanceData)
		{
			// Diffs must be applied after everything is instantiated and instance data restored since it may contain
			// game object handles within or external to its prefab instance.
			if (entry.diff != nullptr)
				entry.diff->apply(entry.newInstance);

			entry.newInstance->mPrefabDiff = entry.diff;

			entry.newInstance->setParent(entry.originalParent, false);
			entry.newInstance->mLinkId = entry.originalLinkId;
		}

		gResources().unloadAllUnused();
	}
Example #5
0
	void PrefabDiff::applyDiff(const SPtr<PrefabObjectDiff>& diff, const HSceneObject& object)
	{
		if ((diff->soFlags & (UINT32)SceneObjectDiffFlags::Name) != 0)
			object->setName(diff->name);

		if ((diff->soFlags & (UINT32)SceneObjectDiffFlags::Position) != 0)
			object->setPosition(diff->position);

		if ((diff->soFlags & (UINT32)SceneObjectDiffFlags::Rotation) != 0)
			object->setRotation(diff->rotation);

		if ((diff->soFlags & (UINT32)SceneObjectDiffFlags::Scale) != 0)
			object->setScale(diff->scale);

		if ((diff->soFlags & (UINT32)SceneObjectDiffFlags::Active) != 0)
			object->setActive(diff->isActive);

		// Note: It is important to remove objects and components first, before adding them.
		//		 Some systems rely on the fact that applyDiff added components/objects are 
		//       always at the end.
		const Vector<HComponent>& components = object->getComponents();
		for (auto& removedId : diff->removedComponents)
		{
			for (auto component : components)
			{
				if (removedId == component->getLinkId())
				{
					component->destroy();
					break;
				}
			}
		}

		for (auto& removedId : diff->removedChildren)
		{
			UINT32 childCount = object->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = object->getChild(i);
				if (removedId == child->getLinkId())
				{
					child->destroy();
					break;
				}
			}
		}

		for (auto& addedComponentData : diff->addedComponents)
		{
			BinarySerializer bs;
			SPtr<Component> component = std::static_pointer_cast<Component>(bs._decodeFromIntermediate(addedComponentData));

			object->addAndInitializeComponent(component);
		}

		for (auto& addedChildData : diff->addedChildren)
		{
			BinarySerializer bs;
			SPtr<SceneObject> sceneObject = std::static_pointer_cast<SceneObject>(bs._decodeFromIntermediate(addedChildData));
			sceneObject->setParent(object);

			if(object->isInstantiated())
				sceneObject->_instantiate();
		}

		for (auto& componentDiff : diff->componentDiffs)
		{
			for (auto& component : components)
			{
				if (componentDiff->id == component->getLinkId())
				{
					IDiff& diffHandler = component->getRTTI()->getDiffHandler();
					diffHandler.applyDiff(component.getInternalPtr(), componentDiff->data);
					break;
				}
			}
		}

		for (auto& childDiff : diff->childDiffs)
		{
			UINT32 childCount = object->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = object->getChild(i);
				if (childDiff->id == child->getLinkId())
				{
					applyDiff(childDiff, child);
					break;
				}
			}
		}
	}