UINT32 PrefabUtility::generatePrefabIds(const HSceneObject& sceneObject, UINT32 startingId) { Stack<HSceneObject> todo; todo.push(sceneObject); while (!todo.empty()) { HSceneObject currentSO = todo.top(); todo.pop(); for (auto& component : currentSO->mComponents) { if (component->getLinkId() == (UINT32)-1) component->mLinkId = startingId++; } UINT32 numChildren = (UINT32)currentSO->getNumChildren(); for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = currentSO->getChild(i); if (!child->hasFlag(SOF_DontSave)) { if (child->getLinkId() == (UINT32)-1) child->mLinkId = startingId++; if(child->mPrefabLinkUUID.empty()) todo.push(currentSO->getChild(i)); } } } return startingId; }
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)); } } }
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 PrefabUtility::clearPrefabIds(const HSceneObject& sceneObject, bool recursive) { Stack<HSceneObject> todo; todo.push(sceneObject); while (!todo.empty()) { HSceneObject currentSO = todo.top(); todo.pop(); for (auto& component : currentSO->mComponents) component->mLinkId = (UINT32)-1; if (recursive) { UINT32 numChildren = (UINT32)currentSO->getNumChildren(); for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = currentSO->getChild(i); child->mLinkId = (UINT32)-1; if (child->mPrefabLinkUUID.empty()) todo.push(child); } } } }
Vector<HBone> CAnimation::findChildBones() { Stack<HSceneObject> todo; todo.push(SO()); Vector<HBone> bones; while (todo.size() > 0) { HSceneObject currentSO = todo.top(); todo.pop(); HBone bone = currentSO->getComponent<CBone>(); if (bone != nullptr) { bone->_setParent(static_object_cast<CAnimation>(getHandle()), true); bones.push_back(bone); } int childCount = currentSO->getNumChildren(); for (int i = 0; i < childCount; i++) { HSceneObject child = currentSO->getChild(i); if (child->getComponent<CAnimation>() != nullptr) continue; todo.push(child); } } return bones; }
void PrefabUtility::restoreLinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy, UnorderedMap<UINT32, GameObjectInstanceDataPtr>& linkedInstanceData) { Stack<HSceneObject> todo; todo.push(so); // Root is not in the instance data map because its link ID belongs to the parent prefab, if any so->_setInstanceData(proxy.instanceData); while (!todo.empty()) { HSceneObject current = todo.top(); todo.pop(); Vector<HComponent>& components = current->mComponents; for (auto& component : components) { if (component->getLinkId() != (UINT32)-1) { auto iterFind = linkedInstanceData.find(component->getLinkId()); if (iterFind != linkedInstanceData.end()) { component->_setInstanceData(iterFind->second); component._setHandleData(component.getInternalPtr()); } } } UINT32 numChildren = current->getNumChildren(); for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = current->getChild(i); if (child->getLinkId() != (UINT32)-1) { auto iterFind = linkedInstanceData.find(child->getLinkId()); if (iterFind != linkedInstanceData.end()) child->_setInstanceData(iterFind->second); } if (child->mPrefabLinkUUID.empty()) todo.push(child); } } }
void PrefabUtility::recordPrefabDiff(const HSceneObject& sceneObject) { HSceneObject topLevelObject = sceneObject; while (topLevelObject != nullptr) { if (!topLevelObject->mPrefabLinkUUID.empty()) break; if (topLevelObject->mParent != nullptr) topLevelObject = topLevelObject->mParent; else topLevelObject = nullptr; } if (topLevelObject == nullptr) topLevelObject = sceneObject; Stack<HSceneObject> todo; todo.push(topLevelObject); while (!todo.empty()) { HSceneObject current = todo.top(); todo.pop(); if (!current->mPrefabLinkUUID.empty()) { current->mPrefabDiff = nullptr; HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, false)); if (prefabLink.isLoaded(false)) current->mPrefabDiff = PrefabDiff::create(prefabLink->_getRoot(), current->getHandle()); } UINT32 childCount = current->getNumChildren(); for (UINT32 i = 0; i < childCount; i++) { HSceneObject child = current->getChild(i); todo.push(child); } } gResources().unloadAllUnused(); }
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 CRigidbody::updateColliders() { Stack<HSceneObject> todo; todo.push(SO()); while(!todo.empty()) { HSceneObject currentSO = todo.top(); todo.pop(); if(currentSO->hasComponent<CCollider>()) { Vector<HCollider> colliders = currentSO->getComponents<CCollider>(); for (auto& entry : colliders) { if (!entry->isValidParent(mThisHandle)) continue; Collider* collider = entry->_getInternal(); if (collider == nullptr) continue; entry->setRigidbody(mThisHandle, true); mChildren.push_back(entry); collider->setRigidbody(mInternal.get()); mInternal->addCollider(collider->_getInternal()); } } UINT32 childCount = currentSO->getNumChildren(); for (UINT32 i = 0; i < childCount; i++) { HSceneObject child = currentSO->getChild(i); if (child->hasComponent<CRigidbody>()) continue; todo.push(child); } } }
void Prefab::_updateChildInstances() { Stack<HSceneObject> todo; todo.push(mRoot); 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::updateFromPrefab(child); else todo.push(child); } } }
void CmdBreakPrefab::revert() { if (mPrefabRoot == nullptr || mPrefabRoot.isDestroyed()) return; mPrefabRoot->_setPrefabLinkUUID(mPrefabLinkUUID); mPrefabRoot->_setPrefabDiff(mPrefabDiff); Stack<HSceneObject> todo; todo.push(mPrefabRoot); while (!todo.empty()) { HSceneObject currentSO = todo.top(); todo.pop(); const Vector<HComponent>& components = currentSO->getComponents(); for (auto& component : components) { auto iterFind = mLinkIds.find(component->getInstanceId()); if (iterFind != mLinkIds.end()) component->_setLinkId(iterFind->second); } UINT32 numChildren = (UINT32)currentSO->getNumChildren(); for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = currentSO->getChild(i); auto iterFind = mLinkIds.find(child->getInstanceId()); if (iterFind != mLinkIds.end()) child->_setLinkId(iterFind->second); if (child->_getPrefabLinkUUID().empty()) todo.push(child); } } }
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(); }
void ScriptGizmoManager::update() { GizmoManager::instance().clearGizmos(); HSceneObject rootSO = SceneManager::instance().getRootNode(); Stack<HSceneObject> todo; todo.push(rootSO); bool isParentSelected = false; UINT32 parentSelectedPopIdx = 0; Vector<HSceneObject> selectedObjects = Selection::instance().getSceneObjects(); while (!todo.empty()) { if (isParentSelected && parentSelectedPopIdx == (UINT32)todo.size()) { isParentSelected = false; } HSceneObject curSO = todo.top(); todo.pop(); bool isSelected = std::count(selectedObjects.begin(), selectedObjects.end(), curSO) > 0; if (isSelected && !isParentSelected) { isParentSelected = true; parentSelectedPopIdx = (UINT32)todo.size(); } const Vector<HComponent>& components = curSO->getComponents(); for (auto& component : components) { if (rtti_is_of_type<ManagedComponent>(component.get())) { ManagedComponent* managedComponent = static_cast<ManagedComponent*>(component.get()); auto iterFind = mGizmoDrawers.find(managedComponent->getManagedFullTypeName()); if (iterFind != mGizmoDrawers.end()) { UINT32 flags = iterFind->second.flags; bool drawGizmo = false; if (((flags & (UINT32)DrawGizmoFlags::Selected) != 0) && isSelected) drawGizmo = true; if (((flags & (UINT32)DrawGizmoFlags::ParentSelected) != 0) && isParentSelected) drawGizmo = true; if (((flags & (UINT32)DrawGizmoFlags::NotSelected) != 0) && !isSelected && !isParentSelected) drawGizmo = true; if (drawGizmo) { bool pickable = (flags & (UINT32)DrawGizmoFlags::Pickable) != 0; GizmoManager::instance().startGizmo(curSO); GizmoManager::instance().setPickable(pickable); void* params[1] = { managedComponent->getManagedInstance() }; iterFind->second.drawGizmosMethod->invoke(nullptr, params); GizmoManager::instance().endGizmo(); } } } } for (UINT32 i = 0; i < curSO->getNumChildren(); i++) todo.push(curSO->getChild(i)); } }
void CmdBreakPrefab::commit() { clear(); if (mSceneObject == nullptr || mSceneObject.isDestroyed()) return; HSceneObject rootObj = mSceneObject; while (rootObj != nullptr) { if (!rootObj->_getPrefabLinkUUID().empty()) break; if (rootObj->getParent() != nullptr) rootObj = rootObj->getParent(); else rootObj = nullptr; } if (rootObj != nullptr) { mPrefabRoot = rootObj; mPrefabLinkUUID = rootObj->_getPrefabLinkUUID(); mPrefabDiff = rootObj->_getPrefabDiff(); Stack<HSceneObject> todo; todo.push(mPrefabRoot); while (!todo.empty()) { HSceneObject currentSO = todo.top(); todo.pop(); const Vector<HComponent>& components = currentSO->getComponents(); for (auto& component : components) { UINT32 linkId = component->getLinkId(); if (linkId != (UINT32)-1) mLinkIds[component->getInstanceId()] = linkId; mLinkIds[component->getInstanceId()] = component->getLinkId(); } UINT32 numChildren = (UINT32)currentSO->getNumChildren(); for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = currentSO->getChild(i); UINT32 linkId = child->getLinkId(); if (linkId != (UINT32)-1) mLinkIds[child->getInstanceId()] = linkId; if (child->_getPrefabLinkUUID().empty()) todo.push(child); } } } mSceneObject->breakPrefabLink(); }
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; } } } }
SPtr<PrefabObjectDiff> PrefabDiff::generateDiff(const HSceneObject& prefab, const HSceneObject& instance) { SPtr<PrefabObjectDiff> output; if (prefab->getName() != instance->getName()) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->name = instance->getName(); output->soFlags |= (UINT32)SceneObjectDiffFlags::Name; } if (prefab->getPosition() != instance->getPosition()) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->position = instance->getPosition(); output->soFlags |= (UINT32)SceneObjectDiffFlags::Position; } if (prefab->getRotation() != instance->getRotation()) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->rotation = instance->getRotation(); output->soFlags |= (UINT32)SceneObjectDiffFlags::Rotation; } if (prefab->getScale() != instance->getScale()) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->scale = instance->getScale(); output->soFlags |= (UINT32)SceneObjectDiffFlags::Scale; } if (prefab->getActive() != instance->getActive()) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->isActive = instance->getActive(); output->soFlags |= (UINT32)SceneObjectDiffFlags::Active; } UINT32 prefabChildCount = prefab->getNumChildren(); UINT32 instanceChildCount = instance->getNumChildren(); // Find modified and removed children for (UINT32 i = 0; i < prefabChildCount; i++) { HSceneObject prefabChild = prefab->getChild(i); SPtr<PrefabObjectDiff> childDiff; bool foundMatching = false; for (UINT32 j = 0; j < instanceChildCount; j++) { HSceneObject instanceChild = instance->getChild(j); if (prefabChild->getLinkId() == instanceChild->getLinkId()) { if (instanceChild->mPrefabLinkUUID.empty()) childDiff = generateDiff(prefabChild, instanceChild); foundMatching = true; break; } } if (foundMatching) { if (childDiff != nullptr) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->childDiffs.push_back(childDiff); } } else { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->removedChildren.push_back(prefabChild->getLinkId()); } } // Find added children for (UINT32 i = 0; i < instanceChildCount; i++) { HSceneObject instanceChild = instance->getChild(i); if (instanceChild->hasFlag(SOF_DontSave)) continue; bool foundMatching = false; if (instanceChild->getLinkId() != -1) { for (UINT32 j = 0; j < prefabChildCount; j++) { HSceneObject prefabChild = prefab->getChild(j); if (prefabChild->getLinkId() == instanceChild->getLinkId()) { foundMatching = true; break; } } } if (!foundMatching) { BinarySerializer bs; SPtr<SerializedObject> obj = bs._encodeToIntermediate(instanceChild.get()); if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->addedChildren.push_back(obj); } } const Vector<HComponent>& prefabComponents = prefab->getComponents(); const Vector<HComponent>& instanceComponents = instance->getComponents(); UINT32 prefabComponentCount = (UINT32)prefabComponents.size(); UINT32 instanceComponentCount = (UINT32)instanceComponents.size(); // Find modified and removed components for (UINT32 i = 0; i < prefabComponentCount; i++) { HComponent prefabComponent = prefabComponents[i]; SPtr<PrefabComponentDiff> childDiff; bool foundMatching = false; for (UINT32 j = 0; j < instanceComponentCount; j++) { HComponent instanceComponent = instanceComponents[j]; if (prefabComponent->getLinkId() == instanceComponent->getLinkId()) { BinarySerializer bs; SPtr<SerializedObject> encodedPrefab = bs._encodeToIntermediate(prefabComponent.get()); SPtr<SerializedObject> encodedInstance = bs._encodeToIntermediate(instanceComponent.get()); IDiff& diffHandler = prefabComponent->getRTTI()->getDiffHandler(); SPtr<SerializedObject> diff = diffHandler.generateDiff(encodedPrefab, encodedInstance); if (diff != nullptr) { childDiff = bs_shared_ptr_new<PrefabComponentDiff>(); childDiff->id = prefabComponent->getLinkId(); childDiff->data = diff; } foundMatching = true; break; } } if (foundMatching) { if (childDiff != nullptr) { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->componentDiffs.push_back(childDiff); } } else { if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->removedComponents.push_back(prefabComponent->getLinkId()); } } // Find added components for (UINT32 i = 0; i < instanceComponentCount; i++) { HComponent instanceComponent = instanceComponents[i]; bool foundMatching = false; if (instanceComponent->getLinkId() != -1) { for (UINT32 j = 0; j < prefabComponentCount; j++) { HComponent prefabComponent = prefabComponents[j]; if (prefabComponent->getLinkId() == instanceComponent->getLinkId()) { foundMatching = true; break; } } } if (!foundMatching) { BinarySerializer bs; SPtr<SerializedObject> obj = bs._encodeToIntermediate(instanceComponent.get()); if (output == nullptr) output = bs_shared_ptr_new<PrefabObjectDiff>(); output->addedComponents.push_back(obj); } } if (output != nullptr) output->id = instance->getLinkId(); return output; }