Torque3D/Engine/source/T3D/prefab.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

172 lines
4.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PREFAB_H_
#define _PREFAB_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _PATH_H_
#include "core/util/path.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
class BaseMatInstance;
class Prefab : public SceneObject
{
typedef SceneObject Parent;
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
FileMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
public:
Prefab();
virtual ~Prefab();
DECLARE_CONOBJECT(Prefab);
static void initPersistFields();
// SimObject
virtual bool onAdd();
virtual void onRemove();
virtual void onEditorEnable();
virtual void onEditorDisable();
virtual void inspectPostApply();
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
// SceneObject
virtual void setTransform( const MatrixF &mat );
virtual void setScale(const VectorF & scale);
// Prefab
/// If the passed object is a child of any Prefab return that Prefab.
/// Note that this call is only valid if the editor is open and when
/// passed server-side objects.
static Prefab* getPrefabByChild( SimObject *child );
/// Returns false if the passed object is of a type that is not allowed
/// as a child within a Prefab.
static bool isValidChild( SimObject *child, bool logWarnings );
///
void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
///
void setFile( String file );
/// Removes all children from this Prefab and puts them into a SimGroup
/// which is added to the Scene and returned to the caller.
SimGroup* explode();
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
protected:
void _closeFile( bool removeFileNotify );
void _loadFile( bool addFileNotify );
void _updateChildTransform( SceneObject* child );
void _updateChildren();
void _onFileChanged( const Torque::Path &path );
static bool protectedSetFile( void *object, const char *index, const char *data );
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onLoad, ( SimGroup *children ) );
/// @}
protected:
/// Prefab file which defines our children objects.
StringTableEntry mFilename;
/// Group which holds all children objects.
SimObjectPtr<SimGroup> mChildGroup;
/// Structure to keep track of child object initial transform and scale
struct Transform
{
MatrixF mat;
VectorF scale;
Transform() : mat(true), scale(Point3F::One) { }
Transform( const MatrixF& m, const VectorF& s ) : mat(m), scale(s) { }
};
typedef Map<SimObjectId,Transform> ChildToMatMap;
/// Lookup from a child object's id to its transform in
/// this Prefab's object space.
ChildToMatMap mChildMap;
typedef Map<SimObjectId,SimObjectId> ChildToPrefabMap;
/// Lookup from a SimObject to its parent Prefab if it has one.
static ChildToPrefabMap smChildToPrefabMap;
};
class ExplodePrefabUndoAction : public UndoAction
{
typedef UndoAction Parent;
friend class WorldEditor;
public:
ExplodePrefabUndoAction( Prefab *prefab );
// UndoAction
virtual void undo();
virtual void redo();
protected:
SimGroup *mGroup;
SimObjectId mPrefabId;
};
#endif // _PREFAB_H_