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FlaxEngine/Source/Engine/Level/SceneObjectsFactory.h

138 lines
5.5 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "SceneObject.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Platform/CriticalSection.h"
#include "Engine/Threading/ThreadLocal.h"
/// <summary>
/// Helper class for scene objects creation and deserialization utilities.
/// </summary>
class FLAXENGINE_API SceneObjectsFactory
{
public:
struct PrefabInstance
{
int32 StatIndex;
int32 RootIndex;
Guid RootId;
Prefab* Prefab;
bool FixRootParent = false;
Dictionary<Guid, Guid> IdsMapping;
};
struct Context
{
ISerializeModifier* Modifier;
bool Async = false;
Array<PrefabInstance> Instances;
Dictionary<Guid, int32> ObjectToInstance;
CriticalSection Locker;
ThreadLocal<ISerializeModifier*> Modifiers;
#if USE_EDITOR
HashSet<Prefab*> DeprecatedPrefabs;
#endif
Context(ISerializeModifier* modifier);
~Context();
ISerializeModifier* GetModifier();
void SetupIdsMapping(const SceneObject* obj, ISerializeModifier* modifier) const;
};
/// <summary>
/// Creates the scene object from the specified data value. Does not perform deserialization.
/// </summary>
/// <param name="context">The serialization context.</param>
/// <param name="stream">The serialized data stream.</param>
static SceneObject* Spawn(Context& context, const ISerializable::DeserializeStream& stream);
/// <summary>
/// Deserializes the scene object from the specified data value.
/// </summary>
/// <param name="context">The serialization context.</param>
/// <param name="obj">The instance to deserialize.</param>
/// <param name="stream">The serialized data stream.</param>
static void Deserialize(Context& context, SceneObject* obj, ISerializable::DeserializeStream& stream);
/// <summary>
/// Handles the object deserialization error.
/// </summary>
/// <param name="value">The value.</param>
static void HandleObjectDeserializationError(const ISerializable::DeserializeStream& value);
/// <summary>
/// Creates a new actor object of the given type identifier.
/// [Deprecated: 18.07.2019 expires 18.07.2020]
/// </summary>
/// <param name="typeId">The type identifier.</param>
/// <param name="id">The actor identifier.</param>
/// <returns>The created actor, or null if failed.</returns>
static Actor* CreateActor(int32 typeId, const Guid& id);
public:
struct PrefabSyncData
{
friend SceneObjectsFactory;
friend class PrefabManager;
// The created scene objects. Collection can be modified (eg. for spawning missing objects).
Array<SceneObject*>& SceneObjects;
// The scene objects data.
const ISerializable::DeserializeStream& Data;
// The objects deserialization modifier. Collection will be modified (eg. for spawned objects mapping).
ISerializeModifier* Modifier;
PrefabSyncData(Array<SceneObject*>& sceneObjects, const ISerializable::DeserializeStream& data, ISerializeModifier* modifier);
void InitNewObjects();
private:
struct NewObj
{
Prefab* Prefab;
const ISerializable::DeserializeStream* PrefabData;
Guid PrefabObjectId;
Guid Id;
};
int32 InitialCount;
Array<NewObj> NewObjects;
};
/// <summary>
/// Initializes the prefab instances inside the scene objects for proper references deserialization.
/// </summary>
/// <remarks>
/// Should be called after spawning scene objects but before scene objects deserialization.
/// </remarks>
/// <param name="context">The serialization context.</param>
/// <param name="data">The sync data.</param>
static void SetupPrefabInstances(Context& context, const PrefabSyncData& data);
/// <summary>
/// Synchronizes the new prefab instances by spawning missing objects that were added to prefab but were not saved with scene objects collection.
/// </summary>
/// <remarks>
/// Should be called after spawning scene objects but before scene objects deserialization and PostLoad event when scene objects hierarchy is ready (parent-child relation exists). But call it before Init and BeginPlay events.
/// </remarks>
/// <param name="context">The serialization context.</param>
/// <param name="data">The sync data.</param>
static void SynchronizeNewPrefabInstances(Context& context, PrefabSyncData& data);
/// <summary>
/// Synchronizes the prefab instances. Prefabs may have objects removed so deserialized instances need to synchronize with it. Handles also changing prefab object parent in the instance.
/// </summary>
/// <remarks>
/// Should be called after scene objects deserialization and PostLoad event when scene objects hierarchy is ready (parent-child relation exists). But call it before Init and BeginPlay events.
/// </remarks>
/// <param name="context">The serialization context.</param>
/// <param name="data">The sync data.</param>
static void SynchronizePrefabInstances(Context& context, PrefabSyncData& data);
private:
static void SynchronizeNewPrefabInstances(Context& context, PrefabSyncData& data, Prefab* prefab, Actor* actor, const Guid& actorPrefabObjectId, int32 i, const ISerializable::DeserializeStream& stream);
static void SynchronizeNewPrefabInstance(Context& context, PrefabSyncData& data, Prefab* prefab, Actor* actor, const Guid& prefabObjectId);
};