Files
FlaxEngine/Source/Engine/Level/SceneObjectsFactory.h
2021-01-02 14:28:49 +01:00

63 lines
3.0 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "SceneObject.h"
/// <summary>
/// Helper class for scene objects creation and deserialization utilities.
/// </summary>
class SceneObjectsFactory
{
public:
typedef Dictionary<Actor*, const rapidjson_flax::Value*> ActorToRemovedObjectsDataLookup;
public:
/// <summary>
/// Creates the scene object from the specified data value. Does not perform deserialization.
/// </summary>
/// <param name="stream">The serialized data stream.</param>
/// <param name="modifier">The serialization modifier. Cannot be null.</param>
static SceneObject* Spawn(ISerializable::DeserializeStream& stream, ISerializeModifier* modifier);
/// <summary>
/// Deserializes the scene object from the specified data value.
/// </summary>
/// <param name="obj">The instance to deserialize.</param>
/// <param name="stream">The serialized data stream.</param>
/// <param name="modifier">The serialization modifier. Cannot be null.</param>
static void Deserialize(SceneObject* obj, ISerializable::DeserializeStream& stream, ISerializeModifier* modifier);
/// <summary>
/// Synchronizes the prefab instances. Prefabs may have new objects added or some 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="sceneObjects">The loaded scene objects. Collection will be modified after usage.</param>
/// <param name="actorToRemovedObjectsData">Maps the loaded actor object to the json data with the RemovedObjects array (used to skip restoring objects removed per prefab instance).</param>
/// <param name="modifier">The objects deserialization modifier. Collection will be modified after usage.</param>
static void SynchronizePrefabInstances(Array<SceneObject*>& sceneObjects, const ActorToRemovedObjectsDataLookup& actorToRemovedObjectsData, ISerializeModifier* modifier);
/// <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);
private:
static void SynchronizeNewPrefabInstance(Prefab* prefab, Actor* actor, const Guid& prefabObjectId, Array<SceneObject*>& sceneObjects, ISerializeModifier* modifier);
};