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//-----------------------------------------------------------------------------
// Name: prefab.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "prefab.h"
#include <Internal/memwrite.h>
Prefab::Prefab() :
Group(),
prefab_locked(true),
original_scale_(0.0f)
{}
bool Prefab::Initialize() {
return true;
}
void Prefab::GetDisplayName(char* buf, int buf_size) {
if( GetName().empty() ) {
FormatString(buf, buf_size, "%d, Prefab with %d children", GetID(), children.size());
} else {
FormatString(buf, buf_size, "%s, Prefab with %d children", GetName().c_str(), children.size());
}
}
bool Prefab::SetFromDesc( const EntityDescription &desc ) {
bool ret = Group::SetFromDesc(desc);
if( ret ) {
const EntityDescriptionField* l_prefab_locked = desc.GetField(EDF_PREFAB_LOCKED);
if(l_prefab_locked){
l_prefab_locked->ReadBool(&prefab_locked);
}
const EntityDescriptionField* l_prefab_path = desc.GetField(EDF_PREFAB_PATH);
if(l_prefab_path){
l_prefab_path->ReadPath(&prefab_path);
}
const EntityDescriptionField* l_original_scale = desc.GetField(EDF_ORIGINAL_SCALE);
if(l_original_scale){
memread(original_scale_.entries, sizeof(float), 3, l_original_scale->data);
}
InitRelMats();
}
return ret;
}
void Prefab::GetDesc(EntityDescription &desc) const {
Group::GetDesc(desc);
desc.AddBool(EDF_PREFAB_LOCKED, prefab_locked);
desc.AddPath(EDF_PREFAB_PATH, prefab_path);
desc.AddVec3(EDF_ORIGINAL_SCALE, original_scale_);
}
void Prefab::InfrequentUpdate() {
Group::InfrequentUpdate();
if( prefab_locked ) {
box_color = vec4(22/255.0f, 183/255.0f, 204/255.0f, 1.0f);
} else {
box_color = vec4(53/255.0f, 253/255.0f, 104/255.0f, 1.0f);
}
}
void Prefab::InitShape() {
Group::InitShape();
original_scale_ = scale_;
}
bool Prefab::LockedChildren() {
return prefab_locked || Group::LockedChildren();
}
ObjectSanityState Prefab::GetSanity() {
ObjectSanityState sanity = Group::GetSanity();
sanity.type = _prefab;
return sanity;
}
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