DarkflameServer/dGame/dCinema/Prefab.h

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#pragma once
#include "dCommonVars.h"
#include "Entity.h"
#include <unordered_map>
#include <cstdint>
namespace Cinema
{
/**
* @brief A prefab is a collection of objects that can be placed in the world together.
*
* Can be saved and loaded from XML.
*/
class Prefab
{
public:
Prefab() = default;
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~Prefab() = default;
/**
* @brief Adds an object to the prefab.
*
* @param lot The LOT of the object to add.
* @param position The position of the object to add.
* @param rotation The rotation of the object to add.
* @param scale The scale of the object to add.
*
* @return The ID of the object that was added.
*/
size_t AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation, float scale = 1.0f);
/**
* @brief Adds an effect to the prefab.
*
* @param objectID The ID of the object to add the effect to.
* @param effectID The ID of the effect to add.
*/
void AddEffect(size_t objectID, int32_t effectID);
/**
* @brief Removes an object from the prefab.
*
* @param objectID The ID of the object to remove.
*/
void RemoveObject(size_t objectID);
/**
* @brief Loads a prefab from the given file.
*
* @param file The file to load the prefab from.
* @return The prefab that was loaded.
*/
static const Prefab& LoadFromFile(std::string file);
/**
* @brief Saves the prefab to the given file.
*
* @param file The file to save the prefab to.
*/
void SaveToFile(std::string file);
/**
* @brief Instantiates the prefab in the world.
*
* @param position The position to instantiate the prefab at.
* @param scale The scale to instantiate the prefab with.
*
* @return The ID of the instance that was created.
*/
size_t Instantiate(NiPoint3 position, float scale = 1.0f) const;
/**
* @brief Get the list of entities in the instance with the given ID.
*
* @param instanceID The ID of the instance to get the entities for.
*
* @return The list of entities in the instance.
*/
static const std::vector<LWOOBJID>& GetEntities(size_t instanceID);
/**
* @brief Destroys the instance with the given ID.
*
* @param instanceID The ID of the instance to destroy.
*/
static void DestroyInstance(size_t instanceID);
private:
struct Piece
{
LOT m_Lot;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
float m_Scale;
std::vector<int32_t> m_Effects;
};
std::unordered_map<size_t, Piece> m_Pieces;
};
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}