#pragma once #include "dCommonVars.h" #include "Entity.h" #include #include 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; ~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& 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 m_Effects; }; std::unordered_map m_Pieces; }; }