#include "Prefab.h" #include "tinyxml2.h" #include "ObjectIDManager.h" #include "EntityManager.h" #include "EntityInfo.h" #include "RenderComponent.h" using namespace Cinema; struct PrefabInstance { std::vector m_Entities; }; namespace { std::unordered_map m_Prefabs; std::unordered_map m_Instances; float m_AngleToRadians = 0.0174532925f; } size_t Prefab::AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation, float scale) { const auto id = ObjectIDManager::GenerateRandomObjectID(); m_Pieces.emplace(id, Prefab::Piece { lot, position, rotation, scale, std::vector() }); return id; } void Prefab::AddEffect(size_t id, int32_t effect) { m_Pieces[id].m_Effects.push_back(effect); } void Prefab::RemoveObject(size_t id) { m_Pieces.erase(id); } const Prefab& Prefab::LoadFromFile(std::string file) { if (m_Prefabs.find(file) != m_Prefabs.end()) { return m_Prefabs[file]; } Prefab prefab; tinyxml2::XMLDocument doc; doc.LoadFile(file.c_str()); tinyxml2::XMLElement* root = doc.FirstChildElement("Prefab"); if (!root) { LOG("Failed to load prefab from file: %s", file.c_str()); m_Prefabs.emplace(file, prefab); return m_Prefabs[file]; } for (tinyxml2::XMLElement* element = root->FirstChildElement("Object"); element; element = element->NextSiblingElement("Object")) { const auto lot = element->UnsignedAttribute("lot"); const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z")); NiQuaternion rotation; // Check if the qx attribute exists, if so the rotation is a quaternion, otherwise it's a vector if (!element->Attribute("qx")) { rotation = NiQuaternion::FromEulerAngles( { element->FloatAttribute("rx") * m_AngleToRadians, element->FloatAttribute("ry") * m_AngleToRadians, element->FloatAttribute("rz") * m_AngleToRadians } ); } else { rotation = NiQuaternion(element->FloatAttribute("qx"), element->FloatAttribute("qy"), element->FloatAttribute("qz"), element->FloatAttribute("qw")); } float scale = 1.0f; if (element->Attribute("scale")) { scale = element->FloatAttribute("scale"); } const auto id = prefab.AddObject(lot, position, rotation, scale); for (tinyxml2::XMLElement* effect = element->FirstChildElement("Effect"); effect; effect = effect->NextSiblingElement("Effect")) { prefab.AddEffect(id, effect->IntAttribute("id")); } } m_Prefabs.emplace(file, prefab); return m_Prefabs[file]; } void Prefab::SaveToFile(std::string file) { tinyxml2::XMLDocument doc; tinyxml2::XMLElement* root = doc.NewElement("Prefab"); doc.InsertFirstChild(root); for (const auto& [id, piece] : m_Pieces) { tinyxml2::XMLElement* object = doc.NewElement("Object"); object->SetAttribute("lot", piece.m_Lot); object->SetAttribute("x", piece.m_Position.x); object->SetAttribute("y", piece.m_Position.y); object->SetAttribute("z", piece.m_Position.z); object->SetAttribute("qx", piece.m_Rotation.x); object->SetAttribute("qy", piece.m_Rotation.y); object->SetAttribute("qz", piece.m_Rotation.z); object->SetAttribute("qw", piece.m_Rotation.w); object->SetAttribute("scale", piece.m_Scale); for (const auto& effect : piece.m_Effects) { tinyxml2::XMLElement* effectElement = doc.NewElement("Effect"); effectElement->SetAttribute("id", effect); object->InsertEndChild(effectElement); } root->InsertEndChild(object); } doc.SaveFile(file.c_str()); } size_t Prefab::Instantiate(NiPoint3 position, float scale) const { if (m_Pieces.empty()) { return 0; } const auto id = ObjectIDManager::GenerateRandomObjectID(); std::vector entities; for (const auto& [_, piece] : m_Pieces) { EntityInfo info; info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID(); info.lot = piece.m_Lot; info.pos = (piece.m_Position * scale) + position; info.rot = piece.m_Rotation; info.scale = piece.m_Scale * scale; const auto entity = Game::entityManager->CreateEntity(info); for (const auto& effect : piece.m_Effects) { auto* renderComponent = entity->GetComponent(); if (!renderComponent) { continue; } // Generate random name std::string effectName = "Effect_"; for (int i = 0; i < 10; ++i) { effectName += std::to_string(GeneralUtils::GenerateRandomNumber(0, 10)); } renderComponent->PlayEffect(effect, u"create", effectName); } entities.push_back(entity->GetObjectID()); Game::entityManager->ConstructEntity(entity); } m_Instances.emplace(id, PrefabInstance { entities }); return id; } const std::vector& Cinema::Prefab::GetEntities(size_t instanceID) { return m_Instances[instanceID].m_Entities; } void Prefab::DestroyInstance(size_t id) { const auto& instance = m_Instances[id]; for (const auto& entity : instance.m_Entities) { Game::entityManager->DestroyEntity(entity); } m_Instances.erase(id); }