godot/scene/resources/packed_scene.cpp

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2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* packed_scene.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2015-04-18 17:38:54 +00:00
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "packed_scene.h"
#include "globals.h"
#include "io/resource_loader.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
#include "scene/2d/node_2d.h"
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bool PackedScene::can_instance() const {
return nodes.size()>0;
}
Node *PackedScene::instance(bool p_gen_edit_state) const {
int nc = nodes.size();
ERR_FAIL_COND_V(nc==0,NULL);
const StringName*snames=NULL;
int sname_count=names.size();
if (sname_count)
snames=&names[0];
const Variant*props=NULL;
int prop_count=variants.size();
if (prop_count)
props=&variants[0];
Vector<Variant> properties;
const NodeData *nd = &nodes[0];
Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc );
for(int i=0;i<nc;i++) {
const NodeData &n=nd[i];
if (!ObjectTypeDB::is_type_enabled(snames[n.type])) {
ret_nodes[i]=NULL;
continue;
}
Node *node=NULL;
if (n.instance>=0) {
//instance existing
Ref<PackedScene> sdata = props[ n.instance ];
ERR_FAIL_COND_V( !sdata.is_valid(), NULL);
node = sdata->instance();
ERR_FAIL_COND_V(!node,NULL);
if (p_gen_edit_state)
node->generate_instance_state();
} else {
//create anew
Object * obj = ObjectTypeDB::instance(snames[ n.type ]);
if (!obj || !obj->cast_to<Node>()) {
if (obj) {
memdelete(obj);
obj=NULL;
}
WARN_PRINT(String("Warning node of type "+snames[n.type].operator String()+" does not exist.").ascii().get_data());
if (n.parent>=0 && n.parent<nc && ret_nodes[n.parent]) {
if (ret_nodes[n.parent]->cast_to<Spatial>()) {
obj = memnew( Spatial );
} else if (ret_nodes[n.parent]->cast_to<Control>()) {
obj = memnew( Control );
} else if (ret_nodes[n.parent]->cast_to<Node2D>()) {
obj = memnew( Node2D );
}
}
if (!obj) {
obj = memnew( Node );
}
}
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node = obj->cast_to<Node>();
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}
//properties
int nprop_count=n.properties.size();
if (nprop_count) {
const NodeData::Property* nprops=&n.properties[0];
for(int j=0;j<nprop_count;j++) {
bool valid;
ERR_FAIL_INDEX_V( nprops[j].name, sname_count, NULL );
ERR_FAIL_INDEX_V( nprops[j].value, prop_count, NULL );
node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
}
}
//name
//groups
for(int j=0;j<n.groups.size();j++) {
ERR_FAIL_INDEX_V( n.groups[j], sname_count, NULL );
node->add_to_group( snames[ n.groups[j] ], true );
}
ret_nodes[i]=node;
if (i>0) {
ERR_FAIL_INDEX_V(n.parent,i,NULL);
ERR_FAIL_COND_V(!ret_nodes[n.parent],NULL);
ret_nodes[n.parent]->_add_child_nocheck(node,snames[n.name]);
} else {
node->_set_name_nocheck( snames[ n.name ] );
}
if (n.owner>=0) {
ERR_FAIL_INDEX_V(n.owner,i,NULL);
node->_set_owner_nocheck(ret_nodes[n.owner]);
}
}
//do connections
int cc = connections.size();
const ConnectionData *cdata = connections.ptr();
for(int i=0;i<cc;i++) {
const ConnectionData &c=cdata[i];
ERR_FAIL_INDEX_V( c.from, nc, NULL );
ERR_FAIL_INDEX_V( c.to, nc, NULL );
Vector<Variant> binds;
if (c.binds.size()) {
binds.resize(c.binds.size());
for(int j=0;j<c.binds.size();j++)
binds[j]=props[ c.binds[j] ];
}
if (!ret_nodes[c.from] || !ret_nodes[c.to])
continue;
ret_nodes[c.from]->connect( snames[ c.signal], ret_nodes[ c.to ], snames[ c.method], binds,CONNECT_PERSIST|c.flags );
}
Node *s = ret_nodes[0];
if (get_path()!="" && get_path().find("::")==-1)
s->set_filename(get_path());
s->notification(Node::NOTIFICATION_INSTANCED);
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return ret_nodes[0];
}
static int _nm_get_string(const String& p_string, Map<StringName,int> &name_map) {
if (name_map.has(p_string))
return name_map[p_string];
int idx = name_map.size();
name_map[p_string]=idx;
return idx;
}
static int _vm_get_variant(const Variant& p_variant, HashMap<Variant,int,VariantHasher> &variant_map) {
if (variant_map.has(p_variant))
return variant_map[p_variant];
int idx = variant_map.size();
variant_map[p_variant]=idx;
return idx;
}
Error PackedScene::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map) {
if (p_node!=p_owner && (p_node->get_owner()!=p_owner))
return OK; //nothing to do with this node, may either belong to another scene or be onowned
NodeData nd;
nd.name=_nm_get_string(p_node->get_name(),name_map);
nd.type=_nm_get_string(p_node->get_type(),name_map);
nd.parent=p_parent_idx;
Dictionary instance_state;
Set<StringName> instance_groups;
if (p_node!=p_owner && p_node->get_filename()!="") {
//instanced
Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
if (!instance.is_valid()) {
return ERR_CANT_OPEN;
}
nd.instance=_vm_get_variant(instance,variant_map);
instance_state = p_node->get_instance_state();
Vector<StringName> ig = p_node->get_instance_groups();
for(int i=0;i<ig.size();i++)
instance_groups.insert(ig[i]);
} else {
nd.instance=-1;
}
//instance state makes sure that only changes to instance are saved
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
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continue;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
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String name = E->get().name;
Variant value = p_node->get( E->get().name );
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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if (E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO && value.is_zero()) {
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continue;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
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if (nd.instance>=0) {
//only save changed properties in instance
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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/*
// this was commented because it would not save properties created from within script
// done with _get_property_list, that are not in the original node.
// if some property is not saved, check again
if (!instance_state.has(name)) {
print_line("skip not in instance");
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continue;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}*/
if (E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE) {
continue;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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if (instance_state[name]==value) {
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continue;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
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}
NodeData::Property prop;
prop.name=_nm_get_string( name,name_map);
prop.value=_vm_get_variant( value, variant_map);
nd.properties.push_back(prop);
}
List<Node::GroupInfo> groups;
p_node->get_groups(&groups);
for(List<Node::GroupInfo>::Element *E=groups.front();E;E=E->next()) {
Node::GroupInfo &gi=E->get();
if (!gi.persistent)
continue;
if (nd.instance>=0 && instance_groups.has(gi.name))
continue; //group was instanced, don't add here
nd.groups.push_back(_nm_get_string(gi.name,name_map));
}
if (node_map.has(p_node->get_owner()))
nd.owner=node_map[p_node->get_owner()];
else
nd.owner=-1;
int idx = nodes.size();
node_map[p_node]=idx;
nodes.push_back(nd);
for(int i=0;i<p_node->get_child_count();i++) {
Node *c=p_node->get_child(i);
Error err = _parse_node(p_owner,c,idx,name_map,variant_map,node_map);
if (err)
return err;
}
return OK;
}
Error PackedScene::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map) {
if (p_node!=p_owner && (p_node->get_owner()!=p_owner))
return OK; //nothing to do with this node, may either belong to another scene or be onowned
List<MethodInfo> signals;
p_node->get_signal_list(&signals);
ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
NodeData &nd = nodes[node_map[p_node]];
Set<Connection> instance_connections;
if (nd.instance>=0) {
Vector<Connection> iconns = p_node->get_instance_connections();
for(int i=0;i<iconns.size();i++) {
instance_connections.insert(iconns[i]);
}
}
for(List<MethodInfo>::Element *E=signals.front();E;E=E->next()) {
List<Node::Connection> conns;
p_node->get_signal_connection_list(E->get().name,&conns);
for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) {
const Node::Connection &c = F->get();
if (!(c.flags&CONNECT_PERSIST))
continue;
if (nd.instance>=0 && instance_connections.has(c))
continue; //came from instance, don't save!
Node *n=c.target->cast_to<Node>();
if (!n)
continue;
if (!node_map.has(n)) {
WARN_PRINT("Connection to node outside scene??")
continue;
}
ConnectionData cd;
cd.from=node_map[p_node];
cd.to=node_map[n];
cd.method=_nm_get_string(c.method,name_map);
cd.signal=_nm_get_string(c.signal,name_map);
cd.flags=c.flags;
for(int i=0;i<c.binds.size();i++) {
cd.binds.push_back( _vm_get_variant(c.binds[i],variant_map));
}
connections.push_back(cd);
}
}
for(int i=0;i<p_node->get_child_count();i++) {
Node *c=p_node->get_child(i);
Error err = _parse_connections(p_owner,c,name_map,variant_map,node_map);
if (err)
return err;
}
return OK;
}
Error PackedScene::pack(Node *p_scene) {
ERR_FAIL_NULL_V( p_scene, ERR_INVALID_PARAMETER );
clear();
Node *scene = p_scene;
Map<StringName,int> name_map;
HashMap<Variant,int,VariantHasher> variant_map;
Map<Node*,int> node_map;
Error err = _parse_node(scene,scene,-1,name_map,variant_map,node_map);
if (err) {
clear();
ERR_FAIL_V(err);
}
err = _parse_connections(scene,scene,name_map,variant_map,node_map);
if (err) {
clear();
ERR_FAIL_V(err);
}
names.resize(name_map.size());
for(Map<StringName,int>::Element *E=name_map.front();E;E=E->next()) {
names[E->get()]=E->key();
}
variants.resize(variant_map.size());
const Variant *K=NULL;
while((K=variant_map.next(K))) {
int idx = variant_map[*K];
variants[idx]=*K;
}
return OK;
}
void PackedScene::clear() {
names.clear();
variants.clear();
nodes.clear();
connections.clear();
}
void PackedScene::_set_bundled_scene(const Dictionary& d) {
ERR_FAIL_COND( !d.has("names"));
ERR_FAIL_COND( !d.has("variants"));
ERR_FAIL_COND( !d.has("node_count"));
ERR_FAIL_COND( !d.has("nodes"));
ERR_FAIL_COND( !d.has("conn_count"));
ERR_FAIL_COND( !d.has("conns"));
// ERR_FAIL_COND( !d.has("path"));
DVector<String> snames = d["names"];
if (snames.size()) {
int namecount = snames.size();
names.resize(namecount);
DVector<String>::Read r =snames.read();
for(int i=0;i<names.size();i++)
names[i]=r[i];
}
Array svariants = d["variants"];
if (svariants.size()) {
int varcount=svariants.size();
variants.resize(varcount);
for(int i=0;i<varcount;i++) {
variants[i]=svariants[i];
}
} else {
variants.clear();
}
nodes.resize(d["node_count"]);
int nc=nodes.size();
if (nc) {
DVector<int> snodes = d["nodes"];
DVector<int>::Read r = snodes.read();
int idx=0;
for(int i=0;i<nc;i++) {
NodeData &nd = nodes[i];
nd.parent=r[idx++];
nd.owner=r[idx++];
nd.type=r[idx++];
nd.name=r[idx++];
nd.instance=r[idx++];
nd.properties.resize(r[idx++]);
for(int j=0;j<nd.properties.size();j++) {
nd.properties[j].name=r[idx++];
nd.properties[j].value=r[idx++];
}
nd.groups.resize(r[idx++]);
for(int j=0;j<nd.groups.size();j++) {
nd.groups[j]=r[idx++];
}
}
}
connections.resize(d["conn_count"]);
int cc=connections.size();
if (cc) {
DVector<int> sconns = d["conns"];
DVector<int>::Read r = sconns.read();
int idx=0;
for(int i=0;i<cc;i++) {
ConnectionData &cd = connections[i];
cd.from=r[idx++];
cd.to=r[idx++];
cd.signal=r[idx++];
cd.method=r[idx++];
cd.flags=r[idx++];
cd.binds.resize(r[idx++]);
for(int j=0;j<cd.binds.size();j++) {
cd.binds[j]=r[idx++];
}
}
}
// path=d["path"];
}
Dictionary PackedScene::_get_bundled_scene() const {
DVector<String> rnames;
rnames.resize(names.size());
if (names.size()) {
DVector<String>::Write r=rnames.write();
for(int i=0;i<names.size();i++)
r[i]=names[i];
}
Dictionary d;
d["names"]=rnames;
d["variants"]=variants;
Vector<int> rnodes;
d["node_count"]=nodes.size();
for(int i=0;i<nodes.size();i++) {
const NodeData &nd=nodes[i];
rnodes.push_back(nd.parent);
rnodes.push_back(nd.owner);
rnodes.push_back(nd.type);
rnodes.push_back(nd.name);
rnodes.push_back(nd.instance);
rnodes.push_back(nd.properties.size());
for(int j=0;j<nd.properties.size();j++) {
rnodes.push_back(nd.properties[j].name);
rnodes.push_back(nd.properties[j].value);
}
rnodes.push_back(nd.groups.size());
for(int j=0;j<nd.groups.size();j++) {
rnodes.push_back(nd.groups[j]);
}
}
d["nodes"]=rnodes;
Vector<int> rconns;
d["conn_count"]=connections.size();
for(int i=0;i<connections.size();i++) {
const ConnectionData &cd=connections[i];
rconns.push_back(cd.from);
rconns.push_back(cd.to);
rconns.push_back(cd.signal);
rconns.push_back(cd.method);
rconns.push_back(cd.flags);
rconns.push_back(cd.binds.size());
for(int j=0;j<cd.binds.size();j++)
rconns.push_back(cd.binds[j]);
}
d["conns"]=rconns;
d["version"]=1;
// d["path"]=path;
return d;
}
void PackedScene::_bind_methods() {
ObjectTypeDB::bind_method(_MD("pack","path:Node"),&PackedScene::pack);
ObjectTypeDB::bind_method(_MD("instance:Node"),&PackedScene::instance,DEFVAL(false));
ObjectTypeDB::bind_method(_MD("can_instance"),&PackedScene::can_instance);
ObjectTypeDB::bind_method(_MD("_set_bundled_scene"),&PackedScene::_set_bundled_scene);
ObjectTypeDB::bind_method(_MD("_get_bundled_scene"),&PackedScene::_get_bundled_scene);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled"),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene"));
}
PackedScene::PackedScene() {
}