mirror of
https://github.com/godotengine/godot
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2f6cf3b8a8
When packing a scene node which is not the root, errors where caused by internal checks in is_editable_instance method. This check can be safely made outside instead.
1708 lines
51 KiB
C++
1708 lines
51 KiB
C++
/*************************************************************************/
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/* packed_scene.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "packed_scene.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/core_string_names.h"
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#include "core/io/resource_loader.h"
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#include "scene/2d/node_2d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/gui/control.h"
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#include "scene/main/instance_placeholder.h"
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#define PACKED_SCENE_VERSION 2
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bool SceneState::can_instantiate() const {
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return nodes.size() > 0;
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}
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Node *SceneState::instantiate(GenEditState p_edit_state) const {
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// nodes where instancing failed (because something is missing)
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List<Node *> stray_instances;
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#define NODE_FROM_ID(p_name, p_id) \
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Node *p_name; \
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if (p_id & FLAG_ID_IS_PATH) { \
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NodePath np = node_paths[p_id & FLAG_MASK]; \
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p_name = ret_nodes[0]->get_node_or_null(np); \
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} else { \
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ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, nullptr); \
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p_name = ret_nodes[p_id & FLAG_MASK]; \
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}
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int nc = nodes.size();
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ERR_FAIL_COND_V(nc == 0, nullptr);
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const StringName *snames = nullptr;
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int sname_count = names.size();
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if (sname_count) {
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snames = &names[0];
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}
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const Variant *props = nullptr;
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int prop_count = variants.size();
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if (prop_count) {
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props = &variants[0];
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}
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//Vector<Variant> properties;
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const NodeData *nd = &nodes[0];
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Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty();
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Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
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for (int i = 0; i < nc; i++) {
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const NodeData &n = nd[i];
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Node *parent = nullptr;
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if (i > 0) {
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ERR_FAIL_COND_V_MSG(n.parent == -1, nullptr, vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name]));
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NODE_FROM_ID(nparent, n.parent);
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#ifdef DEBUG_ENABLED
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if (!nparent && (n.parent & FLAG_ID_IS_PATH)) {
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WARN_PRINT(String("Parent path '" + String(node_paths[n.parent & FLAG_MASK]) + "' for node '" + String(snames[n.name]) + "' has vanished when instancing: '" + get_path() + "'.").ascii().get_data());
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}
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#endif
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parent = nparent;
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} else {
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// i == 0 is root node.
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ERR_FAIL_COND_V_MSG(n.parent != -1, nullptr, vformat("Invalid scene: root node %s cannot specify a parent node.", snames[n.name]));
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ERR_FAIL_COND_V_MSG(n.type == TYPE_INSTANCED && base_scene_idx < 0, nullptr, vformat("Invalid scene: root node %s in an instance, but there's no base scene.", snames[n.name]));
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}
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Node *node = nullptr;
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if (i == 0 && base_scene_idx >= 0) {
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//scene inheritance on root node
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Ref<PackedScene> sdata = props[base_scene_idx];
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
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ERR_FAIL_COND_V(!node, nullptr);
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if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
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node->set_scene_inherited_state(sdata->get_state());
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}
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} else if (n.instance >= 0) {
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//instance a scene into this node
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if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
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String path = props[n.instance & FLAG_MASK];
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if (disable_placeholders) {
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Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene");
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
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ERR_FAIL_COND_V(!node, nullptr);
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} else {
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InstancePlaceholder *ip = memnew(InstancePlaceholder);
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ip->set_instance_path(path);
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node = ip;
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}
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node->set_scene_instance_load_placeholder(true);
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} else {
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Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
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node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
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ERR_FAIL_COND_V(!node, nullptr);
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}
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} else if (n.type == TYPE_INSTANCED) {
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//get the node from somewhere, it likely already exists from another instance
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if (parent) {
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node = parent->_get_child_by_name(snames[n.name]);
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#ifdef DEBUG_ENABLED
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if (!node) {
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WARN_PRINT(String("Node '" + String(ret_nodes[0]->get_path_to(parent)) + "/" + String(snames[n.name]) + "' was modified from inside an instance, but it has vanished.").ascii().get_data());
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}
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#endif
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}
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} else {
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Object *obj = nullptr;
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if (ClassDB::is_class_enabled(snames[n.type])) {
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//node belongs to this scene and must be created
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obj = ClassDB::instantiate(snames[n.type]);
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}
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if (!Object::cast_to<Node>(obj)) {
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if (obj) {
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memdelete(obj);
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obj = nullptr;
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}
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WARN_PRINT(vformat("Node %s of type %s cannot be created. A placeholder will be created instead.", snames[n.name], snames[n.type]).ascii().get_data());
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if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) {
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if (Object::cast_to<Control>(ret_nodes[n.parent])) {
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obj = memnew(Control);
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} else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) {
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obj = memnew(Node2D);
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#ifndef _3D_DISABLED
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} else if (Object::cast_to<Node3D>(ret_nodes[n.parent])) {
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obj = memnew(Node3D);
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#endif // _3D_DISABLED
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}
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}
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if (!obj) {
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obj = memnew(Node);
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}
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}
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node = Object::cast_to<Node>(obj);
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}
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if (node) {
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// may not have found the node (part of instantiated scene and removed)
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// if found all is good, otherwise ignore
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//properties
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int nprop_count = n.properties.size();
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if (nprop_count) {
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const NodeData::Property *nprops = &n.properties[0];
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for (int j = 0; j < nprop_count; j++) {
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bool valid;
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ERR_FAIL_INDEX_V(nprops[j].name, sname_count, nullptr);
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ERR_FAIL_INDEX_V(nprops[j].value, prop_count, nullptr);
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if (snames[nprops[j].name] == CoreStringNames::get_singleton()->_script) {
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//work around to avoid old script variables from disappearing, should be the proper fix to:
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//https://github.com/godotengine/godot/issues/2958
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//store old state
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List<Pair<StringName, Variant>> old_state;
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if (node->get_script_instance()) {
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node->get_script_instance()->get_property_state(old_state);
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}
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node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
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//restore old state for new script, if exists
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for (const Pair<StringName, Variant> &E : old_state) {
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node->set(E.first, E.second);
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}
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} else {
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Variant value = props[nprops[j].value];
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if (value.get_type() == Variant::OBJECT) {
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//handle resources that are local to scene by duplicating them if needed
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Ref<Resource> res = value;
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if (res.is_valid()) {
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if (res->is_local_to_scene()) {
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Map<Ref<Resource>, Ref<Resource>>::Element *E = resources_local_to_scene.find(res);
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if (E) {
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value = E->get();
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} else {
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Node *base = i == 0 ? node : ret_nodes[0];
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if (p_edit_state == GEN_EDIT_STATE_MAIN) {
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//for the main scene, use the resource as is
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res->configure_for_local_scene(base, resources_local_to_scene);
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resources_local_to_scene[res] = res;
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} else {
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//for instances, a copy must be made
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Node *base2 = i == 0 ? node : ret_nodes[0];
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Ref<Resource> local_dupe = res->duplicate_for_local_scene(base2, resources_local_to_scene);
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resources_local_to_scene[res] = local_dupe;
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res = local_dupe;
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value = local_dupe;
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}
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}
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//must make a copy, because this res is local to scene
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}
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}
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} else if (p_edit_state == GEN_EDIT_STATE_INSTANCE) {
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value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor
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}
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node->set(snames[nprops[j].name], value, &valid);
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}
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}
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}
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//name
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//groups
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for (int j = 0; j < n.groups.size(); j++) {
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ERR_FAIL_INDEX_V(n.groups[j], sname_count, nullptr);
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node->add_to_group(snames[n.groups[j]], true);
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}
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if (n.instance >= 0 || n.type != TYPE_INSTANCED || i == 0) {
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//if node was not part of instance, must set its name, parenthood and ownership
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if (i > 0) {
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if (parent) {
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parent->_add_child_nocheck(node, snames[n.name]);
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if (n.index >= 0 && n.index < parent->get_child_count() - 1) {
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parent->move_child(node, n.index);
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}
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} else {
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//it may be possible that an instantiated scene has changed
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//and the node has nowhere to go anymore
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stray_instances.push_back(node); //can't be added, go to stray list
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}
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} else {
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if (Engine::get_singleton()->is_editor_hint()) {
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//validate name if using editor, to avoid broken
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node->set_name(snames[n.name]);
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} else {
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node->_set_name_nocheck(snames[n.name]);
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}
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}
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}
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if (n.owner >= 0) {
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NODE_FROM_ID(owner, n.owner);
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if (owner) {
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node->_set_owner_nocheck(owner);
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}
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}
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}
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ret_nodes[i] = node;
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if (node && gen_node_path_cache && ret_nodes[0]) {
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NodePath n2 = ret_nodes[0]->get_path_to(node);
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node_path_cache[n2] = i;
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}
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}
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for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_scene) {
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E.value->setup_local_to_scene();
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}
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//do connections
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int cc = connections.size();
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const ConnectionData *cdata = connections.ptr();
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for (int i = 0; i < cc; i++) {
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const ConnectionData &c = cdata[i];
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//ERR_FAIL_INDEX_V( c.from, nc, nullptr );
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//ERR_FAIL_INDEX_V( c.to, nc, nullptr );
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NODE_FROM_ID(cfrom, c.from);
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NODE_FROM_ID(cto, c.to);
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if (!cfrom || !cto) {
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continue;
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}
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Vector<Variant> binds;
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if (c.binds.size()) {
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binds.resize(c.binds.size());
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for (int j = 0; j < c.binds.size(); j++) {
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binds.write[j] = props[c.binds[j]];
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}
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}
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cfrom->connect(snames[c.signal], Callable(cto, snames[c.method]), binds, CONNECT_PERSIST | c.flags);
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}
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//Node *s = ret_nodes[0];
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//remove nodes that could not be added, likely as a result that
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while (stray_instances.size()) {
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memdelete(stray_instances.front()->get());
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stray_instances.pop_front();
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}
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for (int i = 0; i < editable_instances.size(); i++) {
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Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);
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if (ei) {
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ret_nodes[0]->set_editable_instance(ei, true);
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}
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}
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return ret_nodes[0];
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}
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static int _nm_get_string(const String &p_string, Map<StringName, int> &name_map) {
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if (name_map.has(p_string)) {
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return name_map[p_string];
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}
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int idx = name_map.size();
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name_map[p_string] = idx;
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return idx;
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}
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static int _vm_get_variant(const Variant &p_variant, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map) {
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if (variant_map.has(p_variant)) {
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return variant_map[p_variant];
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}
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int idx = variant_map.size();
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variant_map[p_variant] = idx;
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return idx;
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}
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Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) {
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// this function handles all the work related to properly packing scenes, be it
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// instantiated or inherited.
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// given the complexity of this process, an attempt will be made to properly
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// document it. if you fail to understand something, please ask!
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//discard nodes that do not belong to be processed
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if (p_node != p_owner && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
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return OK;
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}
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bool is_editable_instance = false;
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// save the child instantiated scenes that are chosen as editable, so they can be restored
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// upon load back
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if (p_node != p_owner && p_node->get_scene_file_path() != String() && p_owner->is_editable_instance(p_node)) {
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editable_instances.push_back(p_owner->get_path_to(p_node));
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// Node is the root of an editable instance.
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is_editable_instance = true;
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} else if (p_node->get_owner() && p_owner->is_ancestor_of(p_node->get_owner()) && p_owner->is_editable_instance(p_node->get_owner())) {
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// Node is part of an editable instance.
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is_editable_instance = true;
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}
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NodeData nd;
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nd.name = _nm_get_string(p_node->get_name(), name_map);
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nd.instance = -1; //not instantiated by default
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//really convoluted condition, but it basically checks that index is only saved when part of an inherited scene OR the node parent is from the edited scene
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if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) {
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//do not save index, because it belongs to saved scene and scene is not inherited
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nd.index = -1;
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} else if (p_node == p_owner) {
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//This (hopefully) happens if the node is a scene root, so its index is irrelevant.
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nd.index = -1;
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} else {
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//part of an inherited scene, or parent is from an instantiated scene
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nd.index = p_node->get_index();
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}
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// if this node is part of an instantiated scene or sub-instantiated scene
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// we need to get the corresponding instance states.
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// with the instance states, we can query for identical properties/groups
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// and only save what has changed
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List<PackState> pack_state_stack;
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bool instantiated_by_owner = true;
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{
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Node *n = p_node;
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while (n) {
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if (n == p_owner) {
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Ref<SceneState> state = n->get_scene_inherited_state();
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if (state.is_valid()) {
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int node = state->find_node_by_path(n->get_path_to(p_node));
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if (node >= 0) {
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//this one has state for this node, save
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PackState ps;
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ps.node = node;
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ps.state = state;
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pack_state_stack.push_back(ps);
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instantiated_by_owner = false;
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}
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}
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if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) {
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if (p_node->get_scene_instance_load_placeholder()) {
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//it's a placeholder, use the placeholder path
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nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
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nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
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} else {
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//must instance ourselves
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Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
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if (!instance.is_valid()) {
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return ERR_CANT_OPEN;
|
|
}
|
|
|
|
nd.instance = _vm_get_variant(instance, variant_map);
|
|
}
|
|
}
|
|
n = nullptr;
|
|
} else {
|
|
if (n->get_scene_file_path() != String()) {
|
|
//is an instance
|
|
Ref<SceneState> state = n->get_scene_instance_state();
|
|
if (state.is_valid()) {
|
|
int node = state->find_node_by_path(n->get_path_to(p_node));
|
|
if (node >= 0) {
|
|
//this one has state for this node, save
|
|
PackState ps;
|
|
ps.node = node;
|
|
ps.state = state;
|
|
pack_state_stack.push_back(ps);
|
|
}
|
|
}
|
|
}
|
|
n = n->get_owner();
|
|
}
|
|
}
|
|
}
|
|
|
|
// all setup, we then proceed to check all properties for the node
|
|
// and save the ones that are worth saving
|
|
|
|
List<PropertyInfo> plist;
|
|
p_node->get_property_list(&plist);
|
|
StringName type = p_node->get_class();
|
|
|
|
Ref<Script> script = p_node->get_script();
|
|
if (Engine::get_singleton()->is_editor_hint() && script.is_valid()) {
|
|
// Should be called in the editor only and not at runtime,
|
|
// otherwise it can cause problems because of missing instance state support.
|
|
script->update_exports();
|
|
}
|
|
|
|
for (const PropertyInfo &E : plist) {
|
|
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
|
|
continue;
|
|
}
|
|
|
|
String name = E.name;
|
|
Variant value = p_node->get(E.name);
|
|
|
|
bool isdefault = false;
|
|
Variant default_value = ClassDB::class_get_default_property_value(type, name);
|
|
|
|
if (default_value.get_type() != Variant::NIL) {
|
|
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
|
|
}
|
|
|
|
if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) {
|
|
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
|
|
}
|
|
// the version above makes more sense, because it does not rely on placeholder or usage flag
|
|
// in the script, just the default value function.
|
|
// if (E.usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {
|
|
// isdefault = true; //is script default value
|
|
// }
|
|
|
|
if (pack_state_stack.size()) {
|
|
// we are on part of an instantiated subscene
|
|
// or part of instantiated scene.
|
|
// only save what has been changed
|
|
// only save changed properties in instance
|
|
|
|
if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__") {
|
|
//property has requested that no instance state is saved, sorry
|
|
//also, meta won't be overridden or saved
|
|
continue;
|
|
}
|
|
|
|
bool exists = false;
|
|
Variant original;
|
|
|
|
for (List<PackState>::Element *F = pack_state_stack.back(); F; F = F->prev()) {
|
|
//check all levels of pack to see if the property exists somewhere
|
|
const PackState &ps = F->get();
|
|
|
|
original = ps.state->get_property_value(ps.node, E.name, exists);
|
|
if (exists) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (exists) {
|
|
//check if already exists and did not change
|
|
if (value.get_type() == Variant::FLOAT && original.get_type() == Variant::FLOAT) {
|
|
//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
|
|
float a = value;
|
|
float b = original;
|
|
|
|
if (Math::is_equal_approx(a, b)) {
|
|
continue;
|
|
}
|
|
} else if (bool(Variant::evaluate(Variant::OP_EQUAL, value, original))) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (!exists && isdefault) {
|
|
//does not exist in original node, but it's the default value
|
|
//so safe to skip too.
|
|
continue;
|
|
}
|
|
|
|
} else {
|
|
if (isdefault) {
|
|
//it's the default value, no point in saving it
|
|
continue;
|
|
}
|
|
}
|
|
|
|
NodeData::Property prop;
|
|
prop.name = _nm_get_string(name, name_map);
|
|
prop.value = _vm_get_variant(value, variant_map);
|
|
nd.properties.push_back(prop);
|
|
}
|
|
|
|
// save the groups this node is into
|
|
// discard groups that come from the original scene
|
|
|
|
List<Node::GroupInfo> groups;
|
|
p_node->get_groups(&groups);
|
|
for (const Node::GroupInfo &gi : groups) {
|
|
if (!gi.persistent) {
|
|
continue;
|
|
}
|
|
/*
|
|
if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
|
|
continue; //group was instantiated, don't add here
|
|
*/
|
|
|
|
bool skip = false;
|
|
for (const PackState &F : pack_state_stack) {
|
|
//check all levels of pack to see if the group was added somewhere
|
|
const PackState &ps = F;
|
|
if (ps.state->is_node_in_group(ps.node, gi.name)) {
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (skip) {
|
|
continue;
|
|
}
|
|
|
|
nd.groups.push_back(_nm_get_string(gi.name, name_map));
|
|
}
|
|
|
|
// save the right owner
|
|
// for the saved scene root this is -1
|
|
// for nodes of the saved scene this is 0
|
|
// for nodes of instantiated scenes this is >0
|
|
|
|
if (p_node == p_owner) {
|
|
//saved scene root
|
|
nd.owner = -1;
|
|
} else if (p_node->get_owner() == p_owner) {
|
|
//part of saved scene
|
|
nd.owner = 0;
|
|
} else {
|
|
nd.owner = -1;
|
|
}
|
|
|
|
// Save the right type. If this node was created by an instance
|
|
// then flag that the node should not be created but reused
|
|
if (pack_state_stack.is_empty() && !is_editable_instance) {
|
|
//this node is not part of an instancing process, so save the type
|
|
nd.type = _nm_get_string(p_node->get_class(), name_map);
|
|
} else {
|
|
// this node is part of an instantiated process, so do not save the type.
|
|
// instead, save that it was instantiated
|
|
nd.type = TYPE_INSTANCED;
|
|
}
|
|
|
|
// determine whether to save this node or not
|
|
// if this node is part of an instantiated sub-scene, we can skip storing it if basically
|
|
// no properties changed and no groups were added to it.
|
|
// below condition is true for all nodes of the scene being saved, and ones in subscenes
|
|
// that hold changes
|
|
|
|
bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
|
|
save_node = save_node || p_node == p_owner; // owner is always saved
|
|
save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instantiated
|
|
|
|
int idx = nodes.size();
|
|
int parent_node = NO_PARENT_SAVED;
|
|
|
|
if (save_node) {
|
|
//don't save the node if nothing and subscene
|
|
|
|
node_map[p_node] = idx;
|
|
|
|
//ok validate parent node
|
|
if (p_parent_idx == NO_PARENT_SAVED) {
|
|
int sidx;
|
|
if (nodepath_map.has(p_node->get_parent())) {
|
|
sidx = nodepath_map[p_node->get_parent()];
|
|
} else {
|
|
sidx = nodepath_map.size();
|
|
nodepath_map[p_node->get_parent()] = sidx;
|
|
}
|
|
|
|
nd.parent = FLAG_ID_IS_PATH | sidx;
|
|
} else {
|
|
nd.parent = p_parent_idx;
|
|
}
|
|
|
|
parent_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, parent_node, name_map, variant_map, node_map, nodepath_map);
|
|
if (err) {
|
|
return err;
|
|
}
|
|
}
|
|
|
|
return OK;
|
|
}
|
|
|
|
Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) {
|
|
if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
|
|
return OK;
|
|
}
|
|
|
|
List<MethodInfo> _signals;
|
|
p_node->get_signal_list(&_signals);
|
|
_signals.sort();
|
|
|
|
//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
|
|
//NodeData &nd = nodes[node_map[p_node]];
|
|
|
|
for (const MethodInfo &E : _signals) {
|
|
List<Node::Connection> conns;
|
|
p_node->get_signal_connection_list(E.name, &conns);
|
|
|
|
conns.sort();
|
|
|
|
for (const Node::Connection &F : conns) {
|
|
const Node::Connection &c = F;
|
|
|
|
if (!(c.flags & CONNECT_PERSIST)) { //only persistent connections get saved
|
|
continue;
|
|
}
|
|
|
|
// only connections that originate or end into main saved scene are saved
|
|
// everything else is discarded
|
|
|
|
Node *target = Object::cast_to<Node>(c.callable.get_object());
|
|
|
|
if (!target) {
|
|
continue;
|
|
}
|
|
|
|
//find if this connection already exists
|
|
Node *common_parent = target->find_common_parent_with(p_node);
|
|
|
|
ERR_CONTINUE(!common_parent);
|
|
|
|
if (common_parent != p_owner && common_parent->get_scene_file_path() == String()) {
|
|
common_parent = common_parent->get_owner();
|
|
}
|
|
|
|
bool exists = false;
|
|
|
|
//go through ownership chain to see if this exists
|
|
while (common_parent) {
|
|
Ref<SceneState> ps;
|
|
|
|
if (common_parent == p_owner) {
|
|
ps = common_parent->get_scene_inherited_state();
|
|
} else {
|
|
ps = common_parent->get_scene_instance_state();
|
|
}
|
|
|
|
if (ps.is_valid()) {
|
|
NodePath signal_from = common_parent->get_path_to(p_node);
|
|
NodePath signal_to = common_parent->get_path_to(target);
|
|
|
|
if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, c.callable.get_method())) {
|
|
exists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (common_parent == p_owner) {
|
|
break;
|
|
} else {
|
|
common_parent = common_parent->get_owner();
|
|
}
|
|
}
|
|
|
|
if (exists) { //already exists (comes from instance or inheritance), so don't save
|
|
continue;
|
|
}
|
|
|
|
{
|
|
Node *nl = p_node;
|
|
|
|
bool exists2 = false;
|
|
|
|
while (nl) {
|
|
if (nl == p_owner) {
|
|
Ref<SceneState> state = nl->get_scene_inherited_state();
|
|
if (state.is_valid()) {
|
|
int from_node = state->find_node_by_path(nl->get_path_to(p_node));
|
|
int to_node = state->find_node_by_path(nl->get_path_to(target));
|
|
|
|
if (from_node >= 0 && to_node >= 0) {
|
|
//this one has state for this node, save
|
|
if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) {
|
|
exists2 = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
nl = nullptr;
|
|
} else {
|
|
if (nl->get_scene_file_path() != String()) {
|
|
//is an instance
|
|
Ref<SceneState> state = nl->get_scene_instance_state();
|
|
if (state.is_valid()) {
|
|
int from_node = state->find_node_by_path(nl->get_path_to(p_node));
|
|
int to_node = state->find_node_by_path(nl->get_path_to(target));
|
|
|
|
if (from_node >= 0 && to_node >= 0) {
|
|
//this one has state for this node, save
|
|
if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) {
|
|
exists2 = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
nl = nl->get_owner();
|
|
}
|
|
}
|
|
|
|
if (exists2) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
int src_id;
|
|
|
|
if (node_map.has(p_node)) {
|
|
src_id = node_map[p_node];
|
|
} else {
|
|
if (nodepath_map.has(p_node)) {
|
|
src_id = FLAG_ID_IS_PATH | nodepath_map[p_node];
|
|
} else {
|
|
int sidx = nodepath_map.size();
|
|
nodepath_map[p_node] = sidx;
|
|
src_id = FLAG_ID_IS_PATH | sidx;
|
|
}
|
|
}
|
|
|
|
int target_id;
|
|
|
|
if (node_map.has(target)) {
|
|
target_id = node_map[target];
|
|
} else {
|
|
if (nodepath_map.has(target)) {
|
|
target_id = FLAG_ID_IS_PATH | nodepath_map[target];
|
|
} else {
|
|
int sidx = nodepath_map.size();
|
|
nodepath_map[target] = sidx;
|
|
target_id = FLAG_ID_IS_PATH | sidx;
|
|
}
|
|
}
|
|
|
|
ConnectionData cd;
|
|
cd.from = src_id;
|
|
cd.to = target_id;
|
|
cd.method = _nm_get_string(c.callable.get_method(), name_map);
|
|
cd.signal = _nm_get_string(c.signal.get_name(), 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, nodepath_map);
|
|
if (err) {
|
|
return err;
|
|
}
|
|
}
|
|
|
|
return OK;
|
|
}
|
|
|
|
Error SceneState::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, VariantComparator> variant_map;
|
|
Map<Node *, int> node_map;
|
|
Map<Node *, int> nodepath_map;
|
|
|
|
// If using scene inheritance, pack the scene it inherits from.
|
|
if (scene->get_scene_inherited_state().is_valid()) {
|
|
String path = scene->get_scene_inherited_state()->get_path();
|
|
Ref<PackedScene> instance = ResourceLoader::load(path);
|
|
if (instance.is_valid()) {
|
|
base_scene_idx = _vm_get_variant(instance, variant_map);
|
|
}
|
|
}
|
|
|
|
// Instanced, only direct sub-scenes are supported of course.
|
|
Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);
|
|
if (err) {
|
|
clear();
|
|
ERR_FAIL_V(err);
|
|
}
|
|
|
|
err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);
|
|
if (err) {
|
|
clear();
|
|
ERR_FAIL_V(err);
|
|
}
|
|
|
|
names.resize(name_map.size());
|
|
|
|
for (const KeyValue<StringName, int> &E : name_map) {
|
|
names.write[E.value] = E.key;
|
|
}
|
|
|
|
variants.resize(variant_map.size());
|
|
const Variant *K = nullptr;
|
|
while ((K = variant_map.next(K))) {
|
|
int idx = variant_map[*K];
|
|
variants.write[idx] = *K;
|
|
}
|
|
|
|
node_paths.resize(nodepath_map.size());
|
|
for (const KeyValue<Node *, int> &E : nodepath_map) {
|
|
node_paths.write[E.value] = scene->get_path_to(E.key);
|
|
}
|
|
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
// Build node path cache
|
|
for (const KeyValue<Node *, int> &E : node_map) {
|
|
node_path_cache[scene->get_path_to(E.key)] = E.value;
|
|
}
|
|
}
|
|
|
|
return OK;
|
|
}
|
|
|
|
void SceneState::set_path(const String &p_path) {
|
|
path = p_path;
|
|
}
|
|
|
|
String SceneState::get_path() const {
|
|
return path;
|
|
}
|
|
|
|
void SceneState::clear() {
|
|
names.clear();
|
|
variants.clear();
|
|
nodes.clear();
|
|
connections.clear();
|
|
node_path_cache.clear();
|
|
node_paths.clear();
|
|
editable_instances.clear();
|
|
base_scene_idx = -1;
|
|
}
|
|
|
|
Ref<SceneState> SceneState::_get_base_scene_state() const {
|
|
if (base_scene_idx >= 0) {
|
|
Ref<PackedScene> ps = variants[base_scene_idx];
|
|
if (ps.is_valid()) {
|
|
return ps->get_state();
|
|
}
|
|
}
|
|
|
|
return Ref<SceneState>();
|
|
}
|
|
|
|
int SceneState::find_node_by_path(const NodePath &p_node) const {
|
|
ERR_FAIL_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built.");
|
|
|
|
if (!node_path_cache.has(p_node)) {
|
|
if (_get_base_scene_state().is_valid()) {
|
|
int idx = _get_base_scene_state()->find_node_by_path(p_node);
|
|
if (idx != -1) {
|
|
int rkey = _find_base_scene_node_remap_key(idx);
|
|
if (rkey == -1) {
|
|
rkey = nodes.size() + base_scene_node_remap.size();
|
|
base_scene_node_remap[rkey] = idx;
|
|
}
|
|
return rkey;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int nid = node_path_cache[p_node];
|
|
|
|
if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
|
|
//for nodes that _do_ exist in current scene, still try to look for
|
|
//the node in the instantiated scene, as a property may be missing
|
|
//from the local one
|
|
int idx = _get_base_scene_state()->find_node_by_path(p_node);
|
|
if (idx != -1) {
|
|
base_scene_node_remap[nid] = idx;
|
|
}
|
|
}
|
|
|
|
return nid;
|
|
}
|
|
|
|
int SceneState::_find_base_scene_node_remap_key(int p_idx) const {
|
|
for (const KeyValue<int, int> &E : base_scene_node_remap) {
|
|
if (E.value == p_idx) {
|
|
return E.key;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
|
|
found = false;
|
|
|
|
ERR_FAIL_COND_V(p_node < 0, Variant());
|
|
|
|
if (p_node < nodes.size()) {
|
|
//find in built-in nodes
|
|
int pc = nodes[p_node].properties.size();
|
|
const StringName *namep = names.ptr();
|
|
|
|
const NodeData::Property *p = nodes[p_node].properties.ptr();
|
|
for (int i = 0; i < pc; i++) {
|
|
if (p_property == namep[p[i].name]) {
|
|
found = true;
|
|
return variants[p[i].value];
|
|
}
|
|
}
|
|
}
|
|
|
|
//property not found, try on instance
|
|
|
|
if (base_scene_node_remap.has(p_node)) {
|
|
return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
|
|
}
|
|
|
|
return Variant();
|
|
}
|
|
|
|
bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {
|
|
ERR_FAIL_COND_V(p_node < 0, false);
|
|
|
|
if (p_node < nodes.size()) {
|
|
const StringName *namep = names.ptr();
|
|
for (int i = 0; i < nodes[p_node].groups.size(); i++) {
|
|
if (namep[nodes[p_node].groups[i]] == p_group) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (base_scene_node_remap.has(p_node)) {
|
|
return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SceneState::disable_placeholders = false;
|
|
|
|
void SceneState::set_disable_placeholders(bool p_disable) {
|
|
disable_placeholders = p_disable;
|
|
}
|
|
|
|
bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {
|
|
ERR_FAIL_COND_V(p_node < 0, false);
|
|
ERR_FAIL_COND_V(p_to_node < 0, false);
|
|
|
|
if (p_node < nodes.size() && p_to_node < nodes.size()) {
|
|
int signal_idx = -1;
|
|
int method_idx = -1;
|
|
for (int i = 0; i < names.size(); i++) {
|
|
if (names[i] == p_signal) {
|
|
signal_idx = i;
|
|
} else if (names[i] == p_to_method) {
|
|
method_idx = i;
|
|
}
|
|
}
|
|
|
|
if (signal_idx >= 0 && method_idx >= 0) {
|
|
//signal and method strings are stored..
|
|
|
|
for (int i = 0; i < connections.size(); i++) {
|
|
if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
|
|
return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {
|
|
ERR_FAIL_COND(!p_dictionary.has("names"));
|
|
ERR_FAIL_COND(!p_dictionary.has("variants"));
|
|
ERR_FAIL_COND(!p_dictionary.has("node_count"));
|
|
ERR_FAIL_COND(!p_dictionary.has("nodes"));
|
|
ERR_FAIL_COND(!p_dictionary.has("conn_count"));
|
|
ERR_FAIL_COND(!p_dictionary.has("conns"));
|
|
//ERR_FAIL_COND( !p_dictionary.has("path"));
|
|
|
|
int version = 1;
|
|
if (p_dictionary.has("version")) {
|
|
version = p_dictionary["version"];
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(version > PACKED_SCENE_VERSION, "Save format version too new.");
|
|
|
|
const int node_count = p_dictionary["node_count"];
|
|
const Vector<int> snodes = p_dictionary["nodes"];
|
|
ERR_FAIL_COND(snodes.size() < node_count);
|
|
|
|
const int conn_count = p_dictionary["conn_count"];
|
|
const Vector<int> sconns = p_dictionary["conns"];
|
|
ERR_FAIL_COND(sconns.size() < conn_count);
|
|
|
|
Vector<String> snames = p_dictionary["names"];
|
|
if (snames.size()) {
|
|
int namecount = snames.size();
|
|
names.resize(namecount);
|
|
const String *r = snames.ptr();
|
|
for (int i = 0; i < names.size(); i++) {
|
|
names.write[i] = r[i];
|
|
}
|
|
}
|
|
|
|
Array svariants = p_dictionary["variants"];
|
|
|
|
if (svariants.size()) {
|
|
int varcount = svariants.size();
|
|
variants.resize(varcount);
|
|
for (int i = 0; i < varcount; i++) {
|
|
variants.write[i] = svariants[i];
|
|
}
|
|
|
|
} else {
|
|
variants.clear();
|
|
}
|
|
|
|
nodes.resize(node_count);
|
|
if (node_count) {
|
|
const int *r = snodes.ptr();
|
|
int idx = 0;
|
|
for (int i = 0; i < node_count; i++) {
|
|
NodeData &nd = nodes.write[i];
|
|
nd.parent = r[idx++];
|
|
nd.owner = r[idx++];
|
|
nd.type = r[idx++];
|
|
uint32_t name_index = r[idx++];
|
|
nd.name = name_index & ((1 << NAME_INDEX_BITS) - 1);
|
|
nd.index = (name_index >> NAME_INDEX_BITS);
|
|
nd.index--; //0 is invalid, stored as 1
|
|
nd.instance = r[idx++];
|
|
nd.properties.resize(r[idx++]);
|
|
for (int j = 0; j < nd.properties.size(); j++) {
|
|
nd.properties.write[j].name = r[idx++];
|
|
nd.properties.write[j].value = r[idx++];
|
|
}
|
|
nd.groups.resize(r[idx++]);
|
|
for (int j = 0; j < nd.groups.size(); j++) {
|
|
nd.groups.write[j] = r[idx++];
|
|
}
|
|
}
|
|
}
|
|
|
|
connections.resize(conn_count);
|
|
if (conn_count) {
|
|
const int *r = sconns.ptr();
|
|
int idx = 0;
|
|
for (int i = 0; i < conn_count; i++) {
|
|
ConnectionData &cd = connections.write[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.write[j] = r[idx++];
|
|
}
|
|
}
|
|
}
|
|
|
|
Array np;
|
|
if (p_dictionary.has("node_paths")) {
|
|
np = p_dictionary["node_paths"];
|
|
}
|
|
node_paths.resize(np.size());
|
|
for (int i = 0; i < np.size(); i++) {
|
|
node_paths.write[i] = np[i];
|
|
}
|
|
|
|
Array ei;
|
|
if (p_dictionary.has("editable_instances")) {
|
|
ei = p_dictionary["editable_instances"];
|
|
}
|
|
|
|
if (p_dictionary.has("base_scene")) {
|
|
base_scene_idx = p_dictionary["base_scene"];
|
|
}
|
|
|
|
editable_instances.resize(ei.size());
|
|
for (int i = 0; i < editable_instances.size(); i++) {
|
|
editable_instances.write[i] = ei[i];
|
|
}
|
|
|
|
//path=p_dictionary["path"];
|
|
}
|
|
|
|
Dictionary SceneState::get_bundled_scene() const {
|
|
Vector<String> rnames;
|
|
rnames.resize(names.size());
|
|
|
|
if (names.size()) {
|
|
String *r = rnames.ptrw();
|
|
|
|
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);
|
|
uint32_t name_index = nd.name;
|
|
if (nd.index < (1 << (32 - NAME_INDEX_BITS)) - 1) { //save if less than 16k children
|
|
name_index |= uint32_t(nd.index + 1) << NAME_INDEX_BITS; //for backwards compatibility, index 0 is no index
|
|
}
|
|
rnodes.push_back(name_index);
|
|
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;
|
|
|
|
Array rnode_paths;
|
|
rnode_paths.resize(node_paths.size());
|
|
for (int i = 0; i < node_paths.size(); i++) {
|
|
rnode_paths[i] = node_paths[i];
|
|
}
|
|
d["node_paths"] = rnode_paths;
|
|
|
|
Array reditable_instances;
|
|
reditable_instances.resize(editable_instances.size());
|
|
for (int i = 0; i < editable_instances.size(); i++) {
|
|
reditable_instances[i] = editable_instances[i];
|
|
}
|
|
d["editable_instances"] = reditable_instances;
|
|
if (base_scene_idx >= 0) {
|
|
d["base_scene"] = base_scene_idx;
|
|
}
|
|
|
|
d["version"] = PACKED_SCENE_VERSION;
|
|
|
|
return d;
|
|
}
|
|
|
|
int SceneState::get_node_count() const {
|
|
return nodes.size();
|
|
}
|
|
|
|
StringName SceneState::get_node_type(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
|
|
if (nodes[p_idx].type == TYPE_INSTANCED) {
|
|
return StringName();
|
|
}
|
|
return names[nodes[p_idx].type];
|
|
}
|
|
|
|
StringName SceneState::get_node_name(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
|
|
return names[nodes[p_idx].name];
|
|
}
|
|
|
|
int SceneState::get_node_index(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
|
|
return nodes[p_idx].index;
|
|
}
|
|
|
|
bool SceneState::is_node_instance_placeholder(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), false);
|
|
|
|
return nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER);
|
|
}
|
|
|
|
Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Ref<PackedScene>());
|
|
|
|
if (nodes[p_idx].instance >= 0) {
|
|
if (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
|
|
return Ref<PackedScene>();
|
|
} else {
|
|
return variants[nodes[p_idx].instance & FLAG_MASK];
|
|
}
|
|
} else if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
|
|
if (base_scene_idx >= 0) {
|
|
return variants[base_scene_idx];
|
|
}
|
|
}
|
|
|
|
return Ref<PackedScene>();
|
|
}
|
|
|
|
String SceneState::get_node_instance_placeholder(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), String());
|
|
|
|
if (nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
|
|
return variants[nodes[p_idx].instance & FLAG_MASK];
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
Vector<StringName> SceneState::get_node_groups(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Vector<StringName>());
|
|
Vector<StringName> groups;
|
|
for (int i = 0; i < nodes[p_idx].groups.size(); i++) {
|
|
groups.push_back(names[nodes[p_idx].groups[i]]);
|
|
}
|
|
return groups;
|
|
}
|
|
|
|
NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
|
|
|
|
if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
|
|
if (p_for_parent) {
|
|
return NodePath();
|
|
} else {
|
|
return NodePath(".");
|
|
}
|
|
}
|
|
|
|
Vector<StringName> sub_path;
|
|
NodePath base_path;
|
|
int nidx = p_idx;
|
|
while (true) {
|
|
if (nodes[nidx].parent == NO_PARENT_SAVED || nodes[nidx].parent < 0) {
|
|
sub_path.insert(0, ".");
|
|
break;
|
|
}
|
|
|
|
if (!p_for_parent || p_idx != nidx) {
|
|
sub_path.insert(0, names[nodes[nidx].name]);
|
|
}
|
|
|
|
if (nodes[nidx].parent & FLAG_ID_IS_PATH) {
|
|
base_path = node_paths[nodes[nidx].parent & FLAG_MASK];
|
|
break;
|
|
} else {
|
|
nidx = nodes[nidx].parent & FLAG_MASK;
|
|
}
|
|
}
|
|
|
|
for (int i = base_path.get_name_count() - 1; i >= 0; i--) {
|
|
sub_path.insert(0, base_path.get_name(i));
|
|
}
|
|
|
|
if (sub_path.is_empty()) {
|
|
return NodePath(".");
|
|
}
|
|
|
|
return NodePath(sub_path, false);
|
|
}
|
|
|
|
int SceneState::get_node_property_count(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
|
|
return nodes[p_idx].properties.size();
|
|
}
|
|
|
|
StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
|
|
ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), StringName());
|
|
return names[nodes[p_idx].properties[p_prop].name];
|
|
}
|
|
|
|
Variant SceneState::get_node_property_value(int p_idx, int p_prop) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Variant());
|
|
ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), Variant());
|
|
|
|
return variants[nodes[p_idx].properties[p_prop].value];
|
|
}
|
|
|
|
NodePath SceneState::get_node_owner_path(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
|
|
if (nodes[p_idx].owner < 0 || nodes[p_idx].owner == NO_PARENT_SAVED) {
|
|
return NodePath(); //root likely
|
|
}
|
|
if (nodes[p_idx].owner & FLAG_ID_IS_PATH) {
|
|
return node_paths[nodes[p_idx].owner & FLAG_MASK];
|
|
} else {
|
|
return get_node_path(nodes[p_idx].owner & FLAG_MASK);
|
|
}
|
|
}
|
|
|
|
int SceneState::get_connection_count() const {
|
|
return connections.size();
|
|
}
|
|
|
|
NodePath SceneState::get_connection_source(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
|
|
if (connections[p_idx].from & FLAG_ID_IS_PATH) {
|
|
return node_paths[connections[p_idx].from & FLAG_MASK];
|
|
} else {
|
|
return get_node_path(connections[p_idx].from & FLAG_MASK);
|
|
}
|
|
}
|
|
|
|
StringName SceneState::get_connection_signal(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
|
|
return names[connections[p_idx].signal];
|
|
}
|
|
|
|
NodePath SceneState::get_connection_target(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
|
|
if (connections[p_idx].to & FLAG_ID_IS_PATH) {
|
|
return node_paths[connections[p_idx].to & FLAG_MASK];
|
|
} else {
|
|
return get_node_path(connections[p_idx].to & FLAG_MASK);
|
|
}
|
|
}
|
|
|
|
StringName SceneState::get_connection_method(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
|
|
return names[connections[p_idx].method];
|
|
}
|
|
|
|
int SceneState::get_connection_flags(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
|
|
return connections[p_idx].flags;
|
|
}
|
|
|
|
Array SceneState::get_connection_binds(int p_idx) const {
|
|
ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());
|
|
Array binds;
|
|
for (int i = 0; i < connections[p_idx].binds.size(); i++) {
|
|
binds.push_back(variants[connections[p_idx].binds[i]]);
|
|
}
|
|
return binds;
|
|
}
|
|
|
|
bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method) {
|
|
// this method cannot be const because of this
|
|
Ref<SceneState> ss = this;
|
|
|
|
do {
|
|
for (int i = 0; i < ss->connections.size(); i++) {
|
|
const ConnectionData &c = ss->connections[i];
|
|
|
|
NodePath np_from;
|
|
|
|
if (c.from & FLAG_ID_IS_PATH) {
|
|
np_from = ss->node_paths[c.from & FLAG_MASK];
|
|
} else {
|
|
np_from = ss->get_node_path(c.from);
|
|
}
|
|
|
|
NodePath np_to;
|
|
|
|
if (c.to & FLAG_ID_IS_PATH) {
|
|
np_to = ss->node_paths[c.to & FLAG_MASK];
|
|
} else {
|
|
np_to = ss->get_node_path(c.to);
|
|
}
|
|
|
|
StringName sn_signal = ss->names[c.signal];
|
|
StringName sn_method = ss->names[c.method];
|
|
|
|
if (np_from == p_node_from && sn_signal == p_signal && np_to == p_node_to && sn_method == p_method) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
ss = ss->_get_base_scene_state();
|
|
} while (ss.is_valid());
|
|
|
|
return false;
|
|
}
|
|
|
|
Vector<NodePath> SceneState::get_editable_instances() const {
|
|
return editable_instances;
|
|
}
|
|
|
|
//add
|
|
|
|
int SceneState::add_name(const StringName &p_name) {
|
|
names.push_back(p_name);
|
|
return names.size() - 1;
|
|
}
|
|
|
|
int SceneState::add_value(const Variant &p_value) {
|
|
variants.push_back(p_value);
|
|
return variants.size() - 1;
|
|
}
|
|
|
|
int SceneState::add_node_path(const NodePath &p_path) {
|
|
node_paths.push_back(p_path);
|
|
return (node_paths.size() - 1) | FLAG_ID_IS_PATH;
|
|
}
|
|
|
|
int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {
|
|
NodeData nd;
|
|
nd.parent = p_parent;
|
|
nd.owner = p_owner;
|
|
nd.type = p_type;
|
|
nd.name = p_name;
|
|
nd.instance = p_instance;
|
|
nd.index = p_index;
|
|
|
|
nodes.push_back(nd);
|
|
|
|
return nodes.size() - 1;
|
|
}
|
|
|
|
void SceneState::add_node_property(int p_node, int p_name, int p_value) {
|
|
ERR_FAIL_INDEX(p_node, nodes.size());
|
|
ERR_FAIL_INDEX(p_name, names.size());
|
|
ERR_FAIL_INDEX(p_value, variants.size());
|
|
|
|
NodeData::Property prop;
|
|
prop.name = p_name;
|
|
prop.value = p_value;
|
|
nodes.write[p_node].properties.push_back(prop);
|
|
}
|
|
|
|
void SceneState::add_node_group(int p_node, int p_group) {
|
|
ERR_FAIL_INDEX(p_node, nodes.size());
|
|
ERR_FAIL_INDEX(p_group, names.size());
|
|
nodes.write[p_node].groups.push_back(p_group);
|
|
}
|
|
|
|
void SceneState::set_base_scene(int p_idx) {
|
|
ERR_FAIL_INDEX(p_idx, variants.size());
|
|
base_scene_idx = p_idx;
|
|
}
|
|
|
|
void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds) {
|
|
ERR_FAIL_INDEX(p_signal, names.size());
|
|
ERR_FAIL_INDEX(p_method, names.size());
|
|
|
|
for (int i = 0; i < p_binds.size(); i++) {
|
|
ERR_FAIL_INDEX(p_binds[i], variants.size());
|
|
}
|
|
ConnectionData c;
|
|
c.from = p_from;
|
|
c.to = p_to;
|
|
c.signal = p_signal;
|
|
c.method = p_method;
|
|
c.flags = p_flags;
|
|
c.binds = p_binds;
|
|
connections.push_back(c);
|
|
}
|
|
|
|
void SceneState::add_editable_instance(const NodePath &p_path) {
|
|
editable_instances.push_back(p_path);
|
|
}
|
|
|
|
Vector<String> SceneState::_get_node_groups(int p_idx) const {
|
|
Vector<StringName> groups = get_node_groups(p_idx);
|
|
Vector<String> ret;
|
|
|
|
for (int i = 0; i < groups.size(); i++) {
|
|
ret.push_back(groups[i]);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void SceneState::_bind_methods() {
|
|
//unbuild API
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
|
|
ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
|
|
ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
|
|
ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));
|
|
ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);
|
|
ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);
|
|
ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);
|
|
ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);
|
|
ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);
|
|
ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);
|
|
ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);
|
|
ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);
|
|
ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);
|
|
ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);
|
|
ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);
|
|
ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);
|
|
ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);
|
|
ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
|
|
ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
|
|
ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
|
|
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
|
|
}
|
|
|
|
SceneState::SceneState() {
|
|
}
|
|
|
|
////////////////
|
|
|
|
void PackedScene::_set_bundled_scene(const Dictionary &p_scene) {
|
|
state->set_bundled_scene(p_scene);
|
|
}
|
|
|
|
Dictionary PackedScene::_get_bundled_scene() const {
|
|
return state->get_bundled_scene();
|
|
}
|
|
|
|
Error PackedScene::pack(Node *p_scene) {
|
|
return state->pack(p_scene);
|
|
}
|
|
|
|
void PackedScene::clear() {
|
|
state->clear();
|
|
}
|
|
|
|
bool PackedScene::can_instantiate() const {
|
|
return state->can_instantiate();
|
|
}
|
|
|
|
Node *PackedScene::instantiate(GenEditState p_edit_state) const {
|
|
#ifndef TOOLS_ENABLED
|
|
ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, nullptr, "Edit state is only for editors, does not work without tools compiled.");
|
|
#endif
|
|
|
|
Node *s = state->instantiate((SceneState::GenEditState)p_edit_state);
|
|
if (!s) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
|
|
s->set_scene_instance_state(state);
|
|
}
|
|
|
|
if (get_path() != "" && get_path().find("::") == -1) {
|
|
s->set_scene_file_path(get_path());
|
|
}
|
|
|
|
s->notification(Node::NOTIFICATION_INSTANCED);
|
|
|
|
return s;
|
|
}
|
|
|
|
void PackedScene::replace_state(Ref<SceneState> p_by) {
|
|
state = p_by;
|
|
state->set_path(get_path());
|
|
#ifdef TOOLS_ENABLED
|
|
state->set_last_modified_time(get_last_modified_time());
|
|
#endif
|
|
}
|
|
|
|
void PackedScene::recreate_state() {
|
|
state = Ref<SceneState>(memnew(SceneState));
|
|
state->set_path(get_path());
|
|
#ifdef TOOLS_ENABLED
|
|
state->set_last_modified_time(get_last_modified_time());
|
|
#endif
|
|
}
|
|
|
|
Ref<SceneState> PackedScene::get_state() {
|
|
return state;
|
|
}
|
|
|
|
void PackedScene::set_path(const String &p_path, bool p_take_over) {
|
|
state->set_path(p_path);
|
|
Resource::set_path(p_path, p_take_over);
|
|
}
|
|
|
|
void PackedScene::reset_state() {
|
|
clear();
|
|
}
|
|
void PackedScene::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
|
|
ClassDB::bind_method(D_METHOD("instantiate", "edit_state"), &PackedScene::instantiate, DEFVAL(GEN_EDIT_STATE_DISABLED));
|
|
ClassDB::bind_method(D_METHOD("can_instantiate"), &PackedScene::can_instantiate);
|
|
ClassDB::bind_method(D_METHOD("_set_bundled_scene"), &PackedScene::_set_bundled_scene);
|
|
ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);
|
|
ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
|
|
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
|
|
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
|
|
}
|
|
|
|
PackedScene::PackedScene() {
|
|
state = Ref<SceneState>(memnew(SceneState));
|
|
}
|