virtualx-engine/scene/resources/packed_scene.cpp

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/*************************************************************************/
/* packed_scene.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 "core/core_string_names.h"
#include "project_settings.h"
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#include "io/resource_loader.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
#include "scene/main/instance_placeholder.h"
#define PACK_VERSION 2
bool SceneState::can_instance() const {
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return nodes.size() > 0;
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}
Node *SceneState::instance(GenEditState p_edit_state) const {
// nodes where instancing failed (because something is missing)
List<Node *> stray_instances;
#define NODE_FROM_ID(p_name, p_id) \
Node *p_name; \
if (p_id & FLAG_ID_IS_PATH) { \
NodePath np = node_paths[p_id & FLAG_MASK]; \
p_name = ret_nodes[0]->_get_node(np); \
} else { \
ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, NULL); \
p_name = ret_nodes[p_id & FLAG_MASK]; \
}
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int nc = nodes.size();
ERR_FAIL_COND_V(nc == 0, NULL);
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const StringName *snames = NULL;
int sname_count = names.size();
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if (sname_count)
snames = &names[0];
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const Variant *props = NULL;
int prop_count = variants.size();
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if (prop_count)
props = &variants[0];
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//Vector<Variant> properties;
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const NodeData *nd = &nodes[0];
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.empty();
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 = NULL;
if (i > 0) {
NODE_FROM_ID(nparent, n.parent);
#ifdef DEBUG_ENABLED
if (!nparent && n.parent & FLAG_ID_IS_PATH) {
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());
}
#endif
parent = nparent;
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}
Node *node = NULL;
if (i == 0 && base_scene_idx >= 0) {
//scene inheritance on root node
//print_line("scene inherit");
Ref<PackedScene> sdata = props[base_scene_idx];
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
ERR_FAIL_COND_V(!node, NULL);
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
node->set_scene_inherited_state(sdata->get_state());
}
} else if (n.instance >= 0) {
//instance a scene into this node
//print_line("instance");
if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
String path = props[n.instance & FLAG_MASK];
if (disable_placeholders) {
Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene");
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, NULL);
} else {
InstancePlaceholder *ip = memnew(InstancePlaceholder);
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ip->set_instance_path(path);
node = ip;
}
node->set_scene_instance_load_placeholder(true);
} else {
Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, NULL);
}
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} else if (n.type == TYPE_INSTANCED) {
//print_line("instanced");
//get the node from somewhere, it likely already exists from another instance
if (parent) {
node = parent->_get_child_by_name(snames[n.name]);
#ifdef DEBUG_ENABLED
if (!node) {
WARN_PRINT(String("Node '" + String(ret_nodes[0]->get_path_to(parent)) + "/" + String(snames[n.name]) + "' was modified from inside a instance, but it has vanished.").ascii().get_data());
}
#endif
}
} else if (ClassDB::is_class_enabled(snames[n.type])) {
//print_line("created");
//node belongs to this scene and must be created
Object *obj = ClassDB::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>();
} else {
print_line("wtf class is disabled for: " + itos(n.type));
print_line("name: " + String(snames[n.type]));
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}
if (node) {
// may not have found the node (part of instanced scene and removed)
// if found all is good, otherwise ignore
//properties
int nprop_count = n.properties.size();
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;
ERR_FAIL_INDEX_V(nprops[j].name, sname_count, NULL);
ERR_FAIL_INDEX_V(nprops[j].value, prop_count, NULL);
if (snames[nprops[j].name] == CoreStringNames::get_singleton()->_script) {
//work around to avoid old script variables from disappearing, should be the proper fix to:
//https://github.com/godotengine/godot/issues/2958
//store old state
List<Pair<StringName, Variant> > old_state;
if (node->get_script_instance()) {
node->get_script_instance()->get_property_state(old_state);
}
node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
//restore old state for new script, if exists
for (List<Pair<StringName, Variant> >::Element *E = old_state.front(); E; E = E->next()) {
node->set(E->get().first, E->get().second);
}
} else {
Variant value = props[nprops[j].value];
if (value.get_type() == Variant::OBJECT) {
//handle resources that are local to scene by duplicating them if needed
Ref<Resource> res = value;
if (res.is_valid()) {
if (res->is_local_to_scene()) {
Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res);
if (E) {
value = E->get();
} else {
Node *base = i == 0 ? node : ret_nodes[0];
if (p_edit_state == GEN_EDIT_STATE_MAIN) {
res->local_scene = base;
resources_local_to_scene[res] = res;
} else {
Node *base = i == 0 ? node : ret_nodes[0];
Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, resources_local_to_scene);
resources_local_to_scene[res] = local_dupe;
res = local_dupe;
value = local_dupe;
}
res->setup_local_to_scene();
}
//must make a copy, because this res is local to scene
}
}
}
node->set(snames[nprops[j].name], value, &valid);
}
}
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}
//name
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//groups
for (int j = 0; j < n.groups.size(); j++) {
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ERR_FAIL_INDEX_V(n.groups[j], sname_count, NULL);
node->add_to_group(snames[n.groups[j]], true);
}
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if (n.instance >= 0 || n.type != TYPE_INSTANCED || i == 0) {
//if node was not part of instance, must set it's name, parenthood and ownership
if (i > 0) {
if (parent) {
parent->_add_child_nocheck(node, snames[n.name]);
} else {
//it may be possible that an instanced scene has changed
//and the node has nowhere to go anymore
stray_instances.push_back(node); //can't be added, go to stray list
}
} else {
node->_set_name_nocheck(snames[n.name]);
}
}
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if (n.owner >= 0) {
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NODE_FROM_ID(owner, n.owner);
if (owner)
node->_set_owner_nocheck(owner);
}
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}
ret_nodes[i] = node;
if (node && gen_node_path_cache && ret_nodes[0]) {
NodePath n = ret_nodes[0]->get_path_to(node);
node_path_cache[n] = i;
}
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}
//do connections
int cc = connections.size();
const ConnectionData *cdata = connections.ptr();
for (int i = 0; i < cc; i++) {
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const ConnectionData &c = cdata[i];
//ERR_FAIL_INDEX_V( c.from, nc, NULL );
//ERR_FAIL_INDEX_V( c.to, nc, NULL );
NODE_FROM_ID(cfrom, c.from);
NODE_FROM_ID(cto, c.to);
if (!cfrom || !cto)
continue;
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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]];
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}
cfrom->connect(snames[c.signal], cto, snames[c.method], binds, CONNECT_PERSIST | c.flags);
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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
while (stray_instances.size()) {
memdelete(stray_instances.front()->get());
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stray_instances.pop_front();
}
for (int i = 0; i < editable_instances.size(); i++) {
Node *ei = ret_nodes[0]->_get_node(editable_instances[i]);
if (ei) {
ret_nodes[0]->set_editable_instance(ei, true);
}
}
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return ret_nodes[0];
}
static int _nm_get_string(const String &p_string, Map<StringName, int> &name_map) {
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if (name_map.has(p_string))
return name_map[p_string];
int idx = name_map.size();
name_map[p_string] = idx;
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return idx;
}
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))
return variant_map[p_variant];
int idx = variant_map.size();
variant_map[p_variant] = idx;
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return idx;
}
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) {
// this function handles all the work related to properly packing scenes, be it
// instanced or inherited.
// given the complexity of this process, an attempt will be made to properly
// document it. if you fail to understand something, please ask!
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//discard nodes that do not belong to be processed
if (p_node != p_owner && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner()))
return OK;
// save the child instanced scenes that are chosen as editable, so they can be restored
// upon load back
if (p_node != p_owner && p_node->get_filename() != String() && p_owner->is_editable_instance(p_node))
editable_instances.push_back(p_owner->get_path_to(p_node));
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NodeData nd;
nd.name = _nm_get_string(p_node->get_name(), name_map);
nd.instance = -1; //not instanced by default
// if this node is part of an instanced scene or sub-instanced scene
// we need to get the corresponding instance states.
// with the instance states, we can query for identical properties/groups
// and only save what has changed
List<PackState> pack_state_stack;
bool instanced_by_owner = true;
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{
Node *n = p_node;
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while (n) {
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if (n == p_owner) {
Ref<SceneState> state = n->get_scene_inherited_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);
instanced_by_owner = false;
}
}
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if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instanced_by_owner) {
if (p_node->get_scene_instance_load_placeholder()) {
//it's a placeholder, use the placeholder path
nd.instance = _vm_get_variant(p_node->get_filename(), variant_map);
nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
} else {
//must instance ourselves
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);
}
}
n = NULL;
} else {
if (n->get_filename() != 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();
}
}
}
#if 0
Ref<SceneState> base_scene = p_node->get_scene_inherited_state(); //for inheritance
Ref<SceneState> instance_state;
int instance_state_node=-1;
if (base_scene.is_valid() && (p_node==p_owner || p_node->get_owner()==p_owner)) {
//scene inheritance in use, see if this node is actually inherited
NodePath path = p_owner->get_path_to(p_node);
instance_state_node = base_scene->find_node_by_path(path);
if (instance_state_node>=0) {
instance_state=base_scene;
}
}
// check that this is a directly instanced scene from the scene being packed, if so
// this information must be saved. Of course, if using scene instancing and this node
// does belong to base scene, ignore.
if (instance_state.is_null() && p_node!=p_owner && p_node->get_owner()==p_owner && p_node->get_filename()!="") {
//instanced, only direct sub-scnes are supported of course
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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);
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} else {
nd.instance=-1;
}
// finally, if this does not belong to scene inheritance, check
// if it belongs to scene instancing
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if (instance_state.is_null() && p_node!=p_owner) {
//if not affected by scene inheritance, this may be
if (p_node->get_owner()==p_owner && p_node->get_filename()!=String()) {
instance_state=p_node->get_scene_instance_state();
if (instance_state.is_valid()) {
instance_state_node=instance_state->find_node_by_path(p_node->get_path_to(p_node));
}
} else if (p_node->get_owner()!=p_owner && p_owner->is_editable_instance(p_node->get_owner())) {
instance_state=p_node->get_owner()->get_scene_instance_state();
if (instance_state.is_valid()) {
instance_state_node=instance_state->find_node_by_path(p_node->get_owner()->get_path_to(p_node));
}
}
}
#endif
// all setup, we then proceed to check all properties for the node
// and save the ones that are worth saving
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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)
2014-10-03 05:10:51 +02:00
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)
2014-10-03 05:10:51 +02:00
}
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String name = E->get().name;
Variant value = p_node->get(E->get().name);
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bool isdefault = ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one());
/*
if (nd.instance<0 && ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one())) {
continue;
}
*/
//print_line("PASSED!");
//print_line("at: "+String(p_node->get_name())+"::"+name+": - nz: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONZERO)+" no: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONONE));
//print_line("value: "+String(value)+" is zero: "+itos(value.is_zero())+" is one" +itos(value.is_one()));
if (pack_state_stack.size()) {
// we are on part of an instanced subscene
// or part of instanced scene.
// only save what has been changed
// only save changed properties in instance
if (E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE || E->get().name == "__meta__") {
//property has requested that no instance state is saved, sorry
//also, meta won't be overridden or saved
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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->get().name, exists);
if (exists) {
break;
}
}
if (exists) {
//check if already exists and did not change
if (value.get_type() == Variant::REAL && original.get_type() == Variant::REAL) {
//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::abs(a - b) < CMP_EPSILON)
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.
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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)
2014-10-03 05:10:51 +02:00
}
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} else {
if (isdefault) {
//it's the default value, no point in saving it
continue;
}
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}
NodeData::Property prop;
prop.name = _nm_get_string(name, name_map);
prop.value = _vm_get_variant(value, variant_map);
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nd.properties.push_back(prop);
}
// save the groups this node is into
// discard groups that come from the original scene
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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();
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if (!gi.persistent)
continue;
/*
if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
continue; //group was instanced, don't add here
*/
bool skip = false;
for (List<PackState>::Element *F = pack_state_stack.front(); F; F = F->next()) {
//check all levels of pack to see if the group was added somewhere
const PackState &ps = F->get();
if (ps.state->is_node_in_group(ps.node, gi.name)) {
skip = true;
break;
}
}
if (skip)
continue;
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nd.groups.push_back(_nm_get_string(gi.name, name_map));
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}
// save the right owner
// for the saved scene root this is -1
// for nodes of the saved scene this is 0
// for nodes of instanced 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;
#if 0
// this is pointless, if this was instanced by something else,
// the owner will already be set.
if (node_map.has(p_node->get_owner())) {
//maybe an existing saved node
nd.owner=node_map[p_node->get_owner()];
} else {
//not saved, use nodepath map
int sidx;
if (nodepath_map.has(p_node->get_owner())) {
sidx=nodepath_map[p_node->get_owner()];
} else {
sidx=nodepath_map.size();
nodepath_map[p_node->get_owner()]=sidx;
}
nd.owner=FLAG_ID_IS_PATH|sidx;
}
#endif
}
// Save the right type. If this node was created by an instance
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// then flag that the node should not be created but reused
if (pack_state_stack.empty()) {
//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 instanced process, so do not save the type.
// instead, save that it was instanced
nd.type = TYPE_INSTANCED;
}
// determine whether to save this node or not
// if this node is part of an instanced 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 && instanced_by_owner); //part of scene and not instanced
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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);
}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
Error err = _parse_node(p_owner, c, parent_node, name_map, variant_map, node_map, nodepath_map);
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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) {
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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;
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List<MethodInfo> _signals;
p_node->get_signal_list(&_signals);
_signals.sort();
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//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
//NodeData &nd = nodes[node_map[p_node]];
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for (List<MethodInfo>::Element *E = _signals.front(); E; E = E->next()) {
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List<Node::Connection> conns;
p_node->get_signal_connection_list(E->get().name, &conns);
conns.sort();
for (List<Node::Connection>::Element *F = conns.front(); F; F = F->next()) {
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const Node::Connection &c = F->get();
if (!(c.flags & CONNECT_PERSIST)) //only persistent connections get saved
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continue;
// only connections that originate or end into main saved scene are saved
// everything else is discarded
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Node *target = c.target->cast_to<Node>();
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if (!target) {
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continue;
}
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//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_filename() == String()) {
common_parent = common_parent->get_owner();
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}
bool exists = false;
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//go through ownership chain to see if this exists
while (common_parent) {
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Ref<SceneState> ps;
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if (common_parent == p_owner)
ps = common_parent->get_scene_inherited_state();
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else
ps = common_parent->get_scene_instance_state();
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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, signal_to, c.method)) {
exists = true;
break;
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}
}
if (common_parent == p_owner)
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break;
else
common_parent = common_parent->get_owner();
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}
if (exists) { //already exists (comes from instance or inheritance), so don't save
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continue;
}
{
Node *nl = p_node;
bool exists = 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));
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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, to_node, c.method)) {
exists = true;
break;
}
}
}
nl = NULL;
} else {
if (nl->get_filename() != 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));
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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, to_node, c.method)) {
exists = true;
break;
}
}
}
}
nl = nl->get_owner();
}
}
if (exists) {
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;
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if (node_map.has(target)) {
target_id = node_map[target];
} else {
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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;
}
}
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ConnectionData cd;
cd.from = src_id;
cd.to = target_id;
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));
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}
connections.push_back(cd);
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
Error err = _parse_connections(p_owner, c, name_map, variant_map, node_map, nodepath_map);
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if (err)
return err;
}
return OK;
}
Error SceneState::pack(Node *p_scene) {
ERR_FAIL_NULL_V(p_scene, ERR_INVALID_PARAMETER);
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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-scnes are supported of course
Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);
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if (err) {
clear();
ERR_FAIL_V(err);
}
err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);
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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()) {
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names[E->get()] = E->key();
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}
variants.resize(variant_map.size());
const Variant *K = NULL;
while ((K = variant_map.next(K))) {
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int idx = variant_map[*K];
variants[idx] = *K;
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}
node_paths.resize(nodepath_map.size());
for (Map<Node *, int>::Element *E = nodepath_map.front(); E; E = E->next()) {
node_paths[E->get()] = scene->get_path_to(E->key());
}
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return OK;
}
void SceneState::set_path(const String &p_path) {
path = p_path;
}
String SceneState::get_path() const {
return path;
}
void SceneState::clear() {
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names.clear();
variants.clear();
nodes.clear();
connections.clear();
node_path_cache.clear();
node_paths.clear();
editable_instances.clear();
base_scene_idx = -1;
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}
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 {
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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 >= 0) {
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 instanced 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 (Map<int, int>::Element *E = base_scene_node_remap.front(); E; E = E->next()) {
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 &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"));
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int version = 1;
if (d.has("version"))
version = d["version"];
if (version > PACK_VERSION) {
ERR_EXPLAIN("Save format version too new!");
ERR_FAIL();
}
PoolVector<String> snames = d["names"];
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if (snames.size()) {
int namecount = snames.size();
names.resize(namecount);
PoolVector<String>::Read r = snames.read();
for (int i = 0; i < names.size(); i++)
names[i] = r[i];
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}
Array svariants = d["variants"];
if (svariants.size()) {
int varcount = svariants.size();
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variants.resize(varcount);
for (int i = 0; i < varcount; i++) {
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variants[i] = svariants[i];
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}
} else {
variants.clear();
}
nodes.resize(d["node_count"]);
int nc = nodes.size();
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if (nc) {
PoolVector<int> snodes = d["nodes"];
PoolVector<int>::Read r = snodes.read();
int idx = 0;
for (int i = 0; i < nc; i++) {
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NodeData &nd = nodes[i];
nd.parent = r[idx++];
nd.owner = r[idx++];
nd.type = r[idx++];
nd.name = r[idx++];
nd.instance = r[idx++];
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nd.properties.resize(r[idx++]);
for (int j = 0; j < nd.properties.size(); j++) {
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nd.properties[j].name = r[idx++];
nd.properties[j].value = r[idx++];
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}
nd.groups.resize(r[idx++]);
for (int j = 0; j < nd.groups.size(); j++) {
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nd.groups[j] = r[idx++];
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}
}
}
connections.resize(d["conn_count"]);
int cc = connections.size();
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if (cc) {
PoolVector<int> sconns = d["conns"];
PoolVector<int>::Read r = sconns.read();
int idx = 0;
for (int i = 0; i < cc; i++) {
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ConnectionData &cd = connections[i];
cd.from = r[idx++];
cd.to = r[idx++];
cd.signal = r[idx++];
cd.method = r[idx++];
cd.flags = r[idx++];
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cd.binds.resize(r[idx++]);
for (int j = 0; j < cd.binds.size(); j++) {
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cd.binds[j] = r[idx++];
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}
}
}
Array np;
if (d.has("node_paths")) {
np = d["node_paths"];
}
node_paths.resize(np.size());
for (int i = 0; i < np.size(); i++) {
node_paths[i] = np[i];
}
Array ei;
if (d.has("editable_instances")) {
ei = d["editable_instances"];
}
if (d.has("base_scene")) {
base_scene_idx = d["base_scene"];
}
editable_instances.resize(ei.size());
for (int i = 0; i < editable_instances.size(); i++) {
editable_instances[i] = ei[i];
}
//path=d["path"];
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}
Dictionary SceneState::get_bundled_scene() const {
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PoolVector<String> rnames;
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rnames.resize(names.size());
if (names.size()) {
PoolVector<String>::Write r = rnames.write();
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for (int i = 0; i < names.size(); i++)
r[i] = names[i];
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}
Dictionary d;
d["names"] = rnames;
d["variants"] = variants;
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Vector<int> rnodes;
d["node_count"] = nodes.size();
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for (int i = 0; i < nodes.size(); i++) {
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const NodeData &nd = nodes[i];
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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++) {
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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++) {
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rnodes.push_back(nd.groups[j]);
}
}
d["nodes"] = rnodes;
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Vector<int> rconns;
d["conn_count"] = connections.size();
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for (int i = 0; i < connections.size(); i++) {
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const ConnectionData &cd = connections[i];
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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++)
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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];
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}
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"] = PACK_VERSION;
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//d["path"]=path;
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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];
}
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.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];
}
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int SceneState::get_connection_flags(int p_idx) const {
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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) {
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// this method cannot be const because of this
Ref<SceneState> ss = this;
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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);
}
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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;
}
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}
ss = ss->_get_base_scene_state();
} while (ss.is_valid());
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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::find_name(const StringName &p_name) const {
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for (int i = 0; i < names.size(); i++) {
if (names[i] == p_name)
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return i;
}
return -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) {
NodeData nd;
nd.parent = p_parent;
nd.owner = p_owner;
nd.type = p_type;
nd.name = p_name;
nd.instance = p_instance;
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[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[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);
}
PoolVector<String> SceneState::_get_node_groups(int p_idx) const {
Vector<StringName> groups = get_node_groups(p_idx);
PoolVector<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:PackedScene", "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_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:Variant", "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_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_CONSTANT(GEN_EDIT_STATE_MAIN);
}
SceneState::SceneState() {
base_scene_idx = -1;
last_modified_time = 0;
}
////////////////
void PackedScene::_set_bundled_scene(const Dictionary &d) {
state->set_bundled_scene(d);
}
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_instance() const {
return state->can_instance();
}
Node *PackedScene::instance(GenEditState p_edit_state) const {
#ifndef TOOLS_ENABLED
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
ERR_EXPLAIN("Edit state is only for editors, does not work without tools compiled");
ERR_FAIL_COND_V(p_edit_state != GEN_EDIT_STATE_DISABLED, NULL);
}
#endif
Node *s = state->instance((SceneState::GenEditState)p_edit_state);
if (!s)
return NULL;
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
s->set_scene_instance_state(state);
}
if (get_path() != "" && get_path().find("::") == -1)
s->set_filename(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);
}
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void PackedScene::_bind_methods() {
ClassDB::bind_method(D_METHOD("pack", "path:Node"), &PackedScene::pack);
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ClassDB::bind_method(D_METHOD("instance:Node", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED));
ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance);
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:SceneState"), &PackedScene::get_state);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
BIND_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_CONSTANT(GEN_EDIT_STATE_MAIN);
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}
PackedScene::PackedScene() {
state = Ref<SceneState>(memnew(SceneState));
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}