Merge pull request #50320 from nekomatata/optimize-node-path-check-3.x
[3.x] Optimize NodePath update when renaming or deleting nodes in the editor
This commit is contained in:
commit
54ad72d08d
3 changed files with 110 additions and 124 deletions
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@ -244,19 +244,26 @@ NodePath NodePath::rel_path_to(const NodePath &p_np) const {
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common_parent--;
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Vector<StringName> relpath;
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relpath.resize(src_dirs.size() + dst_dirs.size() + 1);
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for (int i = src_dirs.size() - 1; i > common_parent; i--) {
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relpath.push_back("..");
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StringName *relpath_ptr = relpath.ptrw();
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int path_size = 0;
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StringName back_str("..");
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for (int i = common_parent + 1; i < src_dirs.size(); i++) {
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relpath_ptr[path_size++] = back_str;
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}
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for (int i = common_parent + 1; i < dst_dirs.size(); i++) {
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relpath.push_back(dst_dirs[i]);
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relpath_ptr[path_size++] = dst_dirs[i];
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}
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if (relpath.size() == 0) {
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relpath.push_back(".");
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if (path_size == 0) {
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relpath_ptr[path_size++] = ".";
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}
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relpath.resize(path_size);
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return NodePath(relpath, p_np.get_subnames(), false);
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}
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@ -1364,30 +1364,25 @@ void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
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}
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}
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void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames) {
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void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames) {
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base_path.push_back(p_node->get_name());
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if (new_base_path.size()) {
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new_base_path.push_back(p_node->get_name());
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}
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NodePath from(base_path, true);
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NodePath to;
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NodePath new_path;
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if (new_base_path.size()) {
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to = NodePath(new_base_path, true);
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new_path = NodePath(new_base_path, true);
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}
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Pair<NodePath, NodePath> npp;
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npp.first = from;
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npp.second = to;
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p_renames->push_back(npp);
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p_renames->insert(p_node, new_path);
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_fill_path_renames(base_path, new_base_path, p_node->get_child(i), p_renames);
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}
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}
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void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames) {
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void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames) {
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Vector<StringName> base_path;
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Node *n = p_node->get_parent();
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while (n) {
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@ -1410,50 +1405,41 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
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_fill_path_renames(base_path, new_base_path, p_node, p_renames);
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}
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bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames) {
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NodePath root_path_new = p_root_path;
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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if (p_root_path == F->get().first) {
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root_path_new = F->get().second;
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break;
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}
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}
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bool SceneTreeDock::_update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const {
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Node *target_node = p_root_node->get_node_or_null(r_node_path);
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ERR_FAIL_NULL_V_MSG(target_node, false, "Found invalid node path '" + String(r_node_path) + "' on node '" + String(scene_root->get_path_to(p_root_node)) + "'");
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// Goes through all paths to check if it's matching.
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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NodePath rel_path_old = p_root_path.rel_path_to(F->get().first);
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// Try to find the target node in modified node paths.
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Map<Node *, NodePath>::Element *found_node_path = p_renames->find(target_node);
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if (found_node_path) {
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Map<Node *, NodePath>::Element *found_root_path = p_renames->find(p_root_node);
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NodePath root_path_new = found_root_path ? found_root_path->get() : p_root_node->get_path();
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r_node_path = root_path_new.rel_path_to(found_node_path->get());
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// If old path detected, then it needs to be replaced with the new one.
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if (r_node_path == rel_path_old) {
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NodePath rel_path_new = F->get().second;
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// If not empty, get new relative path.
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if (!rel_path_new.is_empty()) {
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rel_path_new = root_path_new.rel_path_to(rel_path_new);
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}
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r_node_path = rel_path_new;
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return true;
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}
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// Update the node itself if it has a valid node path and has not been deleted.
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if (p_root_path == F->get().first && r_node_path != NodePath() && F->get().second != NodePath()) {
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NodePath abs_path = NodePath(String(root_path_new).plus_file(r_node_path)).simplified();
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NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
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r_node_path = rel_path_new;
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return true;
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// Update the path if the base node has changed and has not been deleted.
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Map<Node *, NodePath>::Element *found_root_path = p_renames->find(p_root_node);
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if (found_root_path) {
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NodePath root_path_new = found_root_path->get();
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if (!root_path_new.is_empty()) {
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NodePath old_abs_path = NodePath(String(p_root_node->get_path()).plus_file(r_node_path));
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old_abs_path.simplify();
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r_node_path = root_path_new.rel_path_to(old_abs_path);
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}
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return true;
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}
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return false;
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}
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bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames) {
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bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const {
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switch (r_variant.get_type()) {
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case Variant::NODE_PATH: {
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NodePath node_path = r_variant;
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if (_update_node_path(p_root_path, node_path, p_renames)) {
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if (!node_path.is_empty() && _update_node_path(p_root_node, node_path, p_renames)) {
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r_variant = node_path;
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return true;
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}
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@ -1464,7 +1450,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
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bool updated = false;
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for (int i = 0; i < a.size(); i++) {
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Variant value = a[i];
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if (_check_node_path_recursive(p_root_path, value, p_renames)) {
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if (_check_node_path_recursive(p_root_node, value, p_renames)) {
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if (!updated) {
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a = a.duplicate(); // Need to duplicate for undo-redo to work.
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updated = true;
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@ -1483,7 +1469,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
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bool updated = false;
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for (int i = 0; i < d.size(); i++) {
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Variant value = d.get_value_at_index(i);
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if (_check_node_path_recursive(p_root_path, value, p_renames)) {
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if (_check_node_path_recursive(p_root_node, value, p_renames)) {
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if (!updated) {
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d = d.duplicate(); // Need to duplicate for undo-redo to work.
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updated = true;
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@ -1504,7 +1490,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
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return false;
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}
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void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
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void SceneTreeDock::perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
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Map<Ref<Animation>, Set<int>> rem_anims;
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if (!r_rem_anims) {
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r_rem_anims = &rem_anims;
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@ -1518,10 +1504,15 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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return;
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}
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// No renaming if base node is deleted.
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Map<Node *, NodePath>::Element *found_base_path = p_renames->find(p_base);
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if (found_base_path && found_base_path->get().is_empty()) {
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return;
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}
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// Renaming node paths used in node properties.
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List<PropertyInfo> properties;
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p_base->get_property_list(&properties);
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NodePath base_root_path = p_base->get_path();
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for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
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if (!(E->get().usage & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR))) {
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@ -1530,7 +1521,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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String propertyname = E->get().name;
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Variant old_variant = p_base->get(propertyname);
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Variant updated_variant = old_variant;
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if (_check_node_path_recursive(base_root_path, updated_variant, p_renames)) {
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if (_check_node_path_recursive(p_base, updated_variant, p_renames)) {
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editor_data->get_undo_redo().add_do_property(p_base, propertyname, updated_variant);
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editor_data->get_undo_redo().add_undo_property(p_base, propertyname, old_variant);
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p_base->set(propertyname, updated_variant);
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@ -1546,19 +1537,9 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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Node *root = ap->get_node(ap->get_root());
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if (root) {
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NodePath root_path = root->get_path();
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NodePath new_root_path = root_path;
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for (List<Pair<NodePath, NodePath>>::Element *E = p_renames->front(); E; E = E->next()) {
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if (E->get().first == root_path) {
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new_root_path = E->get().second;
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break;
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}
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}
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if (new_root_path != NodePath()) {
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//will not be erased
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Map<Node *, NodePath>::Element *found_root_path = p_renames->find(root);
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NodePath new_root_path = found_root_path ? found_root_path->get() : root->get_path();
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if (!new_root_path.is_empty()) { // No renaming if root node is deleted.
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for (List<StringName>::Element *E = anims.front(); E; E = E->next()) {
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Ref<Animation> anim = ap->get_animation(E->get());
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if (!r_rem_anims->has(anim)) {
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@ -1582,15 +1563,13 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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continue;
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}
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NodePath old_np = n->get_path();
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if (!ran.has(i)) {
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continue; //channel was removed
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}
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for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
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if (F->get().first == old_np) {
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if (F->get().second == NodePath()) {
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Map<Node *, NodePath>::Element *found_path = p_renames->find(n);
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if (found_path) {
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if (found_path->get() == NodePath()) {
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//will be erased
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int idx = 0;
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@ -1614,7 +1593,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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} else {
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//will be renamed
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NodePath rel_path = new_root_path.rel_path_to(F->get().second);
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NodePath rel_path = new_root_path.rel_path_to(found_path->get());
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NodePath new_path = NodePath(rel_path.get_names(), track_np.get_subnames(), false);
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if (new_path == track_np) {
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@ -1629,7 +1608,6 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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}
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}
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}
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}
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for (int i = 0; i < p_base->get_child_count(); i++) {
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perform_node_renames(p_base->get_child(i), p_renames, r_rem_anims);
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@ -1637,7 +1615,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
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}
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void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
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List<Pair<NodePath, NodePath>> path_renames;
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Map<Node *, NodePath> path_renames;
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Vector<StringName> base_path;
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Node *n = p_node->get_parent();
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@ -1652,10 +1630,8 @@ void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
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new_base_path.push_back(p_new_name);
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Pair<NodePath, NodePath> npp;
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npp.first = NodePath(base_path, true);
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npp.second = NodePath(new_base_path, true);
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path_renames.push_back(npp);
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NodePath new_path(new_base_path, true);
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path_renames[p_node] = new_path;
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_fill_path_renames(base_path, new_base_path, p_node->get_child(i), &path_renames);
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@ -1760,7 +1736,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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editor_data->get_undo_redo().create_action(TTR("Reparent Node"));
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List<Pair<NodePath, NodePath>> path_renames;
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Map<Node *, NodePath> path_renames;
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Vector<StringName> former_names;
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int inc = 0;
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@ -1797,8 +1773,9 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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// Name was modified, fix the path renames.
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if (old_name.casecmp_to(new_name) != 0) {
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// Fix the to name to have the new name.
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NodePath old_new_name = path_renames[ni].second;
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NodePath new_path;
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Map<Node *, NodePath>::Element *found_path = path_renames.find(node);
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if (found_path) {
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NodePath old_new_name = found_path->get();
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Vector<StringName> unfixed_new_names = old_new_name.get_names();
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Vector<StringName> fixed_new_names;
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@ -1810,8 +1787,10 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
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fixed_new_names.push_back(new_name);
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NodePath fixed_node_path = NodePath(fixed_new_names, true);
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path_renames[ni].second = fixed_node_path;
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path_renames[node] = fixed_node_path;
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} else {
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ERR_PRINT("Internal error. Can't find renamed path for node '" + node->get_path() + "'");
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}
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}
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editor_data->get_undo_redo().add_do_method(sed, "live_debug_reparent_node", edited_scene->get_path_to(node), edited_scene->get_path_to(new_parent), new_name, p_position_in_parent + inc);
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@ -2020,7 +1999,7 @@ void SceneTreeDock::_delete_confirm(bool p_cut) {
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} else {
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remove_list.sort_custom<Node::Comparator>(); //sort nodes to keep positions
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List<Pair<NodePath, NodePath>> path_renames;
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Map<Node *, NodePath> path_renames;
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//delete from animation
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for (List<Node *>::Element *E = remove_list.front(); E; E = E->next()) {
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@ -216,7 +216,7 @@ class SceneTreeDock : public VBoxContainer {
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void _update_script_button();
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Node *_get_selection_group_tail(Node *p_node, List<Node *> p_list);
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void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames);
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void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames);
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void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
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@ -249,8 +249,8 @@ class SceneTreeDock : public VBoxContainer {
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bool profile_allow_editing;
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bool profile_allow_script_editing;
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static bool _update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames);
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static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames);
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bool _update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const;
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bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const;
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protected:
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void _notification(int p_what);
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@ -267,8 +267,8 @@ public:
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void instance(const String &p_file);
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void instance_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
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void set_selected(Node *p_node, bool p_emit_selected = false);
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void fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames);
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void perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
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void fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames);
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void perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
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SceneTreeEditor *get_tree_editor() { return scene_tree; }
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EditorData *get_editor_data() { return editor_data; }
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||||
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||||
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Reference in a new issue