Optimize NodePath update when renaming or deleting nodes in the editor
Now the process uses a Map to lookup node pointers instead of iterating over all modified node paths in a list and comparing them for each property to check. The process also avoids checking properties with empty node paths and does an early exit on deleted nodes to avoid checking the node and its descendants. Also made a minor change in NodePath::rel_path_to() to avoid resizing a Vector many times for long paths (with copy-on-write each time). Now it's down to 2 resize calls in any case.
This commit is contained in:
parent
66aadc2981
commit
8185c5fe8a
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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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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// 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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return true;
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}
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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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// 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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// 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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// 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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}
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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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@ -1582,47 +1563,44 @@ 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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//will be erased
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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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Set<int>::Element *EI = ran.front();
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ERR_FAIL_COND(!EI); //bug
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while (EI->get() != i) {
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idx++;
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EI = EI->next();
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ERR_FAIL_COND(!EI); //another bug
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}
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editor_data->get_undo_redo().add_do_method(anim.ptr(), "remove_track", idx);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "add_track", anim->track_get_type(i), idx);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", idx, track_np);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_interpolation_type", idx, anim->track_get_interpolation_type(i));
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for (int j = 0; j < anim->track_get_key_count(i); j++) {
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_insert_key", idx, anim->track_get_key_time(i, j), anim->track_get_key_value(i, j), anim->track_get_key_transition(i, j));
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}
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ran.erase(i); //byebye channel
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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 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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continue; //bleh
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}
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editor_data->get_undo_redo().add_do_method(anim.ptr(), "track_set_path", i, new_path);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", i, track_np);
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int idx = 0;
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Set<int>::Element *EI = ran.front();
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ERR_FAIL_COND(!EI); //bug
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while (EI->get() != i) {
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idx++;
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EI = EI->next();
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ERR_FAIL_COND(!EI); //another bug
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}
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editor_data->get_undo_redo().add_do_method(anim.ptr(), "remove_track", idx);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "add_track", anim->track_get_type(i), idx);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", idx, track_np);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_interpolation_type", idx, anim->track_get_interpolation_type(i));
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for (int j = 0; j < anim->track_get_key_count(i); j++) {
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_insert_key", idx, anim->track_get_key_time(i, j), anim->track_get_key_value(i, j), anim->track_get_key_transition(i, j));
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}
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ran.erase(i); //byebye channel
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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(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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continue; //bleh
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}
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editor_data->get_undo_redo().add_do_method(anim.ptr(), "track_set_path", i, new_path);
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editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", i, track_np);
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}
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}
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}
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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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@ -1797,21 +1773,24 @@ 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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Vector<StringName> unfixed_new_names = old_new_name.get_names();
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Vector<StringName> fixed_new_names;
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// Get last name and replace with fixed new name.
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for (int a = 0; a < (unfixed_new_names.size() - 1); a++) {
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fixed_new_names.push_back(unfixed_new_names[a]);
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// Get last name and replace with fixed new name.
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for (int a = 0; a < (unfixed_new_names.size() - 1); a++) {
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fixed_new_names.push_back(unfixed_new_names[a]);
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}
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fixed_new_names.push_back(new_name);
|
||||
|
||||
NodePath fixed_node_path = NodePath(fixed_new_names, true);
|
||||
path_renames[node] = fixed_node_path;
|
||||
} else {
|
||||
ERR_PRINT("Internal error. Can't find renamed path for node '" + node->get_path() + "'");
|
||||
}
|
||||
fixed_new_names.push_back(new_name);
|
||||
|
||||
NodePath fixed_node_path = NodePath(fixed_new_names, true);
|
||||
|
||||
path_renames[ni].second = fixed_node_path;
|
||||
}
|
||||
|
||||
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);
|
||||
|
@ -2020,7 +1999,7 @@ void SceneTreeDock::_delete_confirm(bool p_cut) {
|
|||
|
||||
} else {
|
||||
remove_list.sort_custom<Node::Comparator>(); //sort nodes to keep positions
|
||||
List<Pair<NodePath, NodePath>> path_renames;
|
||||
Map<Node *, NodePath> path_renames;
|
||||
|
||||
//delete from animation
|
||||
for (List<Node *>::Element *E = remove_list.front(); E; E = E->next()) {
|
||||
|
|
|
@ -216,7 +216,7 @@ class SceneTreeDock : public VBoxContainer {
|
|||
void _update_script_button();
|
||||
Node *_get_selection_group_tail(Node *p_node, List<Node *> p_list);
|
||||
|
||||
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames);
|
||||
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames);
|
||||
|
||||
void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
|
||||
|
||||
|
@ -249,8 +249,8 @@ class SceneTreeDock : public VBoxContainer {
|
|||
bool profile_allow_editing;
|
||||
bool profile_allow_script_editing;
|
||||
|
||||
static bool _update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames);
|
||||
static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames);
|
||||
bool _update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const;
|
||||
bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
|
@ -267,8 +267,8 @@ public:
|
|||
void instance(const String &p_file);
|
||||
void instance_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
|
||||
void set_selected(Node *p_node, bool p_emit_selected = false);
|
||||
void fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames);
|
||||
void perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
|
||||
void fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames);
|
||||
void perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
|
||||
SceneTreeEditor *get_tree_editor() { return scene_tree; }
|
||||
EditorData *get_editor_data() { return editor_data; }
|
||||
|
||||
|
|
Loading…
Reference in a new issue