Cleanup code in #1367 and fix api compatibility, revert joint changes

This commit is contained in:
Wojtek Figat
2023-09-28 13:10:58 +02:00
parent 3b94792f2e
commit d71c171412
9 changed files with 48 additions and 17 deletions

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@@ -66,7 +66,7 @@ void AudioListener::OnTransformChanged()
_box = BoundingBox(_transform.Translation); _box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f); _sphere = BoundingSphere(_transform.Translation, 0.0f);
if (IsActiveInHierarchy()) if (IsActiveInHierarchy() && IsDuringPlay())
{ {
AudioBackend::Listener::TransformChanged(this); AudioBackend::Listener::TransformChanged(this);
} }

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@@ -288,7 +288,7 @@ void EnvironmentProbe::OnTransformChanged()
UpdateBounds(); UpdateBounds();
if (IsDuringPlay() && UpdateMode == ProbeUpdateMode::WhenMoved) if (IsActiveInHierarchy() && IsDuringPlay() && UpdateMode == ProbeUpdateMode::WhenMoved)
{ {
Bake(1.0f); Bake(1.0f);
} }

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@@ -993,7 +993,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
// /\ all above this has to be done on an any thread // /\ all above this has to be done on an any thread
// \/ all below this has to be done on multiple threads at once // \/ all below this has to be done on multiple threads at once
{ {
PROFILE_CPU_NAMED("Deserialize"); PROFILE_CPU_NAMED("Deserialize");
@@ -1001,10 +1001,11 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
// Load all scene objects // Load all scene objects
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping); Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
SceneObject** objects = sceneObjects->Get();
for (int32 i = 1; i < objectsCount; i++) // start from 1. at index [0] was scene for (int32 i = 1; i < objectsCount; i++) // start from 1. at index [0] was scene
{ {
auto& objData = data[i]; auto& objData = data[i];
auto obj = sceneObjects->At(i); auto obj = objects[i];
if (obj) if (obj)
SceneObjectsFactory::Deserialize(context, obj, objData); SceneObjectsFactory::Deserialize(context, obj, objData);
} }
@@ -1016,7 +1017,6 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
// Synchronize prefab instances (prefab may have objects removed or reordered so deserialized instances need to synchronize with it) // Synchronize prefab instances (prefab may have objects removed or reordered so deserialized instances need to synchronize with it)
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game // TODO: resave and force sync scenes during game cooking so this step could be skipped in game
SceneObjectsFactory::SynchronizePrefabInstances(context, prefabSyncData); SceneObjectsFactory::SynchronizePrefabInstances(context, prefabSyncData);
// Cache transformations // Cache transformations
@@ -1030,9 +1030,10 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
{ {
PROFILE_CPU_NAMED("Initialize"); PROFILE_CPU_NAMED("Initialize");
SceneObject** objects = sceneObjects->Get();
for (int32 i = 0; i < sceneObjects->Count(); i++) for (int32 i = 0; i < sceneObjects->Count(); i++)
{ {
SceneObject* obj = sceneObjects->At(i); SceneObject* obj = objects[i];
if (obj) if (obj)
{ {
obj->Initialize(); obj->Initialize();
@@ -1498,7 +1499,7 @@ Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* ro
{ {
ScopeLock lock(ScenesLock); ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes) for (Scene* scene : Scenes)
FindActorsRecursive(scene, tag, activeOnly, result); FindActorsRecursive(scene, tag, activeOnly, result);
} }
return result; return result;
} }

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@@ -1221,7 +1221,7 @@ bool Prefab::SyncChangesInternal(PrefabInstancesData& prefabInstancesData)
{ {
ScopeLock lock(Locker); ScopeLock lock(Locker);
_isCreatingDefaultInstance = true; _isCreatingDefaultInstance = true;
_defaultInstance = PrefabManager::SpawnPrefab(this,Transform::Identity, nullptr, &ObjectsCache, true); _defaultInstance = PrefabManager::SpawnPrefab(this, Transform::Identity, nullptr, &ObjectsCache, true);
_isCreatingDefaultInstance = false; _isCreatingDefaultInstance = false;
} }

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@@ -43,7 +43,7 @@ Guid Prefab::GetRootObjectId() const
if (prefabObjectId == basePrefabRootId) if (prefabObjectId == basePrefabRootId)
{ {
objectIndex = i; objectIndex = i;
break; break;
} }
} }
} }

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@@ -39,7 +39,7 @@ PrefabManagerService PrefabManagerServiceInstance;
Actor* PrefabManager::SpawnPrefab(Prefab* prefab) Actor* PrefabManager::SpawnPrefab(Prefab* prefab)
{ {
Actor* parent = Level::Scenes.Count() != 0 ? Level::Scenes.Get()[0] : nullptr; Actor* parent = Level::Scenes.Count() != 0 ? Level::Scenes.Get()[0] : nullptr;
return SpawnPrefab(prefab,Transform::Identity, parent, nullptr); return SpawnPrefab(prefab, Transform::Identity, parent, nullptr);
} }
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Vector3& position) Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Vector3& position)
@@ -65,11 +65,23 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform)
Actor* parent = Level::Scenes.Count() != 0 ? Level::Scenes.Get()[0] : nullptr; Actor* parent = Level::Scenes.Count() != 0 ? Level::Scenes.Get()[0] : nullptr;
return SpawnPrefab(prefab, transform, parent, nullptr); return SpawnPrefab(prefab, transform, parent, nullptr);
} }
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, const Transform& transform)
{
return SpawnPrefab(prefab, transform, parent, nullptr);
}
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent) Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent)
{ {
return SpawnPrefab(prefab, Transform::Identity, parent, nullptr); return SpawnPrefab(prefab, Transform::Identity, parent, nullptr);
} }
Actor* PrefabManager::SpawnPrefab(Prefab* prefab,const Transform& transform, Actor* parent, Dictionary<Guid, const void*>* objectsCache, bool withSynchronization)
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid, const void*>* objectsCache, bool withSynchronization)
{
return SpawnPrefab(prefab, Transform::Identity, parent, objectsCache, withSynchronization);
}
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Actor* parent, Dictionary<Guid, const void*>* objectsCache, bool withSynchronization)
{ {
PROFILE_CPU_NAMED("Prefab.Spawn"); PROFILE_CPU_NAMED("Prefab.Spawn");
if (prefab == nullptr) if (prefab == nullptr)
@@ -178,7 +190,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab,const Transform& transform, Act
if (parent) if (parent)
parent->Children.Add(root); parent->Children.Add(root);
//move root to right location // Move root to the right location
if (transform != Transform::Identity) if (transform != Transform::Identity)
root->SetTransform(transform); root->SetTransform(transform);

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@@ -64,6 +64,15 @@ API_CLASS(Static) class FLAXENGINE_API PrefabManager
/// <returns>The created actor (root) or null if failed.</returns> /// <returns>The created actor (root) or null if failed.</returns>
API_FUNCTION() static Actor* SpawnPrefab(Prefab* prefab, const Transform& transform); API_FUNCTION() static Actor* SpawnPrefab(Prefab* prefab, const Transform& transform);
/// <summary>
/// Spawns the instance of the prefab objects. Prefab will be spawned to the first loaded scene.
/// </summary>
/// <param name="prefab">The prefab asset.</param>
/// <param name="parent">The parent actor to add spawned object instance. Can be null to just deserialize contents of the prefab.</param>
/// <param name="transform">The spawn transformation in the world space.</param>
/// <returns>The created actor (root) or null if failed.</returns>
API_FUNCTION() static Actor* SpawnPrefab(Prefab* prefab, Actor* parent, const Transform& transform);
/// <summary> /// <summary>
/// Spawns the instance of the prefab objects. If parent actor is specified then created actors are fully initialized (OnLoad event and BeginPlay is called if parent actor is already during gameplay). /// Spawns the instance of the prefab objects. If parent actor is specified then created actors are fully initialized (OnLoad event and BeginPlay is called if parent actor is already during gameplay).
/// </summary> /// </summary>
@@ -72,6 +81,16 @@ API_CLASS(Static) class FLAXENGINE_API PrefabManager
/// <returns>The created actor (root) or null if failed.</returns> /// <returns>The created actor (root) or null if failed.</returns>
API_FUNCTION() static Actor* SpawnPrefab(Prefab* prefab, Actor* parent); API_FUNCTION() static Actor* SpawnPrefab(Prefab* prefab, Actor* parent);
/// <summary>
/// Spawns the instance of the prefab objects. If parent actor is specified then created actors are fully initialized (OnLoad event and BeginPlay is called if parent actor is already during gameplay).
/// </summary>
/// <param name="prefab">The prefab asset.</param>
/// <param name="parent">The parent actor to add spawned object instance. Can be null to just deserialize contents of the prefab.</param>
/// <param name="objectsCache">The options output objects cache that can be filled with prefab object id mapping to deserialized object (actor or script).</param>
/// <param name="withSynchronization">True if perform prefab changes synchronization for the spawned objects. It will check if need to add new objects due to nested prefab modifications.</param>
/// <returns>The created actor (root) or null if failed.</returns>
static Actor* SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid, const void*, HeapAllocation>* objectsCache, bool withSynchronization = false);
/// <summary> /// <summary>
/// Spawns the instance of the prefab objects. If parent actor is specified then created actors are fully initialized (OnLoad event and BeginPlay is called if parent actor is already during gameplay). /// Spawns the instance of the prefab objects. If parent actor is specified then created actors are fully initialized (OnLoad event and BeginPlay is called if parent actor is already during gameplay).
/// </summary> /// </summary>

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@@ -803,7 +803,7 @@ void InvokeObjectSpawn(const NetworkMessageObjectSpawn& msgData, const NetworkMe
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString()); NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString());
return; return;
} }
prefabInstance = PrefabManager::SpawnPrefab(prefab, nullptr, nullptr); prefabInstance = PrefabManager::SpawnPrefab(prefab, Transform::Identity, nullptr, nullptr);
if (!prefabInstance) if (!prefabInstance)
{ {
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString()); NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());

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@@ -146,7 +146,7 @@ void Joint::Create()
if (_enableAutoAnchor && target) if (_enableAutoAnchor && target)
{ {
// Place target anchor at the joint location // Place target anchor at the joint location
desc.Pos1 = (Target->GetOrientation() * (GetPosition() - Target->GetPosition())) + Target->GetPosition(); desc.Pos1 = Target->GetTransform().WorldToLocal(GetPosition());
desc.Rot1 = WorldToLocal(Target->GetOrientation(), GetOrientation()); desc.Rot1 = WorldToLocal(Target->GetOrientation(), GetOrientation());
} }
_joint = CreateJoint(desc); _joint = CreateJoint(desc);
@@ -197,9 +197,8 @@ Vector3 Joint::GetTargetPosition() const
if (Target) if (Target)
{ {
if (_enableAutoAnchor) if (_enableAutoAnchor)
position = (Target->GetOrientation() * (GetPosition() - Target->GetPosition())) + Target->GetPosition(); position = Target->GetTransform().WorldToLocal(GetPosition());
else position = Target->GetOrientation() * position + Target->GetPosition();
position = Target->GetOrientation() * position + Target->GetPosition();
} }
return position; return position;
} }