Files
FlaxEngine/Source/Engine/Level/SceneObjectsFactory.cpp
2021-04-30 16:27:57 +02:00

470 lines
17 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "SceneObjectsFactory.h"
#include "Engine/Level/Actor.h"
#include "Engine/Level/Prefabs/Prefab.h"
#include "Engine/Content/Content.h"
#include "Engine/Core/Log.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Serialization/JsonTools.h"
#include "Engine/Serialization/ISerializeModifier.h"
#include "Engine/Serialization/JsonWriters.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/ThreadLocal.h"
SceneObject* SceneObjectsFactory::Spawn(ISerializable::DeserializeStream& stream, ISerializeModifier* modifier)
{
// Get object id
Guid id = JsonTools::GetGuid(stream, "ID");
modifier->IdsMapping.TryGet(id, id);
if (!id.IsValid())
{
LOG(Warning, "Invalid object id.");
return nullptr;
}
SceneObject* obj = nullptr;
// Check for prefab instance
Guid prefabObjectId;
if (JsonTools::GetGuidIfValid(prefabObjectId, stream, "PrefabObjectID"))
{
// Get prefab asset id
const Guid prefabId = JsonTools::GetGuid(stream, "PrefabID");
if (!prefabId.IsValid())
{
LOG(Warning, "Invalid prefab id.");
return nullptr;
}
// Load prefab
auto prefab = Content::LoadAsync<Prefab>(prefabId);
if (prefab == nullptr)
{
LOG(Warning, "Missing prefab with id={0}.", prefabId);
return nullptr;
}
if (prefab->WaitForLoaded())
{
LOG(Warning, "Failed to load prefab {0}.", prefab->ToString());
return nullptr;
}
// Get prefab object data from the prefab
const ISerializable::DeserializeStream* prefabData;
if (!prefab->ObjectsDataCache.TryGet(prefabObjectId, prefabData))
{
LOG(Warning, "Missing object {1} data in prefab {0}.", prefab->ToString(), prefabObjectId);
return nullptr;
}
// Map prefab object ID to the deserialized instance ID
modifier->IdsMapping[prefabObjectId] = id;
// Create prefab instance (recursive prefab loading to support nested prefabs)
obj = Spawn(*(ISerializable::DeserializeStream*)prefabData, modifier);
}
else
{
const auto typeNameMember = stream.FindMember("TypeName");
if (typeNameMember != stream.MemberEnd())
{
if (!typeNameMember->value.IsString())
{
LOG(Warning, "Invalid object type (TypeName must be an object type full name string).");
return nullptr;
}
const StringAnsiView typeName(typeNameMember->value.GetString(), typeNameMember->value.GetStringLength());
const ScriptingTypeHandle type = Scripting::FindScriptingType(typeName);
if (type)
{
const ScriptingObjectSpawnParams params(id, type);
obj = (SceneObject*)type.GetType().Script.Spawn(params);
if (obj == nullptr)
{
LOG(Warning, "Failed to spawn object of type {0}.", type.ToString(true));
return nullptr;
}
}
else
{
LOG(Warning, "Unknown object type '{0}', ID: {1}", String(typeName.Get(), typeName.Length()), id.ToString());
return nullptr;
}
}
else
{
// [Deprecated: 18.07.2019 expires 18.07.2020]
const auto typeIdMember = stream.FindMember("TypeID");
if (typeIdMember == stream.MemberEnd())
{
LOG(Warning, "Missing object type.");
return nullptr;
}
if (typeIdMember->value.IsString())
{
// Script
const char* scriptTypeName = typeIdMember->value.GetString();
const ScriptingTypeHandle type = Scripting::FindScriptingType(scriptTypeName);
if (type)
{
const ScriptingObjectSpawnParams params(id, type);
obj = (SceneObject*)type.GetType().Script.Spawn(params);
if (obj == nullptr)
{
LOG(Warning, "Failed to spawn object of type {0}.", type.ToString(true));
return nullptr;
}
}
else
{
LOG(Warning, "Failed to create script. Invalid type name '{0}'.", String(scriptTypeName));
return nullptr;
}
}
else if (typeIdMember->value.IsInt())
{
// Actor
const int32 typeId = typeIdMember->value.GetInt();
obj = CreateActor(typeId, id);
}
else
{
LOG(Warning, "Invalid object type.");
}
}
}
return obj;
}
void SceneObjectsFactory::Deserialize(SceneObject* obj, ISerializable::DeserializeStream& stream, ISerializeModifier* modifier)
{
// Check for prefab instance
Guid prefabObjectId;
if (JsonTools::GetGuidIfValid(prefabObjectId, stream, "PrefabObjectID"))
{
// Get prefab asset id
const Guid prefabId = JsonTools::GetGuid(stream, "PrefabID");
if (!prefabId.IsValid())
{
LOG(Warning, "Invalid prefab id.");
return;
}
// Load prefab
auto prefab = Content::LoadAsync<Prefab>(prefabId);
if (prefab == nullptr)
{
LOG(Warning, "Missing prefab with id={0}.", prefabId);
return;
}
if (prefab->WaitForLoaded())
{
LOG(Warning, "Failed to load prefab {0}.", prefab->ToString());
return;
}
// Get prefab object data from the prefab
const ISerializable::DeserializeStream* prefabData;
if (!prefab->ObjectsDataCache.TryGet(prefabObjectId, prefabData))
{
LOG(Warning, "Missing object {1} data in prefab {0}.", prefab->ToString(), prefabObjectId);
return;
}
// Deserialize prefab data (recursive prefab loading to support nested prefabs)
Deserialize(obj, *(ISerializable::DeserializeStream*)prefabData, modifier);
}
// Load data
obj->Deserialize(stream, modifier);
}
bool Contains(Actor* actor, const SceneObjectsFactory::ActorToRemovedObjectsDataLookup& actorToRemovedObjectsData, const Guid& prefabObjectId)
{
// Check if actor has any removed objects registered
const rapidjson_flax::Value* data;
if (actorToRemovedObjectsData.TryGet(actor, data))
{
const int32 size = static_cast<int32>(data->Size());
for (int32 i = 0; i < size; i++)
{
if (JsonTools::GetGuid(data->operator[](i)) == prefabObjectId)
{
return true;
}
}
}
return false;
}
void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneObjects, const ActorToRemovedObjectsDataLookup& actorToRemovedObjectsData, ISerializeModifier* modifier)
{
PROFILE_CPU_NAMED("SynchronizePrefabInstances");
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Check all objects with prefab linkage for moving to a proper parent
const int32 objectsToCheckCount = sceneObjects.Count();
for (int32 i = 0; i < objectsToCheckCount; i++)
{
SceneObject* obj = sceneObjects[i];
if (!obj)
continue;
SceneObject* parent = obj->GetParent();
const Guid prefabId = obj->GetPrefabID();
if (parent == nullptr || !obj->HasPrefabLink() || !parent->HasPrefabLink() || parent->GetPrefabID() != prefabId)
continue;
const Guid prefabObjectId = obj->GetPrefabObjectID();
const Guid parentPrefabObjectId = parent->GetPrefabObjectID();
// Load prefab
auto prefab = Content::LoadAsync<Prefab>(prefabId);
if (prefab == nullptr)
{
LOG(Warning, "Missing prefab with id={0}.", prefabId);
continue;
}
if (prefab->WaitForLoaded())
{
LOG(Warning, "Failed to load prefab {0}.", prefab->ToString());
continue;
}
// Get the actual parent object stored in the prefab data
const ISerializable::DeserializeStream* objData;
Guid actualParentPrefabId;
if (!prefab->ObjectsDataCache.TryGet(prefabObjectId, objData) || !JsonTools::GetGuidIfValid(actualParentPrefabId, *objData, "ParentID"))
continue;
// Validate
if (actualParentPrefabId != parentPrefabObjectId)
{
// Invalid connection object found!
LOG(Info, "Object {0} has invalid parent object {4} -> {5} (PrefabObjectID: {1}, PrefabID: {2}, Path: {3})", obj->GetSceneObjectId(), prefabObjectId, prefab->GetID(), prefab->GetPath(), parentPrefabObjectId, actualParentPrefabId);
// Map actual prefab object id to the current scene objects collection
modifier->IdsMapping.TryGet(actualParentPrefabId, actualParentPrefabId);
// Find parent
const auto actualParent = Scripting::FindObject<Actor>(actualParentPrefabId);
if (!actualParent)
{
LOG(Warning, "The actual parent is missing.");
continue;
}
// Reparent
obj->SetParent(actualParent, false);
}
// Preserve order in parent (values from prefab are used)
if (i != 0)
{
const auto defaultInstance = prefab->GetDefaultInstance(obj->GetPrefabObjectID());
if (defaultInstance)
{
obj->SetOrderInParent(defaultInstance->GetOrderInParent());
}
}
}
// Check all actors with prefab linkage for adding missing objects
for (int32 i = 0; i < objectsToCheckCount; i++)
{
Actor* actor = dynamic_cast<Actor*>(sceneObjects[i]);
if (!actor || !actor->HasPrefabLink())
continue;
const Guid actorId = actor->GetID();
const Guid prefabId = actor->GetPrefabID();
const Guid actorPrefabObjectId = actor->GetPrefabObjectID();
// Map prefab object id to this actor so the new objects gets added to it
modifier->IdsMapping[actorPrefabObjectId] = actorId;
// Load prefab
auto prefab = Content::LoadAsync<Prefab>(prefabId);
if (prefab == nullptr)
{
LOG(Warning, "Missing prefab with id={0}.", prefabId);
continue;
}
if (prefab->WaitForLoaded())
{
LOG(Warning, "Failed to load prefab {0}.", prefab->ToString());
continue;
}
// Check if the given actor has new children or scripts added (inside the prefab that it uses)
// TODO: consider caching prefab objects structure maybe to boost this logic?
for (auto it = prefab->ObjectsDataCache.Begin(); it.IsNotEnd(); ++it)
{
// Use only objects that are linked to the current actor
const Guid parentId = JsonTools::GetGuid(*it->Value, "ParentID");
if (parentId != actorPrefabObjectId)
continue;
// Use only objects that are missing
const Guid prefabObjectId = JsonTools::GetGuid(*it->Value, "ID");
if (actor->GetChildByPrefabObjectId(prefabObjectId) != nullptr ||
actor->GetScriptByPrefabObjectId(prefabObjectId) != nullptr)
continue;
// Skip if object was marked to be removed per instance
if (Contains(actor, actorToRemovedObjectsData, prefabObjectId))
continue;
// Create instance (including all children)
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
SynchronizeNewPrefabInstance(prefab, actor, prefabObjectId, sceneObjects, modifier);
}
}
// Call post load event to the new objects
for (int32 i = objectsToCheckCount; i < sceneObjects.Count(); i++)
{
SceneObject* obj = sceneObjects[i];
// Preserve order in parent (values from prefab are used)
auto prefab = Content::LoadAsync<Prefab>(obj->GetPrefabID());
const auto defaultInstance = prefab && prefab->IsLoaded() ? prefab->GetDefaultInstance(obj->GetPrefabObjectID()) : nullptr;
if (defaultInstance)
{
obj->SetOrderInParent(defaultInstance->GetOrderInParent());
}
obj->PostLoad();
}
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::DeserializeStream& value)
{
rapidjson_flax::StringBuffer buffer;
PrettyJsonWriter writer(buffer);
value.Accept(writer.GetWriter());
LOG(Warning, "Failed to deserialize scene object from data: {0}", String(buffer.GetString()));
}
Actor* SceneObjectsFactory::CreateActor(int32 typeId, const Guid& id)
{
// [Deprecated: 18.07.2019 expires 18.07.2020]
// Convert deprecated typeId into actor type name
StringAnsiView typeName;
switch (typeId)
{
#define CASE(type, typeId) case typeId: typeName = type; break;
CASE("FlaxEngine.StaticModel", 1);
CASE("FlaxEngine.Camera", 2);
CASE("FlaxEngine.EmptyActor", 3);
CASE("FlaxEngine.DirectionalLight", 4);
CASE("FlaxEngine.PointLight", 5);
CASE("FlaxEngine.Skybox", 6);
CASE("FlaxEngine.EnvironmentProbe", 7);
CASE("FlaxEngine.BoxBrush", 8);
CASE("FlaxEngine.Scene", 9);
CASE("FlaxEngine.Sky", 10);
CASE("FlaxEngine.RigidBody", 11);
CASE("FlaxEngine.SpotLight", 12);
CASE("FlaxEngine.PostFxVolume", 13);
CASE("FlaxEngine.BoxCollider", 14);
CASE("FlaxEngine.SphereCollider", 15);
CASE("FlaxEngine.CapsuleCollider", 16);
CASE("FlaxEngine.CharacterController", 17);
CASE("FlaxEngine.FixedJoint", 18);
CASE("FlaxEngine.DistanceJoint", 19);
CASE("FlaxEngine.HingeJoint", 20);
CASE("FlaxEngine.SliderJoint", 21);
CASE("FlaxEngine.SphericalJoint", 22);
CASE("FlaxEngine.D6Joint", 23);
CASE("FlaxEngine.MeshCollider", 24);
CASE("FlaxEngine.SkyLight", 25);
CASE("FlaxEngine.ExponentialHeightFog", 26);
CASE("FlaxEngine.TextRender", 27);
CASE("FlaxEngine.AudioSource", 28);
CASE("FlaxEngine.AudioListener", 29);
CASE("FlaxEngine.AnimatedModel", 30);
CASE("FlaxEngine.BoneSocket", 31);
CASE("FlaxEngine.Decal", 32);
CASE("FlaxEngine.UICanvas", 33);
CASE("FlaxEngine.UIControl", 34);
CASE("FlaxEngine.Terrain", 35);
CASE("FlaxEngine.Foliage", 36);
CASE("FlaxEngine.NavMeshBoundsVolume", 37);
CASE("FlaxEngine.NavLink", 38);
CASE("FlaxEngine.ParticleEffect", 39);
#undef CASE
default:
LOG(Warning, "Unknown actor type id \'{0}\'", typeId);
return nullptr;
}
const ScriptingTypeHandle type = Scripting::FindScriptingType(typeName);
if (type)
{
const ScriptingObjectSpawnParams params(id, type);
const auto result = dynamic_cast<Actor*>(type.GetType().Script.Spawn(params));
if (result == nullptr)
{
LOG(Warning, "Failed to spawn object of type {0}.", type.ToString(true));
return nullptr;
}
return result;
}
LOG(Warning, "Unknown actor type \'{0}\'", String(typeName.Get(), typeName.Length()));
return nullptr;
}
void SceneObjectsFactory::SynchronizeNewPrefabInstance(Prefab* prefab, Actor* actor, const Guid& prefabObjectId, Array<SceneObject*>& sceneObjects, ISerializeModifier* modifier)
{
PROFILE_CPU_NAMED("SynchronizeNewPrefabInstance");
// Missing object found!
LOG(Info, "Actor {0} has missing child object (PrefabObjectID: {1}, PrefabID: {2}, Path: {3})", actor->ToString(), prefabObjectId, prefab->GetID(), prefab->GetPath());
// Get prefab object data from the prefab
const ISerializable::DeserializeStream* prefabData;
if (!prefab->ObjectsDataCache.TryGet(prefabObjectId, prefabData))
{
LOG(Warning, "Missing object {1} data in prefab {0}.", prefab->ToString(), prefabObjectId);
return;
}
// Map prefab object ID to the new prefab object instance
modifier->IdsMapping[prefabObjectId] = Guid::New();
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Create prefab instance (recursive prefab loading to support nested prefabs)
auto child = Spawn(*(ISerializable::DeserializeStream*)prefabData, modifier);
if (!child)
{
LOG(Warning, "Failed to create object {1} from prefab {0}.", prefab->ToString(), prefabObjectId);
return;
}
child->RegisterObject();
Deserialize(child, *(ISerializable::DeserializeStream*)prefabData, modifier);
// Register object
child->LinkPrefab(prefab->GetID(), prefabObjectId);
sceneObjects.Add(child);
// Use loop to add even more objects to added objects (prefab can have one new object that has another child, we need to add that child)
// TODO: prefab could cache lookup object id -> children ids
for (auto q = prefab->ObjectsDataCache.Begin(); q.IsNotEnd(); ++q)
{
Guid qParentId;
if (JsonTools::GetGuidIfValid(qParentId, *q->Value, "ParentID") && qParentId == prefabObjectId)
{
const Guid qPrefabObjectId = JsonTools::GetGuid(*q->Value, "ID");
SynchronizeNewPrefabInstance(prefab, actor, qPrefabObjectId, sceneObjects, modifier);
}
}
}