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FlaxEngine/Source/Engine/Level/SceneObjectsFactory.cpp

626 lines
23 KiB
C++

// Copyright (c) 2012-2023 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/SerializationFwd.h"
#include "Engine/Serialization/JsonWriters.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/ThreadLocal.h"
SceneObjectsFactory::Context::Context(ISerializeModifier* modifier)
: Modifier(modifier)
{
}
void SceneObjectsFactory::Context::SetupIdsMapping(const SceneObject* obj)
{
int32 instanceIndex;
if (ObjectToInstance.TryGet(obj->GetID(), instanceIndex) && instanceIndex != CurrentInstance)
{
// Apply the current prefab instance objects ids table to resolve references inside a prefab properly
CurrentInstance = instanceIndex;
auto& instance = Instances[instanceIndex];
for (auto& e : instance.IdsMapping)
Modifier->IdsMapping[e.Key] = e.Value;
}
}
SceneObject* SceneObjectsFactory::Spawn(Context& context, const ISerializable::DeserializeStream& stream)
{
// Get object id
Guid id = JsonTools::GetGuid(stream, "ID");
context.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
context.Modifier->IdsMapping[prefabObjectId] = id;
// Create prefab instance (recursive prefab loading to support nested prefabs)
obj = Spawn(context, *prefabData);
}
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.GetStringAnsiView());
const ScriptingTypeHandle type = Scripting::FindScriptingType(typeName);
if (type)
{
// TODO: cache per-type result in Context to boost loading of the large scenes
if (!SceneObject::TypeInitializer.IsAssignableFrom(type))
{
LOG(Warning, "Invalid scene object type {0} (inherits from: {1}).", type.ToString(true), type.GetType().GetBaseType().ToString());
return nullptr;
}
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(Context& context, SceneObject* obj, ISerializable::DeserializeStream& stream)
{
#if ENABLE_ASSERTION
CHECK(obj);
#endif
// 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)
const auto prevVersion = context.Modifier->EngineBuild;
context.Modifier->EngineBuild = prefab->DataEngineBuild;
Deserialize(context, obj, *(ISerializable::DeserializeStream*)prefabData);
context.Modifier->EngineBuild = prevVersion;
}
int32 instanceIndex;
if (context.ObjectToInstance.TryGet(obj->GetID(), instanceIndex) && instanceIndex != context.CurrentInstance)
{
// Apply the current prefab instance objects ids table to resolve references inside a prefab properly
context.CurrentInstance = instanceIndex;
auto& instance = context.Instances[instanceIndex];
for (auto& e : instance.IdsMapping)
context.Modifier->IdsMapping[e.Key] = e.Value;
}
// Load data
obj->Deserialize(stream, context.Modifier);
}
void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::DeserializeStream& value)
{
// Print invalid object data contents
rapidjson_flax::StringBuffer buffer;
PrettyJsonWriter writer(buffer);
value.Accept(writer.GetWriter());
LOG(Warning, "Failed to deserialize scene object from data: {0}", String(buffer.GetString()));
// Try to log some useful info about missing object (eg. it's parent name for faster fixing)
const auto parentIdMember = value.FindMember("ParentID");
if (parentIdMember != value.MemberEnd() && parentIdMember->value.IsString())
{
const Guid parentId = JsonTools::GetGuid(parentIdMember->value);
Actor* parent = Scripting::FindObject<Actor>(parentId);
if (parent)
{
LOG(Warning, "Parent actor of the missing object: {0}", parent->GetName());
}
}
}
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;
}
SceneObjectsFactory::PrefabSyncData::PrefabSyncData(Array<SceneObject*>& sceneObjects, const ISerializable::DeserializeStream& data, ISerializeModifier* modifier)
: SceneObjects(sceneObjects)
, Data(data)
, Modifier(modifier)
, InitialCount(0)
{
}
void SceneObjectsFactory::SetupPrefabInstances(Context& context, PrefabSyncData& data)
{
PROFILE_CPU_NAMED("SetupPrefabInstances");
const int32 count = data.Data.Size();
ASSERT(count <= data.SceneObjects.Count());
for (int32 i = 0; i < count; i++)
{
SceneObject* obj = data.SceneObjects[i];
if (!obj)
continue;
const auto& stream = data.Data[i];
Guid prefabObjectId, prefabId;
if (!JsonTools::GetGuidIfValid(prefabObjectId, stream, "PrefabObjectID"))
continue;
if (!JsonTools::GetGuidIfValid(prefabId, stream, "PrefabID"))
continue;
Guid parentId = JsonTools::GetGuid(stream, "ParentID");
for (int32 j = i - 1; j >= 0; j--)
{
// Find instance ID of the parent to this object (use data in json for relationship)
if (parentId == JsonTools::GetGuid(data.Data[j], "ID") && data.SceneObjects[j])
{
parentId = data.SceneObjects[j]->GetID();
break;
}
}
const Guid id = obj->GetID();
auto prefab = Content::LoadAsync<Prefab>(prefabId);
// Check if it's parent is in the same prefab
int32 index;
if (context.ObjectToInstance.TryGet(parentId, index) && context.Instances[index].Prefab == prefab)
{
// Use parent object as prefab instance
}
else
{
// Use new prefab instance
index = context.Instances.Count();
auto& e = context.Instances.AddOne();
e.Prefab = prefab;
e.RootId = id;
}
context.ObjectToInstance[id] = index;
// Add to the prefab instance IDs mapping
auto& prefabInstance = context.Instances[index];
prefabInstance.IdsMapping[prefabObjectId] = id;
}
}
void SceneObjectsFactory::SynchronizeNewPrefabInstances(Context& context, PrefabSyncData& data)
{
PROFILE_CPU_NAMED("SynchronizeNewPrefabInstances");
Scripting::ObjectsLookupIdMapping.Set(&data.Modifier->IdsMapping);
data.InitialCount = data.SceneObjects.Count();
// Check all actors with prefab linkage for adding missing objects
for (int32 i = 0; i < data.InitialCount; i++)
{
Actor* actor = dynamic_cast<Actor*>(data.SceneObjects[i]);
if (!actor)
continue;
const auto& stream = data.Data[i];
Guid actorId, actorPrefabObjectId, prefabId;
if (!JsonTools::GetGuidIfValid(actorPrefabObjectId, stream, "PrefabObjectID"))
continue;
if (!JsonTools::GetGuidIfValid(prefabId, stream, "PrefabID"))
continue;
if (!JsonTools::GetGuidIfValid(actorId, stream, "ID"))
continue;
const Guid actorParentId = JsonTools::GetGuid(stream, "ParentID");
// Map prefab object id to this actor so the new objects gets added to it
data.Modifier->IdsMapping[actorPrefabObjectId] = actor->GetID();
// 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 for RemovedObjects list
const auto removedObjects = SERIALIZE_FIND_MEMBER(stream, "RemovedObjects");
// 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;
// Skip if object was marked to be removed per instance
const Guid prefabObjectId = JsonTools::GetGuid(*it->Value, "ID");
if (removedObjects != stream.MemberEnd())
{
auto& list = removedObjects->value;
const int32 size = static_cast<int32>(list.Size());
bool removed = false;
for (int32 j = 0; j < size; j++)
{
if (JsonTools::GetGuid(list[j]) == prefabObjectId)
{
removed = true;
break;
}
}
if (removed)
continue;
}
// Use only objects that are missing
bool spawned = false;
for (int32 j = i + 1; j < data.InitialCount; j++)
{
const auto& jData = data.Data[j];
const Guid jParentId = JsonTools::GetGuid(jData, "ParentID");
//if (jParentId == actorParentId)
// break;
//if (jParentId != actorId)
// continue;
const Guid jPrefabObjectId = JsonTools::GetGuid(jData, "PrefabObjectID");
if (jPrefabObjectId != prefabObjectId)
continue;
// This object exists in the saved scene objects list
spawned = true;
break;
}
if (spawned)
continue;
// Create instance (including all children)
Scripting::ObjectsLookupIdMapping.Set(&data.Modifier->IdsMapping);
SynchronizeNewPrefabInstance(context, data, prefab, actor, prefabObjectId);
}
}
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
void SceneObjectsFactory::SynchronizePrefabInstances(Context& context, PrefabSyncData& data)
{
PROFILE_CPU_NAMED("SynchronizePrefabInstances");
// Check all objects with prefab linkage for moving to a proper parent
for (int32 i = 0; i < data.InitialCount; i++)
{
SceneObject* obj = data.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
context.SetupIdsMapping(obj);
data.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());
}
}
}
Scripting::ObjectsLookupIdMapping.Set(&data.Modifier->IdsMapping);
// Synchronize new prefab objects
for (int32 i = 0; i < data.NewObjects.Count(); i++)
{
SceneObject* obj = data.SceneObjects[data.InitialCount + i];
auto& newObj = data.NewObjects[i];
// Deserialize object with prefab data
Deserialize(context, obj, *(ISerializable::DeserializeStream*)newObj.PrefabData);
obj->LinkPrefab(newObj.Prefab->GetID(), newObj.PrefabObjectId);
// Preserve order in parent (values from prefab are used)
const auto defaultInstance = newObj.Prefab->GetDefaultInstance(newObj.PrefabObjectId);
if (defaultInstance)
{
obj->SetOrderInParent(defaultInstance->GetOrderInParent());
}
}
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
void SceneObjectsFactory::SynchronizeNewPrefabInstance(Context& context, PrefabSyncData& data, Prefab* prefab, Actor* actor, const Guid& prefabObjectId)
{
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
Guid id = Guid::New();
data.Modifier->IdsMapping[prefabObjectId] = id;
// Create prefab instance (recursive prefab loading to support nested prefabs)
auto child = Spawn(context, *prefabData);
if (!child)
{
LOG(Warning, "Failed to create object {1} from prefab {0}.", prefab->ToString(), prefabObjectId);
return;
}
// Register object
child->RegisterObject();
data.SceneObjects.Add(child);
auto& newObj = data.NewObjects.AddOne();
newObj.Prefab = prefab;
newObj.PrefabData = prefabData;
newObj.PrefabObjectId = prefabObjectId;
newObj.Id = id;
int32 instanceIndex = -1;
if (context.ObjectToInstance.TryGet(actor->GetID(), instanceIndex) && context.Instances[instanceIndex].Prefab == prefab)
{
// Add to the prefab instance IDs mapping
context.ObjectToInstance[id] = instanceIndex;
auto& prefabInstance = context.Instances[instanceIndex];
prefabInstance.IdsMapping[prefabObjectId] = id;
}
// 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(context, data, prefab, actor, qPrefabObjectId);
}
}
}