Fix the behavior of the resource property of the sub-scene root node on instantiation
The sub-scene root node will be set successively in the sub-scene and the main scene. The PR is simply to determine intent from the record. Mainly the cases when `resource_local_to_scene` is enabled in main scene. When updating resources according to the records of the main scene, use the `scene_unique_id` in the main scene to prevent the ID of the resource from changing continuously when saving the scene.
This commit is contained in:
parent
a278c1b98a
commit
bd42d337df
|
@ -74,6 +74,55 @@ static Array _sanitize_node_pinned_properties(Node *p_node) {
|
|||
return pinned;
|
||||
}
|
||||
|
||||
Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
|
||||
ERR_FAIL_COND_V(p_resource.is_null(), Ref<Resource>());
|
||||
|
||||
Ref<Resource> remap_resource;
|
||||
|
||||
// Find the shared copy of the source resource.
|
||||
HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = remap_cache.find(p_resource);
|
||||
if (R) {
|
||||
remap_resource = R->value;
|
||||
} else if (p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class()) {
|
||||
// Simply copy the data from the source resource to update the fallback resource that was previously set.
|
||||
|
||||
p_fallback->reset_state(); // May want to reset state.
|
||||
|
||||
List<PropertyInfo> pi;
|
||||
p_resource->get_property_list(&pi);
|
||||
for (const PropertyInfo &E : pi) {
|
||||
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
|
||||
continue;
|
||||
}
|
||||
if (E.name == "resource_path") {
|
||||
continue; // Do not change path.
|
||||
}
|
||||
|
||||
Variant value = p_resource->get(E.name);
|
||||
|
||||
// The local-to-scene subresource instance is preserved, thus maintaining the previous sharing relationship.
|
||||
// This is mainly used when the sub-scene root is reset in the main scene.
|
||||
Ref<Resource> sub_res_of_from = value;
|
||||
if (sub_res_of_from.is_valid() && sub_res_of_from->is_local_to_scene()) {
|
||||
value = get_remap_resource(sub_res_of_from, remap_cache, p_fallback->get(E.name), p_fallback->get_local_scene());
|
||||
}
|
||||
|
||||
p_fallback->set(E.name, value);
|
||||
}
|
||||
|
||||
p_fallback->set_scene_unique_id(p_resource->get_scene_unique_id()); // Get the id from the main scene, in case the id changes again when saving the scene.
|
||||
|
||||
remap_cache[p_resource] = p_fallback;
|
||||
remap_resource = p_fallback;
|
||||
} else { // A copy of the source resource is required to overwrite the previous one.
|
||||
Ref<Resource> local_dupe = p_resource->duplicate_for_local_scene(p_for_scene, remap_cache);
|
||||
remap_cache[p_resource] = local_dupe;
|
||||
remap_resource = local_dupe;
|
||||
}
|
||||
|
||||
return remap_resource;
|
||||
}
|
||||
|
||||
Node *SceneState::instantiate(GenEditState p_edit_state) const {
|
||||
// Nodes where instantiation failed (because something is missing.)
|
||||
List<Node *> stray_instances;
|
||||
|
@ -234,6 +283,7 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
|
|||
const NodeData::Property *nprops = &n.properties[0];
|
||||
|
||||
Dictionary missing_resource_properties;
|
||||
HashMap<Ref<Resource>, Ref<Resource>> resources_local_to_sub_scene; // Record the mappings in the sub-scene.
|
||||
|
||||
for (int j = 0; j < nprop_count; j++) {
|
||||
bool valid;
|
||||
|
@ -278,20 +328,8 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
|
|||
Ref<Resource> res = value;
|
||||
if (res.is_valid()) {
|
||||
if (res->is_local_to_scene()) {
|
||||
// In a situation where a local-to-scene resource is used in a child node of a non-editable instance,
|
||||
// we need to avoid the parent scene from overriding the resource potentially also used in the root
|
||||
// of the instantiated scene. That would to the instance having two different instances of the resource.
|
||||
// Since at this point it's too late to propagate the resource instance in the parent scene to all the relevant
|
||||
// nodes in the instance (and that would require very complex bookkepping), what we do instead is
|
||||
// tampering the resource object already there with the values from the node in the parent scene and
|
||||
// then tell this node to reference that resource.
|
||||
if (n.instance >= 0) {
|
||||
Ref<Resource> node_res = node->get(snames[nprops[j].name]);
|
||||
if (node_res.is_valid()) {
|
||||
node_res->copy_from(res);
|
||||
node_res->configure_for_local_scene(node, resources_local_to_scene);
|
||||
value = node_res;
|
||||
}
|
||||
if (n.instance >= 0) { // For the root node of a sub-scene, treat it as part of the sub-scene.
|
||||
value = get_remap_resource(res, resources_local_to_sub_scene, node->get(snames[nprops[j].name]), node);
|
||||
} else {
|
||||
HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = resources_local_to_scene.find(res);
|
||||
Node *base = i == 0 ? node : ret_nodes[0];
|
||||
|
@ -346,6 +384,12 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
|
|||
if (!missing_resource_properties.is_empty()) {
|
||||
node->set_meta(META_MISSING_RESOURCES, missing_resource_properties);
|
||||
}
|
||||
|
||||
for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_sub_scene) {
|
||||
if (E.value->get_local_scene() == node) {
|
||||
E.value->setup_local_to_scene(); // Setup may be required for the resource to work properly.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//name
|
||||
|
|
|
@ -136,6 +136,7 @@ public:
|
|||
};
|
||||
|
||||
static void set_disable_placeholders(bool p_disable);
|
||||
static Ref<Resource> get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene);
|
||||
|
||||
int find_node_by_path(const NodePath &p_node) const;
|
||||
Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
|
||||
|
|
Loading…
Reference in New Issue