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-rw-r--r--editor/editor_inspector.cpp176
-rw-r--r--editor/editor_inspector.h1
-rw-r--r--editor/scene_tree_dock.cpp20
-rw-r--r--scene/property_utils.cpp185
-rw-r--r--scene/property_utils.h51
-rw-r--r--scene/resources/packed_scene.cpp179
-rw-r--r--scene/resources/packed_scene.h14
7 files changed, 298 insertions, 328 deletions
diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp
index 16567cfebb..770b978a4a 100644
--- a/editor/editor_inspector.cpp
+++ b/editor/editor_inspector.cpp
@@ -39,6 +39,7 @@
#include "editor_scale.h"
#include "editor_settings.h"
#include "multi_node_edit.h"
+#include "scene/property_utils.h"
#include "scene/resources/packed_scene.h"
Size2 EditorProperty::get_minimum_size() const {
@@ -398,177 +399,12 @@ bool EditorProperty::is_read_only() const {
return read_only;
}
-bool EditorPropertyRevert::may_node_be_in_instance(Node *p_node) {
- Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
-
- bool might_be = false;
- Node *node = p_node;
-
- while (node) {
- if (node == edited_scene) {
- if (node->get_scene_inherited_state().is_valid()) {
- might_be = true;
- break;
- }
- might_be = false;
- break;
- }
- if (node->get_scene_instance_state().is_valid()) {
- might_be = true;
- break;
- }
- node = node->get_owner();
- }
-
- return might_be; // or might not be
-}
-
-bool EditorPropertyRevert::get_instantiated_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default) {
- Node *node = p_node;
- Node *orig = node;
-
- Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
-
- bool found = false;
-
- while (node) {
- Ref<SceneState> ss;
-
- if (node == edited_scene) {
- ss = node->get_scene_inherited_state();
-
- } else {
- ss = node->get_scene_instance_state();
- }
-
- if (ss.is_valid()) {
- NodePath np = node->get_path_to(orig);
- int node_idx = ss->find_node_by_path(np);
- if (node_idx >= 0) {
- bool lfound = false;
- Variant lvar;
- lvar = ss->get_property_value(node_idx, p_prop, lfound);
- if (lfound) {
- found = true;
- value = lvar;
- }
- }
- }
- if (node == edited_scene) {
- //just in case
- break;
- }
- node = node->get_owner();
- }
-
- if (p_check_class_default && !found && p_node) {
- //if not found, try default class value
- Variant attempt = ClassDB::class_get_default_property_value(p_node->get_class_name(), p_prop);
- if (attempt.get_type() != Variant::NIL) {
- found = true;
- value = attempt;
- }
- }
-
- return found;
-}
-
-bool EditorPropertyRevert::is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig) {
- // this is a pretty difficult function, because a property may not be saved but may have
- // the flag to not save if one or if zero
-
- //make sure there is an actual state
- {
- Node *node = p_node;
- if (!node) {
- return false;
- }
-
- Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
- bool found_state = false;
-
- while (node) {
- Ref<SceneState> ss;
-
- if (node == edited_scene) {
- ss = node->get_scene_inherited_state();
-
- } else {
- ss = node->get_scene_instance_state();
- }
-
- if (ss.is_valid()) {
- found_state = true;
- break;
- }
- if (node == edited_scene) {
- //just in case
- break;
- }
- node = node->get_owner();
- }
-
- if (!found_state) {
- return false; //pointless to check if we are not comparing against anything.
- }
- }
-
- return is_property_value_different(p_current, p_orig);
-}
-
-bool EditorPropertyRevert::is_property_value_different(const Variant &p_a, const Variant &p_b) {
- if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
- //this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
- return !Math::is_equal_approx((float)p_a, (float)p_b);
- } else {
- return p_a != p_b;
- }
-}
-
Variant EditorPropertyRevert::get_property_revert_value(Object *p_object, const StringName &p_property) {
- // If the object implements property_can_revert, rely on that completely
- // (i.e. don't then try to revert to default value - the property_get_revert implementation
- // can do that if so desired)
if (p_object->has_method("property_can_revert") && p_object->call("property_can_revert", p_property)) {
return p_object->call("property_get_revert", p_property);
}
- Ref<Script> scr = p_object->get_script();
- Node *node = Object::cast_to<Node>(p_object);
- if (node && EditorPropertyRevert::may_node_be_in_instance(node)) {
- //if this node is an instance or inherits, but it has a script attached which is unrelated
- //to the one set for the parent and also has a default value for the property, consider that
- //has precedence over the value from the parent, because that is an explicit source of defaults
- //closer in the tree to the current node
- bool ignore_parent = false;
- if (scr.is_valid()) {
- Variant sorig;
- if (EditorPropertyRevert::get_instantiated_node_original_property(node, "script", sorig) && !scr->inherits_script(sorig)) {
- Variant dummy;
- if (scr->get_property_default_value(p_property, dummy)) {
- ignore_parent = true;
- }
- }
- }
-
- if (!ignore_parent) {
- //check for difference including instantiation
- Variant vorig;
- if (EditorPropertyRevert::get_instantiated_node_original_property(node, p_property, vorig, false)) {
- return vorig;
- }
- }
- }
-
- if (scr.is_valid()) {
- Variant orig_value;
- if (scr->get_property_default_value(p_property, orig_value)) {
- return orig_value;
- }
- }
-
- //report default class value instead
- return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
+ return PropertyUtils::get_property_default_value(p_object, p_property);
}
bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringName &p_property) {
@@ -577,7 +413,7 @@ bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringNam
return false;
}
Variant current_value = p_object->get(p_property);
- return EditorPropertyRevert::is_property_value_different(current_value, revert_value);
+ return PropertyUtils::is_property_value_different(current_value, revert_value);
}
void EditorProperty::update_reload_status() {
@@ -585,10 +421,10 @@ void EditorProperty::update_reload_status() {
return; //no property, so nothing to do
}
- bool has_reload = EditorPropertyRevert::can_property_revert(object, property);
+ bool new_can_revert = EditorPropertyRevert::can_property_revert(object, property);
- if (has_reload != can_revert) {
- can_revert = has_reload;
+ if (new_can_revert != can_revert) {
+ can_revert = new_can_revert;
update();
}
}
diff --git a/editor/editor_inspector.h b/editor/editor_inspector.h
index 124ea31302..55fa86b588 100644
--- a/editor/editor_inspector.h
+++ b/editor/editor_inspector.h
@@ -43,7 +43,6 @@ class UndoRedo;
class EditorPropertyRevert {
public:
- static bool may_node_be_in_instance(Node *p_node);
static bool get_instantiated_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default = true);
static bool is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig);
static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index 6da3e78da9..921befbb6b 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -47,6 +47,7 @@
#include "editor/plugins/script_editor_plugin.h"
#include "editor/shader_create_dialog.h"
#include "scene/main/window.h"
+#include "scene/property_utils.h"
#include "scene/resources/packed_scene.h"
#include "servers/display_server.h"
#include "servers/rendering_server.h"
@@ -3132,7 +3133,9 @@ void SceneTreeDock::_clear_clipboard() {
void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap) {
List<PropertyInfo> props;
p_node->get_property_list(&props);
- bool is_instantiated = EditorPropertyRevert::may_node_be_in_instance(p_node);
+
+ Vector<SceneState::PackState> states_stack;
+ bool states_stack_ready = false;
for (const PropertyInfo &E : props) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
@@ -3143,13 +3146,14 @@ void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap)
if (v.is_ref()) {
RES res = v;
if (res.is_valid()) {
- if (is_instantiated) {
- Variant orig;
- if (EditorPropertyRevert::get_instantiated_node_original_property(p_node, E.name, orig)) {
- if (!EditorPropertyRevert::is_node_property_different(p_node, v, orig)) {
- continue;
- }
- }
+ if (!states_stack_ready) {
+ states_stack = PropertyUtils::get_node_states_stack(p_node);
+ states_stack_ready = true;
+ }
+
+ Variant orig = PropertyUtils::get_property_default_value(p_node, E.name, &states_stack);
+ if (!PropertyUtils::is_property_value_different(v, orig)) {
+ continue;
}
if (res->is_built_in() && !r_remap.has(res)) {
diff --git a/scene/property_utils.cpp b/scene/property_utils.cpp
new file mode 100644
index 0000000000..79821b8399
--- /dev/null
+++ b/scene/property_utils.cpp
@@ -0,0 +1,185 @@
+/*************************************************************************/
+/* property_utils.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "property_utils.h"
+
+#include "core/config/engine.h"
+#include "core/templates/local_vector.h"
+#include "editor/editor_node.h"
+#include "scene/resources/packed_scene.h"
+
+bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
+ if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
+ //this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
+ return !Math::is_equal_approx((float)p_a, (float)p_b);
+ } else {
+ // For our purposes, treating null object as NIL is the right thing to do
+ const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
+ const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
+ return a != b;
+ }
+}
+
+Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
+ // This function obeys the way property values are set when an object is instantiated,
+ // which is the following (the latter wins):
+ // 1. Default value from builtin class
+ // 2. Default value from script exported variable (from the topmost script)
+ // 3. Value overrides from the instantiation/inheritance stack
+
+ if (r_is_class_default) {
+ *r_is_class_default = false;
+ }
+
+ Ref<Script> topmost_script;
+
+ if (const Node *node = Object::cast_to<Node>(p_object)) {
+ // Check inheritance/instantiation ancestors
+ const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
+ for (int i = 0; i < states_stack.size(); ++i) {
+ const SceneState::PackState &ia = states_stack[i];
+ bool found = false;
+ Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
+ if (found) {
+ return value_in_ancestor;
+ }
+ // Save script for later
+ bool has_script = false;
+ Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script);
+ if (has_script) {
+ Ref<Script> scr = script;
+ if (scr.is_valid()) {
+ topmost_script = scr;
+ }
+ }
+ }
+ }
+
+ // Let's see what default is set by the topmost script having a default, if any
+ if (topmost_script.is_null()) {
+ topmost_script = p_object->get_script();
+ }
+ if (topmost_script.is_valid()) {
+ // Should be called in the editor only and not at runtime,
+ // otherwise it can cause problems because of missing instance state support
+ if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
+ topmost_script->update_exports();
+ }
+ Variant default_value;
+ if (topmost_script->get_property_default_value(p_property, default_value)) {
+ return default_value;
+ }
+ }
+
+ // Fall back to the default from the native class
+ if (r_is_class_default) {
+ *r_is_class_default = true;
+ }
+ return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
+}
+
+// Like SceneState::PackState, but using a raw pointer to avoid the cost of
+// updating the reference count during the internal work of the functions below
+namespace {
+struct _FastPackState {
+ SceneState *state = nullptr;
+ int node = -1;
+};
+} // namespace
+
+static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
+ bool found = false;
+
+ LocalVector<_FastPackState> inheritance_states;
+
+ Ref<SceneState> state = p_state;
+ while (state.is_valid()) {
+ int node = state->find_node_by_path(p_path);
+ if (node >= 0) {
+ // This one has state for this node
+ inheritance_states.push_back({ state.ptr(), node });
+ found = true;
+ }
+ state = state->get_base_scene_state();
+ }
+
+ for (int i = inheritance_states.size() - 1; i >= 0; --i) {
+ r_states_stack.push_back(inheritance_states[i]);
+ }
+
+ return found;
+}
+
+Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instantiated_by_owner) {
+ if (r_instantiated_by_owner) {
+ *r_instantiated_by_owner = true;
+ }
+
+ LocalVector<_FastPackState> states_stack;
+ {
+ const Node *owner = p_owner;
+#ifdef TOOLS_ENABLED
+ if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
+ owner = EditorNode::get_singleton()->get_edited_scene();
+ }
+#endif
+
+ const Node *n = p_node;
+ while (n) {
+ if (n == owner) {
+ const Ref<SceneState> &state = n->get_scene_inherited_state();
+ if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
+ if (r_instantiated_by_owner) {
+ *r_instantiated_by_owner = false;
+ }
+ }
+ break;
+ } else if (n->get_scene_file_path() != String()) {
+ const Ref<SceneState> &state = n->get_scene_instance_state();
+ _collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
+ }
+ n = n->get_owner();
+ }
+ }
+
+ // Convert to the proper type for returning, inverting the vector on the go
+ // (it was more convenient to fill the vector in reverse order)
+ Vector<SceneState::PackState> states_stack_ret;
+ {
+ states_stack_ret.resize(states_stack.size());
+ _FastPackState *ps = states_stack.ptr();
+ for (int i = states_stack.size() - 1; i >= 0; --i) {
+ states_stack_ret.write[i].state.reference_ptr(ps->state);
+ states_stack_ret.write[i].node = ps->node;
+ ++ps;
+ }
+ }
+ return states_stack_ret;
+}
diff --git a/scene/property_utils.h b/scene/property_utils.h
new file mode 100644
index 0000000000..fde9163548
--- /dev/null
+++ b/scene/property_utils.h
@@ -0,0 +1,51 @@
+/*************************************************************************/
+/* property_utils.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PROPERTY_UTILS_H
+#define PROPERTY_UTILS_H
+
+#include "scene/main/node.h"
+#include "scene/resources/packed_scene.h"
+
+class PropertyUtils {
+public:
+ static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
+ // Gets the most pure default value, the one that would be set when the node has just been instantiated
+ static Variant get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr);
+
+ // Gets the instance/inheritance states of this node, in order of precedence,
+ // that is, from the topmost (the most able to override values) to the lowermost
+ // (Note that in nested instancing the one with the greatest precedence is the furthest
+ // in the tree, since every owner found while traversing towards the root gets a chance
+ // to override property values.)
+ static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instantiated_by_owner = nullptr);
+};
+
+#endif // PROPERTY_UTILS_H
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 978be2d46e..6eeeccc081 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -34,10 +34,12 @@
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "core/io/resource_loader.h"
+#include "editor/editor_inspector.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/node_3d.h"
#include "scene/gui/control.h"
#include "scene/main/instance_placeholder.h"
+#include "scene/property_utils.h"
#define PACKED_SCENE_VERSION 2
@@ -415,61 +417,22 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// with the instance states, we can query for identical properties/groups
// and only save what has changed
- List<PackState> pack_state_stack;
-
- bool instantiated_by_owner = true;
-
- {
- Node *n = p_node;
-
- while (n) {
- if (n == p_owner) {
- Ref<SceneState> state = n->get_scene_inherited_state();
- if (state.is_valid()) {
- int node = state->find_node_by_path(n->get_path_to(p_node));
- if (node >= 0) {
- //this one has state for this node, save
- PackState ps;
- ps.node = node;
- ps.state = state;
- pack_state_stack.push_back(ps);
- instantiated_by_owner = false;
- }
- }
-
- if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) {
- if (p_node->get_scene_instance_load_placeholder()) {
- //it's a placeholder, use the placeholder path
- nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
- nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
- } else {
- //must instance ourselves
- Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
- if (!instance.is_valid()) {
- return ERR_CANT_OPEN;
- }
+ bool instantiated_by_owner = false;
+ Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner);
- nd.instance = _vm_get_variant(instance, variant_map);
- }
- }
- n = nullptr;
- } else {
- if (n->get_scene_file_path() != String()) {
- //is an instance
- Ref<SceneState> state = n->get_scene_instance_state();
- if (state.is_valid()) {
- int node = state->find_node_by_path(n->get_path_to(p_node));
- if (node >= 0) {
- //this one has state for this node, save
- PackState ps;
- ps.node = node;
- ps.state = state;
- pack_state_stack.push_back(ps);
- }
- }
- }
- n = n->get_owner();
+ if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) {
+ if (p_node->get_scene_instance_load_placeholder()) {
+ //it's a placeholder, use the placeholder path
+ nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
+ nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
+ } else {
+ //must instance ourselves
+ Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
+ if (!instance.is_valid()) {
+ return ERR_CANT_OPEN;
}
+
+ nd.instance = _vm_get_variant(instance, variant_map);
}
}
@@ -478,90 +441,23 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
- StringName type = p_node->get_class();
-
- Ref<Script> script = p_node->get_script();
- if (Engine::get_singleton()->is_editor_hint() && script.is_valid()) {
- // Should be called in the editor only and not at runtime,
- // otherwise it can cause problems because of missing instance state support.
- script->update_exports();
- }
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
- String name = E.name;
- Variant value = p_node->get(E.name);
-
- bool isdefault = false;
- Variant default_value = ClassDB::class_get_default_property_value(type, name);
-
- if (default_value.get_type() != Variant::NIL) {
- isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
+ // If instance or inheriting, not saving if property requested so, or it's meta
+ if (states_stack.size() && ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__")) {
+ continue;
}
- if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) {
- isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
- }
- // the version above makes more sense, because it does not rely on placeholder or usage flag
- // in the script, just the default value function.
- // if (E.usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {
- // isdefault = true; //is script default value
- // }
-
- if (pack_state_stack.size()) {
- // we are on part of an instantiated subscene
- // or part of instantiated scene.
- // only save what has been changed
- // only save changed properties in instance
-
- if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__") {
- //property has requested that no instance state is saved, sorry
- //also, meta won't be overridden or saved
- continue;
- }
-
- bool exists = false;
- Variant original;
-
- for (List<PackState>::Element *F = pack_state_stack.back(); F; F = F->prev()) {
- //check all levels of pack to see if the property exists somewhere
- const PackState &ps = F->get();
-
- original = ps.state->get_property_value(ps.node, E.name, exists);
- if (exists) {
- break;
- }
- }
-
- if (exists) {
- //check if already exists and did not change
- if (value.get_type() == Variant::FLOAT && original.get_type() == Variant::FLOAT) {
- //this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
- float a = value;
- float b = original;
-
- if (Math::is_equal_approx(a, b)) {
- continue;
- }
- } else if (bool(Variant::evaluate(Variant::OP_EQUAL, value, original))) {
- continue;
- }
- }
-
- if (!exists && isdefault) {
- //does not exist in original node, but it's the default value
- //so safe to skip too.
- continue;
- }
+ String name = E.name;
+ Variant value = p_node->get(name);
- } else {
- if (isdefault) {
- //it's the default value, no point in saving it
- continue;
- }
+ Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &states_stack, true);
+ if (!PropertyUtils::is_property_value_different(value, default_value)) {
+ continue;
}
NodeData::Property prop;
@@ -585,10 +481,9 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
*/
bool skip = false;
- for (const PackState &F : pack_state_stack) {
+ for (const SceneState::PackState &ia : states_stack) {
//check all levels of pack to see if the group was added somewhere
- const PackState &ps = F;
- if (ps.state->is_node_in_group(ps.node, gi.name)) {
+ if (ia.state->is_node_in_group(ia.node, gi.name)) {
skip = true;
break;
}
@@ -618,7 +513,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// Save the right type. If this node was created by an instance
// then flag that the node should not be created but reused
- if (pack_state_stack.is_empty() && !is_editable_instance) {
+ if (states_stack.is_empty() && !is_editable_instance) {
//this node is not part of an instancing process, so save the type
nd.type = _nm_get_string(p_node->get_class(), name_map);
} else {
@@ -635,7 +530,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
save_node = save_node || p_node == p_owner; // owner is always saved
- save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instantiated
+ save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instanced
int idx = nodes.size();
int parent_node = NO_PARENT_SAVED;
@@ -932,7 +827,7 @@ void SceneState::clear() {
base_scene_idx = -1;
}
-Ref<SceneState> SceneState::_get_base_scene_state() const {
+Ref<SceneState> SceneState::get_base_scene_state() const {
if (base_scene_idx >= 0) {
Ref<PackedScene> ps = variants[base_scene_idx];
if (ps.is_valid()) {
@@ -947,8 +842,8 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
ERR_FAIL_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built.");
if (!node_path_cache.has(p_node)) {
- if (_get_base_scene_state().is_valid()) {
- int idx = _get_base_scene_state()->find_node_by_path(p_node);
+ if (get_base_scene_state().is_valid()) {
+ int idx = get_base_scene_state()->find_node_by_path(p_node);
if (idx != -1) {
int rkey = _find_base_scene_node_remap_key(idx);
if (rkey == -1) {
@@ -963,11 +858,11 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
int nid = node_path_cache[p_node];
- if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
+ if (get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
//for nodes that _do_ exist in current scene, still try to look for
//the node in the instantiated scene, as a property may be missing
//from the local one
- int idx = _get_base_scene_state()->find_node_by_path(p_node);
+ int idx = get_base_scene_state()->find_node_by_path(p_node);
if (idx != -1) {
base_scene_node_remap[nid] = idx;
}
@@ -1007,7 +902,7 @@ Variant SceneState::get_property_value(int p_node, const StringName &p_property,
//property not found, try on instance
if (base_scene_node_remap.has(p_node)) {
- return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
+ return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
}
return Variant();
@@ -1026,7 +921,7 @@ bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {
}
if (base_scene_node_remap.has(p_node)) {
- return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
+ return get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
}
return false;
@@ -1065,7 +960,7 @@ bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_
}
if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
- return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
+ return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
}
return false;
@@ -1488,7 +1383,7 @@ bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p
}
}
- ss = ss->_get_base_scene_state();
+ ss = ss->get_base_scene_state();
} while (ss.is_valid());
return false;
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index 55708f7914..462e6bb5d2 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -69,11 +69,6 @@ class SceneState : public RefCounted {
Vector<int> groups;
};
- struct PackState {
- Ref<SceneState> state;
- int node = -1;
- };
-
Vector<NodeData> nodes;
struct ConnectionData {
@@ -94,8 +89,6 @@ class SceneState : public RefCounted {
uint64_t last_modified_time = 0;
- _FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
-
static bool disable_placeholders;
Vector<String> _get_node_groups(int p_idx) const;
@@ -119,6 +112,11 @@ public:
GEN_EDIT_STATE_MAIN,
};
+ struct PackState {
+ Ref<SceneState> state;
+ int node = -1;
+ };
+
static void set_disable_placeholders(bool p_disable);
int find_node_by_path(const NodePath &p_node) const;
@@ -139,6 +137,8 @@ public:
bool can_instantiate() const;
Node *instantiate(GenEditState p_edit_state) const;
+ Ref<SceneState> get_base_scene_state() const;
+
//unbuild API
int get_node_count() const;