private void ProcessCreatedActors(CreateActor originalMessage, IList <Actor> createdActors, Action onCompleteCallback, string guidSeed = null)
        {
            Guid guidGenSeed;

            if (originalMessage != null)
            {
                guidGenSeed = originalMessage.Actor.Id;
            }
            else
            {
                guidGenSeed = UtilMethods.StringToGuid(guidSeed);
            }
            var guids = new DeterministicGuids(guidGenSeed);

            // find the actors with no actor parents
            var rootActors = GetDistinctTreeRoots(
                createdActors.ToArray()
                ).Select(go => go as Actor).ToArray();
            var rootActor    = createdActors.FirstOrDefault();
            var createdAnims = new List <Animation.BaseAnimation>(5);

            if (rootActors.Length == 1 && rootActor.GetParent() == null)
            {
                // Delete entire hierarchy as we no longer have a valid parent actor for the root of this hierarchy.  It was likely
                // destroyed in the process of the async operation before this callback was called.
                foreach (var actor in createdActors)
                {
                    actor.Destroy();
                }

                createdActors.Clear();

                SendCreateActorResponse(
                    originalMessage,
                    failureMessage: "Parent for the actor being created no longer exists.  Cannot create new actor.");
                return;
            }

            var secondPassXfrms = new List <Spatial>(2);

            foreach (var root in rootActors)
            {
                ProcessActors(root.Node3D, root.GetParent() as Actor);
            }
            // some things require the whole hierarchy to have actors on it. run those here
            foreach (var pass2 in secondPassXfrms)
            {
                ProcessActors2(pass2);
            }

            if (originalMessage != null && rootActors.Length == 1)
            {
                rootActor?.ApplyPatch(originalMessage.Actor);
            }
            Actor.ApplyVisibilityUpdate(rootActor);

            _actorManager.UponStable(
                () => SendCreateActorResponse(originalMessage, actors: createdActors, anims: createdAnims, onCompleteCallback: onCompleteCallback));

            void ProcessActors(Spatial node3D, Actor parent)
            {
                // Generate actors for all node3D, even if the loader didn't. Only loader-generated
                // actors are returned to the app though. We do this so library objects get enabled/disabled
                // correctly, even if they're not tracked by the app.
                Actor actor = (node3D as Actor) ?? Actor.Instantiate(node3D);

                _actorManager.AddActor(guids.Next(), actor);
                _ownedNodes.Add(actor);

                actor.ParentId = parent?.Id ?? actor.ParentId;

                if (actor.MeshInstance != null)
                {
                    // only overwrite material if there's something in the cache, i.e. not a random library material
                    if (actor.MeshInstance.MaterialOverride != null)
                    {
                        var matId = AssetManager.GetByObject(actor.MeshInstance.MaterialOverride)?.Id;
                        if (matId.HasValue)
                        {
                            actor.MaterialId = matId.Value;
                        }
                    }

                    actor.MeshId = AssetManager.GetByObject(actor.GodotMesh)?.Id ?? Guid.Empty;
                }

                // native animation construction requires the whole actor hierarchy to already exist. defer to second pass
                var nativeAnim = node3D.GetChild <Godot.AnimationPlayer>();

                if (nativeAnim != null && createdActors.Contains(actor))
                {
                    secondPassXfrms.Add(node3D);
                }

                foreach (object node in actor.GetChildren())
                {
                    if (node is Spatial)
                    {
                        ProcessActors((Spatial)node, actor);
                    }
                }
            }

            void ProcessActors2(Spatial node3D)
            {
                var actor           = node3D as Actor;
                var animationPlayer = node3D.GetChild <Godot.AnimationPlayer>();

                if (animationPlayer != null && createdActors.Contains(actor))
                {
                    var animTargets = node3D.GetChild <PrefabAnimationTargets>();
                    int animIndex   = 0;
                    foreach (string animationString in animationPlayer.GetAnimationList())
                    {
                        var anim = new NativeAnimation(AnimationManager, guids.Next(), animationPlayer, animationPlayer.GetAnimation(animationString));
                        anim.TargetIds = animTargets != null
                                                        ? animTargets.GetTargets(node3D, animIndex ++, addRootToTargets : true).Select(a => a.Id).ToList()
                                                        : new List <Guid>()
                        {
                            actor.Id
                        };

                        AnimationManager.RegisterAnimation(anim);
                        createdAnims.Add(anim);
                    }
                }
            }
        }
        private void ProcessCreatedActors(CreateActor originalMessage, IList <Actor> createdActors, Action onCompleteCallback, string guidSeed = null)
        {
            Guid guidGenSeed;

            if (originalMessage != null)
            {
                guidGenSeed = originalMessage.Actor.Id;
            }
            else
            {
                guidGenSeed = UtilMethods.StringToGuid(guidSeed);
            }
            var guids = new DeterministicGuids(guidGenSeed);

            // find the actors with no actor parents
            var rootActors = GetDistinctTreeRoots(
                createdActors.Select(a => a.gameObject).ToArray()
                ).Select(go => go.GetComponent <Actor>()).ToArray();

            var rootActor    = createdActors.FirstOrDefault();
            var createdAnims = new List <Animation.BaseAnimation>(5);

            if (rootActors.Length == 1 && rootActor.transform.parent == null)
            {
                // Delete entire hierarchy as we no longer have a valid parent actor for the root of this hierarchy.  It was likely
                // destroyed in the process of the async operation before this callback was called.
                foreach (var actor in createdActors)
                {
                    actor.Destroy();
                }

                createdActors.Clear();

                SendCreateActorResponse(
                    originalMessage,
                    failureMessage: "Parent for the actor being created no longer exists.  Cannot create new actor.");
                return;
            }

            var secondPassXfrms = new List <Transform>(2);

            foreach (var root in rootActors)
            {
                ProcessActors(root.transform, root.transform.parent != null ? root.transform.parent.GetComponent <Actor>() : null);
            }
            // some things require the whole hierarchy to have actors on it. run those here
            foreach (var pass2 in secondPassXfrms)
            {
                ProcessActors2(pass2);
            }

            if (originalMessage != null && rootActors.Length == 1)
            {
                rootActor?.ApplyPatch(originalMessage.Actor);
            }
            Actor.ApplyVisibilityUpdate(rootActor);

            _actorManager.UponStable(
                () => SendCreateActorResponse(originalMessage, actors: createdActors, anims: createdAnims, onCompleteCallback: onCompleteCallback));

            void ProcessActors(Transform xfrm, Actor parent)
            {
                // Generate actors for all GameObjects, even if the loader didn't. Only loader-generated
                // actors are returned to the app though. We do this so library objects get enabled/disabled
                // correctly, even if they're not tracked by the app.
                var actor = xfrm.gameObject.GetComponent <Actor>() ?? xfrm.gameObject.AddComponent <Actor>();

                _actorManager.AddActor(guids.Next(), actor);
                _ownedGameObjects.Add(actor.gameObject);

                actor.ParentId = parent?.Id ?? actor.ParentId;
                if (actor.Renderer != null)
                {
                    actor.MaterialId = AssetCache.GetId(actor.Renderer.sharedMaterial) ?? Guid.Empty;
                    actor.MeshId     = AssetCache.GetId(actor.UnityMesh) ?? Guid.Empty;
                }

                // native animation construction requires the whole actor hierarchy to already exist. defer to second pass
                var nativeAnim = xfrm.gameObject.GetComponent <UnityEngine.Animation>();

                if (nativeAnim != null && createdActors.Contains(actor))
                {
                    secondPassXfrms.Add(xfrm);
                }

                foreach (Transform child in xfrm)
                {
                    ProcessActors(child, actor);
                }
            }

            void ProcessActors2(Transform xfrm)
            {
                var actor      = xfrm.gameObject.GetComponent <Actor>();
                var nativeAnim = xfrm.gameObject.GetComponent <UnityEngine.Animation>();

                if (nativeAnim != null && createdActors.Contains(actor))
                {
                    var animTargets = xfrm.gameObject.GetComponent <PrefabAnimationTargets>();
                    int stateIndex  = 0;
                    foreach (AnimationState state in nativeAnim)
                    {
                        var anim = new NativeAnimation(AnimationManager, guids.Next(), nativeAnim, state);
                        anim.TargetIds = animTargets != null
                                                        ? animTargets.GetTargets(xfrm, stateIndex ++, addRootToTargets : true).Select(a => a.Id).ToList()
                                                        : new List <Guid>()
                        {
                            actor.Id
                        };

                        AnimationManager.RegisterAnimation(anim);
                        createdAnims.Add(anim);
                    }
                }
            }
        }
Example #3
0
        /// <summary>
        /// Changes the state of the animation state machine. Doesn't check for valid transitions.
        /// </summary>
        /// <param name="state">New state of the animation.</param>
        private void SwitchState(State state)
        {
            this.state = state;

            switch (state)
            {
                case State.Active:
                    if (_native != null)
                        _native.Destroy();

                    _native = new NativeAnimation();
                    _native.OnEventTriggered += EventTriggered;

                    animatedRenderable = SceneObject.GetComponent<Renderable>();

                    // Restore saved values after reset
                    _native.WrapMode = serializableData.wrapMode;
                    _native.Speed = serializableData.speed;
                    _native.Cull = serializableData.cull;

                    UpdateBounds();

                    if (serializableData.defaultClip != null)
                        _native.Play(serializableData.defaultClip);

                    primaryClip = _native.GetClip(0);
                    if (primaryClip != null)
                        RebuildFloatProperties(primaryClip);

                    SetBoneMappings();
                    UpdateSceneObjectMapping();

                    if (animatedRenderable != null)
                        animatedRenderable.RegisterAnimation(this);
                    break;
                case State.EditorActive:
                    if (_native != null)
                        _native.Destroy();

                    _native = new NativeAnimation();

                    animatedRenderable = SceneObject.GetComponent<Renderable>();

                    UpdateBounds();
                    SetBoneMappings();

                    if (animatedRenderable != null)
                        animatedRenderable.RegisterAnimation(this);
                    break;
                case State.Inactive:
                    if (animatedRenderable != null)
                        animatedRenderable.UnregisterAnimation();

                    if (_native != null)
                    {
                        _native.Destroy();
                        _native = null;
                    }

                    primaryClip = null;
                    mappingInfo.Clear();
                    floatProperties = null;
                    break;
            }
        }