ScenePartition/Editor/ScenePartitionSO.cs

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using System.Collections.Generic;
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using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
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using UnityEditor.SceneManagement;
using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace VertexColor.ScenePartition.Editor
{
[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionSO")]
public class ScenePartitionSO : ScriptableObject
{
[field: SerializeField]
public SceneAsset SceneAsset { get; private set; } = null;
public string SceneName => SceneAsset == null ? name : SceneAsset.name;
public List<ulong> alwaysLoadIds = new List<ulong> { 0, 1, 2, 3, 4 };
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public ScenePartitionData Data
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{
get
{
// Load data from the ScriptableSingleton.
data ??= ScenePartitionSS.instance.GetScenePartitionData(this);
return data;
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}
}
private ScenePartitionData data = null;
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public void CreateScene()
{
if (SceneAsset != null) return;
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string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity");
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
EditorSceneManager.SaveScene(scene, scenePath);
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Save();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
SceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
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}
/// <summary>
/// Load partitions from disk and construct the scene file.
/// </summary>
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public void LoadAll()
{
CreateScenePartitions();
SortedSet<ulong> ids = new SortedSet<ulong>(Data.ScenePartitions.Keys);
LoadScenePartitions(ids);
}
/// <summary>
/// Discard changes and reload loaded partitions.
/// </summary>
public void Reload()
{
if (!Data.HasLoadedPartitions) return;
LoadScenePartitions(new SortedSet<ulong>(Data.LoadedScenePartitions.Keys));
}
private void CreateScenePartitions()
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{
string dataPath = ScenePartitionUtils.GetDataPath(this);
string[] files = Directory.GetFiles(dataPath);
Data.ScenePartitions = new ScenePartitionSortedList();
for (int i = 0; i < files.Length; i++)
{
ScenePartition scenePartition = new ScenePartition(files[i]);
Data.ScenePartitions.Add(scenePartition.id, scenePartition);
}
}
private void LoadScenePartitions(SortedSet<ulong> partitionIds)
{
using (new ProfilerUtility.ProfilerScope($"{nameof(LoadScenePartitions)}"))
{
if (!Data.HasCreatedPartitions) return;
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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Data.LoadedScenePartitions.Clear();
// Add always load ids.
SortedSet<ulong> baseIds = GetAlwaysLoadIds();
foreach (ulong id in baseIds)
{
partitionIds.Add(id);
}
// Clear file.
File.WriteAllText(scenePath, string.Empty);
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// Create scene data.
try
{
using (FileStream outputStream = new FileStream(scenePath, FileMode.Append, FileAccess.Write))
{
foreach (ulong id in partitionIds)
{
ScenePartition p = Data.ScenePartitions[id];
using (FileStream inputStream = new FileStream(p.filePath, FileMode.Open, FileAccess.Read))
{
byte[] buffer = new byte[4096];
int bytesRead;
while ((bytesRead = inputStream.Read(buffer, 0, buffer.Length)) > 0)
{
outputStream.Write(buffer, 0, bytesRead);
}
}
Data.LoadedScenePartitions.Add(p.id, p);
}
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
}
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AssetDatabase.Refresh();
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// 'Reload' the scene to prevent the user getting the popup 'Scene has been changed on disk'.
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
}
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}
/// <summary>
/// Convert scene to partitions and save them to disk.
/// </summary>
public void Save()
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{
using (new ProfilerUtility.ProfilerScope($"{nameof(Save)}"))
{
// Check if the user wants to save the scene if dirty.
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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string pattern = @"&(\d+)";
string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this);
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// Read the data from the scene file.
string[] sceneData = File.ReadAllLines(scenePath);
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// Split it into blocks.
int lastIndex = sceneData.Length;
for (int i = sceneData.Length - 1; i >= 0; i--)
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{
if (sceneData[i].StartsWith("---")) // --- is the start of a new yaml document.
{
Match match = Regex.Match(sceneData[i], pattern);
if (match.Success)
{
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// Modify scene data.
// Optional: ClearRootOrderProperty.
ClearRootOrderProperty(ref sceneData, i, lastIndex);
// Extract the file number.
string id = match.Groups[1].Value;
// Write data to disk.
File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", sceneData[i..lastIndex]);
}
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lastIndex = i;
}
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}
// Write header to disk.
File.WriteAllLines($"{dataPath}/{SceneName}.yaml", sceneData[0..lastIndex]);
}
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}
/// <summary>
/// Empty the scene and save it (so it has no changes in source control).
/// </summary>
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public void Unload()
{
using (new ProfilerUtility.ProfilerScope($"{nameof(Unload)}"))
{
string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this);
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Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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for (int i = gameObjects.Length - 1; i >= 0; i--)
{
DestroyImmediate(gameObjects[i]);
}
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EditorSceneManager.SaveScene(scene);
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Data.LoadedScenePartitions.Clear();
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AssetDatabase.Refresh();
}
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}
private void DeleteLoadedPartitions()
{
using (new ProfilerUtility.ProfilerScope($"{nameof(DeleteLoadedPartitions)}"))
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{
if (!Data.HasLoadedPartitions) return;
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in Data.LoadedScenePartitions)
{
if (!File.Exists(scenePartition.Value.filePath)) continue;
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File.Delete(scenePartition.Value.filePath);
}
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}
}
public void LoadPartitions(ulong[] ids)
{
using (new ProfilerUtility.ProfilerScope($"{nameof(LoadPartitions)}"))
{
SortedSet<ulong> partitionIds = new SortedSet<ulong>();
for (int i = 0; i < ids.Length; i++)
{
SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
foreach (ulong c in connections)
{
partitionIds.Add(c);
}
}
LoadScenePartitions(partitionIds);
}
}
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public void LoadPartitionsAdditive(ulong[] ids)
{
using (new ProfilerUtility.ProfilerScope($"{nameof(LoadPartitions)}"))
{
SortedSet<ulong> partitionIds = new SortedSet<ulong>();
// Additive partitions to load.
for (int i = 0; i < ids.Length; i++)
{
SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
foreach (ulong c in connections)
{
partitionIds.Add(c);
}
}
// Partitions already loaded.
if (Data.HasLoadedPartitions)
{
foreach (KeyValuePair<ulong, ScenePartition> item in Data.LoadedScenePartitions)
{
partitionIds.Add(item.Key);
}
}
LoadScenePartitions(partitionIds);
}
}
private SortedSet<ulong> GetAlwaysLoadIds()
{
SortedSet<ulong> partitionIds = new SortedSet<ulong>();
foreach (ulong id in alwaysLoadIds)
{
SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
foreach (ulong c in connections)
{
partitionIds.Add(c);
}
}
return partitionIds;
}
public void GenerateSceneGridData()
{
using (new ProfilerUtility.ProfilerScope($"{nameof(GenerateSceneGridData)}"))
{
LoadAll();
if (!Data.HasCreatedPartitions) return;
Scene scene = EditorSceneManager.OpenScene(ScenePartitionUtils.GetScenePath(this), OpenSceneMode.Single);
GameObject[] rootGameObjects = scene.GetRootGameObjects();
Data.SceneGrid.Grid.Clear();
//// Maybe later switch to getting the data from disk instead of loading the scene and then unloading it again.
//foreach (GameObject gameObject in rootGameObjects)
//{
// // https://forum.unity.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
// PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
// SerializedObject serializedObject = new SerializedObject(gameObject.transform);
// inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
// SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
// long localId = localIdProp.longValue;
// if (localId == 0)
// {
// if (PrefabUtility.IsPartOfPrefabInstance(gameObject))
// {
// GlobalObjectId id = GlobalObjectId.GetGlobalObjectIdSlow(gameObject); // We could use this funtion for all objects. Might be a bit slower but is also simple.
// localId = long.Parse(id.targetPrefabId.ToString());
// Debug.Log($"{id.assetGUID} | {id.identifierType} | {id.targetObjectId} | {id.targetPrefabId}");
// if (id.targetObjectId == 0 && id.targetPrefabId == 0)
// {
// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
// continue;
// }
// }
// else
// {
// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
// continue;
// }
// }
// if (!Data.ScenePartitions.ContainsKey(localId))
// {
// Debug.LogWarning($"Could not find LocalIdentfierInFile for {gameObject.transform} {gameObject.name} {gameObject.transform.GetInstanceID()}");
// continue;
// }
// Data.SceneGrid.Insert(localId, gameObject.transform.position);
//}
GlobalObjectId[] ids = new GlobalObjectId[rootGameObjects.Length];
GlobalObjectId.GetGlobalObjectIdsSlow(rootGameObjects, ids);
for (int i = 0; i < ids.Length; i++)
{
//Debug.Log($"{ids[i].assetGUID} | {ids[i].identifierType} | {ids[i].targetObjectId} | {ids[i].targetPrefabId}");
if (ids[i].targetPrefabId == 0) // 0 = no prefab.
{
Data.SceneGrid.Insert(ids[i].targetObjectId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
}
else
{
Data.SceneGrid.Insert(ids[i].targetPrefabId, rootGameObjects[i].transform.position, ScenePartitionSceneViewEditor.cellSize);
}
}
Unload();
}
}
public void LoadCell(int gridId)
{
if (Data.SceneGrid.Grid.TryGetValue(gridId, out GridList ids))
{
LoadPartitions(ids.list.ToArray());
}
}
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public void LoadCellAdditive(int gridId)
{
if (Data.SceneGrid.Grid.TryGetValue(gridId, out GridList ids))
{
LoadPartitionsAdditive(ids.list.ToArray());
}
}
public void ClearCache()
{
data = null;
}
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/// <summary>
/// Sets the m_RootOrder property to '0' on all transforms and prefab transform modifications.
/// The property changes every time you add/remove something in the scene for each object underneat it in the hierarchy.
/// This results in a lot of changes in source control that might cause conficts, and we don't want that.
/// This does however change the scene hierarchy order, so if things are order dependent this will break it.
/// </summary>
private void ClearRootOrderProperty(ref string[] data, int i, int lastIndex)
{
using (new ProfilerUtility.ProfilerScope($"{nameof(ClearRootOrderProperty)}"))
{
const string prefabHeaderPattern = "--- !u!1001 &";
const string transformHeaderPattern = "--- !u!4 &";
const string prefabRootOrderPropertyPattern = " propertyPath: m_RootOrder";
const string transformRootOrderPropertyPattern = " m_RootOrder:";
const string numberPattern = @"[\d-]";
// If object is a Prefab.
if (data[i].StartsWith(prefabHeaderPattern))
{
for (int j = i; j < lastIndex; j++)
{
if (!data[j].StartsWith(prefabRootOrderPropertyPattern)) continue;
data[j + 1] = Regex.Replace(data[j + 1], numberPattern, "0");
return;
}
}
// If object is a Transform.
else if (data[i].StartsWith(transformHeaderPattern))
{
// Reverse loop since property is usually at the bottom of the transform component.
for (int j = lastIndex - 1; j >= 0; j--)
{
if (!data[j].StartsWith(transformRootOrderPropertyPattern)) continue;
data[j] = Regex.Replace(data[j], numberPattern, "0");
return;
}
}
}
}
}
}