Files
UnrealEngine/Engine/Source/Runtime/MovieScene/Private/EntitySystem/MovieSceneSpawnablesSystem.cpp
2025-05-18 13:04:45 +08:00

332 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EntitySystem/MovieSceneSpawnablesSystem.h"
#include "EntitySystem/MovieSceneEntitySystemTypes.h"
#include "EntitySystem/MovieSceneEntitySystemLinker.h"
#include "EntitySystem/MovieSceneEntityRange.h"
#include "EntitySystem/MovieSceneEntitySystemTask.h"
#include "EntitySystem/MovieSceneEntityInstantiatorSystem.h"
#include "EntitySystem/MovieSceneSharedPlaybackState.h"
#include "EntitySystem/BuiltInComponentTypes.h"
#include "Evaluation/MovieSceneEvaluationOperand.h"
#include "MovieScene.h"
#include "MovieSceneSequence.h"
#include "MovieSceneExecutionToken.h"
#include "MovieSceneSpawnRegister.h"
#include "IMovieScenePlayer.h"
#include "IMovieScenePlaybackClient.h"
#include "MovieSceneBindingReferences.h"
#include "Bindings/MovieSceneSpawnableBinding.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MovieSceneSpawnablesSystem)
namespace UE
{
namespace MovieScene
{
DECLARE_CYCLE_STAT(TEXT("Spawnables System"), MovieSceneEval_SpawnablesSystem, STATGROUP_MovieSceneECS);
DECLARE_CYCLE_STAT(TEXT("Spawnables: Spawn"), MovieSceneEval_SpawnSpawnables, STATGROUP_MovieSceneEval);
DECLARE_CYCLE_STAT(TEXT("Spawnables: Destroy"), MovieSceneEval_DestroySpawnables, STATGROUP_MovieSceneEval);
struct FSpawnTrackPreAnimatedTokenProducer : IMovieScenePreAnimatedTokenProducer
{
FMovieSceneEvaluationOperand Operand;
int32 BindingIndex;
FSpawnTrackPreAnimatedTokenProducer(FMovieSceneEvaluationOperand InOperand, int32 InBindingIndex) : Operand(InOperand), BindingIndex(InBindingIndex) {}
virtual IMovieScenePreAnimatedTokenPtr CacheExistingState(UObject& Object) const
{
struct FToken : IMovieScenePreAnimatedToken
{
FMovieSceneEvaluationOperand OperandToDestroy;
int32 BindingIndexToDestroy;
FToken(FMovieSceneEvaluationOperand InOperand, int32 InBindingIndex) : OperandToDestroy(InOperand), BindingIndexToDestroy(InBindingIndex) {}
virtual void RestoreState(UObject& Object, const UE::MovieScene::FRestoreStateParams& Params) override
{
TSharedPtr<const FSharedPlaybackState> PlaybackState = Params.GetTerminalPlaybackState();
if (!ensure(PlaybackState))
{
return;
}
FMovieSceneSpawnRegister* SpawnRegister = PlaybackState->FindCapability<FMovieSceneSpawnRegister>();
if (SpawnRegister && !SpawnRegister->DestroySpawnedObject(OperandToDestroy.ObjectBindingID, OperandToDestroy.SequenceID, PlaybackState.ToSharedRef(), BindingIndexToDestroy))
{
// This branch should only be taken for Externally owned spawnables that have been 'forgotten',
// but still had RestoreState tokens generated for them (ie, in FSequencer, or if bRestoreState is enabled)
// on a UMovieSceneSequencePlayer
SpawnRegister->DestroyObjectDirectly(Object);
}
}
};
return FToken(Operand, BindingIndex);
}
};
const FMovieSceneAnimTypeID SpawnableAnimTypeID = FMovieSceneAnimTypeID::Unique();
} // namespace MovieScene
} // namespace UE
UMovieSceneSpawnablesSystem::UMovieSceneSpawnablesSystem(const FObjectInitializer& ObjInit)
: Super(ObjInit)
{
Phase = UE::MovieScene::ESystemPhase::Spawn;
RelevantComponent = UE::MovieScene::FBuiltInComponentTypes::Get()->SpawnableBinding;
}
FMovieSceneAnimTypeID UMovieSceneSpawnablesSystem::GetAnimTypeID()
{
return UE::MovieScene::SpawnableAnimTypeID;
}
void UMovieSceneSpawnablesSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents)
{
using namespace UE::MovieScene;
SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnablesSystem)
FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get();
FInstanceRegistry* InstanceRegistry = Linker->GetInstanceRegistry();
// Re-link any spawnables that were invalidated
if (InstanceRegistry->HasInvalidatedBindings())
{
TArray<FMovieSceneEntityID> StaleSpawnables;
auto GatherStaleSpawnables = [InstanceRegistry, &StaleSpawnables](FMovieSceneEntityID EntityID, FInstanceHandle InstanceHandle, const FGuid& InObjectBindingID)
{
if (InstanceRegistry->IsBindingInvalidated(InObjectBindingID, InstanceHandle))
{
StaleSpawnables.Add(EntityID);
}
};
// Invalidate any spawnables that have been invalidated or destroyed
FEntityTaskBuilder()
.ReadEntityIDs()
.Read(BuiltInComponents->InstanceHandle)
.Read(BuiltInComponents->SpawnableBinding)
.FilterNone({ BuiltInComponents->Tags.NeedsUnlink })
.Iterate_PerEntity(&Linker->EntityManager, GatherStaleSpawnables);
for (FMovieSceneEntityID Entity : StaleSpawnables)
{
// Tag this as needs link, and all children as needs unlink
Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsLink);
Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsUnlink, EEntityRecursion::Children);
}
}
// Used below.
TArray<TTuple<FGuid, int32, FMovieSceneSequenceID, FInstanceHandle>> DestroyedObjects;
auto DestroyOldSpawnables = [this, &DestroyedObjects, InstanceRegistry](FMovieSceneEntityID EntityID, FInstanceHandle InstanceHandle, const FGuid& SpawnableObjectID)
{
SCOPE_CYCLE_COUNTER(MovieSceneEval_DestroySpawnables)
if (ensure(InstanceRegistry->IsHandleValid(InstanceHandle)))
{
const FSequenceInstance& Instance = InstanceRegistry->GetInstance(InstanceHandle);
TSharedRef<FSharedPlaybackState> SharedPlaybackState = Instance.GetSharedPlaybackState();
const UMovieSceneSequence* Sequence = nullptr;
// Prefer getting the Sequence from the evaluation state if possible.
// This is because if a sub section has just been destroyed, the sequence will be recompiled and the hierarchy (used by SharedPlaybackState) is not reliable for finding the Sequence asset.
if (FMovieSceneEvaluationState* EvaluationState = SharedPlaybackState->FindCapability<FMovieSceneEvaluationState>())
{
Sequence = EvaluationState->FindSequence(Instance.GetSequenceID());
}
else
{
SharedPlaybackState->GetSequence(Instance.GetSequenceID());
}
if (Sequence)
{
if (Linker->EntityManager.HasComponent(EntityID, FBuiltInComponentTypes::Get()->Tags.OldStyleSpawnable))
{
if (FMovieSceneSpawnable* Spawnable = Sequence->GetMovieScene()->FindSpawnable(SpawnableObjectID))
{
// If the sequence instance has finished and it is a sub sequence, we do not destroy the spawnable
// if it is owned by the root sequence or externally. These will get destroyed or forgotten by the player when it ends
if (Instance.HasFinished() && Instance.IsSubSequence())
{
if (Spawnable->GetSpawnOwnership() != ESpawnOwnership::InnerSequence)
{
return;
}
}
DestroyedObjects.Emplace(SpawnableObjectID, 0, Instance.GetSequenceID(), InstanceHandle);
}
}
else if (const FMovieSceneBindingReferences* BindingReferences = Sequence->GetBindingReferences())
{
for (int32 Index = 0; Index < BindingReferences->GetReferences(SpawnableObjectID).Num(); ++Index)
{
if (const UMovieSceneCustomBinding* CustomBinding = BindingReferences->GetCustomBinding(SpawnableObjectID, Index))
{
if (const UMovieSceneSpawnableBindingBase* SpawnableBinding = CustomBinding->AsSpawnable(SharedPlaybackState))
{
// If the sequence instance has finished and it is a sub sequence, we do not destroy the spawnable
// if it is owned by the root sequence or externally. These will get destroyed or forgotten by the player when it ends
if (Instance.HasFinished() && Instance.IsSubSequence())
{
if (SpawnableBinding->SpawnOwnership != ESpawnOwnership::InnerSequence)
{
return;
}
}
DestroyedObjects.Emplace(SpawnableObjectID, Index, Instance.GetSequenceID(), InstanceHandle);
}
}
}
}
}
}
};
// ----------------------------------------------------------------------------------------------------------------------------------------
// Step 1 - destroy any spawnable objects that are no longer relevant
// NOTE: We gather the objects into an array because destroying an object can potentially cause a garbage collection to run (ie
// if the spawnable is a level instance), and that could assert because we are currently iterating the ECS
FEntityTaskBuilder()
.ReadEntityIDs()
.Read(BuiltInComponents->InstanceHandle)
.Read(BuiltInComponents->SpawnableBinding)
.FilterAll({ BuiltInComponents->Tags.NeedsUnlink })
.Iterate_PerEntity(&Linker->EntityManager, DestroyOldSpawnables);
auto DoDestroy = [this, &DestroyedObjects, InstanceRegistry]() {
for (TTuple<FGuid, int32, FMovieSceneSequenceID, FInstanceHandle> Tuple : DestroyedObjects)
{
// Have to check whether the player is still valid because there is a possibility it got cleaned up
if (InstanceRegistry->IsHandleValid(Tuple.Get<3>()))
{
TSharedRef<const FSharedPlaybackState> SharedPlaybackState = InstanceRegistry->GetInstance(Tuple.Get<3>()).GetSharedPlaybackState();
if (FMovieSceneSpawnRegister* SpawnRegister = SharedPlaybackState->FindCapability<FMovieSceneSpawnRegister>())
{
SpawnRegister->DestroySpawnedObject(Tuple.Get<0>(), Tuple.Get<2>(), SharedPlaybackState, Tuple.Get<1>());
}
}
}
DestroyedObjects.Empty();
};
DoDestroy();
// ----------------------------------------------------------------------------------------------------------------------------------------
// Step 2 - iterate all pending spawnables and spawn their objects if necessary
auto SpawnNewObjects = [this, &DestroyOldSpawnables, InstanceRegistry](FMovieSceneEntityID EntityID, FInstanceHandle InstanceHandle, const FGuid& SpawnableBindingID)
{
SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnSpawnables)
const FSequenceInstance& SequenceInstance = InstanceRegistry->GetInstance(InstanceHandle);
TSharedRef<FSharedPlaybackState> SharedPlaybackState = SequenceInstance.GetSharedPlaybackState();
FMovieSceneSpawnRegister* SpawnRegister = SharedPlaybackState->FindCapability<FMovieSceneSpawnRegister>();
if (!SpawnRegister)
{
return;
}
FMovieSceneSequenceID SequenceID = SequenceInstance.GetSequenceID();
const FMovieSceneEvaluationOperand SpawnableOperand(SequenceID, SpawnableBindingID);
IStaticBindingOverridesPlaybackCapability* StaticOverrides = SharedPlaybackState->FindCapability<IStaticBindingOverridesPlaybackCapability>();
if (StaticOverrides && StaticOverrides->GetBindingOverride(SpawnableOperand))
{
// Don't do anything if this operand was overriden... someone else will take care of it (either another spawn track, or
// some possessable).
return;
}
UObject* ExistingSpawnedObject = SpawnRegister->FindSpawnedObject(SpawnableBindingID, SequenceID).Get();
FMovieSceneEvaluationState* State = SharedPlaybackState->FindCapability<FMovieSceneEvaluationState>();
if (State && !State->GetBindingActivation(SpawnableBindingID, SequenceID))
{
// If the binding is currently inactive, don't spawn the object.
// We may have existing spawned objects, in which case we need to destory them
DestroyOldSpawnables(EntityID, InstanceHandle, SpawnableBindingID);
return;
}
// Check whether the binding is overridden - if it is we cannot spawn a new object
if (IMovieScenePlaybackClient* DynamicOverrides = SharedPlaybackState->FindCapability<IMovieScenePlaybackClient>())
{
TArray<UObject*, TInlineAllocator<1>> FoundObjects;
bool bUseDefaultBinding = DynamicOverrides->RetrieveBindingOverrides(SpawnableBindingID, SequenceID, FoundObjects);
if (!bUseDefaultBinding)
{
// If the binding has been overridden, then the binding is new and we need to destroy any spawned objects that may exist
DestroyOldSpawnables(EntityID, InstanceHandle, SpawnableBindingID);
// This spawnable is overridden so don't try and spawn anything
return;
}
}
// At this point we've decided that we should have a spawned object
const UMovieSceneSequence* Sequence = SharedPlaybackState->GetSequence(SequenceID);
if (!Sequence)
{
return;
}
auto SpawnObject = [&SpawnRegister, &SpawnableBindingID, &Sequence, &SequenceID, &SharedPlaybackState](int BindingIndex)
{
UObject* SpawnedObject = SpawnRegister->SpawnObject(SpawnableBindingID, *Sequence->GetMovieScene(), SequenceID, SharedPlaybackState, BindingIndex);
IMovieScenePlayer* Player = FPlayerIndexPlaybackCapability::GetPlayer(SharedPlaybackState);
if (SpawnedObject)
{
FMovieSceneEvaluationOperand Operand(SequenceID, SpawnableBindingID);
if (Player)
{
Player->OnObjectSpawned(SpawnedObject, Operand);
}
FMovieSceneInstancePreAnimatedState& PreAnimatedState = SharedPlaybackState->GetPreAnimatedState();
PreAnimatedState.SavePreAnimatedState(*SpawnedObject, SpawnableAnimTypeID, FSpawnTrackPreAnimatedTokenProducer(Operand, BindingIndex));
}
return SpawnedObject;
};
// If we have an old-style spawnable, we can just spawn a single object, otherwise we need to check our binding references to see if we need to spawn multiple
if (Linker->EntityManager.HasComponent(EntityID, FBuiltInComponentTypes::Get()->Tags.OldStyleSpawnable))
{
SpawnObject(0);
}
else if (const FMovieSceneBindingReferences* BindingReferences = Sequence->GetBindingReferences())
{
for (int32 Index = 0; Index < BindingReferences->GetReferences(SpawnableBindingID).Num(); ++Index)
{
SpawnObject(Index);
}
}
InstanceRegistry->InvalidateObjectBinding(SpawnableBindingID, InstanceHandle);
};
FEntityTaskBuilder()
.ReadEntityIDs()
.Read(BuiltInComponents->InstanceHandle)
.Read(BuiltInComponents->SpawnableBinding)
.FilterAll({ BuiltInComponents->Tags.NeedsLink })
.Iterate_PerEntity(&Linker->EntityManager, SpawnNewObjects);
// Destroy any spawnables that have since been added to the DestroyList
DoDestroy();
}