Files
speckle-unity/Packages/systems.speckle.speckle-unity/Runtime/Components/RecursiveConverter.ToNative.cs
T
2023-08-31 12:08:35 +01:00

389 lines
15 KiB
C#

#nullable enable
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Speckle.ConnectorUnity.Utils;
using Speckle.Core.Logging;
using Speckle.Core.Models;
using Speckle.Core.Models.GraphTraversal;
using UnityEngine;
namespace Speckle.ConnectorUnity.Components
{
/// <summary>
/// Struct that encapsulates the result of a <see cref="RecursiveConverter"/> ToNative conversion of a single Speckle Object (<see cref="Base"/>)
/// </summary>
public readonly struct ConversionResult
{
/// <summary>
/// The context that was converted ToNative
/// </summary>
public readonly TraversalContext traversalContext;
/// <summary>
/// The result of conversion a successful conversion
/// </summary>
public readonly GameObject? converted;
/// <summary>
/// The result of conversion a failed conversion
/// </summary>
public readonly Exception? exception;
/// <summary>
/// Constructor used for Successful conversions
/// </summary>
/// <param name="traversalContext">The current traversal context</param>
/// <param name="converted">The resultant ToNative conversion of <see cref="TraversalContext.current"/> context object</param>
/// <exception cref="ArgumentNullException"/>
public ConversionResult(TraversalContext traversalContext, [NotNull] GameObject? converted)
: this(traversalContext, converted, null)
{
if (converted is null)
throw new ArgumentNullException(nameof(converted));
}
/// <summary>
/// Constructor used for Failed conversions
/// </summary>
/// <param name="traversalContext">The current conversion</param>
/// <param name="exception">The operation halting exception that occured</param>
/// <param name="converted">Optional converted GameObject</param>
/// <exception cref="ArgumentNullException"/>
public ConversionResult(
TraversalContext traversalContext,
[NotNull] Exception? exception,
GameObject? converted = null
)
: this(traversalContext, converted, exception)
{
if (exception is null)
throw new ArgumentNullException(nameof(exception));
}
private ConversionResult(
TraversalContext traversalContext,
GameObject? converted,
Exception? exception
)
{
this.traversalContext = traversalContext;
this.converted = converted;
this.exception = exception;
}
/// <summary>
///
/// </summary>
/// <param name="converted">The converted <see cref="GameObject"/></param>
/// <param name="exception">The <see cref="exception"/> that occured during conversion</param>
/// <returns>True if the conversion was successful</returns>
public bool WasSuccessful(
[NotNullWhen(true)] out GameObject? converted,
[NotNullWhen(false)] out Exception? exception
)
{
converted = this.converted;
exception = this.exception;
return WasSuccessful();
}
public bool WasSuccessful() => this.exception == null;
public Base SpeckleObject => traversalContext.current;
}
public partial class RecursiveConverter
{
/// <inheritdoc cref="RecursivelyConvertToNative_Enumerable"/>
/// <remarks>Calling this function will perform the conversion process synchronously</remarks>
/// <returns>The conversion result</returns>
public List<ConversionResult> RecursivelyConvertToNative_Sync(
Base rootObject,
Transform? parent,
Predicate<TraversalContext>? predicate = null
)
{
return RecursivelyConvertToNative_Enumerable(rootObject, parent, predicate).ToList();
}
/// <inheritdoc cref="RecursivelyConvertToNative_Enumerable"/>
/// <remarks>Calling this function will start a coroutine to complete later on the coroutine loop</remarks>
/// <returns>The started Coroutine</returns>
public Coroutine RecursivelyConvertToNative_Coroutine(
Base rootObject,
Transform? parent,
Predicate<TraversalContext>? predicate = null
)
{
return StartCoroutine(
RecursivelyConvertToNative_Enumerable(rootObject, parent, predicate).GetEnumerator()
);
}
/// <summary>
/// Will recursively traverse the given <paramref name="rootObject"/> and convert convertable child objects
/// where the given <see cref="predicate"/>
/// </summary>
/// <param name="rootObject">The Speckle object to traverse and convert all convertable children</param>
/// <param name="parent">Optional parent <see cref="Transform"/> for the created root <see cref="GameObject"/>s</param>
/// <param name="predicate">A filter function to allow for selectively excluding certain objects from being converted</param>
/// <returns>An unevaluated <see cref="IEnumerable"/> of all created <see cref="GameObject"/>s</returns>
public IEnumerable<ConversionResult> RecursivelyConvertToNative_Enumerable(
Base rootObject,
Transform? parent,
Predicate<TraversalContext>? predicate = null
)
{
var userPredicate = predicate ?? (_ => true);
var traversalFunc = DefaultTraversal.CreateBIMTraverseFunc(ConverterInstance);
var objectsToConvert = traversalFunc
.Traverse(rootObject)
.Where(x => ConverterInstance.CanConvertToNative(x.current))
.Where(x => userPredicate(x));
Dictionary<Base, GameObject?> created = new();
foreach (var conversionResult in ConvertTree(objectsToConvert, parent, created))
{
if (!isActiveAndEnabled)
throw new InvalidOperationException(
$"Cannot convert objects while {GetType()} is disabled"
);
yield return conversionResult;
}
}
/// <summary>
/// Converts a objectTree (see <see cref="GraphTraversal"/>) to unevaluated enumerable.
/// As this enumerable is iterated through, each context <see cref="Base"/> object will be converted to <see cref="GameObject"/> (if successful)
/// or <see langword="null"/> if not.
/// </summary>
/// <remarks>
/// You may enumerate over multiple frames (e.g. coroutine) but you must ensure the output eventually gets fully enumerated (exactly once)
/// </remarks>
/// <param name="objectTree"></param>
/// <param name="parent"></param>
/// <param name="outCreatedObjects"></param>
/// <returns></returns>
protected IEnumerable<ConversionResult> ConvertTree(
IEnumerable<TraversalContext> objectTree,
Transform? parent,
IDictionary<Base, GameObject?> outCreatedObjects
)
{
InitializeAssetCache();
AssetCache.BeginWrite();
foreach (TraversalContext tc in objectTree)
{
ConversionResult result;
try
{
Transform? currentParent = GetParent(tc, outCreatedObjects) ?? parent;
var converted = ConvertToNative(tc.current, currentParent);
result = new ConversionResult(tc, converted);
outCreatedObjects.TryAdd(tc.current, result.converted);
}
catch (Exception ex)
{
result = new ConversionResult(tc, ex);
}
yield return result;
}
AssetCache.FinishWrite();
}
protected static Transform? GetParent(
TraversalContext? tc,
IDictionary<Base, GameObject?> createdObjects
)
{
if (tc == null)
return null; //We've reached the root object, and still not found a converted parent
if (createdObjects.TryGetValue(tc.current, out GameObject? p) && p != null)
return p.transform;
//Go one level up, and repeat!
return GetParent(tc.parent, createdObjects);
}
protected GameObject ConvertToNative(Base speckleObject, Transform? parentTransform)
{
GameObject? go = ConverterInstance.ConvertToNative(speckleObject) as GameObject;
if (go == null)
throw new SpeckleException("Conversion Returned Null");
go.transform.SetParent(parentTransform, true);
//Set some common for all created GameObjects
//TODO add support for more unity specific props
if (go.name == "New Game Object" || string.IsNullOrWhiteSpace(go.name))
go.name = CoreUtils.GenerateObjectName(speckleObject);
if (speckleObject["physicsLayer"] is string layerName)
{
int layer = LayerMask.NameToLayer(layerName); //TODO: check how this can be interoperable with Unreal and Blender
if (layer > -1)
go.layer = layer;
}
//if (baseObject["tag"] is string t) go.tag = t;
//if (baseObject["isStatic"] is bool isStatic) go.isStatic = isStatic;
return go;
}
#region deprecated conversion functions
[Obsolete("Use " + nameof(RecursivelyConvertToNative_Coroutine))]
public IEnumerator ConvertCoroutine(
Base rootObject,
Transform? parent,
List<GameObject> outCreatedObjects
) =>
ConvertCoroutine(
rootObject,
parent,
outCreatedObjects,
b => ConverterInstance.CanConvertToNative(b)
);
[Obsolete("Use " + nameof(RecursivelyConvertToNative_Coroutine))]
public IEnumerator ConvertCoroutine(
Base rootObject,
Transform? parent,
List<GameObject> outCreatedObjects,
Func<Base, bool> predicate
)
{
foreach (string propertyName in GetPotentialChildren(rootObject))
{
ConvertChild(rootObject[propertyName], parent, predicate, outCreatedObjects);
yield return null;
}
}
/// <summary>
/// Given <paramref name="o"/>,
/// will recursively convert any objects in the tree
/// </summary>
/// <param name="o">The object to convert (<see cref="Base"/> or <see cref="List{T}"/> of)</param>
/// <param name="parent">Optional parent transform for the created root <see cref="GameObject"/>s</param>
/// <returns> A list of all created <see cref="GameObject"/>s</returns>
[Obsolete("Use " + nameof(RecursivelyConvertToNative_Sync))]
public virtual List<GameObject> RecursivelyConvertToNative(object? o, Transform? parent) =>
RecursivelyConvertToNative(o, parent, b => ConverterInstance.CanConvertToNative(b));
/// <inheritdoc cref="RecursivelyConvertToNative(object, Transform)"/>
/// <param name="predicate">A function to determine if an object should be converted</param>
[Obsolete("Use " + nameof(RecursivelyConvertToNative_Sync))]
public virtual List<GameObject> RecursivelyConvertToNative(
object? o,
Transform? parent,
Func<Base, bool> predicate
)
{
InitializeAssetCache();
var createdGameObjects = new List<GameObject>();
try
{
AssetCache.BeginWrite();
ConvertChild(o, parent, predicate, createdGameObjects);
}
finally
{
AssetCache.FinishWrite();
}
//TODO track event?
return createdGameObjects;
}
private void InitializeAssetCache()
{
//Ensure we have A native cache
if (AssetCache.nativeCaches.Any(x => x == null))
{
AssetCache.nativeCaches = NativeCacheFactory.GetStandaloneCacheSetup();
}
ConverterInstance.SetContextDocument(AssetCache);
}
[Obsolete]
public virtual void RecurseTreeToNative(
Base baseObject,
Transform? parent,
Func<Base, bool> predicate,
IList<GameObject> outCreatedObjects
)
{
object? converted = null;
if (predicate(baseObject))
converted = ConverterInstance.ConvertToNative(baseObject);
// Handle new GameObjects
Transform? nextParent = parent;
if (converted is GameObject go)
{
outCreatedObjects.Add(go);
nextParent = go.transform;
go.transform.SetParent(parent, true);
//Set some common for all created GameObjects
//TODO add support for more unity specific props
if (go.name == "New Game Object" || string.IsNullOrWhiteSpace(go.name))
go.name = CoreUtils.GenerateObjectName(baseObject);
//if (baseObject["tag"] is string t) go.tag = t;
if (baseObject["physicsLayer"] is string layerName)
{
int layer = LayerMask.NameToLayer(layerName); //TODO: check how this can be interoperable with Unreal and Blender
if (layer > -1)
go.layer = layer;
}
//if (baseObject["isStatic"] is bool isStatic) go.isStatic = isStatic;
}
// For geometry, only traverse `elements` prop, otherwise, try and convert everything
IEnumerable<string> potentialChildren = GetPotentialChildren(baseObject);
// Convert Children
foreach (string propertyName in potentialChildren)
{
ConvertChild(baseObject[propertyName], nextParent, predicate, outCreatedObjects);
}
}
[Obsolete]
private IEnumerable<string> GetPotentialChildren(Base baseObject)
{
return ConverterInstance.CanConvertToNative(baseObject)
? new[] { "elements" }
: baseObject.GetMembers().Keys;
}
[Obsolete]
protected virtual void ConvertChild(
object? value,
Transform? parent,
Func<Base, bool> predicate,
IList<GameObject> outCreatedObjects
)
{
foreach (Base b in GraphTraversal.TraverseMember(value))
{
RecurseTreeToNative(b, parent, predicate, outCreatedObjects);
}
}
#endregion
}
}