godot/scene/main/viewport.cpp

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/*************************************************************************/
/* viewport.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2015-04-18 17:38:54 +00:00
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "viewport.h"
#include "os/os.h"
#include "scene/3d/spatial.h"
#include "os/input.h"
#include "servers/physics_2d_server.h"
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//#include "scene/3d/camera.h"
#include "servers/spatial_sound_server.h"
#include "servers/spatial_sound_2d_server.h"
#include "scene/gui/control.h"
#include "scene/3d/camera.h"
#include "scene/resources/mesh.h"
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#include "scene/3d/spatial_indexer.h"
#include "scene/3d/collision_object.h"
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#include "scene/2d/collision_object_2d.h"
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int RenderTargetTexture::get_width() const {
ERR_FAIL_COND_V(!vp,0);
return vp->rect.size.width;
}
int RenderTargetTexture::get_height() const{
ERR_FAIL_COND_V(!vp,0);
return vp->rect.size.height;
}
Size2 RenderTargetTexture::get_size() const{
ERR_FAIL_COND_V(!vp,Size2());
return vp->rect.size;
}
RID RenderTargetTexture::get_rid() const{
ERR_FAIL_COND_V(!vp,RID());
return vp->render_target_texture_rid;
}
bool RenderTargetTexture::has_alpha() const{
return false;
}
void RenderTargetTexture::set_flags(uint32_t p_flags){
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ERR_FAIL_COND(!vp);
if (p_flags&FLAG_FILTER)
flags=FLAG_FILTER;
else
flags=0;
VS::get_singleton()->texture_set_flags(vp->render_target_texture_rid,flags);
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}
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uint32_t RenderTargetTexture::get_flags() const{
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return flags;
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}
RenderTargetTexture::RenderTargetTexture(Viewport *p_vp){
vp=p_vp;
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flags=0;
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}
void Viewport::_update_stretch_transform() {
if (size_override_stretch && size_override) {
//print_line("sive override size "+size_override_size);
//print_line("rect size "+rect.size);
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stretch_transform=Matrix32();
Size2 scale = rect.size/(size_override_size+size_override_margin*2);
stretch_transform.scale(scale);
stretch_transform.elements[2]=size_override_margin*scale;
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} else {
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stretch_transform=Matrix32();
}
_update_global_transform();
}
void Viewport::_update_rect() {
if (!is_inside_tree())
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return;
Node *parent = get_parent();
if (!render_target && parent && parent->cast_to<Control>()) {
Control *c = parent->cast_to<Control>();
rect.pos=Point2();
rect.size=c->get_size();
}
VisualServer::ViewportRect vr;
vr.x=rect.pos.x;
vr.y=rect.pos.y;
if (render_target) {
vr.x=0;
vr.y=0;
}
vr.width=rect.size.width;
vr.height=rect.size.height;
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VisualServer::get_singleton()->viewport_set_rect(viewport,vr);
last_vp_rect=rect;
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if (canvas_item.is_valid()) {
VisualServer::get_singleton()->canvas_item_set_custom_rect(canvas_item,true,rect);
}
emit_signal("size_changed");
render_target_texture->emit_changed();
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}
void Viewport::_parent_resized() {
_update_rect();
}
void Viewport::_parent_draw() {
}
void Viewport::_parent_visibility_changed() {
Node *parent = get_parent();
if (parent && parent->cast_to<Control>()) {
Control *c = parent->cast_to<Control>();
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item,c->is_visible());
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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_update_listener();
_update_listener_2d();
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}
}
void Viewport::_vp_enter_tree() {
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Node *parent = get_parent();
//none?
if (parent && parent->cast_to<Control>()) {
Control *cparent=parent->cast_to<Control>();
RID parent_ci = cparent->get_canvas_item();
ERR_FAIL_COND(!parent_ci.is_valid());
canvas_item = VisualServer::get_singleton()->canvas_item_create();
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item,parent_ci);
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item,false);
VisualServer::get_singleton()->canvas_item_attach_viewport(canvas_item,viewport);
parent->connect("resized",this,"_parent_resized");
parent->connect("visibility_changed",this,"_parent_visibility_changed");
} else if (!parent){
VisualServer::get_singleton()->viewport_attach_to_screen(viewport,0);
}
}
void Viewport::_vp_exit_tree() {
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Node *parent = get_parent();
if (parent && parent->cast_to<Control>()) {
parent->disconnect("resized",this,"_parent_resized");
}
if (parent && parent->cast_to<Control>()) {
parent->disconnect("visibility_changed",this,"_parent_visibility_changed");
}
if (canvas_item.is_valid()) {
VisualServer::get_singleton()->free(canvas_item);
canvas_item=RID();
}
if (!parent) {
VisualServer::get_singleton()->viewport_detach(viewport);
}
}
void Viewport::update_worlds() {
if (!is_inside_tree())
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return;
Rect2 xformed_rect = (global_canvas_transform * canvas_transform).affine_inverse().xform(get_visible_rect());
find_world_2d()->_update_viewport(this,xformed_rect);
find_world_2d()->_update();
find_world()->_update(get_tree()->get_frame());
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}
void Viewport::_test_new_mouseover(ObjectID new_collider) {
#ifndef _3D_DISABLED
if (new_collider!=physics_object_over) {
if (physics_object_over) {
Object *obj = ObjectDB::get_instance(physics_object_over);
if (obj) {
CollisionObject *co = obj->cast_to<CollisionObject>();
if (co) {
co->_mouse_exit();
}
}
}
if (new_collider) {
Object *obj = ObjectDB::get_instance(new_collider);
if (obj) {
CollisionObject *co = obj->cast_to<CollisionObject>();
if (co) {
co->_mouse_enter();
}
}
}
physics_object_over=new_collider;
}
#endif
}
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void Viewport::_notification(int p_what) {
switch( p_what ) {
case NOTIFICATION_ENTER_TREE: {
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if (!render_target)
_vp_enter_tree();
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this->parent=NULL;
Node *parent=get_parent();
if (parent) {
while(parent && !(this->parent=parent->cast_to<Viewport>())) {
parent=parent->get_parent();
}
}
current_canvas=find_world_2d()->get_canvas();
VisualServer::get_singleton()->viewport_set_scenario(viewport,find_world()->get_scenario());
VisualServer::get_singleton()->viewport_attach_canvas(viewport,current_canvas);
_update_listener();
_update_listener_2d();
_update_rect();
if (world_2d.is_valid()) {
find_world_2d()->_register_viewport(this,Rect2());
//best to defer this and not do it here, as it can annoy a lot of setup logic if user
//adds a node and then moves it, will get enter/exit screen/viewport notifications
//unnecesarily
// update_worlds();
}
add_to_group("_viewports");
if (get_tree()->is_debugging_collisions_hint()) {
//2D
Physics2DServer::get_singleton()->space_set_debug_contacts(find_world_2d()->get_space(),get_tree()->get_collision_debug_contact_count());
contact_2d_debug=VisualServer::get_singleton()->canvas_item_create();
VisualServer::get_singleton()->canvas_item_set_parent(contact_2d_debug,find_world_2d()->get_canvas());
//3D
PhysicsServer::get_singleton()->space_set_debug_contacts(find_world()->get_space(),get_tree()->get_collision_debug_contact_count());
contact_3d_debug_multimesh=VisualServer::get_singleton()->multimesh_create();
VisualServer::get_singleton()->multimesh_set_instance_count(contact_3d_debug_multimesh,get_tree()->get_collision_debug_contact_count());
VisualServer::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh,0);
VisualServer::get_singleton()->multimesh_set_mesh(contact_3d_debug_multimesh,get_tree()->get_debug_contact_mesh()->get_rid());
contact_3d_debug_instance=VisualServer::get_singleton()->instance_create();
VisualServer::get_singleton()->instance_set_base(contact_3d_debug_instance,contact_3d_debug_multimesh);
VisualServer::get_singleton()->instance_set_scenario(contact_3d_debug_instance,find_world()->get_scenario());
VisualServer::get_singleton()->instance_geometry_set_flag(contact_3d_debug_instance,VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,true);
}
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} break;
case NOTIFICATION_READY: {
#ifndef _3D_DISABLED
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if (cameras.size() && !camera) {
//there are cameras but no current camera, pick first in tree and make it current
Camera *first=NULL;
for(Set<Camera*>::Element *E=cameras.front();E;E=E->next()) {
if (first==NULL || first->is_greater_than(E->get())) {
first=E->get();
}
}
if (first)
first->make_current();
}
#endif
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} break;
case NOTIFICATION_EXIT_TREE: {
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if (world_2d.is_valid())
world_2d->_remove_viewport(this);
if (!render_target)
_vp_exit_tree();
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VisualServer::get_singleton()->viewport_set_scenario(viewport,RID());
SpatialSoundServer::get_singleton()->listener_set_space(listener,RID());
VisualServer::get_singleton()->viewport_remove_canvas(viewport,current_canvas);
if (contact_2d_debug.is_valid()) {
VisualServer::get_singleton()->free(contact_2d_debug);
contact_2d_debug=RID();
}
if (contact_3d_debug_multimesh.is_valid()) {
VisualServer::get_singleton()->free(contact_3d_debug_multimesh);
VisualServer::get_singleton()->free(contact_3d_debug_instance);
contact_3d_debug_instance=RID();
contact_3d_debug_multimesh=RID();
}
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remove_from_group("_viewports");
} break;
case NOTIFICATION_FIXED_PROCESS: {
if (get_tree()->is_debugging_collisions_hint() && contact_2d_debug.is_valid()) {
VisualServer::get_singleton()->canvas_item_clear(contact_2d_debug);
VisualServer::get_singleton()->canvas_item_raise(contact_2d_debug);
Vector<Vector2> points = Physics2DServer::get_singleton()->space_get_contacts(find_world_2d()->get_space());
int point_count = Physics2DServer::get_singleton()->space_get_contact_count(find_world_2d()->get_space());
Color ccol = get_tree()->get_debug_collision_contact_color();
for(int i=0;i<point_count;i++) {
VisualServer::get_singleton()->canvas_item_add_rect(contact_2d_debug,Rect2(points[i]-Vector2(2,2),Vector2(5,5)),ccol);
}
}
if (get_tree()->is_debugging_collisions_hint() && contact_3d_debug_multimesh.is_valid()) {
Vector<Vector3> points = PhysicsServer::get_singleton()->space_get_contacts(find_world()->get_space());
int point_count = PhysicsServer::get_singleton()->space_get_contact_count(find_world()->get_space());
VS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh,point_count);
if (point_count>0) {
AABB aabb;
Transform t;
for(int i=0;i<point_count;i++) {
if (i==0)
aabb.pos=points[i];
else
aabb.expand_to(points[i]);
t.origin=points[i];
VisualServer::get_singleton()->multimesh_instance_set_transform(contact_3d_debug_multimesh,i,t);
}
aabb.grow(aabb.get_longest_axis_size()*0.01);
VisualServer::get_singleton()->multimesh_set_aabb(contact_3d_debug_multimesh,aabb);
}
}
if (physics_object_picking) {
Vector2 last_pos(1e20,1e20);
CollisionObject *last_object;
ObjectID last_id=0;
PhysicsDirectSpaceState::RayResult result;
Physics2DDirectSpaceState *ss2d=Physics2DServer::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
bool motion_tested=false;
while(physics_picking_events.size()) {
InputEvent ev = physics_picking_events.front()->get();
physics_picking_events.pop_front();
Vector2 pos;
switch(ev.type) {
case InputEvent::MOUSE_MOTION: {
pos.x=ev.mouse_motion.x;
pos.y=ev.mouse_motion.y;
motion_tested=true;
physics_last_mousepos=pos;
} break;
case InputEvent::MOUSE_BUTTON: {
pos.x=ev.mouse_button.x;
pos.y=ev.mouse_button.y;
} break;
case InputEvent::SCREEN_DRAG: {
pos.x=ev.screen_drag.x;
pos.y=ev.screen_drag.y;
} break;
case InputEvent::SCREEN_TOUCH: {
pos.x=ev.screen_touch.x;
pos.y=ev.screen_touch.y;
} break;
}
if (ss2d) {
//send to 2D
uint64_t frame = get_tree()->get_frame();
Vector2 point = get_canvas_transform().affine_inverse().xform(pos);
Physics2DDirectSpaceState::ShapeResult res[64];
int rc = ss2d->intersect_point(point,res,64,Set<RID>(),0xFFFFFFFF,0xFFFFFFFF);
for(int i=0;i<rc;i++) {
if (res[i].collider_id && res[i].collider) {
CollisionObject2D *co=res[i].collider->cast_to<CollisionObject2D>();
if (co) {
Map<ObjectID,uint64_t>::Element *E=physics_2d_mouseover.find(res[i].collider_id);
if (!E) {
E=physics_2d_mouseover.insert(res[i].collider_id,frame);
co->_mouse_enter();
} else {
E->get()=frame;
}
co->_input_event(this,ev,res[i].shape);
}
}
}
List<Map<ObjectID,uint64_t>::Element*> to_erase;
for (Map<ObjectID,uint64_t>::Element*E=physics_2d_mouseover.front();E;E=E->next()) {
if (E->get()!=frame) {
Object *o=ObjectDB::get_instance(E->key());
if (o) {
CollisionObject2D *co=o->cast_to<CollisionObject2D>();
if (co) {
co->_mouse_exit();
}
}
to_erase.push_back(E);
}
}
while(to_erase.size()) {
physics_2d_mouseover.erase(to_erase.front()->get());
to_erase.pop_front();
}
}
#ifndef _3D_DISABLED
bool captured=false;
if (physics_object_capture!=0) {
Object *obj = ObjectDB::get_instance(physics_object_capture);
if (obj) {
CollisionObject *co = obj->cast_to<CollisionObject>();
if (co) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
co->_input_event(camera,ev,Vector3(),Vector3(),0);
captured=true;
if (ev.type==InputEvent::MOUSE_BUTTON && ev.mouse_button.button_index==1 && !ev.mouse_button.pressed) {
physics_object_capture=0;
}
} else {
physics_object_capture=0;
}
} else {
physics_object_capture=0;
}
}
if (captured) {
//none
} else if (pos==last_pos) {
if (last_id) {
if (ObjectDB::get_instance(last_id)) {
//good, exists
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
last_object->_input_event(camera,ev,result.position,result.normal,result.shape);
if (last_object->get_capture_input_on_drag() && ev.type==InputEvent::MOUSE_BUTTON && ev.mouse_button.button_index==1 && ev.mouse_button.pressed) {
physics_object_capture=last_id;
}
}
}
} else {
if (camera) {
Vector3 from = camera->project_ray_origin(pos);
Vector3 dir = camera->project_ray_normal(pos);
PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
if (space) {
bool col = space->intersect_ray(from,from+dir*10000,result,Set<RID>(),0xFFFFFFFF,0xFFFFFFFF);
ObjectID new_collider=0;
if (col) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (result.collider) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
CollisionObject *co = result.collider->cast_to<CollisionObject>();
if (co) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
co->_input_event(camera,ev,result.position,result.normal,result.shape);
last_object=co;
last_id=result.collider_id;
new_collider=last_id;
if (co->get_capture_input_on_drag() && ev.type==InputEvent::MOUSE_BUTTON && ev.mouse_button.button_index==1 && ev.mouse_button.pressed) {
physics_object_capture=last_id;
}
}
}
}
if (ev.type==InputEvent::MOUSE_MOTION) {
_test_new_mouseover(new_collider);
}
}
last_pos=pos;
}
}
}
if (!motion_tested && camera && physics_last_mousepos!=Vector2(1e20,1e20)) {
//test anyway for mouseenter/exit because objects might move
Vector3 from = camera->project_ray_origin(physics_last_mousepos);
Vector3 dir = camera->project_ray_normal(physics_last_mousepos);
PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
if (space) {
bool col = space->intersect_ray(from,from+dir*10000,result,Set<RID>(),0xFFFFFFFF,0xFFFFFFFF);
ObjectID new_collider=0;
if (col) {
if (result.collider) {
CollisionObject *co = result.collider->cast_to<CollisionObject>();
if (co) {
new_collider=result.collider_id;
}
}
}
_test_new_mouseover(new_collider);
}
#endif
}
}
} break;
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}
}
RID Viewport::get_viewport() const {
return viewport;
}
void Viewport::set_rect(const Rect2& p_rect) {
if (rect==p_rect)
return;
rect=p_rect;
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_update_rect();
_update_stretch_transform();
}
Rect2 Viewport::get_visible_rect() const {
Rect2 r;
if (rect.pos==Vector2() && rect.size==Size2()) {
r=Rect2( Point2(), Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ) );
} else {
r=Rect2( rect.pos , rect.size );
}
if (size_override) {
r.size=size_override_size;
}
return r;
}
Rect2 Viewport::get_rect() const {
return rect;
}
void Viewport::_update_listener() {
if (is_inside_tree() && audio_listener && camera && (!get_parent() || (get_parent()->cast_to<Control>() && get_parent()->cast_to<Control>()->is_visible()))) {
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SpatialSoundServer::get_singleton()->listener_set_space(listener,find_world()->get_sound_space());
} else {
SpatialSoundServer::get_singleton()->listener_set_space(listener,RID());
}
}
void Viewport::_update_listener_2d() {
if (is_inside_tree() && audio_listener && (!get_parent() || (get_parent()->cast_to<Control>() && get_parent()->cast_to<Control>()->is_visible())))
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SpatialSound2DServer::get_singleton()->listener_set_space(listener_2d,find_world_2d()->get_sound_space());
else
SpatialSound2DServer::get_singleton()->listener_set_space(listener_2d,RID());
}
void Viewport::set_as_audio_listener(bool p_enable) {
if (p_enable==audio_listener)
return;
audio_listener=p_enable;
_update_listener();
}
bool Viewport::is_audio_listener() const {
return audio_listener;
}
void Viewport::set_as_audio_listener_2d(bool p_enable) {
if (p_enable==audio_listener_2d)
return;
audio_listener_2d=p_enable;
_update_listener_2d();
}
bool Viewport::is_audio_listener_2d() const {
return audio_listener_2d;
}
void Viewport::set_canvas_transform(const Matrix32& p_transform) {
canvas_transform=p_transform;
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport,find_world_2d()->get_canvas(),canvas_transform);
Matrix32 xform = (global_canvas_transform * canvas_transform).affine_inverse();
Size2 ss = get_visible_rect().size;
SpatialSound2DServer::get_singleton()->listener_set_transform(listener_2d,Matrix32(0,xform.xform(ss*0.5)));
Vector2 ss2 = ss*xform.get_scale();
float panrange = MAX(ss2.x,ss2.y);
SpatialSound2DServer::get_singleton()->listener_set_param(listener_2d,SpatialSound2DServer::LISTENER_PARAM_PAN_RANGE,panrange);
}
Matrix32 Viewport::get_canvas_transform() const{
return canvas_transform;
}
void Viewport::_update_global_transform() {
Matrix32 sxform = stretch_transform * global_canvas_transform;
VisualServer::get_singleton()->viewport_set_global_canvas_transform(viewport,sxform);
Matrix32 xform = (sxform * canvas_transform).affine_inverse();
Size2 ss = get_visible_rect().size;
SpatialSound2DServer::get_singleton()->listener_set_transform(listener_2d,Matrix32(0,xform.xform(ss*0.5)));
Vector2 ss2 = ss*xform.get_scale();
float panrange = MAX(ss2.x,ss2.y);
SpatialSound2DServer::get_singleton()->listener_set_param(listener_2d,SpatialSound2DServer::LISTENER_PARAM_PAN_RANGE,panrange);
}
void Viewport::set_global_canvas_transform(const Matrix32& p_transform) {
global_canvas_transform=p_transform;
_update_global_transform();
}
Matrix32 Viewport::get_global_canvas_transform() const{
return global_canvas_transform;
}
void Viewport::_camera_transform_changed_notify() {
#ifndef _3D_DISABLED
if (camera)
SpatialSoundServer::get_singleton()->listener_set_transform(listener,camera->get_camera_transform());
#endif
}
void Viewport::_set_camera(Camera* p_camera) {
#ifndef _3D_DISABLED
if (camera==p_camera)
return;
if (camera && find_world().is_valid()) {
camera->notification(Camera::NOTIFICATION_LOST_CURRENT);
}
camera=p_camera;
if (camera)
VisualServer::get_singleton()->viewport_attach_camera(viewport,camera->get_camera());
else
VisualServer::get_singleton()->viewport_attach_camera(viewport,RID());
if (camera && find_world().is_valid()) {
camera->notification(Camera::NOTIFICATION_BECAME_CURRENT);
}
_update_listener();
_camera_transform_changed_notify();
#endif
}
void Viewport::set_transparent_background(bool p_enable) {
transparent_bg=p_enable;
VS::get_singleton()->viewport_set_transparent_background(viewport,p_enable);
}
bool Viewport::has_transparent_background() const {
return transparent_bg;
}
#if 0
void Viewport::set_world_2d(const Ref<World2D>& p_world_2d) {
world_2d=p_world_2d;
_update_listener_2d();
if (is_inside_scene()) {
if (current_canvas.is_valid())
VisualServer::get_singleton()->viewport_remove_canvas(viewport,current_canvas);
current_canvas=find_world_2d()->get_canvas();
VisualServer::get_singleton()->viewport_attach_canvas(viewport,current_canvas);
}
}
Ref<World2D> Viewport::find_world_2d() const{
if (world_2d.is_valid())
return world_2d;
else if (parent)
return parent->find_world_2d();
else
return Ref<World2D>();
}
#endif
Ref<World2D> Viewport::find_world_2d() const{
return world_2d;
}
void Viewport::_propagate_enter_world(Node *p_node) {
if (p_node!=this) {
if (!p_node->is_inside_tree()) //may not have entered scene yet
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return;
Spatial *s = p_node->cast_to<Spatial>();
if (s) {
s->notification(Spatial::NOTIFICATION_ENTER_WORLD);
} else {
Viewport *v = p_node->cast_to<Viewport>();
if (v) {
if (v->world.is_valid())
return;
}
}
}
for(int i=0;i<p_node->get_child_count();i++) {
_propagate_enter_world(p_node->get_child(i));
}
}
void Viewport::_propagate_exit_world(Node *p_node) {
if (p_node!=this) {
if (!p_node->is_inside_tree()) //may have exited scene already
2014-02-10 01:10:30 +00:00
return;
Spatial *s = p_node->cast_to<Spatial>();
if (s) {
s->notification(Spatial::NOTIFICATION_EXIT_WORLD,false);
} else {
Viewport *v = p_node->cast_to<Viewport>();
if (v) {
if (v->world.is_valid())
return;
}
}
}
for(int i=0;i<p_node->get_child_count();i++) {
_propagate_exit_world(p_node->get_child(i));
}
}
void Viewport::set_world(const Ref<World>& p_world) {
if (world==p_world)
return;
if (is_inside_tree())
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_propagate_exit_world(this);
#ifndef _3D_DISABLED
if (find_world().is_valid() && camera)
camera->notification(Camera::NOTIFICATION_LOST_CURRENT);
#endif
world=p_world;
if (is_inside_tree())
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_propagate_enter_world(this);
#ifndef _3D_DISABLED
if (find_world().is_valid() && camera)
camera->notification(Camera::NOTIFICATION_BECAME_CURRENT);
#endif
//propagate exit
if (is_inside_tree()) {
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VisualServer::get_singleton()->viewport_set_scenario(viewport,find_world()->get_scenario());
}
_update_listener();
}
Ref<World> Viewport::get_world() const{
return world;
}
Ref<World> Viewport::find_world() const{
if (own_world.is_valid())
return own_world;
else if (world.is_valid())
2014-02-10 01:10:30 +00:00
return world;
else if (parent)
return parent->find_world();
else
return Ref<World>();
}
Camera* Viewport::get_camera() const {
return camera;
}
Matrix32 Viewport::get_final_transform() const {
return stretch_transform * global_canvas_transform;
}
void Viewport::set_size_override(bool p_enable, const Size2& p_size, const Vector2 &p_margin) {
if (size_override==p_enable && p_size==size_override_size)
return;
size_override=p_enable;
if (p_size.x>=0 || p_size.y>=0) {
size_override_size=p_size;
}
size_override_margin=p_margin;
_update_rect();
_update_stretch_transform();
2014-02-10 01:10:30 +00:00
}
Size2 Viewport::get_size_override() const {
return size_override_size;
}
bool Viewport::is_size_override_enabled() const {
return size_override;
}
void Viewport::set_size_override_stretch(bool p_enable) {
if (p_enable==size_override_stretch)
return;
size_override_stretch=p_enable;
if (size_override) {
_update_rect();
}
_update_stretch_transform();
}
bool Viewport::is_size_override_stretch_enabled() const {
return size_override;
}
void Viewport::set_as_render_target(bool p_enable){
if (render_target==p_enable)
return;
render_target=p_enable;
VS::get_singleton()->viewport_set_as_render_target(viewport,p_enable);
if (is_inside_tree()) {
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if (p_enable)
_vp_exit_tree();
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else
_vp_enter_tree();
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}
if (p_enable) {
render_target_texture_rid = VS::get_singleton()->viewport_get_render_target_texture(viewport);
} else {
render_target_texture_rid=RID();
}
render_target_texture->set_flags(render_target_texture->flags);
render_target_texture->emit_changed();
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}
bool Viewport::is_set_as_render_target() const{
return render_target;
}
void Viewport::set_render_target_update_mode(RenderTargetUpdateMode p_mode){
render_target_update_mode=p_mode;
VS::get_singleton()->viewport_set_render_target_update_mode(viewport,VS::RenderTargetUpdateMode(p_mode));
}
Viewport::RenderTargetUpdateMode Viewport::get_render_target_update_mode() const{
return render_target_update_mode;
}
//RID get_render_target_texture() const;
void Viewport::queue_screen_capture(){
VS::get_singleton()->viewport_queue_screen_capture(viewport);
}
Image Viewport::get_screen_capture() const {
return VS::get_singleton()->viewport_get_screen_capture(viewport);
}
Ref<RenderTargetTexture> Viewport::get_render_target_texture() const {
return render_target_texture;
}
void Viewport::set_render_target_vflip(bool p_enable) {
render_target_vflip=p_enable;
VisualServer::get_singleton()->viewport_set_render_target_vflip(viewport,p_enable);
}
bool Viewport::get_render_target_vflip() const{
return render_target_vflip;
}
void Viewport::set_render_target_clear_on_new_frame(bool p_enable) {
render_target_clear_on_new_frame=p_enable;
VisualServer::get_singleton()->viewport_set_render_target_clear_on_new_frame(viewport,p_enable);
}
bool Viewport::get_render_target_clear_on_new_frame() const{
return render_target_clear_on_new_frame;
}
void Viewport::render_target_clear() {
//render_target_clear=true;
VisualServer::get_singleton()->viewport_render_target_clear(viewport);
}
void Viewport::set_render_target_filter(bool p_enable) {
render_target_texture->set_flags(p_enable?int(Texture::FLAG_FILTER):int(0));
}
bool Viewport::get_render_target_filter() const{
return (render_target_texture->get_flags()&Texture::FLAG_FILTER)!=0;
}
void Viewport::set_render_target_gen_mipmaps(bool p_enable) {
//render_target_texture->set_flags(p_enable?int(Texture::FLAG_FILTER):int(0));
render_target_gen_mipmaps=p_enable;
}
bool Viewport::get_render_target_gen_mipmaps() const{
//return (render_target_texture->get_flags()&Texture::FLAG_FILTER)!=0;
return render_target_gen_mipmaps;
}
Matrix32 Viewport::_get_input_pre_xform() const {
Matrix32 pre_xf;
if (render_target) {
ERR_FAIL_COND_V(to_screen_rect.size.x==0,pre_xf);
ERR_FAIL_COND_V(to_screen_rect.size.y==0,pre_xf);
pre_xf.elements[2]=-to_screen_rect.pos;
pre_xf.scale(rect.size/to_screen_rect.size);
} else {
pre_xf.elements[2]=-rect.pos;
}
return pre_xf;
}
void Viewport::_make_input_local(InputEvent& ev) {
switch(ev.type) {
case InputEvent::MOUSE_BUTTON: {
Matrix32 ai = get_final_transform().affine_inverse() * _get_input_pre_xform();
Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
Vector2 l = ai.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y));
ev.mouse_button.x=l.x;
ev.mouse_button.y=l.y;
ev.mouse_button.global_x=g.x;
ev.mouse_button.global_y=g.y;
} break;
case InputEvent::MOUSE_MOTION: {
Matrix32 ai = get_final_transform().affine_inverse() * _get_input_pre_xform();
Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
Vector2 r = ai.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y));
Vector2 s = ai.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y));
ev.mouse_motion.x=l.x;
ev.mouse_motion.y=l.y;
ev.mouse_motion.global_x=g.x;
ev.mouse_motion.global_y=g.y;
ev.mouse_motion.relative_x=r.x;
ev.mouse_motion.relative_y=r.y;
ev.mouse_motion.speed_x=s.x;
ev.mouse_motion.speed_y=s.y;
} break;
case InputEvent::SCREEN_TOUCH: {
Matrix32 ai = get_final_transform().affine_inverse() * _get_input_pre_xform();
Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
ev.screen_touch.x=t.x;
ev.screen_touch.y=t.y;
} break;
case InputEvent::SCREEN_DRAG: {
Matrix32 ai = get_final_transform().affine_inverse() * _get_input_pre_xform();
Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
Vector2 r = ai.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
Vector2 s = ai.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
ev.screen_drag.x=t.x;
ev.screen_drag.y=t.y;
ev.screen_drag.relative_x=r.x;
ev.screen_drag.relative_y=r.y;
ev.screen_drag.speed_x=s.x;
ev.screen_drag.speed_y=s.y;
} break;
}
}
void Viewport::_vp_input(const InputEvent& p_ev) {
if (render_target && to_screen_rect==Rect2())
return; //if render target, can't get input events
//this one handles system input, p_ev are in system coordinates
//they are converted to viewport coordinates
InputEvent ev = p_ev;
_make_input_local(ev);
input(ev);
}
void Viewport::_vp_unhandled_input(const InputEvent& p_ev) {
if (render_target && to_screen_rect==Rect2())
return; //if render target, can't get input events
//this one handles system input, p_ev are in system coordinates
//they are converted to viewport coordinates
InputEvent ev = p_ev;
_make_input_local(ev);
unhandled_input(ev);
}
Vector2 Viewport::get_mouse_pos() const {
return (get_final_transform().affine_inverse() * _get_input_pre_xform()).xform(Input::get_singleton()->get_mouse_pos());
}
void Viewport::warp_mouse(const Vector2& p_pos) {
Vector2 gpos = (get_final_transform().affine_inverse() * _get_input_pre_xform()).affine_inverse().xform(p_pos);
Input::get_singleton()->warp_mouse_pos(gpos);
}
void Viewport::input(const InputEvent& p_event) {
ERR_FAIL_COND(!is_inside_tree());
get_tree()->_call_input_pause(input_group,"_input",p_event);
get_tree()->call_group(SceneTree::GROUP_CALL_REVERSE|SceneTree::GROUP_CALL_REALTIME|SceneTree::GROUP_CALL_MULIILEVEL,gui_input_group,"_gui_input",p_event); //special one for GUI, as controls use their own process check
}
void Viewport::unhandled_input(const InputEvent& p_event) {
ERR_FAIL_COND(!is_inside_tree());
get_tree()->_call_input_pause(unhandled_input_group,"_unhandled_input",p_event);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_input","_unhandled_input",ev);
if (!get_tree()->input_handled && p_event.type==InputEvent::KEY) {
get_tree()->_call_input_pause(unhandled_key_input_group,"_unhandled_key_input",p_event);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_key_input","_unhandled_key_input",ev);
}
if (physics_object_picking && !get_tree()->input_handled) {
if (p_event.type==InputEvent::MOUSE_BUTTON || p_event.type==InputEvent::MOUSE_MOTION || p_event.type==InputEvent::SCREEN_DRAG || p_event.type==InputEvent::SCREEN_TOUCH) {
physics_picking_events.push_back(p_event);
}
}
}
void Viewport::set_use_own_world(bool p_world) {
if (p_world==own_world.is_valid())
return;
if (is_inside_tree())
_propagate_exit_world(this);
#ifndef _3D_DISABLED
if (find_world().is_valid() && camera)
camera->notification(Camera::NOTIFICATION_LOST_CURRENT);
#endif
if (!p_world)
own_world=Ref<World>();
else
own_world=Ref<World>( memnew( World ));
if (is_inside_tree())
_propagate_enter_world(this);
#ifndef _3D_DISABLED
if (find_world().is_valid() && camera)
camera->notification(Camera::NOTIFICATION_BECAME_CURRENT);
#endif
//propagate exit
if (is_inside_tree()) {
VisualServer::get_singleton()->viewport_set_scenario(viewport,find_world()->get_scenario());
}
_update_listener();
}
bool Viewport::is_using_own_world() const {
return own_world.is_valid();
}
void Viewport::set_render_target_to_screen_rect(const Rect2& p_rect) {
to_screen_rect=p_rect;
VisualServer::get_singleton()->viewport_set_render_target_to_screen_rect(viewport,to_screen_rect);
}
Rect2 Viewport::get_render_target_to_screen_rect() const{
return to_screen_rect;
}
void Viewport::set_physics_object_picking(bool p_enable) {
physics_object_picking=p_enable;
set_fixed_process(physics_object_picking);
if (!physics_object_picking)
physics_picking_events.clear();
}
Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
Matrix32 xf = get_final_transform();
return xf.xform(p_viewport_coords);
}
Vector2 Viewport::get_camera_rect_size() const {
return last_vp_rect.size;
}
bool Viewport::get_physics_object_picking() {
return physics_object_picking;
}
2014-02-10 01:10:30 +00:00
void Viewport::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_rect","rect"), &Viewport::set_rect);
ObjectTypeDB::bind_method(_MD("get_rect"), &Viewport::get_rect);
//ObjectTypeDB::bind_method(_MD("set_world_2d","world_2d:World2D"), &Viewport::set_world_2d);
//ObjectTypeDB::bind_method(_MD("get_world_2d:World2D"), &Viewport::get_world_2d);
ObjectTypeDB::bind_method(_MD("find_world_2d:World2D"), &Viewport::find_world_2d);
ObjectTypeDB::bind_method(_MD("set_world","world:World"), &Viewport::set_world);
ObjectTypeDB::bind_method(_MD("get_world:World"), &Viewport::get_world);
ObjectTypeDB::bind_method(_MD("find_world:World"), &Viewport::find_world);
ObjectTypeDB::bind_method(_MD("set_canvas_transform","xform"), &Viewport::set_canvas_transform);
ObjectTypeDB::bind_method(_MD("get_canvas_transform"), &Viewport::get_canvas_transform);
ObjectTypeDB::bind_method(_MD("set_global_canvas_transform","xform"), &Viewport::set_global_canvas_transform);
ObjectTypeDB::bind_method(_MD("get_global_canvas_transform"), &Viewport::get_global_canvas_transform);
ObjectTypeDB::bind_method(_MD("get_final_transform"), &Viewport::get_final_transform);
ObjectTypeDB::bind_method(_MD("get_visible_rect"), &Viewport::get_visible_rect);
ObjectTypeDB::bind_method(_MD("set_transparent_background","enable"), &Viewport::set_transparent_background);
ObjectTypeDB::bind_method(_MD("has_transparent_background"), &Viewport::has_transparent_background);
ObjectTypeDB::bind_method(_MD("_parent_visibility_changed"), &Viewport::_parent_visibility_changed);
ObjectTypeDB::bind_method(_MD("_parent_resized"), &Viewport::_parent_resized);
ObjectTypeDB::bind_method(_MD("_vp_input"), &Viewport::_vp_input);
ObjectTypeDB::bind_method(_MD("_vp_unhandled_input"), &Viewport::_vp_unhandled_input);
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ObjectTypeDB::bind_method(_MD("set_size_override","enable","size","margin"), &Viewport::set_size_override,DEFVAL(Size2(-1,-1)),DEFVAL(Size2(0,0)));
ObjectTypeDB::bind_method(_MD("get_size_override"), &Viewport::get_size_override);
ObjectTypeDB::bind_method(_MD("is_size_override_enabled"), &Viewport::is_size_override_enabled);
ObjectTypeDB::bind_method(_MD("set_size_override_stretch","enabled"), &Viewport::set_size_override_stretch);
ObjectTypeDB::bind_method(_MD("is_size_override_stretch_enabled"), &Viewport::is_size_override_stretch_enabled);
ObjectTypeDB::bind_method(_MD("queue_screen_capture"), &Viewport::queue_screen_capture);
ObjectTypeDB::bind_method(_MD("get_screen_capture"), &Viewport::get_screen_capture);
ObjectTypeDB::bind_method(_MD("set_as_render_target","enable"), &Viewport::set_as_render_target);
ObjectTypeDB::bind_method(_MD("is_set_as_render_target"), &Viewport::is_set_as_render_target);
ObjectTypeDB::bind_method(_MD("set_render_target_vflip","enable"), &Viewport::set_render_target_vflip);
ObjectTypeDB::bind_method(_MD("get_render_target_vflip"), &Viewport::get_render_target_vflip);
ObjectTypeDB::bind_method(_MD("set_render_target_clear_on_new_frame","enable"), &Viewport::set_render_target_clear_on_new_frame);
ObjectTypeDB::bind_method(_MD("get_render_target_clear_on_new_frame"), &Viewport::get_render_target_clear_on_new_frame);
ObjectTypeDB::bind_method(_MD("render_target_clear"), &Viewport::render_target_clear);
ObjectTypeDB::bind_method(_MD("set_render_target_filter","enable"), &Viewport::set_render_target_filter);
ObjectTypeDB::bind_method(_MD("get_render_target_filter"), &Viewport::get_render_target_filter);
ObjectTypeDB::bind_method(_MD("set_render_target_gen_mipmaps","enable"), &Viewport::set_render_target_gen_mipmaps);
ObjectTypeDB::bind_method(_MD("get_render_target_gen_mipmaps"), &Viewport::get_render_target_gen_mipmaps);
ObjectTypeDB::bind_method(_MD("set_render_target_update_mode","mode"), &Viewport::set_render_target_update_mode);
ObjectTypeDB::bind_method(_MD("get_render_target_update_mode"), &Viewport::get_render_target_update_mode);
ObjectTypeDB::bind_method(_MD("get_render_target_texture:RenderTargetTexture"), &Viewport::get_render_target_texture);
ObjectTypeDB::bind_method(_MD("set_physics_object_picking","enable"), &Viewport::set_physics_object_picking);
ObjectTypeDB::bind_method(_MD("get_physics_object_picking"), &Viewport::get_physics_object_picking);
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ObjectTypeDB::bind_method(_MD("get_viewport"), &Viewport::get_viewport);
ObjectTypeDB::bind_method(_MD("input","local_event"), &Viewport::input);
ObjectTypeDB::bind_method(_MD("unhandled_input","local_event"), &Viewport::unhandled_input);
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ObjectTypeDB::bind_method(_MD("update_worlds"), &Viewport::update_worlds);
ObjectTypeDB::bind_method(_MD("set_use_own_world","enable"), &Viewport::set_use_own_world);
ObjectTypeDB::bind_method(_MD("is_using_own_world"), &Viewport::is_using_own_world);
ObjectTypeDB::bind_method(_MD("get_camera:Camera"), &Viewport::get_camera);
ObjectTypeDB::bind_method(_MD("set_as_audio_listener","enable"), &Viewport::set_as_audio_listener);
ObjectTypeDB::bind_method(_MD("is_audio_listener","enable"), &Viewport::is_audio_listener);
ObjectTypeDB::bind_method(_MD("set_as_audio_listener_2d","enable"), &Viewport::set_as_audio_listener_2d);
ObjectTypeDB::bind_method(_MD("is_audio_listener_2d","enable"), &Viewport::is_audio_listener_2d);
ObjectTypeDB::bind_method(_MD("set_render_target_to_screen_rect"), &Viewport::set_render_target_to_screen_rect);
ObjectTypeDB::bind_method(_MD("get_mouse_pos"), &Viewport::get_mouse_pos);
ObjectTypeDB::bind_method(_MD("warp_mouse","to_pos"), &Viewport::warp_mouse);
ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"), _SCS("set_rect"), _SCS("get_rect") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"own_world"), _SCS("set_use_own_world"), _SCS("is_using_own_world") );
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"world",PROPERTY_HINT_RESOURCE_TYPE,"World"), _SCS("set_world"), _SCS("get_world") );
// ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"world_2d",PROPERTY_HINT_RESOURCE_TYPE,"World2D"), _SCS("set_world_2d"), _SCS("get_world_2d") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transparent_bg"), _SCS("set_transparent_background"), _SCS("has_transparent_background") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/enabled"), _SCS("set_as_render_target"), _SCS("is_set_as_render_target") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/v_flip"), _SCS("set_render_target_vflip"), _SCS("get_render_target_vflip") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/clear_on_new_frame"), _SCS("set_render_target_clear_on_new_frame"), _SCS("get_render_target_clear_on_new_frame") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/filter"), _SCS("set_render_target_filter"), _SCS("get_render_target_filter") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/gen_mipmaps"), _SCS("set_render_target_gen_mipmaps"), _SCS("get_render_target_gen_mipmaps") );
ADD_PROPERTY( PropertyInfo(Variant::INT,"render_target/update_mode",PROPERTY_HINT_ENUM,"Disabled,Once,When Visible,Always"), _SCS("set_render_target_update_mode"), _SCS("get_render_target_update_mode") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"audio_listener/enable_2d"), _SCS("set_as_audio_listener_2d"), _SCS("is_audio_listener_2d") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"audio_listener/enable_3d"), _SCS("set_as_audio_listener"), _SCS("is_audio_listener") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"physics/object_picking"), _SCS("set_physics_object_picking"), _SCS("get_physics_object_picking") );
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ADD_SIGNAL(MethodInfo("size_changed"));
BIND_CONSTANT( RENDER_TARGET_UPDATE_DISABLED );
BIND_CONSTANT( RENDER_TARGET_UPDATE_ONCE );
BIND_CONSTANT( RENDER_TARGET_UPDATE_WHEN_VISIBLE );
BIND_CONSTANT( RENDER_TARGET_UPDATE_ALWAYS );
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}
Viewport::Viewport() {
world_2d = Ref<World2D>( memnew( World2D ));
viewport = VisualServer::get_singleton()->viewport_create();
listener=SpatialSoundServer::get_singleton()->listener_create();
audio_listener=false;
listener_2d=SpatialSound2DServer::get_singleton()->listener_create();
audio_listener_2d=false;
transparent_bg=false;
parent=NULL;
camera=NULL;
size_override=false;
size_override_stretch=false;
size_override_size=Size2(1,1);
render_target_gen_mipmaps=false;
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render_target=false;
render_target_vflip=false;
render_target_clear_on_new_frame=true;
//render_target_clear=true;
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render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE;
render_target_texture = Ref<RenderTargetTexture>( memnew( RenderTargetTexture(this) ) );
physics_object_picking=false;
physics_object_capture=0;
physics_object_over=0;
physics_last_mousepos=Vector2(1e20,1e20);
String id=itos(get_instance_ID());
input_group = "_vp_input"+id;
gui_input_group = "_vp_gui_input"+id;
unhandled_input_group = "_vp_unhandled_input"+id;
unhandled_key_input_group = "_vp_unhandled_key_input"+id;
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}
Viewport::~Viewport() {
VisualServer::get_singleton()->free( viewport );
SpatialSoundServer::get_singleton()->free(listener);
SpatialSound2DServer::get_singleton()->free(listener_2d);
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if (render_target_texture.is_valid())
render_target_texture->vp=NULL; //so if used, will crash
}