godot/scene/main/scene_tree.cpp

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/**************************************************************************/
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/* scene_tree.cpp */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "scene_tree.h"
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#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/input/input.h"
#include "core/io/dir_access.h"
#include "core/io/image_loader.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/object/worker_thread_pool.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
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#include "node.h"
#include "scene/animation/tween.h"
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#include "scene/debugger/scene_debugger.h"
#include "scene/gui/control.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment.h"
#include "scene/resources/font.h"
#include "scene/resources/image_texture.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/world_2d.h"
#include "servers/display_server.h"
#include "servers/navigation_server_3d.h"
#include "servers/physics_server_2d.h"
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#ifndef _3D_DISABLED
#include "scene/3d/node_3d.h"
#include "scene/resources/3d/world_3d.h"
#include "servers/physics_server_3d.h"
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#endif // _3D_DISABLED
#include "window.h"
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#include <stdio.h>
#include <stdlib.h>
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void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "suffix:s"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(double p_time) {
time_left = p_time;
}
double SceneTreeTimer::get_time_left() const {
return MAX(time_left, 0.0);
}
void SceneTreeTimer::set_process_always(bool p_process_always) {
process_always = p_process_always;
}
bool SceneTreeTimer::is_process_always() {
return process_always;
}
void SceneTreeTimer::set_process_in_physics(bool p_process_in_physics) {
process_in_physics = p_process_in_physics;
}
bool SceneTreeTimer::is_process_in_physics() {
return process_in_physics;
}
void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
ignore_time_scale = p_ignore;
}
bool SceneTreeTimer::is_ignore_time_scale() {
return ignore_time_scale;
}
void SceneTreeTimer::release_connections() {
List<Connection> signal_connections;
get_all_signal_connections(&signal_connections);
for (const Connection &connection : signal_connections) {
disconnect(connection.signal.get_name(), connection.callable);
}
}
SceneTreeTimer::SceneTreeTimer() {}
#ifndef _3D_DISABLED
// This should be called once per physics tick, to make sure the transform previous and current
// is kept up to date on the few Node3Ds that are using client side physics interpolation.
void SceneTree::ClientPhysicsInterpolation::physics_process() {
for (SelfList<Node3D> *E = _node_3d_list.first(); E;) {
Node3D *node_3d = E->self();
SelfList<Node3D> *current = E;
// Get the next element here BEFORE we potentially delete one.
E = E->next();
// This will return false if the Node3D has timed out ..
// i.e. if get_global_transform_interpolated() has not been called
// for a few seconds, we can delete from the list to keep processing
// to a minimum.
if (!node_3d->update_client_physics_interpolation_data()) {
_node_3d_list.remove(current);
}
}
}
#endif
void SceneTree::tree_changed() {
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emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
// Nodes can only be removed from the main thread.
if (current_scene == p_node) {
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current_scene = nullptr;
}
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emit_signal(node_removed_name, p_node);
if (nodes_removed_on_group_call_lock) {
nodes_removed_on_group_call.insert(p_node);
}
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}
void SceneTree::node_renamed(Node *p_node) {
emit_signal(node_renamed_name, p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
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if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
E->value.nodes.push_back(p_node);
E->value.changed = true;
return &E->value;
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}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
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ERR_FAIL_COND(!E);
E->value.nodes.erase(p_node);
if (E->value.nodes.is_empty()) {
group_map.remove(E);
}
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}
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void SceneTree::make_group_changed(const StringName &p_group) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (E) {
E->value.changed = true;
}
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}
void SceneTree::flush_transform_notifications() {
_THREAD_SAFE_METHOD_
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SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
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ugc_locked = true;
while (unique_group_calls.size()) {
HashMap<UGCall, Vector<Variant>, UGCall>::Iterator E = unique_group_calls.begin();
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const Variant **argptrs = (const Variant **)alloca(E->value.size() * sizeof(Variant *));
for (int i = 0; i < E->value.size(); i++) {
argptrs[i] = &E->value[i];
}
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call_group_flagsp(GROUP_CALL_DEFAULT, E->key.group, E->key.call, argptrs, E->value.size());
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unique_group_calls.remove(E);
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}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g) {
if (!g.changed) {
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return;
}
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if (g.nodes.is_empty()) {
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return;
}
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Node **gr_nodes = g.nodes.ptrw();
int gr_node_count = g.nodes.size();
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(gr_nodes, gr_node_count);
g.changed = false;
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}
void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {
Vector<Node *> nodes_copy;
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{
_THREAD_SAFE_METHOD_
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HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_empty()) {
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return;
}
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if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug)) {
return;
}
Vector<Variant> args;
for (int i = 0; i < p_argcount; i++) {
args.push_back(*p_args[i]);
}
unique_group_calls[ug] = args;
return;
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}
_update_group_order(g);
nodes_copy = g.nodes;
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}
Node **gr_nodes = nodes_copy.ptrw();
int gr_node_count = nodes_copy.size();
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{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock++;
}
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if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
Callable::CallError ce;
gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
} else {
MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
}
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}
} else {
for (int i = 0; i < gr_node_count; i++) {
if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
Callable::CallError ce;
gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
} else {
MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
}
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}
}
{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock--;
if (nodes_removed_on_group_call_lock == 0) {
nodes_removed_on_group_call.clear();
}
}
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}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
_update_group_order(g);
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nodes_copy = g.nodes;
}
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Node **gr_nodes = nodes_copy.ptrw();
int gr_node_count = nodes_copy.size();
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{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock++;
}
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if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
if (nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
gr_nodes[i]->notification(p_notification, true);
} else {
MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
}
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}
} else {
for (int i = 0; i < gr_node_count; i++) {
if (nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
gr_nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
}
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}
}
{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock--;
if (nodes_removed_on_group_call_lock == 0) {
nodes_removed_on_group_call.clear();
}
}
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}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
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HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
_update_group_order(g);
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nodes_copy = g.nodes;
}
Node **gr_nodes = nodes_copy.ptrw();
int gr_node_count = nodes_copy.size();
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{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock++;
}
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if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
if (nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
gr_nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
}
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}
} else {
for (int i = 0; i < gr_node_count; i++) {
if (nodes_removed_on_group_call.has(gr_nodes[i])) {
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continue;
}
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
gr_nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
}
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}
}
{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock--;
if (nodes_removed_on_group_call_lock == 0) {
nodes_removed_on_group_call.clear();
}
}
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}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
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notify_group_flags(GROUP_CALL_DEFAULT, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
}
void SceneTree::initialize() {
ERR_FAIL_NULL(root);
MainLoop::initialize();
root->_set_tree(this);
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}
void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
// We never want interpolation in the editor.
if (Engine::get_singleton()->is_editor_hint()) {
p_enabled = false;
}
if (p_enabled == _physics_interpolation_enabled) {
return;
}
_physics_interpolation_enabled = p_enabled;
RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
}
bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
#ifndef _3D_DISABLED
void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
// This ensures that _update_physics_interpolation_data() will be called at least once every
// physics tick, to ensure the previous and current transforms are kept up to date.
_client_physics_interpolation._node_3d_list.add(p_elem);
}
void SceneTree::client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem) {
_client_physics_interpolation._node_3d_list.remove(p_elem);
}
#endif
void SceneTree::iteration_prepare() {
if (_physics_interpolation_enabled) {
// Make sure any pending transforms from the last tick / frame
// are flushed before pumping the interpolation prev and currents.
flush_transform_notifications();
RenderingServer::get_singleton()->tick();
#ifndef _3D_DISABLED
// Any objects performing client physics interpolation
// should be given an opportunity to keep their previous transforms
// up to date before each new physics tick.
_client_physics_interpolation.physics_process();
#endif
}
}
bool SceneTree::physics_process(double p_time) {
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current_frame++;
flush_transform_notifications();
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if (MainLoop::physics_process(p_time)) {
_quit = true;
}
physics_process_time = p_time;
emit_signal(SNAME("physics_frame"));
call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
_process(true);
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_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
process_timers(p_time, true); //go through timers
process_tweens(p_time, true);
flush_transform_notifications();
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_flush_delete_queue();
_call_idle_callbacks();
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return _quit;
}
void SceneTree::iteration_end() {
// When physics interpolation is active, we want all pending transforms
// to be flushed to the RenderingServer before finishing a physics tick.
if (_physics_interpolation_enabled) {
flush_transform_notifications();
}
}
bool SceneTree::process(double p_time) {
if (MainLoop::process(p_time)) {
_quit = true;
}
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process_time = p_time;
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if (multiplayer_poll) {
multiplayer->poll();
for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
E.value->poll();
}
}
emit_signal(SNAME("process_frame"));
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
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_process(false);
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_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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_flush_delete_queue();
if (unlikely(pending_new_scene)) {
_flush_scene_change();
}
process_timers(p_time, false); //go through timers
process_tweens(p_time, false);
flush_transform_notifications(); //additional transforms after timers update
_call_idle_callbacks();
#ifdef TOOLS_ENABLED
#ifndef _3D_DISABLED
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if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
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String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
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Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (!env_path.is_empty()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
}
} else {
fallback.unref();
}
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get_root()->get_world_3d()->set_fallback_environment(fallback);
}
}
#endif // _3D_DISABLED
#endif // TOOLS_ENABLED
if (_physics_interpolation_enabled) {
RenderingServer::get_singleton()->pre_draw(true);
}
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return _quit;
}
void SceneTree::process_timers(double p_delta, bool p_physics_frame) {
_THREAD_SAFE_METHOD_
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer>>::Element *N = E->next();
if ((paused && !E->get()->is_process_always()) || (E->get()->is_process_in_physics() != p_physics_frame)) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
continue;
}
double time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_process_step();
} else {
time_left -= p_delta;
}
E->get()->set_time_left(time_left);
if (time_left <= 0) {
E->get()->emit_signal(SNAME("timeout"));
timers.erase(E);
}
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
}
}
void SceneTree::process_tweens(double p_delta, bool p_physics) {
_THREAD_SAFE_METHOD_
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<Tween>>::Element *L = tweens.back();
for (List<Ref<Tween>>::Element *E = tweens.front(); E;) {
List<Ref<Tween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
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if (!E->get()->can_process(paused) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
if (E == L) {
break;
}
E = N;
continue;
}
if (!E->get()->step(p_delta)) {
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E->get()->clear();
tweens.erase(E);
}
if (E == L) {
break;
}
E = N;
}
}
void SceneTree::finalize() {
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_flush_delete_queue();
_flush_ugc();
if (root) {
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root->_set_tree(nullptr);
root->_propagate_after_exit_tree();
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memdelete(root); //delete root
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root = nullptr;
// In case deletion of some objects was queued when destructing the `root`.
// E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
_flush_delete_queue();
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}
MainLoop::finalize();
// Cleanup timers.
for (Ref<SceneTreeTimer> &timer : timers) {
timer->release_connections();
}
timers.clear();
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// Cleanup tweens.
for (Ref<Tween> &tween : tweens) {
tween->clear();
}
tweens.clear();
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}
void SceneTree::quit(int p_exit_code) {
_THREAD_SAFE_METHOD_
OS::get_singleton()->set_exit_code(p_exit_code);
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_quit = true;
}
void SceneTree::_main_window_close() {
if (accept_quit) {
_quit = true;
}
}
void SceneTree::_main_window_go_back() {
if (quit_on_go_back) {
_quit = true;
}
}
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void SceneTree::_main_window_focus_in() {
Input *id = Input::get_singleton();
if (id) {
id->ensure_touch_mouse_raised();
}
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_TRANSLATION_CHANGED: {
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if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(p_notification);
}
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_OS_IME_UPDATE:
case NOTIFICATION_WM_ABOUT:
case NOTIFICATION_CRASH:
case NOTIFICATION_APPLICATION_RESUMED:
case NOTIFICATION_APPLICATION_PAUSED:
case NOTIFICATION_APPLICATION_FOCUS_IN:
case NOTIFICATION_APPLICATION_FOCUS_OUT: {
// Pass these to nodes, since they are mirrored.
get_root()->propagate_notification(p_notification);
} break;
}
}
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bool SceneTree::is_auto_accept_quit() const {
return accept_quit;
}
void SceneTree::set_auto_accept_quit(bool p_enable) {
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accept_quit = p_enable;
}
bool SceneTree::is_quit_on_go_back() const {
return quit_on_go_back;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef DEBUG_ENABLED
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void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_paths_hint(bool p_enabled) {
debug_paths_hint = p_enabled;
}
bool SceneTree::is_debugging_paths_hint() const {
return debug_paths_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_paths_color(const Color &p_color) {
debug_paths_color = p_color;
}
Color SceneTree::get_debug_paths_color() const {
return debug_paths_color;
}
void SceneTree::set_debug_paths_width(float p_width) {
debug_paths_width = p_width;
}
float SceneTree::get_debug_paths_width() const {
return debug_paths_width;
}
Ref<Material> SceneTree::get_debug_paths_material() {
_THREAD_SAFE_METHOD_
if (debug_paths_material.is_valid()) {
return debug_paths_material;
}
Ref<StandardMaterial3D> _debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
_debug_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
_debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
_debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
_debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
_debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
_debug_material->set_albedo(get_debug_paths_color());
debug_paths_material = _debug_material;
return debug_paths_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
_THREAD_SAFE_METHOD_
if (collision_material.is_valid()) {
return collision_material;
}
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
_THREAD_SAFE_METHOD_
if (debug_contact_mesh.is_valid()) {
return debug_contact_mesh;
}
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
/* clang-format off */
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
/* clang-format on */
Vector<int> indices;
for (int i = 0; i < 8 * 3; i++) {
indices.push_back(diamond_faces[i]);
}
Vector<Vector3> vertices;
for (int i = 0; i < 6; i++) {
vertices.push_back(diamond[i] * 0.1);
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
debug_contact_mesh->surface_set_material(0, mat);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread.");
if (p_enabled == paused) {
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return;
}
paused = p_enabled;
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#ifndef _3D_DISABLED
PhysicsServer3D::get_singleton()->set_active(!p_enabled);
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#endif // _3D_DISABLED
PhysicsServer2D::get_singleton()->set_active(!p_enabled);
if (get_root()) {
get_root()->_propagate_pause_notification(p_enabled);
}
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}
bool SceneTree::is_paused() const {
return paused;
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}
void SceneTree::_process_group(ProcessGroup *p_group, bool p_physics) {
// When reading this function, keep in mind that this code must work in a way where
// if any node is removed, this needs to continue working.
p_group->call_queue.flush(); // Flush messages before processing.
Vector<Node *> &nodes = p_physics ? p_group->physics_nodes : p_group->nodes;
if (nodes.is_empty()) {
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return;
}
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if (p_physics) {
if (p_group->physics_node_order_dirty) {
nodes.sort_custom<Node::ComparatorWithPhysicsPriority>();
p_group->physics_node_order_dirty = false;
}
} else {
if (p_group->node_order_dirty) {
nodes.sort_custom<Node::ComparatorWithPriority>();
p_group->node_order_dirty = false;
}
}
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// Make a copy, so if nodes are added/removed from process, this does not break
Vector<Node *> nodes_copy = nodes;
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uint32_t node_count = nodes_copy.size();
Node **nodes_ptr = (Node **)nodes_copy.ptr(); // Force cast, pointer will not change.
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for (uint32_t i = 0; i < node_count; i++) {
Node *n = nodes_ptr[i];
if (nodes_removed_on_group_call.has(n)) {
// Node may have been removed during process, skip it.
// Keep in mind removals can only happen on the main thread.
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continue;
}
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if (!n->can_process() || !n->is_inside_tree()) {
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continue;
}
if (p_physics) {
if (n->is_physics_processing_internal()) {
n->notification(Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
}
if (n->is_physics_processing()) {
n->notification(Node::NOTIFICATION_PHYSICS_PROCESS);
}
} else {
if (n->is_processing_internal()) {
n->notification(Node::NOTIFICATION_INTERNAL_PROCESS);
}
if (n->is_processing()) {
n->notification(Node::NOTIFICATION_PROCESS);
}
}
}
p_group->call_queue.flush(); // Flush messages also after processing (for potential deferred calls).
}
void SceneTree::_process_groups_thread(uint32_t p_index, bool p_physics) {
Node::current_process_thread_group = local_process_group_cache[p_index]->owner;
_process_group(local_process_group_cache[p_index], p_physics);
Node::current_process_thread_group = nullptr;
}
void SceneTree::_process(bool p_physics) {
if (process_groups_dirty) {
{
// First, remove dirty groups.
// This needs to be done when not processing to avoid problems.
ProcessGroup **pg_ptr = (ProcessGroup **)process_groups.ptr(); // discard constness.
uint32_t pg_count = process_groups.size();
for (uint32_t i = 0; i < pg_count; i++) {
if (pg_ptr[i]->removed) {
// Replace removed with last.
pg_ptr[i] = pg_ptr[pg_count - 1];
// Retry
i--;
pg_count--;
}
}
if (pg_count != process_groups.size()) {
process_groups.resize(pg_count);
}
}
{
// Then, re-sort groups.
process_groups.sort_custom<ProcessGroupSort>();
}
process_groups_dirty = false;
}
// Cache the group count, because during processing new groups may be added.
// They will be added at the end, hence for consistency they will be ignored by this process loop.
// No group will be removed from the array during processing (this is done earlier in this function by marking the groups dirty).
uint32_t group_count = process_groups.size();
if (group_count == 0) {
return;
}
process_last_pass++; // Increment pass
uint32_t from = 0;
uint32_t process_count = 0;
nodes_removed_on_group_call_lock++;
int current_order = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group_order : 0;
bool current_threaded = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
for (uint32_t i = 0; i <= group_count; i++) {
int order = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group_order : 0;
bool threaded = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
if (i == group_count || current_order != order || current_threaded != threaded) {
if (process_count > 0) {
// Proceed to process the group.
bool using_threads = process_groups[from]->owner && process_groups[from]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD && !node_threading_disabled;
if (using_threads) {
local_process_group_cache.clear();
}
for (uint32_t j = from; j < i; j++) {
if (process_groups[j]->last_pass == process_last_pass) {
if (using_threads) {
local_process_group_cache.push_back(process_groups[j]);
} else {
_process_group(process_groups[j], p_physics);
}
}
}
if (using_threads) {
WorkerThreadPool::GroupID id = WorkerThreadPool::get_singleton()->add_template_group_task(this, &SceneTree::_process_groups_thread, p_physics, local_process_group_cache.size(), -1, true);
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(id);
}
}
if (i == group_count) {
// This one is invalid, no longer process
break;
}
from = i;
current_threaded = threaded;
current_order = order;
}
if (process_groups[i]->removed) {
continue;
}
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ProcessGroup *pg = process_groups[i];
// Validate group for processing
bool process_valid = false;
if (p_physics) {
if (!pg->physics_nodes.is_empty()) {
process_valid = true;
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} else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES_PHYSICS))) && pg->call_queue.has_messages()) {
process_valid = true;
}
} else {
if (!pg->nodes.is_empty()) {
process_valid = true;
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} else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES))) && pg->call_queue.has_messages()) {
process_valid = true;
}
}
if (process_valid) {
pg->last_pass = process_last_pass; // Enable for processing
process_count++;
}
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}
nodes_removed_on_group_call_lock--;
if (nodes_removed_on_group_call_lock == 0) {
nodes_removed_on_group_call.clear();
}
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}
bool SceneTree::ProcessGroupSort::operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const {
int left_order = p_left->owner ? p_left->owner->data.process_thread_group_order : 0;
int right_order = p_right->owner ? p_right->owner->data.process_thread_group_order : 0;
if (left_order == right_order) {
int left_threaded = p_left->owner != nullptr && p_left->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
int right_threaded = p_right->owner != nullptr && p_right->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
return left_threaded < right_threaded;
} else {
return left_order < right_order;
}
}
void SceneTree::_remove_process_group(Node *p_node) {
_THREAD_SAFE_METHOD_
ProcessGroup *pg = (ProcessGroup *)p_node->data.process_group;
ERR_FAIL_NULL(pg);
ERR_FAIL_COND(pg->removed);
pg->removed = true;
pg->owner = nullptr;
p_node->data.process_group = nullptr;
process_groups_dirty = true;
}
void SceneTree::_add_process_group(Node *p_node) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_node);
ProcessGroup *pg = memnew(ProcessGroup);
pg->owner = p_node;
p_node->data.process_group = pg;
process_groups.push_back(pg);
process_groups_dirty = true;
}
void SceneTree::_remove_node_from_process_group(Node *p_node, Node *p_owner) {
_THREAD_SAFE_METHOD_
ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
if (p_node->is_processing() || p_node->is_processing_internal()) {
bool found = pg->nodes.erase(p_node);
ERR_FAIL_COND(!found);
}
if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
bool found = pg->physics_nodes.erase(p_node);
ERR_FAIL_COND(!found);
}
}
void SceneTree::_add_node_to_process_group(Node *p_node, Node *p_owner) {
_THREAD_SAFE_METHOD_
ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
if (p_node->is_processing() || p_node->is_processing_internal()) {
pg->nodes.push_back(p_node);
pg->node_order_dirty = true;
}
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if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
pg->physics_nodes.push_back(p_node);
pg->physics_node_order_dirty = true;
}
}
void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
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_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
nodes_copy = g.nodes;
}
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int gr_node_count = nodes_copy.size();
Node **gr_nodes = nodes_copy.ptrw();
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{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock++;
}
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Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
for (int i = gr_node_count - 1; i >= 0; i--) {
if (p_viewport->is_input_handled()) {
break;
}
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Node *n = gr_nodes[i];
if (nodes_removed_on_group_call.has(n)) {
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continue;
}
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if (!n->can_process()) {
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continue;
}
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switch (p_call_type) {
case CALL_INPUT_TYPE_INPUT:
n->_call_input(p_input);
break;
case CALL_INPUT_TYPE_SHORTCUT_INPUT: {
const Control *c = Object::cast_to<Control>(n);
if (c) {
// If calling shortcut input on a control, ensure it respects the shortcut context.
// Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
if (c->get_shortcut_context() == nullptr) {
no_context_node_ids.append(n->get_instance_id());
continue;
}
if (!c->is_focus_owner_in_shortcut_context()) {
continue;
}
}
n->_call_shortcut_input(p_input);
break;
}
case CALL_INPUT_TYPE_UNHANDLED_INPUT:
n->_call_unhandled_input(p_input);
break;
case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
n->_call_unhandled_key_input(p_input);
break;
}
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}
for (const ObjectID &id : no_context_node_ids) {
if (p_viewport->is_input_handled()) {
break;
}
Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
if (n) {
n->_call_shortcut_input(p_input);
}
}
{
_THREAD_SAFE_METHOD_
nodes_removed_on_group_call_lock--;
if (nodes_removed_on_group_call_lock == 0) {
nodes_removed_on_group_call.clear();
}
}
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}
void SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_OK;
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ERR_FAIL_COND(p_argcount < 3);
ERR_FAIL_COND(!p_args[0]->is_num());
ERR_FAIL_COND(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING);
ERR_FAIL_COND(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING);
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int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
call_group_flagsp(flags, group, method, p_args + 3, p_argcount - 3);
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}
void SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_OK;
ERR_FAIL_COND(p_argcount < 2);
ERR_FAIL_COND(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING);
ERR_FAIL_COND(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING);
StringName group = *p_args[0];
StringName method = *p_args[1];
call_group_flagsp(GROUP_CALL_DEFAULT, group, method, p_args + 2, p_argcount - 2);
}
int64_t SceneTree::get_frame() const {
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return current_frame;
}
TypedArray<Node> SceneTree::_get_nodes_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
TypedArray<Node> ret;
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
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return ret;
}
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_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
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return ret;
}
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ret.resize(nc);
Node **ptr = E->value.nodes.ptrw();
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for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
_THREAD_SAFE_METHOD_
return group_map.has(p_identifier);
}
int SceneTree::get_node_count_in_group(const StringName &p_group) const {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::ConstIterator E = group_map.find(p_group);
if (!E) {
return 0;
}
return E->value.nodes.size();
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return nullptr; // No group.
}
_update_group_order(E->value); // Update order just in case.
if (E->value.nodes.is_empty()) {
return nullptr;
}
return E->value.nodes[0];
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
_THREAD_SAFE_METHOD_
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
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return;
}
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_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
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return;
}
Node **ptr = E->value.nodes.ptrw();
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for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
void SceneTree::_flush_delete_queue() {
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_THREAD_SAFE_METHOD_
while (delete_queue.size()) {
Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
if (obj) {
memdelete(obj);
}
delete_queue.pop_front();
}
}
void SceneTree::queue_delete(Object *p_object) {
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_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
p_object->_is_queued_for_deletion = true;
delete_queue.push_back(p_object->get_instance_id());
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}
int SceneTree::get_node_count() const {
return nodes_in_tree_count;
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}
void SceneTree::set_edited_scene_root(Node *p_node) {
#ifdef TOOLS_ENABLED
edited_scene_root = p_node;
#endif
}
Node *SceneTree::get_edited_scene_root() const {
#ifdef TOOLS_ENABLED
return edited_scene_root;
#else
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return nullptr;
#endif
}
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
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void SceneTree::_flush_scene_change() {
if (prev_scene) {
memdelete(prev_scene);
prev_scene = nullptr;
}
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current_scene = pending_new_scene;
root->add_child(pending_new_scene);
pending_new_scene = nullptr;
// Update display for cursor instantly.
root->update_mouse_cursor_state();
}
Error SceneTree::change_scene_to_file(const String &p_path) {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread.");
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null()) {
return ERR_CANT_OPEN;
}
return change_scene_to_packed(new_scene);
}
Error SceneTree::change_scene_to_packed(const Ref<PackedScene> &p_scene) {
ERR_FAIL_COND_V_MSG(p_scene.is_null(), ERR_INVALID_PARAMETER, "Can't change to a null scene. Use unload_current_scene() if you wish to unload it.");
Node *new_scene = p_scene->instantiate();
ERR_FAIL_NULL_V(new_scene, ERR_CANT_CREATE);
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// If called again while a change is pending.
if (pending_new_scene) {
queue_delete(pending_new_scene);
pending_new_scene = nullptr;
}
prev_scene = current_scene;
if (current_scene) {
// Let as many side effects as possible happen or be queued now,
// so they are run before the scene is actually deleted.
root->remove_child(current_scene);
}
DEV_ASSERT(!current_scene);
pending_new_scene = new_scene;
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread.");
ERR_FAIL_NULL_V(current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_scene_file_path();
return change_scene_to_file(fname);
}
void SceneTree::unload_current_scene() {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Unloading the current scene can only be done from the main thread.");
if (current_scene) {
memdelete(current_scene);
current_scene = nullptr;
}
}
void SceneTree::add_current_scene(Node *p_current) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread.");
current_scene = p_current;
root->add_child(p_current);
}
Ref<SceneTreeTimer> SceneTree::create_timer(double p_delay_sec, bool p_process_always, bool p_process_in_physics, bool p_ignore_time_scale) {
_THREAD_SAFE_METHOD_
Ref<SceneTreeTimer> stt;
stt.instantiate();
stt->set_process_always(p_process_always);
stt->set_time_left(p_delay_sec);
stt->set_process_in_physics(p_process_in_physics);
stt->set_ignore_time_scale(p_ignore_time_scale);
timers.push_back(stt);
return stt;
}
Ref<Tween> SceneTree::create_tween() {
_THREAD_SAFE_METHOD_
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Ref<Tween> tween = memnew(Tween(true));
tweens.push_back(tween);
return tween;
}
TypedArray<Tween> SceneTree::get_processed_tweens() {
_THREAD_SAFE_METHOD_
TypedArray<Tween> ret;
ret.resize(tweens.size());
int i = 0;
for (const Ref<Tween> &tween : tweens) {
ret[i] = tween;
i++;
}
return ret;
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
if (p_for_path.is_empty()) {
return multiplayer;
}
const Vector<StringName> tnames = p_for_path.get_names();
const StringName *nptr = tnames.ptr();
for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
const Vector<StringName> snames = E.key.get_names();
if (tnames.size() < snames.size()) {
continue;
}
const StringName *sptr = snames.ptr();
bool valid = true;
for (int i = 0; i < snames.size(); i++) {
if (sptr[i] != nptr[i]) {
valid = false;
break;
}
}
if (valid) {
return E.value;
}
}
return multiplayer;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
if (p_root_path.is_empty()) {
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer.is_valid()) {
multiplayer->object_configuration_remove(nullptr, NodePath("/" + root->get_name()));
}
multiplayer = p_multiplayer;
multiplayer->object_configuration_add(nullptr, NodePath("/" + root->get_name()));
} else {
if (custom_multiplayers.has(p_root_path)) {
custom_multiplayers[p_root_path]->object_configuration_remove(nullptr, p_root_path);
} else if (p_multiplayer.is_valid()) {
const Vector<StringName> tnames = p_root_path.get_names();
const StringName *nptr = tnames.ptr();
for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
const Vector<StringName> snames = E.key.get_names();
if (tnames.size() < snames.size()) {
continue;
}
const StringName *sptr = snames.ptr();
bool valid = true;
for (int i = 0; i < snames.size(); i++) {
if (sptr[i] != nptr[i]) {
valid = false;
break;
}
}
ERR_FAIL_COND_MSG(valid, "Multiplayer is already configured for a parent of this path: '" + p_root_path + "' in '" + E.key + "'.");
}
}
if (p_multiplayer.is_valid()) {
custom_multiplayers[p_root_path] = p_multiplayer;
p_multiplayer->object_configuration_add(nullptr, p_root_path);
} else {
custom_multiplayers.erase(p_root_path);
}
}
}
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
return multiplayer_poll;
}
void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
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ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
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ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
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ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
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ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always", "process_in_physics", "ignore_time_scale"), &SceneTree::create_timer, DEFVAL(true), DEFVAL(false), DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
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ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(EXIT_SUCCESS));
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ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
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MethodInfo mi;
mi.name = "call_group_flags";
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mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
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ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
ClassDB::bind_method(D_METHOD("get_node_count_in_group", "group"), &SceneTree::get_node_count_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene_to_file", "path"), &SceneTree::change_scene_to_file);
ClassDB::bind_method(D_METHOD("change_scene_to_packed", "packed_scene"), &SceneTree::change_scene_to_packed);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("unload_current_scene"), &SceneTree::unload_current_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer", "root_path"), &SceneTree::set_multiplayer, DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("get_multiplayer", "for_path"), &SceneTree::get_multiplayer, DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_edited_scene_root", "get_edited_scene_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it can't be removed in run-time
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("process_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
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}
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SceneTree *SceneTree::singleton = nullptr;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
#ifdef TOOLS_ENABLED
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
const String pf = p_function;
bool add_options = false;
if (p_idx == 0) {
add_options = pf == "get_nodes_in_group" || pf == "has_group" || pf == "get_first_node_in_group" || pf == "set_group" || pf == "notify_group" || pf == "call_group" || pf == "add_to_group";
} else if (p_idx == 1) {
add_options = pf == "set_group_flags" || pf == "call_group_flags" || pf == "notify_group_flags";
}
if (add_options) {
HashMap<StringName, String> global_groups = ProjectSettings::get_singleton()->get_global_groups_list();
for (const KeyValue<StringName, String> &E : global_groups) {
r_options->push_back(E.key.operator String().quote());
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}
}
MainLoop::get_argument_options(p_function, p_idx, r_options);
}
#endif
void SceneTree::set_disable_node_threading(bool p_disable) {
node_threading_disabled = p_disable;
}
SceneTree::SceneTree() {
if (singleton == nullptr) {
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singleton = this;
}
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
collision_debug_contacts = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1"), 10000);
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
process_group_call_queue_allocator = memnew(CallQueue::Allocator(64));
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Math::randomize();
// Create with mainloop.
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root = memnew(Window);
root->set_min_size(Size2i(64, 64)); // Define a very small minimum window size to prevent bugs such as GH-37242.
root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
root->set_auto_translate_mode(GLOBAL_GET("internationalization/rendering/root_node_auto_translate") ? Node::AUTO_TRANSLATE_MODE_ALWAYS : Node::AUTO_TRANSLATE_MODE_DISABLED);
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root->set_name("root");
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root->set_title(GLOBAL_GET("application/config/name"));
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if (Engine::get_singleton()->is_editor_hint()) {
root->set_wrap_controls(true);
}
#ifndef _3D_DISABLED
if (!root->get_world_3d().is_valid()) {
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root->set_world_3d(Ref<World3D>(memnew(World3D)));
}
root->set_as_audio_listener_3d(true);
#endif // _3D_DISABLED
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
// Always disable jitter fix if physics interpolation is enabled -
// Jitter fix will interfere with interpolation, and is not necessary
// when interpolation is active.
if (is_physics_interpolation_enabled()) {
Engine::get_singleton()->set_physics_jitter_fix(0);
}
// Initialize network state.
set_multiplayer(MultiplayerAPI::create_default_interface());
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root->set_as_audio_listener_2d(true);
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current_scene = nullptr;
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const int msaa_mode_2d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
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root->set_msaa_2d(Viewport::MSAA(msaa_mode_2d));
const int msaa_mode_3d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
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root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
root->set_transparent_background(transparent_background);
const bool use_hdr_2d = GLOBAL_DEF_RST_BASIC("rendering/viewport/hdr_2d", false);
root->set_use_hdr_2d(use_hdr_2d);
const int ssaa_mode = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), 0);
root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
root->set_use_taa(use_taa);
const bool use_debanding = GLOBAL_DEF("rendering/anti_aliasing/quality/use_debanding", false);
root->set_use_debanding(use_debanding);
const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
root->set_use_occlusion_culling(use_occlusion_culling);
float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
root->set_mesh_lod_threshold(mesh_lod_threshold);
Expose pixel snapping settings add pixel-art notes This small in-engine documentation change aims to make it easier to discover ways to handle pixel art aesthetics. - I have moved 2D pixel snapping settings out of "Advanced." This now matches other pixel-art-friendly settings for GUI Snapping and Default Texture filtering. - I've added notes to the project settings and Sprite/AnimatedSprite sources to hint users towards better understanding of why pixelated sprites may not work correctly and what to do about it. This should help users make informed decisions for their needs. Context: Proper handling of pixel art in Godot is routinely frustrating for new users: I, like others, assumed that Godot would act on pixels, not subpixels, when I was working a pixel art game. I was confused when my interpolations would appear blurry, and when pixel textures would be distorted for no apparent reason (this was because of centering). I had naively thought that setting Linear interpolation would be the single "it's a pixel art game" toggle, but that only hid the underlying issues until later. I had no idea there was a snap-to-pixel option because it was hidden in the Advanced options, since my default assumption was that a pixel art game would want no subpixels at all. Some references for the frustration: - https://github.com/godotengine/godot/issues/82696 - https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/ - https://shaggydev.com/2021/09/21/project-setup-for-pixel-art/
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bool snap_2d_transforms = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
// We setup VRS for the main viewport here, in the editor this will have little effect.
const int vrs_mode = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")), 0);
root->set_vrs_mode(Viewport::VRSMode(vrs_mode));
const String vrs_texture_path = String(GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/vrs/texture", PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"), String())).strip_edges();
if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
Ref<Image> vrs_image;
vrs_image.instantiate();
Error load_err = ImageLoader::load_image(vrs_texture_path, vrs_image);
if (load_err) {
ERR_PRINT("Non-existing or invalid VRS texture at '" + vrs_texture_path + "'.");
} else {
Ref<ImageTexture> vrs_texture;
vrs_texture.instantiate();
vrs_texture->create_from_image(vrs_image);
root->set_vrs_texture(vrs_texture);
}
}
int shadowmap_size = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_size.mobile", 2048);
bool shadowmap_16_bits = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_16_bits", true);
int atlas_q0 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
int atlas_q1 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
int atlas_q2 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 3);
int atlas_q3 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 4);
root->set_positional_shadow_atlas_size(shadowmap_size);
root->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
root->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
root->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
root->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
root->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"), 1)));
root->set_sdf_oversize(sdf_oversize);
Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"), 1)));
root->set_sdf_scale(sdf_scale);
#ifndef _3D_DISABLED
{ // Load default fallback environment.
// Get possible extensions.
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
String ext_hint;
for (const String &E : exts) {
if (!ext_hint.is_empty()) {
ext_hint += ",";
}
ext_hint += "*." + E;
}
// Get path.
String env_path = GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/environment/defaults/default_environment", PROPERTY_HINT_FILE, ext_hint), "");
// Setup property.
env_path = env_path.strip_edges();
if (!env_path.is_empty()) {
Ref<Environment> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
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root->get_world_3d()->set_fallback_environment(env);
} else {
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if (Engine::get_singleton()->is_editor_hint()) {
// File was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
} else {
// File was erased, notify user.
ERR_PRINT("Default Environment as specified in the project setting \"rendering/environment/defaults/default_environment\" could not be loaded.");
}
}
}
}
#endif // _3D_DISABLED
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
root->connect("close_requested", callable_mp(this, &SceneTree::_main_window_close));
root->connect("go_back_requested", callable_mp(this, &SceneTree::_main_window_go_back));
root->connect(SceneStringName(focus_entered), callable_mp(this, &SceneTree::_main_window_focus_in));
#ifdef TOOLS_ENABLED
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edited_scene_root = nullptr;
#endif
process_groups.push_back(&default_process_group);
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}
SceneTree::~SceneTree() {
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if (prev_scene) {
memdelete(prev_scene);
prev_scene = nullptr;
}
if (pending_new_scene) {
memdelete(pending_new_scene);
pending_new_scene = nullptr;
}
if (root) {
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root->_set_tree(nullptr);
root->_propagate_after_exit_tree();
memdelete(root);
}
// Process groups are not deleted immediately, they may remain around. Delete them now.
for (uint32_t i = 0; i < process_groups.size(); i++) {
if (process_groups[i] != &default_process_group) {
memdelete(process_groups[i]);
}
}
memdelete(process_group_call_queue_allocator);
if (singleton == this) {
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singleton = nullptr;
}
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}