Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default. When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause: - When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause. - During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected. - When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
This commit is contained in:
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9fb27eba8d
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745c711289
@ -1006,6 +1006,12 @@
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<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
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Enables [member Viewport.physics_object_picking] on the root viewport.
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</member>
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<member name="physics/common/enable_pause_aware_picking" type="bool" setter="" getter="" default="false">
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If enabled, 2D and 3D physics picking behaves this way in relation to pause:
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- When pause is started, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback, unless its pause mode makes it immune to pause.
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- During pause, picking only considers collision objects immune to pause, sending input events and enter/exit callbacks to them as expected.
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If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.
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</member>
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<member name="physics/common/physics_fps" type="int" setter="" getter="" default="60">
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
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@ -499,6 +499,7 @@ private:
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initial_settings["application/config/name"] = project_name->get_text();
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initial_settings["application/config/icon"] = "res://icon.png";
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initial_settings["rendering/environment/default_environment"] = "res://default_env.tres";
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initial_settings["physics/common/enable_pause_aware_picking"] = true;
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if (ProjectSettings::get_singleton()->save_custom(dir.plus_file("project.godot"), initial_settings, Vector<String>(), false) != OK) {
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set_message(TTR("Couldn't create project.godot in project path."), MESSAGE_ERROR);
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@ -1194,6 +1194,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
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Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0));
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ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/fps/force_fps", PropertyInfo(Variant::INT, "debug/settings/fps/force_fps", PROPERTY_HINT_RANGE, "0,120,1,or_greater"));
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GLOBAL_DEF("physics/common/enable_pause_aware_picking", false);
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GLOBAL_DEF("debug/settings/stdout/print_fps", false);
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GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
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@ -478,6 +478,9 @@ bool SceneTree::iteration(float p_time) {
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emit_signal("physics_frame");
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_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
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if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true);
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}
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_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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@ -418,277 +418,9 @@ void Viewport::_notification(int p_what) {
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VS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
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}
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if (physics_object_picking && (to_screen_rect == Rect2() || Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED)) {
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#ifndef _3D_DISABLED
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Vector2 last_pos(1e20, 1e20);
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CollisionObject *last_object = NULL;
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ObjectID last_id = 0;
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#endif
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PhysicsDirectSpaceState::RayResult result;
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Physics2DDirectSpaceState *ss2d = Physics2DServer::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
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if (physics_has_last_mousepos) {
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// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
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// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
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bool has_mouse_event = false;
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for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
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Ref<InputEventMouse> m = E->get();
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if (m.is_valid()) {
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has_mouse_event = true;
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break;
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}
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}
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if (!has_mouse_event) {
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Ref<InputEventMouseMotion> mm;
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mm.instance();
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mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
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mm->set_global_position(physics_last_mousepos);
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mm->set_position(physics_last_mousepos);
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mm->set_alt(physics_last_mouse_state.alt);
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mm->set_shift(physics_last_mouse_state.shift);
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mm->set_control(physics_last_mouse_state.control);
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mm->set_metakey(physics_last_mouse_state.meta);
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mm->set_button_mask(physics_last_mouse_state.mouse_mask);
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physics_picking_events.push_back(mm);
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}
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}
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while (physics_picking_events.size()) {
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Ref<InputEvent> ev = physics_picking_events.front()->get();
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physics_picking_events.pop_front();
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Vector2 pos;
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bool is_mouse = false;
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Ref<InputEventMouseMotion> mm = ev;
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if (mm.is_valid()) {
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pos = mm->get_position();
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mm->get_alt();
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physics_last_mouse_state.shift = mm->get_shift();
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physics_last_mouse_state.control = mm->get_control();
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physics_last_mouse_state.meta = mm->get_metakey();
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physics_last_mouse_state.mouse_mask = mm->get_button_mask();
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}
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Ref<InputEventMouseButton> mb = ev;
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if (mb.is_valid()) {
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pos = mb->get_position();
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mb->get_alt();
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physics_last_mouse_state.shift = mb->get_shift();
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physics_last_mouse_state.control = mb->get_control();
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physics_last_mouse_state.meta = mb->get_metakey();
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if (mb->is_pressed()) {
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physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
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} else {
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physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
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// If touch mouse raised, assume we don't know last mouse pos until new events come
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if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
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physics_has_last_mousepos = false;
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}
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}
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}
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Ref<InputEventKey> k = ev;
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if (k.is_valid()) {
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//only for mask
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physics_last_mouse_state.alt = k->get_alt();
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physics_last_mouse_state.shift = k->get_shift();
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physics_last_mouse_state.control = k->get_control();
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physics_last_mouse_state.meta = k->get_metakey();
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continue;
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}
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Ref<InputEventScreenDrag> sd = ev;
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if (sd.is_valid()) {
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pos = sd->get_position();
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}
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Ref<InputEventScreenTouch> st = ev;
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if (st.is_valid()) {
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pos = st->get_position();
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}
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if (ss2d) {
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//send to 2D
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uint64_t frame = get_tree()->get_frame();
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Physics2DDirectSpaceState::ShapeResult res[64];
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for (Set<CanvasLayer *>::Element *E = canvas_layers.front(); E; E = E->next()) {
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Transform2D canvas_transform;
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ObjectID canvas_layer_id;
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if (E->get()) {
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// A descendant CanvasLayer
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canvas_transform = E->get()->get_transform();
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canvas_layer_id = E->get()->get_instance_id();
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} else {
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// This Viewport's builtin canvas
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canvas_transform = get_canvas_transform();
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canvas_layer_id = 0;
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}
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Vector2 point = canvas_transform.affine_inverse().xform(pos);
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int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true);
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for (int i = 0; i < rc; i++) {
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if (res[i].collider_id && res[i].collider) {
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
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if (co) {
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bool send_event = true;
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if (is_mouse) {
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Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
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if (!F) {
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physics_2d_mouseover.insert(res[i].collider_id, frame);
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co->_mouse_enter();
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} else {
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F->get() = frame;
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// It was already hovered, so don't send the event if it's faked
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if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
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send_event = false;
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}
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}
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}
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if (send_event) {
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co->_input_event(this, ev, res[i].shape);
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}
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}
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}
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}
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}
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if (is_mouse) {
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List<Map<ObjectID, uint64_t>::Element *> to_erase;
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for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
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if (E->get() != frame) {
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Object *o = ObjectDB::get_instance(E->key());
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if (o) {
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
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if (co) {
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co->_mouse_exit();
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}
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}
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to_erase.push_back(E);
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}
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}
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while (to_erase.size()) {
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physics_2d_mouseover.erase(to_erase.front()->get());
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to_erase.pop_front();
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}
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}
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}
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#ifndef _3D_DISABLED
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bool captured = false;
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if (physics_object_capture != 0) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_capture));
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if (co && camera) {
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_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0);
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captured = true;
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if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
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physics_object_capture = 0;
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}
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} else {
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physics_object_capture = 0;
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}
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}
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if (captured) {
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//none
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} else if (pos == last_pos) {
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if (last_id) {
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if (ObjectDB::get_instance(last_id) && last_object) {
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//good, exists
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_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape);
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if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
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physics_object_capture = last_id;
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}
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}
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}
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} else {
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if (camera) {
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Vector3 from = camera->project_ray_origin(pos);
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Vector3 dir = camera->project_ray_normal(pos);
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PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
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if (space) {
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bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
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ObjectID new_collider = 0;
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if (col) {
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CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
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if (co) {
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_collision_object_input_event(co, camera, ev, result.position, result.normal, result.shape);
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last_object = co;
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last_id = result.collider_id;
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new_collider = last_id;
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if (co->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
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physics_object_capture = last_id;
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}
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}
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}
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if (is_mouse && new_collider != physics_object_over) {
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if (physics_object_over) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_over));
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if (co) {
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co->_mouse_exit();
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}
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}
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if (new_collider) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(new_collider));
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if (co) {
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co->_mouse_enter();
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}
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}
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physics_object_over = new_collider;
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}
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}
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last_pos = pos;
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}
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}
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#endif
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}
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if (!GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
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_process_picking(false);
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}
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} break;
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case SceneTree::NOTIFICATION_WM_MOUSE_EXIT:
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case SceneTree::NOTIFICATION_WM_FOCUS_OUT: {
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@ -703,6 +435,288 @@ void Viewport::_notification(int p_what) {
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}
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}
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void Viewport::_process_picking(bool p_ignore_paused) {
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if (!is_inside_tree())
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return;
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if (!physics_object_picking)
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return;
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if (to_screen_rect != Rect2() && Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED)
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return;
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if (p_ignore_paused) {
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_drop_physics_mouseover(true);
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}
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#ifndef _3D_DISABLED
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Vector2 last_pos(1e20, 1e20);
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CollisionObject *last_object = NULL;
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ObjectID last_id = 0;
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#endif
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PhysicsDirectSpaceState::RayResult result;
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Physics2DDirectSpaceState *ss2d = Physics2DServer::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
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if (physics_has_last_mousepos) {
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// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
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// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
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bool has_mouse_event = false;
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for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
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Ref<InputEventMouse> m = E->get();
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if (m.is_valid()) {
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has_mouse_event = true;
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break;
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}
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}
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if (!has_mouse_event) {
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Ref<InputEventMouseMotion> mm;
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mm.instance();
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mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
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mm->set_global_position(physics_last_mousepos);
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mm->set_position(physics_last_mousepos);
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mm->set_alt(physics_last_mouse_state.alt);
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mm->set_shift(physics_last_mouse_state.shift);
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mm->set_control(physics_last_mouse_state.control);
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mm->set_metakey(physics_last_mouse_state.meta);
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mm->set_button_mask(physics_last_mouse_state.mouse_mask);
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physics_picking_events.push_back(mm);
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}
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}
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while (physics_picking_events.size()) {
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Ref<InputEvent> ev = physics_picking_events.front()->get();
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physics_picking_events.pop_front();
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Vector2 pos;
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bool is_mouse = false;
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Ref<InputEventMouseMotion> mm = ev;
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if (mm.is_valid()) {
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pos = mm->get_position();
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mm->get_alt();
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physics_last_mouse_state.shift = mm->get_shift();
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physics_last_mouse_state.control = mm->get_control();
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physics_last_mouse_state.meta = mm->get_metakey();
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physics_last_mouse_state.mouse_mask = mm->get_button_mask();
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}
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Ref<InputEventMouseButton> mb = ev;
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if (mb.is_valid()) {
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pos = mb->get_position();
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mb->get_alt();
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physics_last_mouse_state.shift = mb->get_shift();
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physics_last_mouse_state.control = mb->get_control();
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physics_last_mouse_state.meta = mb->get_metakey();
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if (mb->is_pressed()) {
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physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
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} else {
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physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
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// If touch mouse raised, assume we don't know last mouse pos until new events come
|
||||
if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
|
||||
physics_has_last_mousepos = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ref<InputEventKey> k = ev;
|
||||
if (k.is_valid()) {
|
||||
//only for mask
|
||||
physics_last_mouse_state.alt = k->get_alt();
|
||||
physics_last_mouse_state.shift = k->get_shift();
|
||||
physics_last_mouse_state.control = k->get_control();
|
||||
physics_last_mouse_state.meta = k->get_metakey();
|
||||
continue;
|
||||
}
|
||||
|
||||
Ref<InputEventScreenDrag> sd = ev;
|
||||
|
||||
if (sd.is_valid()) {
|
||||
pos = sd->get_position();
|
||||
}
|
||||
|
||||
Ref<InputEventScreenTouch> st = ev;
|
||||
|
||||
if (st.is_valid()) {
|
||||
pos = st->get_position();
|
||||
}
|
||||
|
||||
if (ss2d) {
|
||||
//send to 2D
|
||||
|
||||
uint64_t frame = get_tree()->get_frame();
|
||||
|
||||
Physics2DDirectSpaceState::ShapeResult res[64];
|
||||
for (Set<CanvasLayer *>::Element *E = canvas_layers.front(); E; E = E->next()) {
|
||||
Transform2D canvas_transform;
|
||||
ObjectID canvas_layer_id;
|
||||
if (E->get()) {
|
||||
// A descendant CanvasLayer
|
||||
canvas_transform = E->get()->get_transform();
|
||||
canvas_layer_id = E->get()->get_instance_id();
|
||||
} else {
|
||||
// This Viewport's builtin canvas
|
||||
canvas_transform = get_canvas_transform();
|
||||
canvas_layer_id = 0;
|
||||
}
|
||||
|
||||
Vector2 point = canvas_transform.affine_inverse().xform(pos);
|
||||
|
||||
int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true);
|
||||
for (int i = 0; i < rc; i++) {
|
||||
|
||||
if (res[i].collider_id && res[i].collider) {
|
||||
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
|
||||
if (co && (!p_ignore_paused || co->can_process())) {
|
||||
bool send_event = true;
|
||||
if (is_mouse) {
|
||||
Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
|
||||
|
||||
if (!F) {
|
||||
physics_2d_mouseover.insert(res[i].collider_id, frame);
|
||||
co->_mouse_enter();
|
||||
} else {
|
||||
F->get() = frame;
|
||||
// It was already hovered, so don't send the event if it's faked
|
||||
if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
|
||||
send_event = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (send_event) {
|
||||
co->_input_event(this, ev, res[i].shape);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (is_mouse) {
|
||||
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 = Object::cast_to<CollisionObject2D>(o);
|
||||
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) {
|
||||
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_capture));
|
||||
if (co && camera) {
|
||||
_collision_object_input_event(co, camera, ev, Vector3(), Vector3(), 0);
|
||||
captured = true;
|
||||
if (mb.is_valid() && mb->get_button_index() == 1 && !mb->is_pressed()) {
|
||||
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) && last_object) {
|
||||
//good, exists
|
||||
_collision_object_input_event(last_object, camera, ev, result.position, result.normal, result.shape);
|
||||
if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_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, true, true, true);
|
||||
ObjectID new_collider = 0;
|
||||
if (col) {
|
||||
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
|
||||
if (co && (!p_ignore_paused || co->can_process())) {
|
||||
|
||||
_collision_object_input_event(co, 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() && mb.is_valid() && mb->get_button_index() == 1 && mb->is_pressed()) {
|
||||
physics_object_capture = last_id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (is_mouse && new_collider != physics_object_over) {
|
||||
|
||||
if (physics_object_over) {
|
||||
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_over));
|
||||
if (co) {
|
||||
co->_mouse_exit();
|
||||
}
|
||||
}
|
||||
|
||||
if (new_collider) {
|
||||
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(new_collider));
|
||||
if (co) {
|
||||
co->_mouse_enter();
|
||||
}
|
||||
}
|
||||
|
||||
physics_object_over = new_collider;
|
||||
}
|
||||
}
|
||||
|
||||
last_pos = pos;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
RID Viewport::get_viewport_rid() const {
|
||||
|
||||
return viewport;
|
||||
@ -2735,28 +2749,42 @@ void Viewport::_drop_mouse_focus() {
|
||||
}
|
||||
}
|
||||
|
||||
void Viewport::_drop_physics_mouseover() {
|
||||
void Viewport::_drop_physics_mouseover(bool p_paused_only) {
|
||||
|
||||
physics_has_last_mousepos = false;
|
||||
|
||||
while (physics_2d_mouseover.size()) {
|
||||
Object *o = ObjectDB::get_instance(physics_2d_mouseover.front()->key());
|
||||
List<Map<ObjectID, uint64_t>::Element *> to_erase;
|
||||
|
||||
for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
|
||||
Object *o = ObjectDB::get_instance(E->key());
|
||||
if (o) {
|
||||
|
||||
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
|
||||
co->_mouse_exit();
|
||||
if (co) {
|
||||
if (p_paused_only && co->can_process()) {
|
||||
continue;
|
||||
}
|
||||
co->_mouse_exit();
|
||||
to_erase.push_back(E);
|
||||
}
|
||||
}
|
||||
physics_2d_mouseover.erase(physics_2d_mouseover.front());
|
||||
}
|
||||
|
||||
while (to_erase.size()) {
|
||||
physics_2d_mouseover.erase(to_erase.front()->get());
|
||||
to_erase.pop_front();
|
||||
}
|
||||
|
||||
#ifndef _3D_DISABLED
|
||||
if (physics_object_over) {
|
||||
CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_over));
|
||||
if (co) {
|
||||
co->_mouse_exit();
|
||||
if (!(p_paused_only && co->can_process())) {
|
||||
co->_mouse_exit();
|
||||
physics_object_over = physics_object_capture = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
physics_object_over = physics_object_capture = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -3297,6 +3325,8 @@ void Viewport::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_own_world_changed"), &Viewport::_own_world_changed);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_process_picking", "ignore_paused"), &Viewport::_process_picking);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "arvr"), "set_use_arvr", "use_arvr");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
||||
|
@ -406,7 +406,7 @@ private:
|
||||
void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
|
||||
|
||||
void _drop_mouse_focus();
|
||||
void _drop_physics_mouseover();
|
||||
void _drop_physics_mouseover(bool p_paused_only = false);
|
||||
|
||||
void _update_canvas_items(Node *p_node);
|
||||
|
||||
@ -414,6 +414,7 @@ private:
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _process_picking(bool p_ignore_paused);
|
||||
static void _bind_methods();
|
||||
virtual void _validate_property(PropertyInfo &property) const;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user