Implement pause-aware picking

This 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:
Pedro J. Estébanez 2021-02-06 21:14:35 +01:00
parent 89a43d9c2e
commit a63996ac95
3 changed files with 295 additions and 267 deletions

View File

@ -409,6 +409,7 @@ bool SceneTree::physics_process(float p_time) {
emit_signal("physics_frame"); emit_signal("physics_frame");
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS); _notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking");
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS); _notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
_flush_ugc(); _flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack MessageQueue::get_singleton()->flush(); //small little hack

View File

@ -568,263 +568,6 @@ void Viewport::_notification(int p_what) {
RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count); RS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
} }
if (physics_object_picking && (to_screen_rect == Rect2i() || Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED)) {
#ifndef _3D_DISABLED
Vector2 last_pos(1e20, 1e20);
CollisionObject3D *last_object = nullptr;
ObjectID last_id;
#endif
PhysicsDirectSpaceState3D::RayResult result;
PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
if (physics_has_last_mousepos) {
// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
// 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
bool has_mouse_event = false;
for (List<Ref<InputEvent>>::Element *E = physics_picking_events.front(); E; E = E->next()) {
Ref<InputEventMouse> m = E->get();
if (m.is_valid()) {
has_mouse_event = true;
break;
}
}
if (!has_mouse_event) {
Ref<InputEventMouseMotion> mm;
mm.instance();
mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
mm->set_global_position(physics_last_mousepos);
mm->set_position(physics_last_mousepos);
mm->set_alt(physics_last_mouse_state.alt);
mm->set_shift(physics_last_mouse_state.shift);
mm->set_control(physics_last_mouse_state.control);
mm->set_metakey(physics_last_mouse_state.meta);
mm->set_button_mask(physics_last_mouse_state.mouse_mask);
physics_picking_events.push_back(mm);
}
}
while (physics_picking_events.size()) {
Ref<InputEvent> ev = physics_picking_events.front()->get();
physics_picking_events.pop_front();
Vector2 pos;
bool is_mouse = false;
Ref<InputEventMouseMotion> mm = ev;
if (mm.is_valid()) {
pos = mm->get_position();
is_mouse = true;
physics_has_last_mousepos = true;
physics_last_mousepos = pos;
physics_last_mouse_state.alt = mm->get_alt();
physics_last_mouse_state.shift = mm->get_shift();
physics_last_mouse_state.control = mm->get_control();
physics_last_mouse_state.meta = mm->get_metakey();
physics_last_mouse_state.mouse_mask = mm->get_button_mask();
}
Ref<InputEventMouseButton> mb = ev;
if (mb.is_valid()) {
pos = mb->get_position();
is_mouse = true;
physics_has_last_mousepos = true;
physics_last_mousepos = pos;
physics_last_mouse_state.alt = mb->get_alt();
physics_last_mouse_state.shift = mb->get_shift();
physics_last_mouse_state.control = mb->get_control();
physics_last_mouse_state.meta = mb->get_metakey();
if (mb->is_pressed()) {
physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
} else {
physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
// 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();
PhysicsDirectSpaceState2D::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 = ObjectID();
}
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.is_valid() && res[i].collider) {
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
if (co) {
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.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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 = ObjectID();
}
} else {
physics_object_capture = ObjectID();
}
}
if (captured) {
//none
} else if (pos == last_pos) {
if (last_id.is_valid()) {
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);
PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
if (space) {
bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
ObjectID new_collider;
if (col) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
if (co) {
_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.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
if (co) {
co->_mouse_exit();
}
}
if (new_collider.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(new_collider));
if (co) {
co->_mouse_enter();
}
}
physics_object_over = new_collider;
}
}
last_pos = pos;
}
}
#endif
}
}
} break; } break;
case NOTIFICATION_WM_MOUSE_EXIT: { case NOTIFICATION_WM_MOUSE_EXIT: {
_drop_physics_mouseover(); _drop_physics_mouseover();
@ -844,6 +587,274 @@ void Viewport::_notification(int p_what) {
} }
} }
void Viewport::_process_picking() {
if (!is_inside_tree()) {
return;
}
if (!physics_object_picking) {
return;
}
if (to_screen_rect != Rect2i() && Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
return;
}
_drop_physics_mouseover(true);
#ifndef _3D_DISABLED
Vector2 last_pos(1e20, 1e20);
CollisionObject3D *last_object = nullptr;
ObjectID last_id;
#endif
PhysicsDirectSpaceState3D::RayResult result;
PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::get_singleton()->space_get_direct_state(find_world_2d()->get_space());
if (physics_has_last_mousepos) {
// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
// 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
bool has_mouse_event = false;
for (List<Ref<InputEvent>>::Element *E = physics_picking_events.front(); E; E = E->next()) {
Ref<InputEventMouse> m = E->get();
if (m.is_valid()) {
has_mouse_event = true;
break;
}
}
if (!has_mouse_event) {
Ref<InputEventMouseMotion> mm;
mm.instance();
mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
mm->set_global_position(physics_last_mousepos);
mm->set_position(physics_last_mousepos);
mm->set_alt(physics_last_mouse_state.alt);
mm->set_shift(physics_last_mouse_state.shift);
mm->set_control(physics_last_mouse_state.control);
mm->set_metakey(physics_last_mouse_state.meta);
mm->set_button_mask(physics_last_mouse_state.mouse_mask);
physics_picking_events.push_back(mm);
}
}
while (physics_picking_events.size()) {
Ref<InputEvent> ev = physics_picking_events.front()->get();
physics_picking_events.pop_front();
Vector2 pos;
bool is_mouse = false;
Ref<InputEventMouseMotion> mm = ev;
if (mm.is_valid()) {
pos = mm->get_position();
is_mouse = true;
physics_has_last_mousepos = true;
physics_last_mousepos = pos;
physics_last_mouse_state.alt = mm->get_alt();
physics_last_mouse_state.shift = mm->get_shift();
physics_last_mouse_state.control = mm->get_control();
physics_last_mouse_state.meta = mm->get_metakey();
physics_last_mouse_state.mouse_mask = mm->get_button_mask();
}
Ref<InputEventMouseButton> mb = ev;
if (mb.is_valid()) {
pos = mb->get_position();
is_mouse = true;
physics_has_last_mousepos = true;
physics_last_mousepos = pos;
physics_last_mouse_state.alt = mb->get_alt();
physics_last_mouse_state.shift = mb->get_shift();
physics_last_mouse_state.control = mb->get_control();
physics_last_mouse_state.meta = mb->get_metakey();
if (mb->is_pressed()) {
physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
} else {
physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
// 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();
PhysicsDirectSpaceState2D::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 = ObjectID();
}
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.is_valid() && res[i].collider) {
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
if (co && 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.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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 = ObjectID();
}
} else {
physics_object_capture = ObjectID();
}
}
if (captured) {
//none
} else if (pos == last_pos) {
if (last_id.is_valid()) {
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);
PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
if (space) {
bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
ObjectID new_collider;
if (col) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider);
if (co && 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.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
if (co) {
co->_mouse_exit();
}
}
if (new_collider.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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 { RID Viewport::get_viewport_rid() const {
return viewport; return viewport;
} }
@ -2582,28 +2593,41 @@ void Viewport::_drop_mouse_focus() {
} }
} }
void Viewport::_drop_physics_mouseover() { void Viewport::_drop_physics_mouseover(bool p_paused_only) {
physics_has_last_mousepos = false; physics_has_last_mousepos = false;
while (physics_2d_mouseover.size()) { List<Map<ObjectID, uint64_t>::Element *> to_erase;
Object *o = ObjectDB::get_instance(physics_2d_mouseover.front()->key());
for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
Object *o = ObjectDB::get_instance(E->key());
if (o) { if (o) {
CollisionObject2D *co = Object::cast_to<CollisionObject2D>(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 #ifndef _3D_DISABLED
if (physics_object_over.is_valid()) { if (physics_object_over.is_valid()) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over)); CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
if (co) { if (co) {
co->_mouse_exit(); if (!(p_paused_only && co->can_process())) {
co->_mouse_exit();
physics_object_over = ObjectID();
physics_object_capture = ObjectID();
}
} }
} }
physics_object_over = ObjectID();
physics_object_capture = ObjectID();
#endif #endif
} }
@ -3529,6 +3553,8 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_lod_threshold", "pixels"), &Viewport::set_lod_threshold); ClassDB::bind_method(D_METHOD("set_lod_threshold", "pixels"), &Viewport::set_lod_threshold);
ClassDB::bind_method(D_METHOD("get_lod_threshold"), &Viewport::get_lod_threshold); ClassDB::bind_method(D_METHOD("get_lod_threshold"), &Viewport::get_lod_threshold);
ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d");

View File

@ -450,7 +450,7 @@ private:
void _canvas_layer_remove(CanvasLayer *p_canvas_layer); void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
void _drop_mouse_focus(); void _drop_mouse_focus();
void _drop_physics_mouseover(); void _drop_physics_mouseover(bool p_paused_only = false);
void _update_canvas_items(Node *p_node); void _update_canvas_items(Node *p_node);
@ -479,6 +479,7 @@ protected:
bool _is_size_allocated() const; bool _is_size_allocated() const;
void _notification(int p_what); void _notification(int p_what);
void _process_picking();
static void _bind_methods(); static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override; virtual void _validate_property(PropertyInfo &property) const override;