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).
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parent
89a43d9c2e
commit
a63996ac95
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@ -409,6 +409,7 @@ bool SceneTree::physics_process(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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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking");
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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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@ -568,263 +568,6 @@ void Viewport::_notification(int p_what) {
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RS::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 == Rect2i() || 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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CollisionObject3D *last_object = nullptr;
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ObjectID last_id;
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#endif
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PhysicsDirectSpaceState3D::RayResult result;
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PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::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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PhysicsDirectSpaceState2D::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 = ObjectID();
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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.is_valid() && 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.is_valid()) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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 = ObjectID();
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}
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} else {
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physics_object_capture = ObjectID();
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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.is_valid()) {
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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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PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->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;
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if (col) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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.is_valid()) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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.is_valid()) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(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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}
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} break;
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case NOTIFICATION_WM_MOUSE_EXIT: {
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_drop_physics_mouseover();
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@ -844,6 +587,274 @@ void Viewport::_notification(int p_what) {
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}
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}
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void Viewport::_process_picking() {
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if (!is_inside_tree()) {
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return;
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}
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if (!physics_object_picking) {
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return;
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}
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if (to_screen_rect != Rect2i() && Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
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return;
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}
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_drop_physics_mouseover(true);
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#ifndef _3D_DISABLED
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Vector2 last_pos(1e20, 1e20);
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CollisionObject3D *last_object = nullptr;
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ObjectID last_id;
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#endif
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PhysicsDirectSpaceState3D::RayResult result;
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PhysicsDirectSpaceState2D *ss2d = PhysicsServer2D::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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PhysicsDirectSpaceState2D::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 = ObjectID();
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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.is_valid() && res[i].collider) {
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
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if (co && co->can_process()) {
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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) {
|
||||
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 {
|
||||
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;
|
||||
|
||||
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.is_valid()) {
|
||||
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(ObjectDB::get_instance(physics_object_over));
|
||||
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
|
||||
}
|
||||
|
||||
|
@ -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("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::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");
|
||||
|
|
|
@ -450,7 +450,7 @@ 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);
|
||||
|
||||
|
@ -479,6 +479,7 @@ protected:
|
|||
bool _is_size_allocated() const;
|
||||
|
||||
void _notification(int p_what);
|
||||
void _process_picking();
|
||||
static void _bind_methods();
|
||||
virtual void _validate_property(PropertyInfo &property) const override;
|
||||
|
||||
|
|
Loading…
Reference in New Issue