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