1476 lines
48 KiB
C++
1476 lines
48 KiB
C++
/*************************************************************************/
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/* scene_tree.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene_tree.h"
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#include "core/config/project_settings.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/input/input.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_loader.h"
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#include "core/object/message_queue.h"
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#include "core/os/dir_access.h"
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#include "core/os/keyboard.h"
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#include "core/os/os.h"
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#include "core/string/print_string.h"
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#include "node.h"
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#include "scene/debugger/scene_debugger.h"
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#include "scene/resources/font.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/scene_string_names.h"
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#include "servers/display_server.h"
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#include "servers/navigation_server_3d.h"
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#include "servers/physics_server_2d.h"
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#include "servers/physics_server_3d.h"
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#include "window.h"
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#include <stdio.h>
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#include <stdlib.h>
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void SceneTreeTimer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
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ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left"), "set_time_left", "get_time_left");
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ADD_SIGNAL(MethodInfo("timeout"));
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}
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void SceneTreeTimer::set_time_left(float p_time) {
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time_left = p_time;
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}
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float SceneTreeTimer::get_time_left() const {
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return time_left;
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}
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void SceneTreeTimer::set_process_always(bool p_process_always) {
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process_always = p_process_always;
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}
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bool SceneTreeTimer::is_process_always() {
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return process_always;
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}
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void SceneTreeTimer::release_connections() {
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List<Connection> connections;
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get_all_signal_connections(&connections);
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for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
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Connection const &connection = E->get();
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disconnect(connection.signal.get_name(), connection.callable);
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}
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}
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SceneTreeTimer::SceneTreeTimer() {}
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void SceneTree::tree_changed() {
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tree_version++;
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emit_signal(tree_changed_name);
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}
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void SceneTree::node_added(Node *p_node) {
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emit_signal(node_added_name, p_node);
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}
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void SceneTree::node_removed(Node *p_node) {
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if (current_scene == p_node) {
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current_scene = nullptr;
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}
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emit_signal(node_removed_name, p_node);
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if (call_lock > 0) {
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call_skip.insert(p_node);
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}
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}
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void SceneTree::node_renamed(Node *p_node) {
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emit_signal(node_renamed_name, p_node);
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}
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SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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E = group_map.insert(p_group, Group());
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}
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ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
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E->get().nodes.push_back(p_node);
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//E->get().last_tree_version=0;
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E->get().changed = true;
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return &E->get();
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}
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void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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ERR_FAIL_COND(!E);
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E->get().nodes.erase(p_node);
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if (E->get().nodes.is_empty()) {
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group_map.erase(E);
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}
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}
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void SceneTree::make_group_changed(const StringName &p_group) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (E) {
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E->get().changed = true;
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}
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}
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void SceneTree::flush_transform_notifications() {
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SelfList<Node> *n = xform_change_list.first();
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while (n) {
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Node *node = n->self();
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SelfList<Node> *nx = n->next();
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xform_change_list.remove(n);
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n = nx;
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node->notification(NOTIFICATION_TRANSFORM_CHANGED);
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}
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}
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void SceneTree::_flush_ugc() {
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ugc_locked = true;
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while (unique_group_calls.size()) {
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Map<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
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Variant v[VARIANT_ARG_MAX];
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for (int i = 0; i < E->get().size(); i++) {
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v[i] = E->get()[i];
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}
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static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5");
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call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]);
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unique_group_calls.erase(E);
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}
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ugc_locked = false;
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}
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void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
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if (!g.changed) {
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return;
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}
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if (g.nodes.is_empty()) {
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return;
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}
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Node **nodes = g.nodes.ptrw();
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int node_count = g.nodes.size();
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if (p_use_priority) {
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SortArray<Node *, Node::ComparatorWithPriority> node_sort;
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node_sort.sort(nodes, node_count);
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} else {
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SortArray<Node *, Node::Comparator> node_sort;
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node_sort.sort(nodes, node_count);
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}
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g.changed = false;
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}
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void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.is_empty()) {
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return;
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}
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if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
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ERR_FAIL_COND(ugc_locked);
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UGCall ug;
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ug.call = p_function;
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ug.group = p_group;
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if (unique_group_calls.has(ug)) {
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return;
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}
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VARIANT_ARGPTRS;
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Vector<Variant> args;
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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if (argptr[i]->get_type() == Variant::NIL) {
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break;
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}
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args.push_back(*argptr[i]);
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}
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unique_group_calls[ug] = args;
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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} else {
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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} else {
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.is_empty()) {
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->notification(p_notification);
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} else {
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->notification(p_notification);
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} else {
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.is_empty()) {
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->set(p_name, p_value);
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} else {
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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nodes[i]->set(p_name, p_value);
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} else {
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
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}
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void SceneTree::notify_group(const StringName &p_group, int p_notification) {
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notify_group_flags(0, p_group, p_notification);
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}
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void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
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set_group_flags(0, p_group, p_name, p_value);
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}
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void SceneTree::initialize() {
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ERR_FAIL_COND(!root);
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initialized = true;
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root->_set_tree(this);
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MainLoop::initialize();
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}
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bool SceneTree::physics_process(float p_time) {
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root_lock++;
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current_frame++;
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flush_transform_notifications();
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MainLoop::physics_process(p_time);
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physics_process_time = 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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flush_transform_notifications();
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
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root_lock--;
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_flush_delete_queue();
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_call_idle_callbacks();
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return _quit;
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}
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bool SceneTree::process(float p_time) {
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root_lock++;
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MainLoop::process(p_time);
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process_time = p_time;
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if (multiplayer_poll) {
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multiplayer->poll();
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}
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emit_signal("process_frame");
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MessageQueue::get_singleton()->flush(); //small little hack
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flush_transform_notifications();
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_notify_group_pause("process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
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_notify_group_pause("process", Node::NOTIFICATION_PROCESS);
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
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root_lock--;
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_flush_delete_queue();
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//go through timers
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List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
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for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
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List<Ref<SceneTreeTimer>>::Element *N = E->next();
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if (paused && !E->get()->is_process_always()) {
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if (E == L) {
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break; //break on last, so if new timers were added during list traversal, ignore them.
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}
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E = N;
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continue;
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}
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float time_left = E->get()->get_time_left();
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time_left -= p_time;
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E->get()->set_time_left(time_left);
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if (time_left < 0) {
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E->get()->emit_signal("timeout");
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timers.erase(E);
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}
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if (E == L) {
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break; //break on last, so if new timers were added during list traversal, ignore them.
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}
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E = N;
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}
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flush_transform_notifications(); //additional transforms after timers update
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_call_idle_callbacks();
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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//simple hack to reload fallback environment if it changed from editor
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String env_path = ProjectSettings::get_singleton()->get("rendering/environment/defaults/default_environment");
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env_path = env_path.strip_edges(); //user may have added a space or two
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String cpath;
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Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
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if (fallback.is_valid()) {
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cpath = fallback->get_path();
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}
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if (cpath != env_path) {
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if (env_path != String()) {
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fallback = ResourceLoader::load(env_path);
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if (fallback.is_null()) {
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//could not load fallback, set as empty
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ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
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}
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} else {
|
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fallback.unref();
|
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}
|
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get_root()->get_world_3d()->set_fallback_environment(fallback);
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}
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}
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#endif
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return _quit;
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}
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void SceneTree::finalize() {
|
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_flush_delete_queue();
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|
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_flush_ugc();
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|
initialized = false;
|
|
|
|
MainLoop::finalize();
|
|
|
|
if (root) {
|
|
root->_set_tree(nullptr);
|
|
root->_propagate_after_exit_tree();
|
|
memdelete(root); //delete root
|
|
root = nullptr;
|
|
}
|
|
|
|
// cleanup timers
|
|
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
|
|
E->get()->release_connections();
|
|
}
|
|
timers.clear();
|
|
}
|
|
|
|
void SceneTree::quit(int p_exit_code) {
|
|
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: {
|
|
get_root()->propagate_notification(p_notification); //pass these to nodes, since they are mirrored
|
|
} break;
|
|
|
|
default:
|
|
break;
|
|
};
|
|
};
|
|
|
|
void SceneTree::set_auto_accept_quit(bool p_enable) {
|
|
accept_quit = p_enable;
|
|
}
|
|
|
|
void SceneTree::set_quit_on_go_back(bool p_enable) {
|
|
quit_on_go_back = p_enable;
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
bool SceneTree::is_node_being_edited(const Node *p_node) const {
|
|
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
|
|
}
|
|
#endif
|
|
|
|
#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_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_navigation_color(const Color &p_color) {
|
|
debug_navigation_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_color() const {
|
|
return debug_navigation_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
|
|
debug_navigation_disabled_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_disabled_color() const {
|
|
return debug_navigation_disabled_color;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_material() {
|
|
if (navigation_material.is_valid()) {
|
|
return navigation_material;
|
|
}
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_color());
|
|
|
|
navigation_material = line_material;
|
|
|
|
return navigation_material;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
|
|
if (navigation_disabled_material.is_valid()) {
|
|
return navigation_disabled_material;
|
|
}
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_disabled_color());
|
|
|
|
navigation_disabled_material = line_material;
|
|
|
|
return navigation_disabled_material;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_collision_material() {
|
|
if (collision_material.is_valid()) {
|
|
return collision_material;
|
|
}
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_collisions_color());
|
|
|
|
collision_material = line_material;
|
|
|
|
return collision_material;
|
|
}
|
|
|
|
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
|
|
if (debug_contact_mesh.is_valid()) {
|
|
return debug_contact_mesh;
|
|
}
|
|
|
|
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
|
|
|
|
Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
mat->set_albedo(get_debug_collision_contact_color());
|
|
|
|
Vector3 diamond[6] = {
|
|
Vector3(-1, 0, 0),
|
|
Vector3(1, 0, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 1, 0),
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, 0, 1)
|
|
};
|
|
|
|
/* clang-format off */
|
|
int diamond_faces[8 * 3] = {
|
|
0, 2, 4,
|
|
0, 3, 4,
|
|
1, 2, 4,
|
|
1, 3, 4,
|
|
0, 2, 5,
|
|
0, 3, 5,
|
|
1, 2, 5,
|
|
1, 3, 5,
|
|
};
|
|
/* clang-format on */
|
|
|
|
Vector<int> indices;
|
|
for (int i = 0; i < 8 * 3; i++) {
|
|
indices.push_back(diamond_faces[i]);
|
|
}
|
|
|
|
Vector<Vector3> vertices;
|
|
for (int i = 0; i < 6; i++) {
|
|
vertices.push_back(diamond[i] * 0.1);
|
|
}
|
|
|
|
Array arr;
|
|
arr.resize(Mesh::ARRAY_MAX);
|
|
arr[Mesh::ARRAY_VERTEX] = vertices;
|
|
arr[Mesh::ARRAY_INDEX] = indices;
|
|
|
|
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
|
|
debug_contact_mesh->surface_set_material(0, mat);
|
|
|
|
return debug_contact_mesh;
|
|
}
|
|
|
|
void SceneTree::set_pause(bool p_enabled) {
|
|
if (p_enabled == paused) {
|
|
return;
|
|
}
|
|
paused = p_enabled;
|
|
NavigationServer3D::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer3D::get_singleton()->set_active(!p_enabled);
|
|
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::_notify_group_pause(const StringName &p_group, int p_notification) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
Group &g = E->get();
|
|
if (g.nodes.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
|
|
|
|
//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.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
call_lock++;
|
|
|
|
for (int i = 0; i < node_count; i++) {
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->can_process()) {
|
|
continue;
|
|
}
|
|
if (!n->can_process_notification(p_notification)) {
|
|
continue;
|
|
}
|
|
|
|
n->notification(p_notification);
|
|
//ERR_FAIL_COND(node_count != g.nodes.size());
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0) {
|
|
call_skip.clear();
|
|
}
|
|
}
|
|
|
|
/*
|
|
void SceneMainLoop::_update_listener_2d() {
|
|
if (listener_2d.is_valid()) {
|
|
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
Group &g = E->get();
|
|
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.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
Variant arg = p_input;
|
|
const Variant *v[1] = { &arg };
|
|
|
|
call_lock++;
|
|
|
|
for (int i = node_count - 1; i >= 0; i--) {
|
|
if (p_viewport->is_input_handled()) {
|
|
break;
|
|
}
|
|
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->can_process()) {
|
|
continue;
|
|
}
|
|
|
|
Callable::CallError err;
|
|
// Call both script and native method.
|
|
if (n->get_script_instance()) {
|
|
n->get_script_instance()->call(p_method, (const Variant **)v, 1, err);
|
|
}
|
|
MethodBind *method = ClassDB::get_method(n->get_class_name(), p_method);
|
|
if (method) {
|
|
method->call(n, (const Variant **)v, 1, err);
|
|
}
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0) {
|
|
call_skip.clear();
|
|
}
|
|
}
|
|
|
|
Variant 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_V(p_argcount < 3, Variant());
|
|
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING, Variant());
|
|
|
|
int flags = *p_args[0];
|
|
StringName group = *p_args[1];
|
|
StringName method = *p_args[2];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 3, 5); i++) {
|
|
v[i] = *p_args[i + 3];
|
|
}
|
|
|
|
static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5");
|
|
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]);
|
|
return Variant();
|
|
}
|
|
|
|
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
|
|
r_error.error = Callable::CallError::CALL_OK;
|
|
|
|
ERR_FAIL_COND_V(p_argcount < 2, Variant());
|
|
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
|
|
|
|
StringName group = *p_args[0];
|
|
StringName method = *p_args[1];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
|
|
v[i] = *p_args[i + 2];
|
|
}
|
|
|
|
static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5");
|
|
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
|
|
return Variant();
|
|
}
|
|
|
|
int64_t SceneTree::get_frame() const {
|
|
return current_frame;
|
|
}
|
|
|
|
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
|
|
Array ret;
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return ret;
|
|
}
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0) {
|
|
return ret;
|
|
}
|
|
|
|
ret.resize(nc);
|
|
|
|
Node **ptr = E->get().nodes.ptrw();
|
|
for (int i = 0; i < nc; i++) {
|
|
ret[i] = ptr[i];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool SceneTree::has_group(const StringName &p_identifier) const {
|
|
return group_map.has(p_identifier);
|
|
}
|
|
|
|
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return nullptr; //no group
|
|
}
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
|
|
if (E->get().nodes.size() == 0) {
|
|
return nullptr;
|
|
}
|
|
|
|
return E->get().nodes[0];
|
|
}
|
|
|
|
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0) {
|
|
return;
|
|
}
|
|
Node **ptr = E->get().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 node_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(p_scene && p_scene->get_parent() != root);
|
|
current_scene = p_scene;
|
|
}
|
|
|
|
Node *SceneTree::get_current_scene() const {
|
|
return current_scene;
|
|
}
|
|
|
|
void SceneTree::_change_scene(Node *p_to) {
|
|
if (current_scene) {
|
|
memdelete(current_scene);
|
|
current_scene = nullptr;
|
|
}
|
|
|
|
// If we're quitting, abort.
|
|
if (unlikely(_quit)) {
|
|
if (p_to) { // Prevent memory leak.
|
|
memdelete(p_to);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (p_to) {
|
|
current_scene = p_to;
|
|
root->add_child(p_to);
|
|
}
|
|
}
|
|
|
|
Error SceneTree::change_scene(const String &p_path) {
|
|
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
|
|
if (new_scene.is_null()) {
|
|
return ERR_CANT_OPEN;
|
|
}
|
|
|
|
return change_scene_to(new_scene);
|
|
}
|
|
|
|
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
|
|
Node *new_scene = nullptr;
|
|
if (p_scene.is_valid()) {
|
|
new_scene = p_scene->instance();
|
|
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
|
|
}
|
|
|
|
call_deferred("_change_scene", new_scene);
|
|
return OK;
|
|
}
|
|
|
|
Error SceneTree::reload_current_scene() {
|
|
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
|
|
String fname = current_scene->get_filename();
|
|
return change_scene(fname);
|
|
}
|
|
|
|
void SceneTree::add_current_scene(Node *p_current) {
|
|
current_scene = p_current;
|
|
root->add_child(p_current);
|
|
}
|
|
|
|
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_always) {
|
|
Ref<SceneTreeTimer> stt;
|
|
stt.instance();
|
|
stt->set_process_always(p_process_always);
|
|
stt->set_time_left(p_delay_sec);
|
|
timers.push_back(stt);
|
|
return stt;
|
|
}
|
|
|
|
void SceneTree::_network_peer_connected(int p_id) {
|
|
emit_signal("network_peer_connected", p_id);
|
|
}
|
|
|
|
void SceneTree::_network_peer_disconnected(int p_id) {
|
|
emit_signal("network_peer_disconnected", p_id);
|
|
}
|
|
|
|
void SceneTree::_connected_to_server() {
|
|
emit_signal("connected_to_server");
|
|
}
|
|
|
|
void SceneTree::_connection_failed() {
|
|
emit_signal("connection_failed");
|
|
}
|
|
|
|
void SceneTree::_server_disconnected() {
|
|
emit_signal("server_disconnected");
|
|
}
|
|
|
|
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
|
|
return multiplayer;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
|
|
multiplayer_poll = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_multiplayer_poll_enabled() const {
|
|
return multiplayer_poll;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
|
|
ERR_FAIL_COND(!p_multiplayer.is_valid());
|
|
|
|
if (multiplayer.is_valid()) {
|
|
multiplayer->disconnect("network_peer_connected", callable_mp(this, &SceneTree::_network_peer_connected));
|
|
multiplayer->disconnect("network_peer_disconnected", callable_mp(this, &SceneTree::_network_peer_disconnected));
|
|
multiplayer->disconnect("connected_to_server", callable_mp(this, &SceneTree::_connected_to_server));
|
|
multiplayer->disconnect("connection_failed", callable_mp(this, &SceneTree::_connection_failed));
|
|
multiplayer->disconnect("server_disconnected", callable_mp(this, &SceneTree::_server_disconnected));
|
|
}
|
|
|
|
multiplayer = p_multiplayer;
|
|
multiplayer->set_root_node(root);
|
|
|
|
multiplayer->connect("network_peer_connected", callable_mp(this, &SceneTree::_network_peer_connected));
|
|
multiplayer->connect("network_peer_disconnected", callable_mp(this, &SceneTree::_network_peer_disconnected));
|
|
multiplayer->connect("connected_to_server", callable_mp(this, &SceneTree::_connected_to_server));
|
|
multiplayer->connect("connection_failed", callable_mp(this, &SceneTree::_connection_failed));
|
|
multiplayer->connect("server_disconnected", callable_mp(this, &SceneTree::_server_disconnected));
|
|
}
|
|
|
|
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
|
|
multiplayer->set_network_peer(p_network_peer);
|
|
}
|
|
|
|
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
|
|
return multiplayer->get_network_peer();
|
|
}
|
|
|
|
bool SceneTree::is_network_server() const {
|
|
return multiplayer->is_network_server();
|
|
}
|
|
|
|
bool SceneTree::has_network_peer() const {
|
|
return multiplayer->has_network_peer();
|
|
}
|
|
|
|
int SceneTree::get_network_unique_id() const {
|
|
return multiplayer->get_network_unique_id();
|
|
}
|
|
|
|
Vector<int> SceneTree::get_network_connected_peers() const {
|
|
return multiplayer->get_network_connected_peers();
|
|
}
|
|
|
|
int SceneTree::get_rpc_sender_id() const {
|
|
return multiplayer->get_rpc_sender_id();
|
|
}
|
|
|
|
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
|
|
multiplayer->set_refuse_new_network_connections(p_refuse);
|
|
}
|
|
|
|
bool SceneTree::is_refusing_new_network_connections() const {
|
|
return multiplayer->is_refusing_new_network_connections();
|
|
}
|
|
|
|
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("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
|
|
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_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"), &SceneTree::create_timer, DEFVAL(true));
|
|
|
|
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("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("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", "path"), &SceneTree::change_scene);
|
|
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
|
|
|
|
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
|
|
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
|
|
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);
|
|
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
|
|
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
|
|
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
|
|
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
|
|
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_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::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
|
|
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_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"));
|
|
|
|
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::PACKED_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("connected_to_server"));
|
|
ADD_SIGNAL(MethodInfo("connection_failed"));
|
|
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
|
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
|
|
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;
|
|
}
|
|
|
|
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
|
|
if (p_function == "change_scene") {
|
|
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
|
|
List<String> directories;
|
|
directories.push_back(dir_access->get_current_dir());
|
|
|
|
while (!directories.is_empty()) {
|
|
dir_access->change_dir(directories.back()->get());
|
|
directories.pop_back();
|
|
|
|
dir_access->list_dir_begin();
|
|
String filename = dir_access->get_next();
|
|
|
|
while (filename != "") {
|
|
if (filename == "." || filename == "..") {
|
|
filename = dir_access->get_next();
|
|
continue;
|
|
}
|
|
|
|
if (dir_access->dir_exists(filename)) {
|
|
directories.push_back(dir_access->get_current_dir().plus_file(filename));
|
|
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
|
|
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
|
|
}
|
|
|
|
filename = dir_access->get_next();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
|
|
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
|
|
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
|
|
|
|
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
|
|
|
|
Math::randomize();
|
|
|
|
// Create with mainloop.
|
|
|
|
root = memnew(Window);
|
|
root->set_name("root");
|
|
if (!root->get_world_3d().is_valid()) {
|
|
root->set_world_3d(Ref<World3D>(memnew(World3D)));
|
|
}
|
|
|
|
// Initialize network state.
|
|
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
|
|
|
|
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
|
|
root->set_as_audio_listener(true);
|
|
root->set_as_audio_listener_2d(true);
|
|
current_scene = nullptr;
|
|
|
|
const int msaa_mode = GLOBAL_DEF("rendering/anti_aliasing/quality/msaa", 0);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Fast),4x (Average),8x (Slow),16x (Slower)"));
|
|
root->set_msaa(Viewport::MSAA(msaa_mode));
|
|
|
|
const int ssaa_mode = GLOBAL_DEF("rendering/anti_aliasing/quality/screen_space_aa", 0);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/screen_space_aa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"));
|
|
root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
|
|
|
|
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 lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"));
|
|
root->set_lod_threshold(lod_threshold);
|
|
|
|
bool snap_2d_transforms = GLOBAL_DEF("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);
|
|
|
|
int shadowmap_size = GLOBAL_DEF("rendering/shadows/shadow_atlas/size", 4096);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/shadows/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
|
|
GLOBAL_DEF("rendering/shadows/shadow_atlas/size.mobile", 2048);
|
|
bool shadowmap_16_bits = GLOBAL_DEF("rendering/shadows/shadow_atlas/16_bits", true);
|
|
int atlas_q0 = GLOBAL_DEF("rendering/shadows/shadow_atlas/quadrant_0_subdiv", 2);
|
|
int atlas_q1 = GLOBAL_DEF("rendering/shadows/shadow_atlas/quadrant_1_subdiv", 2);
|
|
int atlas_q2 = GLOBAL_DEF("rendering/shadows/shadow_atlas/quadrant_2_subdiv", 3);
|
|
int atlas_q3 = GLOBAL_DEF("rendering/shadows/shadow_atlas/quadrant_3_subdiv", 4);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
|
|
|
|
root->set_shadow_atlas_size(shadowmap_size);
|
|
root->set_shadow_atlas_16_bits(shadowmap_16_bits);
|
|
root->set_shadow_atlas_quadrant_subdiv(0, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q0));
|
|
root->set_shadow_atlas_quadrant_subdiv(1, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q1));
|
|
root->set_shadow_atlas_quadrant_subdiv(2, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q2));
|
|
root->set_shadow_atlas_quadrant_subdiv(3, Viewport::ShadowAtlasQuadrantSubdiv(atlas_q3));
|
|
|
|
Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF("rendering/2d/sdf/oversize", 1)));
|
|
root->set_sdf_oversize(sdf_oversize);
|
|
Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF("rendering/2d/sdf/scale", 1)));
|
|
root->set_sdf_scale(sdf_scale);
|
|
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/oversize", PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/scale", PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"));
|
|
|
|
{ // Load default fallback environment.
|
|
// Get possible extensions.
|
|
List<String> exts;
|
|
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
|
|
String ext_hint;
|
|
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
|
|
if (ext_hint != String()) {
|
|
ext_hint += ",";
|
|
}
|
|
ext_hint += "*." + E->get();
|
|
}
|
|
// Get path.
|
|
String env_path = GLOBAL_DEF("rendering/environment/defaults/default_environment", "");
|
|
// Setup property.
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/defaults/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
|
|
env_path = env_path.strip_edges();
|
|
if (env_path != String()) {
|
|
Ref<Environment> 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(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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("focus_entered", callable_mp(this, &SceneTree::_main_window_focus_in));
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
edited_scene_root = nullptr;
|
|
#endif
|
|
}
|
|
|
|
SceneTree::~SceneTree() {
|
|
if (root) {
|
|
root->_set_tree(nullptr);
|
|
root->_propagate_after_exit_tree();
|
|
memdelete(root);
|
|
}
|
|
|
|
if (singleton == this) {
|
|
singleton = nullptr;
|
|
}
|
|
}
|