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Fix propagation order for 2D physics picking events

This patch adds a viewport-configuration-option for sorting
physics-picking events by the Z-Index and the scene tree position
of the collision objects.
Markus Sauermann 2 lat temu
rodzic
commit
6e855e3820

+ 4 - 0
doc/classes/Viewport.xml

@@ -277,6 +277,10 @@
 		<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
 			If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
 		</member>
+		<member name="physics_object_picking_sort" type="bool" setter="set_physics_object_picking_sort" getter="get_physics_object_picking_sort" default="false">
+			If [code]true[/code], objects receive mouse picking events sorted primarily by their [member CanvasItem.z_index] and secondarily by their position in the scene tree. If [code]false[/code], the order is undetermined.
+			[b]Note:[/b] This setting is disabled by default because of its potential expensive computational cost.
+		</member>
 		<member name="positional_shadow_atlas_16_bits" type="bool" setter="set_positional_shadow_atlas_16_bits" getter="get_positional_shadow_atlas_16_bits" default="true">
 		</member>
 		<member name="positional_shadow_atlas_quad_0" type="int" setter="set_positional_shadow_atlas_quadrant_subdiv" getter="get_positional_shadow_atlas_quadrant_subdiv" enum="Viewport.PositionalShadowAtlasQuadrantSubdiv" default="2">

+ 11 - 0
scene/main/canvas_item.cpp

@@ -491,6 +491,17 @@ int CanvasItem::get_z_index() const {
 	return z_index;
 }
 
+int CanvasItem::get_effective_z_index() const {
+	int effective_z_index = z_index;
+	if (is_z_relative()) {
+		CanvasItem *p = get_parent_item();
+		if (p) {
+			effective_z_index += p->get_effective_z_index();
+		}
+	}
+	return effective_z_index;
+}
+
 void CanvasItem::set_y_sort_enabled(bool p_enabled) {
 	y_sort_enabled = p_enabled;
 	RS::get_singleton()->canvas_item_set_sort_children_by_y(canvas_item, y_sort_enabled);

+ 1 - 0
scene/main/canvas_item.h

@@ -246,6 +246,7 @@ public:
 
 	void set_z_index(int p_z);
 	int get_z_index() const;
+	int get_effective_z_index() const;
 
 	void set_z_as_relative(bool p_enabled);
 	bool is_z_relative() const;

+ 31 - 0
scene/main/viewport.cpp

@@ -36,6 +36,7 @@
 #include "core/object/message_queue.h"
 #include "core/string/translation.h"
 #include "core/templates/pair.h"
+#include "core/templates/sort_array.h"
 #include "scene/2d/audio_listener_2d.h"
 #include "scene/2d/camera_2d.h"
 #include "scene/2d/collision_object_2d.h"
@@ -664,6 +665,25 @@ void Viewport::_process_picking() {
 				point_params.pick_point = true;
 
 				int rc = ss2d->intersect_point(point_params, res, 64);
+				if (physics_object_picking_sort) {
+					struct ComparatorCollisionObjects {
+						bool operator()(const PhysicsDirectSpaceState2D::ShapeResult &p_a, const PhysicsDirectSpaceState2D::ShapeResult &p_b) const {
+							CollisionObject2D *a = Object::cast_to<CollisionObject2D>(p_a.collider);
+							CollisionObject2D *b = Object::cast_to<CollisionObject2D>(p_b.collider);
+							if (!a || !b) {
+								return false;
+							}
+							int za = a->get_effective_z_index();
+							int zb = b->get_effective_z_index();
+							if (za != zb) {
+								return zb < za;
+							}
+							return a->is_greater_than(b);
+						}
+					};
+					SortArray<PhysicsDirectSpaceState2D::ShapeResult, ComparatorCollisionObjects> sorter;
+					sorter.sort(res, rc);
+				}
 				for (int i = 0; i < rc; i++) {
 					if (res[i].collider_id.is_valid() && res[i].collider) {
 						CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
@@ -2858,6 +2878,14 @@ bool Viewport::get_physics_object_picking() {
 	return physics_object_picking;
 }
 
+void Viewport::set_physics_object_picking_sort(bool p_enable) {
+	physics_object_picking_sort = p_enable;
+}
+
+bool Viewport::get_physics_object_picking_sort() {
+	return physics_object_picking_sort;
+}
+
 Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
 	Transform2D xf = stretch_transform * global_canvas_transform;
 	return xf.xform(p_viewport_coords);
@@ -3792,6 +3820,8 @@ void Viewport::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("set_physics_object_picking", "enable"), &Viewport::set_physics_object_picking);
 	ClassDB::bind_method(D_METHOD("get_physics_object_picking"), &Viewport::get_physics_object_picking);
+	ClassDB::bind_method(D_METHOD("set_physics_object_picking_sort", "enable"), &Viewport::set_physics_object_picking_sort);
+	ClassDB::bind_method(D_METHOD("get_physics_object_picking_sort"), &Viewport::get_physics_object_picking_sort);
 
 	ClassDB::bind_method(D_METHOD("get_viewport_rid"), &Viewport::get_viewport_rid);
 	ClassDB::bind_method(D_METHOD("push_text_input", "text"), &Viewport::push_text_input);
@@ -3943,6 +3973,7 @@ void Viewport::_bind_methods() {
 #endif
 	ADD_GROUP("Physics", "physics_");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_object_picking"), "set_physics_object_picking", "get_physics_object_picking");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_object_picking_sort"), "set_physics_object_picking_sort", "get_physics_object_picking_sort");
 	ADD_GROUP("GUI", "gui_");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gui_disable_input"), "set_disable_input", "is_input_disabled");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gui_snap_controls_to_pixels"), "set_snap_controls_to_pixels", "is_snap_controls_to_pixels_enabled");

+ 3 - 0
scene/main/viewport.h

@@ -246,6 +246,7 @@ private:
 	bool snap_2d_vertices_to_pixel = false;
 
 	bool physics_object_picking = false;
+	bool physics_object_picking_sort = false;
 	List<Ref<InputEvent>> physics_picking_events;
 	ObjectID physics_object_capture;
 	ObjectID physics_object_over;
@@ -577,6 +578,8 @@ public:
 
 	void set_physics_object_picking(bool p_enable);
 	bool get_physics_object_picking();
+	void set_physics_object_picking_sort(bool p_enable);
+	bool get_physics_object_picking_sort();
 
 	Variant gui_get_drag_data() const;