/**************************************************************************/ /* runtime_node_select.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. */ /**************************************************************************/ #ifdef DEBUG_ENABLED #include "runtime_node_select.h" #include "core/config/project_settings.h" #include "core/debugger/debugger_marshalls.h" #include "core/debugger/engine_debugger.h" #include "core/input/input.h" #include "core/math/geometry_3d.h" #include "scene/2d/camera_2d.h" #include "scene/debugger/scene_debugger_object.h" #include "scene/gui/popup_menu.h" #include "scene/main/canvas_layer.h" #include "scene/theme/theme_db.h" #ifndef PHYSICS_2D_DISABLED #include "scene/2d/physics/collision_object_2d.h" #include "scene/2d/physics/collision_polygon_2d.h" #include "scene/2d/physics/collision_shape_2d.h" #endif // PHYSICS_2D_DISABLED #ifndef _3D_DISABLED #include "scene/3d/camera_3d.h" #ifndef PHYSICS_3D_DISABLED #include "scene/3d/physics/collision_object_3d.h" #include "scene/3d/physics/collision_shape_3d.h" #endif // PHYSICS_3D_DISABLED #include "scene/3d/visual_instance_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" #include "scene/resources/surface_tool.h" #endif // _3D_DISABLED RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() { return singleton; } RuntimeNodeSelect::~RuntimeNodeSelect() { if (selection_list && !selection_list->is_visible()) { memdelete(selection_list); } if (draw_canvas.is_valid()) { RS::get_singleton()->free_rid(sel_drag_ci); RS::get_singleton()->free_rid(sbox_2d_ci); RS::get_singleton()->free_rid(draw_canvas); } } void RuntimeNodeSelect::_setup(const Dictionary &p_settings) { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input))); root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)); root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED); max_selection = p_settings.get("debugger/max_node_selection", 1); panner.instantiate(); panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback)); ViewPanner::ControlScheme panning_scheme = (ViewPanner::ControlScheme)p_settings.get("editors/panning/2d_editor_panning_scheme", 0).operator int(); bool simple_panning = p_settings.get("editors/panning/simple_panning", false); int pan_speed = p_settings.get("editors/panning/2d_editor_pan_speed", 20); Array keys = p_settings.get("canvas_item_editor/pan_view", Array()).operator Array(); panner->setup(panning_scheme, DebuggerMarshalls::deserialize_key_shortcut(keys), simple_panning); panner->setup_warped_panning(root, p_settings.get("editors/panning/warped_mouse_panning", true)); panner->set_scroll_speed(pan_speed); sel_2d_grab_dist = p_settings.get("editors/polygon_editor/point_grab_radius", 0); sel_2d_scale = MAX(1, Math::ceil(2.0 / (float)GLOBAL_GET("display/window/stretch/scale"))); selection_area_fill = p_settings.get("box_selection_fill_color", Color()); selection_area_outline = p_settings.get("box_selection_stroke_color", Color()); draw_canvas = RS::get_singleton()->canvas_create(); sel_drag_ci = RS::get_singleton()->canvas_item_create(); /// 2D Selection Box Generation sbox_2d_ci = RS::get_singleton()->canvas_item_create(); RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), draw_canvas); RS::get_singleton()->canvas_item_set_parent(sel_drag_ci, draw_canvas); RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, draw_canvas); #ifndef _3D_DISABLED cursor = Cursor(); camera_fov = p_settings.get("editors/3d/default_fov", 70); camera_znear = p_settings.get("editors/3d/default_z_near", 0.05); camera_zfar = p_settings.get("editors/3d/default_z_far", 4'000); invert_x_axis = p_settings.get("editors/3d/navigation/invert_x_axis", false); invert_y_axis = p_settings.get("editors/3d/navigation/invert_y_axis", false); warped_mouse_panning_3d = p_settings.get("editors/3d/navigation/warped_mouse_panning", true); freelook_base_speed = p_settings.get("editors/3d/freelook/freelook_base_speed", 5); freelook_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/freelook/freelook_sensitivity", 0.25)); orbit_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/navigation_feel/orbit_sensitivity", 0.004)); translation_sensitivity = p_settings.get("editors/3d/navigation_feel/translation_sensitivity", 1); /// 3D Selection Box Generation // Copied from the Node3DEditor implementation. sbox_3d_color = p_settings.get("editors/3d/selection_box_color", Color()); // Use two AABBs to create the illusion of a slightly thicker line. AABB aabb(Vector3(), Vector3(1, 1, 1)); // Create a x-ray (visible through solid surfaces) and standard version of the selection box. // Both will be drawn at the same position, but with different opacity. // This lets the user see where the selection is while still having a sense of depth. Ref st = memnew(SurfaceTool); Ref st_xray = memnew(SurfaceTool); st->begin(Mesh::PRIMITIVE_LINES); st_xray->begin(Mesh::PRIMITIVE_LINES); for (int i = 0; i < 12; i++) { Vector3 a, b; aabb.get_edge(i, a, b); st->add_vertex(a); st->add_vertex(b); st_xray->add_vertex(a); st_xray->add_vertex(b); } Ref mat = memnew(StandardMaterial3D); mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); mat->set_albedo(sbox_3d_color); mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); st->set_material(mat); sbox_3d_mesh = st->commit(); Ref mat_xray = memnew(StandardMaterial3D); mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true); mat_xray->set_albedo(sbox_3d_color * Color(1, 1, 1, 0.15)); mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); st_xray->set_material(mat_xray); sbox_3d_mesh_xray = st_xray->commit(); #endif // _3D_DISABLED SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame)); SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame)); // This function will be called before the root enters the tree at first when the Game view is passing its settings to // the debugger, so queue the update for after it enters. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT); } void RuntimeNodeSelect::_node_set_type(NodeType p_type) { node_select_type = p_type; _update_input_state(); } void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) { node_select_mode = p_mode; } void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) { camera_override = p_enabled; if (camera_first_override) { _reset_camera_2d(); #ifndef _3D_DISABLED _reset_camera_3d(); #endif // _3D_DISABLED camera_first_override = false; } else if (p_enabled) { _update_view_2d(); #ifndef _3D_DISABLED Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_3d_override_enabled()); Camera3D *override_camera = root->get_override_camera_3d(); override_camera->set_transform(_get_cursor_transform()); override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar); #endif // _3D_DISABLED } } void RuntimeNodeSelect::_root_window_input(const Ref &p_event) { Window *root = SceneTree::get_singleton()->get_root(); if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) { // Workaround for platforms that don't allow subwindows. if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) { root->set_disable_input_override(false); selection_list->push_input(p_event); callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true); } return; } bool is_dragging_camera = false; if (camera_override) { if (node_select_type == NODE_TYPE_2D) { is_dragging_camera = panner->gui_input(p_event, Rect2(Vector2(), root->get_visible_rect().get_size())); #ifndef _3D_DISABLED } else if (node_select_type == NODE_TYPE_3D && selection_drag_state == SELECTION_DRAG_NONE) { if (_handle_3d_input(p_event)) { return; } #endif // _3D_DISABLED } } Ref b = p_event; if (selection_drag_state == SELECTION_DRAG_MOVE) { Ref m = p_event; if (m.is_valid()) { _update_selection_drag(root->get_screen_transform().affine_inverse().xform(m->get_position())); return; } else if (b.is_valid()) { // Account for actions like zooming. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(b->get_position())); } } if (b.is_null()) { return; } // Ignore mouse wheel inputs. if (b->get_button_index() != MouseButton::LEFT && b->get_button_index() != MouseButton::RIGHT) { return; } if (selection_drag_state == SELECTION_DRAG_MOVE && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) { selection_drag_state = SELECTION_DRAG_END; selection_drag_area = selection_drag_area.abs(); _update_selection_drag(); // Trigger a selection in the position on release. if (multi_shortcut_pressed) { selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position()); } } if (!is_dragging_camera && b->is_pressed()) { multi_shortcut_pressed = b->is_shift_pressed(); list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed(); if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) { selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position()); } } } void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) { Object *obj = p_popup->get_item_metadata(p_index).get_validated_object(); if (obj) { Vector node; node.append(Object::cast_to(obj)); _send_ids(node); } } void RuntimeNodeSelect::_update_input_state() { SceneTree *scene_tree = SceneTree::get_singleton(); // This function can be called at the very beginning, when the root hasn't entered the tree yet. // So check first to avoid a crash. if (!scene_tree->get_root()->is_inside_tree()) { return; } bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE; Input::get_singleton()->set_disable_input(disable_input); Input::get_singleton()->set_mouse_mode_override_enabled(disable_input); scene_tree->get_root()->set_disable_input_override(disable_input); } void RuntimeNodeSelect::_process_frame() { #ifndef _3D_DISABLED if (camera_freelook) { Transform3D transform = _get_cursor_transform(); Vector3 forward = transform.basis.xform(Vector3(0, 0, -1)); const Vector3 right = transform.basis.xform(Vector3(1, 0, 0)); Vector3 up = transform.basis.xform(Vector3(0, 1, 0)); Vector3 direction; Input *input = Input::get_singleton(); bool was_input_disabled = input->is_input_disabled(); if (was_input_disabled) { input->set_disable_input(false); } if (input->is_physical_key_pressed(Key::A)) { direction -= right; } if (input->is_physical_key_pressed(Key::D)) { direction += right; } if (input->is_physical_key_pressed(Key::W)) { direction += forward; } if (input->is_physical_key_pressed(Key::S)) { direction -= forward; } if (input->is_physical_key_pressed(Key::E)) { direction += up; } if (input->is_physical_key_pressed(Key::Q)) { direction -= up; } real_t speed = freelook_base_speed; if (input->is_physical_key_pressed(Key::SHIFT)) { speed *= 3.0; } if (input->is_physical_key_pressed(Key::ALT)) { speed *= 0.333333; } if (was_input_disabled) { input->set_disable_input(true); } if (direction != Vector3()) { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_3d_override_enabled()); // Calculate the process time manually, as the time scale is frozen. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale(); const Vector3 motion = direction * speed * process_time; cursor.pos += motion; cursor.eye_pos += motion; root->get_override_camera_3d()->set_transform(_get_cursor_transform()); } } #endif // _3D_DISABLED if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) { selection_update_queued = false; if (has_selection) { _update_selection(); } } } void RuntimeNodeSelect::_physics_frame() { if (selection_drag_state != SELECTION_DRAG_END && (selection_drag_state == SELECTION_DRAG_MOVE || Math::is_inf(selection_position.x))) { return; } Window *root = SceneTree::get_singleton()->get_root(); bool selection_drag_valid = selection_drag_state == SELECTION_DRAG_END && selection_drag_area.get_area() > SELECTION_MIN_AREA; Vector items; if (node_select_type == NODE_TYPE_2D) { if (selection_drag_valid) { for (int i = 0; i < root->get_child_count(); i++) { _find_canvas_items_at_rect(selection_drag_area, root->get_child(i), items); } } else if (!Math::is_inf(selection_position.x)) { for (int i = 0; i < root->get_child_count(); i++) { _find_canvas_items_at_pos(selection_position, root->get_child(i), items); } } #ifndef _3D_DISABLED } else if (node_select_type == NODE_TYPE_3D) { if (selection_drag_valid) { _find_3d_items_at_rect(selection_drag_area, items); } else { _find_3d_items_at_pos(selection_position, items); } #endif // _3D_DISABLED } if ((prefer_group_selection || avoid_locked_nodes) && !list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) { for (int i = 0; i < items.size(); i++) { Node *node = items[i].item; Node *final_node = node; real_t order = items[i].order; // Replace the node by the group if grouped. if (prefer_group_selection) { while (node && node != root) { if (node->has_meta("_edit_group_")) { final_node = node; if (Object::cast_to(final_node)) { CanvasItem *ci_tmp = Object::cast_to(final_node); order = ci_tmp->get_effective_z_index() + ci_tmp->get_canvas_layer(); #ifndef _3D_DISABLED } else if (Object::cast_to(final_node)) { Node3D *node3d_tmp = Object::cast_to(final_node); Camera3D *camera = root->get_camera_3d(); Vector3 pos = camera->project_ray_origin(selection_position); order = -pos.distance_to(node3d_tmp->get_global_transform().origin); #endif // _3D_DISABLED } } node = node->get_parent(); } } // Filter out locked nodes. if (avoid_locked_nodes && final_node->get_meta("_edit_lock_", false)) { items.remove_at(i); i--; continue; } items.write[i].item = final_node; items.write[i].order = order; } } // Remove possible duplicates. for (int i = 0; i < items.size(); i++) { Node *item = items[i].item; for (int j = 0; j < i; j++) { if (items[j].item == item) { items.remove_at(i); i--; break; } } } items.sort(); switch (selection_drag_state) { case SELECTION_DRAG_END: { selection_position = Point2(Math::INF, Math::INF); selection_drag_state = SELECTION_DRAG_NONE; if (selection_drag_area.get_area() > SELECTION_MIN_AREA) { if (!items.is_empty()) { Vector nodes; for (const SelectResult item : items) { nodes.append(item.item); } _send_ids(nodes, false); } _update_selection_drag(); return; } _update_selection_drag(); } break; case SELECTION_DRAG_NONE: { if (node_select_mode == SELECT_MODE_LIST) { break; } if (multi_shortcut_pressed) { // Allow forcing box selection when an item was clicked. selection_drag_state = SELECTION_DRAG_MOVE; } else if (items.is_empty()) { #ifdef _3D_DISABLED if (!selected_ci_nodes.is_empty()) { #else if (!selected_ci_nodes.is_empty() || !selected_3d_nodes.is_empty()) { #endif // _3D_DISABLED EngineDebugger::get_singleton()->send_message("remote_nothing_selected", Array()); _clear_selection(); } selection_drag_state = SELECTION_DRAG_MOVE; } else { break; } [[fallthrough]]; } case SELECTION_DRAG_MOVE: { selection_drag_area.position = selection_position; // Stop selection on click, so it can happen on release if the selection area doesn't pass the threshold. if (multi_shortcut_pressed) { return; } } } if (items.is_empty()) { selection_position = Point2(Math::INF, Math::INF); return; } if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) { selection_position = Point2(Math::INF, Math::INF); Vector node; node.append(items[0].item); _send_ids(node); return; } if (!selection_list && (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST)) { _open_selection_list(items, selection_position); } selection_position = Point2(Math::INF, Math::INF); } void RuntimeNodeSelect::_send_ids(const Vector &p_picked_nodes, bool p_invert_new_selections) { ERR_FAIL_COND(p_picked_nodes.is_empty()); Vector picked_nodes = p_picked_nodes; Array message; if (!multi_shortcut_pressed) { if (picked_nodes.size() > max_selection) { picked_nodes.resize(max_selection); EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array()); } for (const Node *node : picked_nodes) { SceneDebuggerObject obj(node->get_instance_id()); Array arr; obj.serialize(arr); message.append(arr); } EngineDebugger::get_singleton()->send_message("remote_objects_selected", message); _set_selected_nodes(picked_nodes); return; } LocalVector nodes; LocalVector ids; for (Node *node : picked_nodes) { ObjectID id = node->get_instance_id(); if (CanvasItem *ci = Object::cast_to(node)) { if (selected_ci_nodes.has(id)) { if (p_invert_new_selections) { selected_ci_nodes.erase(id); } } else { ids.push_back(id); nodes.push_back(ci); } } else { #ifndef _3D_DISABLED if (Node3D *node3d = Object::cast_to(node)) { if (selected_3d_nodes.has(id)) { if (p_invert_new_selections) { selected_3d_nodes.erase(id); } } else { ids.push_back(id); nodes.push_back(node3d); } } #endif // _3D_DISABLED } } uint32_t limit = max_selection - selected_ci_nodes.size(); #ifndef _3D_DISABLED limit -= selected_3d_nodes.size(); #endif // _3D_DISABLED if (ids.size() > limit) { ids.resize(limit); nodes.resize(limit); EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array()); } for (ObjectID id : selected_ci_nodes) { ids.push_back(id); nodes.push_back(ObjectDB::get_instance(id)); } #ifndef _3D_DISABLED for (const KeyValue> &KV : selected_3d_nodes) { ids.push_back(KV.key); nodes.push_back(ObjectDB::get_instance(KV.key)); } #endif // _3D_DISABLED if (ids.is_empty()) { EngineDebugger::get_singleton()->send_message("remote_nothing_selected", message); } else { for (const ObjectID &id : ids) { SceneDebuggerObject obj(id); Array arr; obj.serialize(arr); message.append(arr); } EngineDebugger::get_singleton()->send_message("remote_objects_selected", message); } _set_selected_nodes(Vector(nodes)); } void RuntimeNodeSelect::_set_selected_nodes(const Vector &p_nodes) { if (p_nodes.is_empty()) { _clear_selection(); return; } bool changed = false; LocalVector nodes_ci; #ifndef _3D_DISABLED HashMap> nodes_3d; #endif // _3D_DISABLED for (Node *node : p_nodes) { ObjectID id = node->get_instance_id(); if (Object::cast_to(node)) { if (!changed || !selected_ci_nodes.has(id)) { changed = true; } nodes_ci.push_back(id); } else { #ifndef _3D_DISABLED Node3D *node_3d = Object::cast_to(node); if (!node_3d || !node_3d->is_inside_world()) { continue; } if (!changed || !selected_3d_nodes.has(id)) { changed = true; } if (selected_3d_nodes.has(id)) { // Assign an already available visual instance. nodes_3d[id] = selected_3d_nodes.get(id); continue; } if (sbox_3d_mesh.is_null() || sbox_3d_mesh_xray.is_null()) { continue; } Ref sb; sb.instantiate(); nodes_3d[id] = sb; RID scenario = node_3d->get_world_3d()->get_scenario(); sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario); sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario); RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF); RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF); RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario); sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario); RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF); RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF); RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); #endif // _3D_DISABLED } } #ifdef _3D_DISABLED if (!changed && nodes_ci.size() == selected_ci_nodes.size()) { return; } #else if (!changed && nodes_ci.size() == selected_ci_nodes.size() && nodes_3d.size() == selected_3d_nodes.size()) { return; } #endif // _3D_DISABLED _clear_selection(); selected_ci_nodes = nodes_ci; has_selection = !nodes_ci.is_empty(); #ifndef _3D_DISABLED if (!nodes_3d.is_empty()) { selected_3d_nodes = nodes_3d; has_selection = true; } #endif // _3D_DISABLED _queue_selection_update(); } void RuntimeNodeSelect::_queue_selection_update() { if (has_selection && selection_visible) { if (SceneTree::get_singleton()->is_suspended()) { _update_selection(); } else { selection_update_queued = true; } } } void RuntimeNodeSelect::_update_selection() { RS::get_singleton()->canvas_item_clear(sbox_2d_ci); RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible); for (LocalVector::Iterator E = selected_ci_nodes.begin(); E != selected_ci_nodes.end(); ++E) { ObjectID id = *E; CanvasItem *ci = ObjectDB::get_instance(id); if (!ci) { selected_ci_nodes.erase(id); --E; continue; } if (!ci->is_inside_tree()) { continue; } Transform2D xform = ci->get_global_transform_with_canvas(); // Fallback. Rect2 rect = Rect2(Vector2(), Vector2(10, 10)); if (ci->_edit_use_rect()) { rect = ci->_edit_get_rect(); } else { #ifndef PHYSICS_2D_DISABLED CollisionShape2D *collision_shape = Object::cast_to(ci); if (collision_shape) { Ref shape = collision_shape->get_shape(); if (shape.is_valid()) { rect = shape->get_rect(); } } #endif // PHYSICS_2D_DISABLED } const Vector2 endpoints[4] = { xform.xform(rect.position), xform.xform(rect.position + Point2(rect.size.x, 0)), xform.xform(rect.position + rect.size), xform.xform(rect.position + Point2(0, rect.size.y)) }; const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7); for (int i = 0; i < 4; i++) { RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, sel_2d_scale); } } #ifndef _3D_DISABLED for (HashMap>::ConstIterator KV = selected_3d_nodes.begin(); KV != selected_3d_nodes.end(); ++KV) { ObjectID id = KV->key; Node3D *node_3d = ObjectDB::get_instance(id); if (!node_3d) { selected_3d_nodes.erase(id); --KV; continue; } if (!node_3d->is_inside_tree()) { continue; } // Fallback. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1)); VisualInstance3D *visual_instance = Object::cast_to(node_3d); if (visual_instance) { bounds = visual_instance->get_aabb(); } else { #ifndef PHYSICS_3D_DISABLED CollisionShape3D *collision_shape = Object::cast_to(node_3d); if (collision_shape) { Ref shape = collision_shape->get_shape(); if (shape.is_valid()) { bounds = shape->get_debug_mesh()->get_aabb(); } } #endif // PHYSICS_3D_DISABLED } Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform(); bounds = xform_to_top_level_parent_space.xform(bounds); Transform3D t = node_3d->get_global_transform(); Ref sb = KV->value; if (t == sb->transform && bounds == sb->bounds) { continue; // Nothing changed. } sb->transform = t; sb->bounds = bounds; Transform3D t_offset = t; // Apply AABB scaling before item's global transform. { const Vector3 offset(0.005, 0.005, 0.005); Basis aabb_s; aabb_s.scale(bounds.size + offset); t.translate_local(bounds.position - offset / 2); t.basis = t.basis * aabb_s; } { const Vector3 offset(0.01, 0.01, 0.01); Basis aabb_s; aabb_s.scale(bounds.size + offset); t_offset.translate_local(bounds.position - offset / 2); t_offset.basis = t_offset.basis * aabb_s; } RS::get_singleton()->instance_set_visible(sb->instance, selection_visible); RS::get_singleton()->instance_set_visible(sb->instance_ofs, selection_visible); RS::get_singleton()->instance_set_visible(sb->instance_xray, selection_visible); RS::get_singleton()->instance_set_visible(sb->instance_xray_ofs, selection_visible); RS::get_singleton()->instance_set_transform(sb->instance, t); RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset); RS::get_singleton()->instance_set_transform(sb->instance_xray, t); RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset); } #endif // _3D_DISABLED } void RuntimeNodeSelect::_clear_selection() { selected_ci_nodes.clear(); if (draw_canvas.is_valid()) { RS::get_singleton()->canvas_item_clear(sbox_2d_ci); } #ifndef _3D_DISABLED selected_3d_nodes.clear(); #endif // _3D_DISABLED has_selection = false; } void RuntimeNodeSelect::_update_selection_drag(const Point2 &p_end_pos) { RS::get_singleton()->canvas_item_clear(sel_drag_ci); if (selection_drag_state != SELECTION_DRAG_MOVE) { return; } selection_drag_area.size = p_end_pos - selection_drag_area.position; if (selection_drag_state == SELECTION_DRAG_END) { return; } Rect2 selection_drawing = selection_drag_area.abs(); int thickness = 1; const Vector2 endpoints[4] = { selection_drawing.position, selection_drawing.position + Point2(selection_drawing.size.x, 0), selection_drawing.position + selection_drawing.size, selection_drawing.position + Point2(0, selection_drawing.size.y) }; // Draw fill. RS::get_singleton()->canvas_item_add_rect(sel_drag_ci, selection_drawing, selection_area_fill); // Draw outline. for (int i = 0; i < 4; i++) { RS::get_singleton()->canvas_item_add_line(sel_drag_ci, endpoints[i], endpoints[(i + 1) % 4], selection_area_outline, thickness); } } void RuntimeNodeSelect::_open_selection_list(const Vector &p_items, const Point2 &p_pos) { Window *root = SceneTree::get_singleton()->get_root(); selection_list = memnew(PopupMenu); selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme()); selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); selection_list->set_force_native(true); selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list)); selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list)); root->add_child(selection_list); for (const SelectResult &I : p_items) { int locked = 0; if (I.item->get_meta("_edit_lock_", false)) { locked = 1; } else { Node *scene = SceneTree::get_singleton()->get_root(); Node *node = I.item; while (node && node != scene->get_parent()) { if (node->has_meta("_edit_group_")) { locked = 2; } node = node->get_parent(); } } String suffix; if (locked == 1) { suffix = " (" + RTR("Locked") + ")"; } else if (locked == 2) { suffix = " (" + RTR("Grouped") + ")"; } selection_list->add_item((String)I.item->get_name() + suffix); selection_list->set_item_metadata(-1, I.item); } selection_list->set_position(selection_list->is_embedded() ? p_pos : (Input::get_singleton()->get_mouse_position() + root->get_position())); selection_list->reset_size(); selection_list->popup(); selection_list->set_content_scale_factor(1); selection_list->set_min_size(selection_list->get_contents_minimum_size()); selection_list->reset_size(); // FIXME: Ugly hack that stops the popup from hiding when the button is released. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0)); } void RuntimeNodeSelect::_close_selection_list() { selection_list->queue_free(); selection_list = nullptr; } void RuntimeNodeSelect::_set_selection_visible(bool p_visible) { selection_visible = p_visible; if (has_selection) { _update_selection(); } } void RuntimeNodeSelect::_set_avoid_locked(bool p_enabled) { avoid_locked_nodes = p_enabled; } void RuntimeNodeSelect::_set_prefer_group(bool p_enabled) { prefer_group_selection = p_enabled; } // Copied and trimmed from the CanvasItemEditor implementation. void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) { if (!p_node || Object::cast_to(p_node)) { return; } CanvasItem *ci = Object::cast_to(p_node); for (int i = p_node->get_child_count() - 1; i >= 0; i--) { if (ci) { if (!ci->is_set_as_top_level()) { _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform); } else { _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform); } } else { CanvasLayer *cl = Object::cast_to(p_node); _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform); } } if (!ci || !ci->is_visible_in_tree()) { return; } Transform2D xform = p_canvas_xform; if (!ci->is_set_as_top_level()) { xform *= p_parent_xform; } Window *root = SceneTree::get_singleton()->get_root(); Point2 pos; // Cameras don't affect `CanvasLayer`s. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) { pos = root->get_canvas_transform().affine_inverse().xform(p_pos); } else { pos = p_pos; } xform = (xform * ci->get_transform()).affine_inverse(); const real_t local_grab_distance = xform.basis_xform(Vector2(sel_2d_grab_dist, 0)).length() / view_2d_zoom; if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) { SelectResult res; res.item = ci; res.order = ci->get_effective_z_index() + ci->get_canvas_layer(); r_items.push_back(res); #ifndef PHYSICS_2D_DISABLED // If it's a shape, get the collision object it's from. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list. if (Object::cast_to(ci) || Object::cast_to(ci)) { CollisionObject2D *collision_object = Object::cast_to(ci->get_parent()); if (collision_object) { SelectResult res_col; res_col.item = ci->get_parent(); res_col.order = collision_object->get_z_index() + ci->get_canvas_layer(); r_items.push_back(res_col); } } #endif // PHYSICS_2D_DISABLED } } // Copied and trimmed from the CanvasItemEditor implementation. void RuntimeNodeSelect::_find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) { if (!p_node || Object::cast_to(p_node)) { return; } CanvasItem *ci = Object::cast_to(p_node); for (int i = p_node->get_child_count() - 1; i >= 0; i--) { if (ci) { if (!ci->is_set_as_top_level()) { _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform); } else { _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform); } } else { CanvasLayer *cl = Object::cast_to(p_node); _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform); } } if (!ci || !ci->is_visible_in_tree()) { return; } Transform2D xform = p_canvas_xform; if (!ci->is_set_as_top_level()) { xform *= p_parent_xform; } Window *root = SceneTree::get_singleton()->get_root(); Rect2 rect; // Cameras don't affect `CanvasLayer`s. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) { rect = root->get_canvas_transform().affine_inverse().xform(p_rect); } else { rect = p_rect; } rect = (xform * ci->get_transform()).affine_inverse().xform(rect); bool selected = false; if (ci->_edit_use_rect()) { Rect2 ci_rect = ci->_edit_get_rect(); if (rect.has_point(ci_rect.position) && rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, 0)) && rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, ci_rect.size.y)) && rect.has_point(ci_rect.position + Vector2(0, ci_rect.size.y))) { selected = true; } } else if (rect.has_point(Point2())) { selected = true; } if (selected) { SelectResult res; res.item = ci; res.order = ci->get_effective_z_index() + ci->get_canvas_layer(); r_items.push_back(res); } } void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref p_event) { Vector2 scroll = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_scroll_vec); view_2d_offset.x -= scroll.x / view_2d_zoom; view_2d_offset.y -= scroll.y / view_2d_zoom; _update_view_2d(); } // A very shallow copy of the same function inside CanvasItemEditor. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event) { real_t prev_zoom = view_2d_zoom; view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM); Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin); view_2d_offset += pos / prev_zoom - pos / view_2d_zoom; // We want to align in-scene pixels to screen pixels, this prevents blurry rendering // of small details (texts, lines). // This correction adds a jitter movement when zooming, so we correct only when the // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway) const real_t closest_zoom_factor = Math::round(view_2d_zoom); if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) { // Make sure scene pixel at view_offset is aligned on a screen pixel. Vector2 view_offset_int = view_2d_offset.floor(); Vector2 view_offset_frac = view_2d_offset - view_offset_int; view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor; } _update_view_2d(); } void RuntimeNodeSelect::_reset_camera_2d() { camera_first_override = true; Window *root = SceneTree::get_singleton()->get_root(); Camera2D *game_camera = root->is_camera_2d_override_enabled() ? root->get_overridden_camera_2d() : root->get_camera_2d(); if (game_camera) { // Ideally we should be using Camera2D::get_camera_transform() but it's not so this hack will have to do for now. view_2d_offset = game_camera->get_camera_screen_center() - (0.5 * root->get_visible_rect().size); } else { view_2d_offset = Vector2(); } view_2d_zoom = 1; if (root->is_camera_2d_override_enabled()) { _update_view_2d(); } } void RuntimeNodeSelect::_update_view_2d() { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_2d_override_enabled()); Camera2D *override_camera = root->get_override_camera_2d(); override_camera->set_anchor_mode(Camera2D::ANCHOR_MODE_FIXED_TOP_LEFT); override_camera->set_zoom(Vector2(view_2d_zoom, view_2d_zoom)); override_camera->set_offset(view_2d_offset); _queue_selection_update(); } #ifndef _3D_DISABLED void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector &r_items) { Window *root = SceneTree::get_singleton()->get_root(); Vector3 ray, pos, to; Camera3D *camera = root->get_camera_3d(); if (!camera) { return; } ray = camera->project_ray_normal(p_pos); pos = camera->project_ray_origin(p_pos); to = pos + ray * camera->get_far(); #ifndef PHYSICS_3D_DISABLED // Start with physical objects. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state(); PhysicsDirectSpaceState3D::RayResult result; HashSet excluded; PhysicsDirectSpaceState3D::RayParameters ray_params; ray_params.from = pos; ray_params.to = to; ray_params.collide_with_areas = true; while (true) { ray_params.exclude = excluded; if (ss->intersect_ray(ray_params, result)) { SelectResult res; res.item = Object::cast_to(result.collider); res.order = -pos.distance_to(result.position); // Fetch collision shapes. CollisionObject3D *collision = Object::cast_to(result.collider); if (collision) { List owners; collision->get_shape_owners(&owners); for (uint32_t &I : owners) { SelectResult res_shape; res_shape.item = Object::cast_to(collision->shape_owner_get_owner(I)); res_shape.order = res.order; r_items.push_back(res_shape); } } r_items.push_back(res); excluded.insert(result.rid); } else { break; } } #endif // PHYSICS_3D_DISABLED // Then go for the meshes. Vector items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario()); for (int i = 0; i < items.size(); i++) { Object *obj = ObjectDB::get_instance(items[i]); GeometryInstance3D *geo_instance = Object::cast_to(obj); if (geo_instance) { Ref mesh_collision = geo_instance->generate_triangle_mesh(); if (mesh_collision.is_valid()) { Transform3D gt = geo_instance->get_global_transform(); Transform3D ai = gt.affine_inverse(); Vector3 point, normal; if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) { SelectResult res; res.item = Object::cast_to(obj); res.order = -pos.distance_to(gt.xform(point)); r_items.push_back(res); continue; } } } items.remove_at(i); i--; } } void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector &r_items) { Window *root = SceneTree::get_singleton()->get_root(); Camera3D *camera = root->get_camera_3d(); if (!camera) { return; } Vector3 cam_pos = camera->get_global_position(); Vector3 dist_pos = camera->project_ray_origin(p_rect.position + p_rect.size / 2); real_t znear = camera->get_near(); real_t zfar = camera->get_far(); real_t zofs = MAX(0.0, 5.0 - znear); const Point2 pos_end = p_rect.position + p_rect.size; Vector3 box[4] = { Vector3( MIN(p_rect.position.x, pos_end.x), MIN(p_rect.position.y, pos_end.y), zofs), Vector3( MAX(p_rect.position.x, pos_end.x), MIN(p_rect.position.y, pos_end.y), zofs), Vector3( MAX(p_rect.position.x, pos_end.x), MAX(p_rect.position.y, pos_end.y), zofs), Vector3( MIN(p_rect.position.x, pos_end.x), MAX(p_rect.position.y, pos_end.y), zofs) }; Vector frustum; for (int i = 0; i < 4; i++) { Vector3 a = _get_screen_to_space(box[i]); Vector3 b = _get_screen_to_space(box[(i + 1) % 4]); frustum.push_back(Plane(a, b, cam_pos)); } // Get the camera normal. Plane near_plane = Plane(camera->get_global_transform().basis.get_column(2), cam_pos); near_plane.d -= znear; frustum.push_back(near_plane); Plane far_plane = -near_plane; far_plane.d += zfar; frustum.push_back(far_plane); // Keep track of the currently listed nodes, so repeats can be ignored. HashSet node_list; #ifndef PHYSICS_3D_DISABLED Vector points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size()); Ref shape; shape.instantiate(); shape->set_points(points); // Start with physical objects. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state(); PhysicsDirectSpaceState3D::ShapeResult results[32]; PhysicsDirectSpaceState3D::ShapeParameters shape_params; shape_params.shape_rid = shape->get_rid(); shape_params.collide_with_areas = true; const int num_hits = ss->intersect_shape(shape_params, results, 32); for (int i = 0; i < num_hits; i++) { const PhysicsDirectSpaceState3D::ShapeResult &result = results[i]; SelectResult res; res.item = Object::cast_to(result.collider); res.order = -dist_pos.distance_to(Object::cast_to(res.item)->get_global_transform().origin); // Fetch collision shapes. CollisionObject3D *collision = Object::cast_to(result.collider); if (collision) { List owners; collision->get_shape_owners(&owners); for (uint32_t &I : owners) { SelectResult res_shape; res_shape.item = Object::cast_to(collision->shape_owner_get_owner(I)); if (!node_list.has(res_shape.item)) { node_list.insert(res_shape.item); res_shape.order = res.order; r_items.push_back(res_shape); } } } if (!node_list.has(res.item)) { node_list.insert(res.item); r_items.push_back(res); } } #endif // PHYSICS_3D_DISABLED // Then go for the meshes. Vector items = RS::get_singleton()->instances_cull_convex(frustum, root->get_world_3d()->get_scenario()); for (int i = 0; i < items.size(); i++) { Object *obj = ObjectDB::get_instance(items[i]); GeometryInstance3D *geo_instance = Object::cast_to(obj); if (geo_instance) { Ref mesh_collision = geo_instance->generate_triangle_mesh(); if (mesh_collision.is_valid()) { Transform3D gt = geo_instance->get_global_transform(); Vector3 mesh_scale = gt.get_basis().get_scale(); gt.orthonormalize(); Transform3D it = gt.affine_inverse(); Vector transformed_frustum; int plane_count = frustum.size(); transformed_frustum.resize(plane_count); for (int j = 0; j < plane_count; j++) { transformed_frustum.write[j] = it.xform(frustum[j]); } Vector convex_points = Geometry3D::compute_convex_mesh_points(transformed_frustum.ptr(), plane_count); if (mesh_collision->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) { SelectResult res; res.item = Object::cast_to(obj); if (!node_list.has(res.item)) { node_list.insert(res.item); res.order = -dist_pos.distance_to(gt.origin); r_items.push_back(res); } continue; } } } items.remove_at(i); i--; } } Vector3 RuntimeNodeSelect::_get_screen_to_space(const Vector3 &p_vector3) { Window *root = SceneTree::get_singleton()->get_root(); Camera3D *camera = root->get_camera_3d(); Transform3D camera_transform = camera->get_camera_transform(); Size2 size = root->get_size(); real_t znear = camera->get_near(); Projection cm = Projection::create_perspective(camera->get_fov(), size.aspect(), znear + p_vector3.z, camera->get_far()); Vector2 screen_he = cm.get_viewport_half_extents(); return camera_transform.xform(Vector3(((p_vector3.x / size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (p_vector3.y / size.height)) * 2.0 - 1.0) * screen_he.y, -(znear + p_vector3.z))); } bool RuntimeNodeSelect::_handle_3d_input(const Ref &p_event) { Ref b = p_event; if (b.is_valid()) { const real_t zoom_factor = 1.08 * b->get_factor(); switch (b->get_button_index()) { case MouseButton::WHEEL_UP: { if (!camera_freelook) { _cursor_scale_distance(1.0 / zoom_factor); } else { _scale_freelook_speed(zoom_factor); } return true; } break; case MouseButton::WHEEL_DOWN: { if (!camera_freelook) { _cursor_scale_distance(zoom_factor); } else { _scale_freelook_speed(1.0 / zoom_factor); } return true; } break; case MouseButton::RIGHT: { _set_camera_freelook_enabled(b->is_pressed()); return true; } break; default: { } } } Ref m = p_event; if (m.is_valid()) { if (camera_freelook) { _cursor_look(m); } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) { if (m->is_shift_pressed()) { _cursor_pan(m); } else { _cursor_orbit(m); } } return true; } Ref k = p_event; if (k.is_valid()) { if (k->get_physical_keycode() == Key::ESCAPE) { _set_camera_freelook_enabled(false); return true; } else if (k->is_ctrl_pressed()) { switch (k->get_physical_keycode()) { case Key::EQUAL: { ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false); cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar); return true; } break; case Key::MINUS: { ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false); cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar); return true; } break; case Key::KEY_0: { ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false); cursor.fov_scale = 1; SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov, camera_znear, camera_zfar); return true; } break; default: { } } } } // TODO: Handle magnify and pan input gestures. return false; } void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) { camera_freelook = p_enabled; if (p_enabled) { // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1)); cursor.eye_pos = cursor.pos - cursor.distance * forward; previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position(); // Hide mouse like in an FPS (warping doesn't work). Input::get_singleton()->set_mouse_mode_override(Input::MouseMode::MOUSE_MODE_CAPTURED); } else { // Restore mouse. Input::get_singleton()->set_mouse_mode_override(Input::MouseMode::MOUSE_MODE_VISIBLE); // Restore the previous mouse position when leaving freelook mode. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor // due to OS limitations. Input::get_singleton()->warp_mouse(previous_mouse_position); } } void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) { ERR_FAIL_COND(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled()); real_t min_distance = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM); real_t max_distance = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM); cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance); SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_transform(_get_cursor_transform()); } void RuntimeNodeSelect::_scale_freelook_speed(real_t p_scale) { real_t min_speed = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM); real_t max_speed = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM); if (unlikely(min_speed > max_speed)) { freelook_base_speed = (min_speed + max_speed) / 2; } else { freelook_base_speed = CLAMP(freelook_base_speed * p_scale, min_speed, max_speed); } } void RuntimeNodeSelect::_cursor_look(Ref p_event) { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_3d_override_enabled()); const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(), root->get_size())); const Transform3D prev_camera_transform = _get_cursor_transform(); if (invert_y_axis) { cursor.x_rot -= relative.y * freelook_sensitivity; } else { cursor.x_rot += relative.y * freelook_sensitivity; } // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57); cursor.y_rot += relative.x * freelook_sensitivity; // Look is like the opposite of Orbit: the focus point rotates around the camera. Transform3D camera_transform = _get_cursor_transform(); Vector3 pos = camera_transform.xform(Vector3(0, 0, 0)); Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0)); Vector3 diff = prev_pos - pos; cursor.pos += diff; root->get_override_camera_3d()->set_transform(_get_cursor_transform()); } void RuntimeNodeSelect::_cursor_pan(Ref p_event) { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_3d_override_enabled()); // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2))); const real_t pan_speed = translation_sensitivity / 150.0; Transform3D camera_transform; camera_transform.translate_local(cursor.pos); camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot); camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot); Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0); translation *= cursor.distance / 4; camera_transform.translate_local(translation); cursor.pos = camera_transform.origin; root->get_override_camera_3d()->set_transform(_get_cursor_transform()); } void RuntimeNodeSelect::_cursor_orbit(Ref p_event) { Window *root = SceneTree::get_singleton()->get_root(); ERR_FAIL_COND(!root->is_camera_3d_override_enabled()); // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2))); if (invert_y_axis) { cursor.x_rot -= relative.y * orbit_sensitivity; } else { cursor.x_rot += relative.y * orbit_sensitivity; } // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57); if (invert_x_axis) { cursor.y_rot -= relative.x * orbit_sensitivity; } else { cursor.y_rot += relative.x * orbit_sensitivity; } root->get_override_camera_3d()->set_transform(_get_cursor_transform()); } Point2 RuntimeNodeSelect::_get_warped_mouse_motion(const Ref &p_event, Rect2 p_area) const { ERR_FAIL_COND_V(p_event.is_null(), Point2()); if (warped_mouse_panning_3d) { return Input::get_singleton()->warp_mouse_motion(p_event, p_area); } return p_event->get_relative(); } Transform3D RuntimeNodeSelect::_get_cursor_transform() { Transform3D camera_transform; camera_transform.translate_local(cursor.pos); camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot); camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot); camera_transform.translate_local(0, 0, cursor.distance); return camera_transform; } void RuntimeNodeSelect::_reset_camera_3d() { camera_first_override = true; cursor = Cursor(); Window *root = SceneTree::get_singleton()->get_root(); Camera3D *game_camera = root->is_camera_3d_override_enabled() ? root->get_overridden_camera_3d() : root->get_camera_3d(); if (game_camera) { Transform3D transform = game_camera->get_camera_transform(); transform.translate_local(0, 0, -cursor.distance); cursor.pos = transform.origin; cursor.x_rot = -game_camera->get_global_rotation().x; cursor.y_rot = -game_camera->get_global_rotation().y; cursor.fov_scale = CLAMP(game_camera->get_fov() / camera_fov, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); } else { cursor.fov_scale = 1.0; } if (root->is_camera_3d_override_enabled()) { Camera3D *override_camera = root->get_override_camera_3d(); override_camera->set_transform(_get_cursor_transform()); override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar); } } #endif // _3D_DISABLED #endif // DEBUG_ENABLED