scene_debugger.cpp 98 KB

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  1. /**************************************************************************/
  2. /* scene_debugger.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "scene_debugger.h"
  31. #include "core/debugger/debugger_marshalls.h"
  32. #include "core/debugger/engine_debugger.h"
  33. #include "core/io/dir_access.h"
  34. #include "core/io/marshalls.h"
  35. #include "core/io/resource_loader.h"
  36. #include "core/io/resource_saver.h"
  37. #include "core/math/math_fieldwise.h"
  38. #include "core/object/script_language.h"
  39. #include "core/os/time.h"
  40. #include "core/templates/local_vector.h"
  41. #include "scene/2d/camera_2d.h"
  42. #include "scene/gui/popup_menu.h"
  43. #include "scene/main/canvas_layer.h"
  44. #include "scene/main/scene_tree.h"
  45. #include "scene/main/window.h"
  46. #include "scene/resources/packed_scene.h"
  47. #include "scene/theme/theme_db.h"
  48. #include "servers/audio/audio_server.h"
  49. #ifndef PHYSICS_2D_DISABLED
  50. #include "scene/2d/physics/collision_object_2d.h"
  51. #include "scene/2d/physics/collision_polygon_2d.h"
  52. #include "scene/2d/physics/collision_shape_2d.h"
  53. #endif // PHYSICS_2D_DISABLED
  54. #ifndef _3D_DISABLED
  55. #include "scene/3d/camera_3d.h"
  56. #ifndef PHYSICS_3D_DISABLED
  57. #include "scene/3d/physics/collision_object_3d.h"
  58. #include "scene/3d/physics/collision_shape_3d.h"
  59. #endif // PHYSICS_3D_DISABLED
  60. #include "scene/3d/visual_instance_3d.h"
  61. #include "scene/resources/3d/convex_polygon_shape_3d.h"
  62. #include "scene/resources/surface_tool.h"
  63. #endif // _3D_DISABLED
  64. SceneDebugger::SceneDebugger() {
  65. singleton = this;
  66. #ifdef DEBUG_ENABLED
  67. LiveEditor::singleton = memnew(LiveEditor);
  68. RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
  69. EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
  70. #endif // DEBUG_ENABLED
  71. }
  72. SceneDebugger::~SceneDebugger() {
  73. #ifdef DEBUG_ENABLED
  74. if (LiveEditor::singleton) {
  75. EngineDebugger::unregister_message_capture("scene");
  76. memdelete(LiveEditor::singleton);
  77. LiveEditor::singleton = nullptr;
  78. }
  79. if (RuntimeNodeSelect::singleton) {
  80. memdelete(RuntimeNodeSelect::singleton);
  81. RuntimeNodeSelect::singleton = nullptr;
  82. }
  83. #endif // DEBUG_ENABLED
  84. singleton = nullptr;
  85. }
  86. void SceneDebugger::initialize() {
  87. if (EngineDebugger::is_active()) {
  88. #ifdef DEBUG_ENABLED
  89. _init_message_handlers();
  90. #endif
  91. memnew(SceneDebugger);
  92. }
  93. }
  94. void SceneDebugger::deinitialize() {
  95. if (singleton) {
  96. memdelete(singleton);
  97. }
  98. }
  99. #ifdef DEBUG_ENABLED
  100. void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) {
  101. Ref<InputEventKey> k = p_event;
  102. if (p_shortcut.is_valid() && k.is_valid() && k->is_pressed() && !k->is_echo() && p_shortcut->matches_event(k)) {
  103. EngineDebugger::get_singleton()->send_message("request_quit", Array());
  104. }
  105. }
  106. void SceneDebugger::_handle_embed_input(const Ref<InputEvent> &p_event, const Dictionary &p_settings) {
  107. Ref<InputEventKey> k = p_event;
  108. if (k.is_null() || !k->is_pressed()) {
  109. return;
  110. }
  111. Ref<Shortcut> p_shortcut = p_settings.get("editor/next_frame_embedded_project", Ref<Shortcut>());
  112. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  113. EngineDebugger::get_singleton()->send_message("request_embed_next_frame", Array());
  114. return;
  115. }
  116. if (k->is_echo()) {
  117. return;
  118. } // Shortcuts that doesn't need is_echo goes below here
  119. p_shortcut = p_settings.get("editor/suspend_resume_embedded_project", Ref<Shortcut>());
  120. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  121. EngineDebugger::get_singleton()->send_message("request_embed_suspend_toggle", Array());
  122. return;
  123. }
  124. }
  125. Error SceneDebugger::_msg_setup_scene(const Array &p_args) {
  126. SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_input).bind(DebuggerMarshalls::deserialize_key_shortcut(p_args)));
  127. return OK;
  128. }
  129. Error SceneDebugger::_msg_request_scene_tree(const Array &p_args) {
  130. LiveEditor::get_singleton()->_send_tree();
  131. return OK;
  132. }
  133. Error SceneDebugger::_msg_save_node(const Array &p_args) {
  134. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  135. _save_node(p_args[0], p_args[1]);
  136. Array arr;
  137. arr.append(p_args[1]);
  138. EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
  139. return OK;
  140. }
  141. Error SceneDebugger::_msg_inspect_objects(const Array &p_args) {
  142. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  143. Vector<ObjectID> ids;
  144. for (const Variant &id : (Array)p_args[0]) {
  145. ids.append(ObjectID(id.operator uint64_t()));
  146. }
  147. _send_object_ids(ids, p_args[1]);
  148. return OK;
  149. }
  150. #ifndef DISABLE_DEPRECATED
  151. Error SceneDebugger::_msg_inspect_object(const Array &p_args) {
  152. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  153. // Legacy compatibility: convert single object ID to new format, then send single object response.
  154. Vector<ObjectID> ids;
  155. ids.append(ObjectID(p_args[0].operator uint64_t()));
  156. SceneDebuggerObject obj(ids[0]);
  157. if (obj.id.is_null()) {
  158. EngineDebugger::get_singleton()->send_message("scene:inspect_object", Array());
  159. return OK;
  160. }
  161. Array arr;
  162. obj.serialize(arr);
  163. EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr);
  164. return OK;
  165. }
  166. #endif // DISABLE_DEPRECATED
  167. Error SceneDebugger::_msg_clear_selection(const Array &p_args) {
  168. RuntimeNodeSelect::get_singleton()->_clear_selection();
  169. return OK;
  170. }
  171. Error SceneDebugger::_msg_suspend_changed(const Array &p_args) {
  172. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  173. bool suspended = p_args[0];
  174. SceneTree::get_singleton()->set_suspend(suspended);
  175. RuntimeNodeSelect::get_singleton()->_update_input_state();
  176. return OK;
  177. }
  178. Error SceneDebugger::_msg_next_frame(const Array &p_args) {
  179. _next_frame();
  180. return OK;
  181. }
  182. Error SceneDebugger::_msg_speed_changed(const Array &p_args) {
  183. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  184. double time_scale_user = p_args[0];
  185. Engine::get_singleton()->set_user_time_scale(time_scale_user);
  186. return OK;
  187. }
  188. Error SceneDebugger::_msg_debug_mute_audio(const Array &p_args) {
  189. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  190. bool do_mute = p_args[0];
  191. AudioServer::get_singleton()->set_debug_mute(do_mute);
  192. return OK;
  193. }
  194. Error SceneDebugger::_msg_override_cameras(const Array &p_args) {
  195. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  196. bool enable = p_args[0];
  197. bool from_editor = p_args[1];
  198. SceneTree::get_singleton()->get_root()->enable_camera_2d_override(enable);
  199. #ifndef _3D_DISABLED
  200. SceneTree::get_singleton()->get_root()->enable_camera_3d_override(enable);
  201. #endif // _3D_DISABLED
  202. RuntimeNodeSelect::get_singleton()->_set_camera_override_enabled(enable && !from_editor);
  203. return OK;
  204. }
  205. Error SceneDebugger::_msg_set_object_property(const Array &p_args) {
  206. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  207. _set_object_property(p_args[0], p_args[1], p_args[2]);
  208. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  209. return OK;
  210. }
  211. Error SceneDebugger::_msg_set_object_property_field(const Array &p_args) {
  212. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  213. _set_object_property(p_args[0], p_args[1], p_args[2], p_args[3]);
  214. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  215. return OK;
  216. }
  217. Error SceneDebugger::_msg_reload_cached_files(const Array &p_args) {
  218. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  219. PackedStringArray files = p_args[0];
  220. reload_cached_files(files);
  221. return OK;
  222. }
  223. Error SceneDebugger::_msg_setup_embedded_shortcuts(const Array &p_args) {
  224. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  225. Dictionary dict = p_args[0];
  226. LocalVector<Variant> keys = dict.get_key_list();
  227. for (const Variant &key : keys) {
  228. dict[key] = DebuggerMarshalls::deserialize_key_shortcut(dict[key]);
  229. }
  230. SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_embed_input).bind(dict));
  231. return OK;
  232. }
  233. // region Live editing.
  234. Error SceneDebugger::_msg_live_set_root(const Array &p_args) {
  235. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  236. LiveEditor::get_singleton()->_root_func(p_args[0], p_args[1]);
  237. return OK;
  238. }
  239. Error SceneDebugger::_msg_live_node_path(const Array &p_args) {
  240. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  241. LiveEditor::get_singleton()->_node_path_func(p_args[0], p_args[1]);
  242. return OK;
  243. }
  244. Error SceneDebugger::_msg_live_res_path(const Array &p_args) {
  245. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  246. LiveEditor::get_singleton()->_res_path_func(p_args[0], p_args[1]);
  247. return OK;
  248. }
  249. Error SceneDebugger::_msg_live_node_prop_res(const Array &p_args) {
  250. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  251. LiveEditor::get_singleton()->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
  252. return OK;
  253. }
  254. Error SceneDebugger::_msg_live_node_prop(const Array &p_args) {
  255. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  256. LiveEditor::get_singleton()->_node_set_func(p_args[0], p_args[1], p_args[2]);
  257. return OK;
  258. }
  259. Error SceneDebugger::_msg_live_res_prop_res(const Array &p_args) {
  260. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  261. LiveEditor::get_singleton()->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
  262. return OK;
  263. }
  264. Error SceneDebugger::_msg_live_res_prop(const Array &p_args) {
  265. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  266. LiveEditor::get_singleton()->_res_set_func(p_args[0], p_args[1], p_args[2]);
  267. return OK;
  268. }
  269. Error SceneDebugger::_msg_live_node_call(const Array &p_args) {
  270. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  271. LocalVector<Variant> args;
  272. LocalVector<Variant *> argptrs;
  273. args.resize(p_args.size() - 2);
  274. argptrs.resize(args.size());
  275. for (uint32_t i = 0; i < args.size(); i++) {
  276. args[i] = p_args[i + 2];
  277. argptrs[i] = &args[i];
  278. }
  279. LiveEditor::get_singleton()->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  280. return OK;
  281. }
  282. Error SceneDebugger::_msg_live_res_call(const Array &p_args) {
  283. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  284. LocalVector<Variant> args;
  285. LocalVector<Variant *> argptrs;
  286. args.resize(p_args.size() - 2);
  287. argptrs.resize(args.size());
  288. for (uint32_t i = 0; i < args.size(); i++) {
  289. args[i] = p_args[i + 2];
  290. argptrs[i] = &args[i];
  291. }
  292. LiveEditor::get_singleton()->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  293. return OK;
  294. }
  295. Error SceneDebugger::_msg_live_create_node(const Array &p_args) {
  296. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  297. LiveEditor::get_singleton()->_create_node_func(p_args[0], p_args[1], p_args[2]);
  298. return OK;
  299. }
  300. Error SceneDebugger::_msg_live_instantiate_node(const Array &p_args) {
  301. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  302. LiveEditor::get_singleton()->_instance_node_func(p_args[0], p_args[1], p_args[2]);
  303. return OK;
  304. }
  305. Error SceneDebugger::_msg_live_remove_node(const Array &p_args) {
  306. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  307. LiveEditor::get_singleton()->_remove_node_func(p_args[0]);
  308. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  309. return OK;
  310. }
  311. Error SceneDebugger::_msg_live_remove_and_keep_node(const Array &p_args) {
  312. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  313. LiveEditor::get_singleton()->_remove_and_keep_node_func(p_args[0], p_args[1]);
  314. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  315. return OK;
  316. }
  317. Error SceneDebugger::_msg_live_restore_node(const Array &p_args) {
  318. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  319. LiveEditor::get_singleton()->_restore_node_func(p_args[0], p_args[1], p_args[2]);
  320. return OK;
  321. }
  322. Error SceneDebugger::_msg_live_duplicate_node(const Array &p_args) {
  323. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  324. LiveEditor::get_singleton()->_duplicate_node_func(p_args[0], p_args[1]);
  325. return OK;
  326. }
  327. Error SceneDebugger::_msg_live_reparent_node(const Array &p_args) {
  328. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  329. LiveEditor::get_singleton()->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
  330. return OK;
  331. }
  332. // endregion
  333. // region Runtime Node Selection.
  334. Error SceneDebugger::_msg_runtime_node_select_setup(const Array &p_args) {
  335. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  336. RuntimeNodeSelect::get_singleton()->_setup(p_args[0]);
  337. return OK;
  338. }
  339. Error SceneDebugger::_msg_runtime_node_select_set_type(const Array &p_args) {
  340. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  341. RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
  342. RuntimeNodeSelect::get_singleton()->_node_set_type(type);
  343. return OK;
  344. }
  345. Error SceneDebugger::_msg_runtime_node_select_set_mode(const Array &p_args) {
  346. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  347. RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
  348. RuntimeNodeSelect::get_singleton()->_select_set_mode(mode);
  349. return OK;
  350. }
  351. Error SceneDebugger::_msg_runtime_node_select_set_visible(const Array &p_args) {
  352. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  353. bool visible = p_args[0];
  354. RuntimeNodeSelect::get_singleton()->_set_selection_visible(visible);
  355. return OK;
  356. }
  357. Error SceneDebugger::_msg_runtime_node_select_set_avoid_locked(const Array &p_args) {
  358. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  359. bool avoid_locked = p_args[0];
  360. RuntimeNodeSelect::get_singleton()->_set_avoid_locked(avoid_locked);
  361. return OK;
  362. }
  363. Error SceneDebugger::_msg_runtime_node_select_set_prefer_group(const Array &p_args) {
  364. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  365. bool prefer_group = p_args[0];
  366. RuntimeNodeSelect::get_singleton()->_set_prefer_group(prefer_group);
  367. return OK;
  368. }
  369. Error SceneDebugger::_msg_runtime_node_select_reset_camera_2d(const Array &p_args) {
  370. RuntimeNodeSelect::get_singleton()->_reset_camera_2d();
  371. return OK;
  372. }
  373. Error SceneDebugger::_msg_transform_camera_2d(const Array &p_args) {
  374. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  375. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_2d_override_enabled(), ERR_BUG);
  376. Transform2D transform = p_args[0];
  377. Camera2D *override_camera = SceneTree::get_singleton()->get_root()->get_override_camera_2d();
  378. override_camera->set_offset(transform.affine_inverse().get_origin());
  379. override_camera->set_zoom(transform.get_scale());
  380. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  381. return OK;
  382. }
  383. #ifndef _3D_DISABLED
  384. Error SceneDebugger::_msg_runtime_node_select_reset_camera_3d(const Array &p_args) {
  385. RuntimeNodeSelect::get_singleton()->_reset_camera_3d();
  386. return OK;
  387. }
  388. Error SceneDebugger::_msg_transform_camera_3d(const Array &p_args) {
  389. ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
  390. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), ERR_BUG);
  391. Transform3D transform = p_args[0];
  392. bool is_perspective = p_args[1];
  393. float size_or_fov = p_args[2];
  394. float depth_near = p_args[3];
  395. float depth_far = p_args[4];
  396. Camera3D *override_camera = SceneTree::get_singleton()->get_root()->get_override_camera_3d();
  397. if (is_perspective) {
  398. override_camera->set_perspective(size_or_fov, depth_near, depth_far);
  399. } else {
  400. override_camera->set_orthogonal(size_or_fov, depth_near, depth_far);
  401. }
  402. override_camera->set_transform(transform);
  403. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  404. return OK;
  405. }
  406. #endif // _3D_DISABLED
  407. // endregion
  408. // region Embedded process screenshot.
  409. Error SceneDebugger::_msg_rq_screenshot(const Array &p_args) {
  410. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  411. Viewport *viewport = SceneTree::get_singleton()->get_root();
  412. ERR_FAIL_NULL_V_MSG(viewport, ERR_UNCONFIGURED, "Cannot get a viewport from the main screen.");
  413. Ref<ViewportTexture> texture = viewport->get_texture();
  414. ERR_FAIL_COND_V_MSG(texture.is_null(), ERR_UNCONFIGURED, "Cannot get a viewport texture from the main screen.");
  415. Ref<Image> img = texture->get_image();
  416. ERR_FAIL_COND_V_MSG(img.is_null(), ERR_UNCONFIGURED, "Cannot get an image from a viewport texture of the main screen.");
  417. img->clear_mipmaps();
  418. const String TEMP_DIR = OS::get_singleton()->get_temp_path();
  419. uint32_t suffix_i = 0;
  420. String path;
  421. while (true) {
  422. String datetime = Time::get_singleton()->get_datetime_string_from_system().remove_chars("-T:");
  423. datetime += itos(Time::get_singleton()->get_ticks_usec());
  424. String suffix = datetime + (suffix_i > 0 ? itos(suffix_i) : "");
  425. path = TEMP_DIR.path_join("scr-" + suffix + ".png");
  426. if (!DirAccess::exists(path)) {
  427. break;
  428. }
  429. suffix_i += 1;
  430. }
  431. img->save_png(path);
  432. Array arr;
  433. arr.append(p_args[0]);
  434. arr.append(img->get_width());
  435. arr.append(img->get_height());
  436. arr.append(path);
  437. EngineDebugger::get_singleton()->send_message("game_view:get_screenshot", arr);
  438. return OK;
  439. }
  440. // endregion
  441. HashMap<String, SceneDebugger::ParseMessageFunc> SceneDebugger::message_handlers;
  442. Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
  443. ERR_FAIL_NULL_V(SceneTree::get_singleton(), ERR_UNCONFIGURED);
  444. ERR_FAIL_NULL_V(LiveEditor::get_singleton(), ERR_UNCONFIGURED);
  445. ERR_FAIL_NULL_V(RuntimeNodeSelect::get_singleton(), ERR_UNCONFIGURED);
  446. ParseMessageFunc *fn_ptr = message_handlers.getptr(p_msg);
  447. if (fn_ptr) {
  448. r_captured = true;
  449. return (*fn_ptr)(p_args);
  450. }
  451. if (p_msg.begins_with("live_") || p_msg.begins_with("runtime_node_select_")) {
  452. // Messages with these prefixes are reserved and should be handled by the LiveEditor or RuntimeNodeSelect classes,
  453. // so return ERR_SKIP.
  454. r_captured = true;
  455. return ERR_SKIP;
  456. }
  457. r_captured = false;
  458. return OK;
  459. }
  460. void SceneDebugger::_init_message_handlers() {
  461. message_handlers["setup_scene"] = _msg_setup_scene;
  462. message_handlers["setup_embedded_shortcuts"] = _msg_setup_embedded_shortcuts;
  463. message_handlers["request_scene_tree"] = _msg_request_scene_tree;
  464. message_handlers["save_node"] = _msg_save_node;
  465. message_handlers["inspect_objects"] = _msg_inspect_objects;
  466. #ifndef DISABLE_DEPRECATED
  467. message_handlers["inspect_object"] = _msg_inspect_object;
  468. #endif // DISABLE_DEPRECATED
  469. message_handlers["clear_selection"] = _msg_clear_selection;
  470. message_handlers["suspend_changed"] = _msg_suspend_changed;
  471. message_handlers["next_frame"] = _msg_next_frame;
  472. message_handlers["speed_changed"] = _msg_speed_changed;
  473. message_handlers["debug_mute_audio"] = _msg_debug_mute_audio;
  474. message_handlers["override_cameras"] = _msg_override_cameras;
  475. message_handlers["transform_camera_2d"] = _msg_transform_camera_2d;
  476. #ifndef _3D_DISABLED
  477. message_handlers["transform_camera_3d"] = _msg_transform_camera_3d;
  478. #endif // _3D_DISABLED
  479. message_handlers["set_object_property"] = _msg_set_object_property;
  480. message_handlers["set_object_property_field"] = _msg_set_object_property_field;
  481. message_handlers["reload_cached_files"] = _msg_reload_cached_files;
  482. message_handlers["live_set_root"] = _msg_live_set_root;
  483. message_handlers["live_node_path"] = _msg_live_node_path;
  484. message_handlers["live_res_path"] = _msg_live_res_path;
  485. message_handlers["live_node_prop_res"] = _msg_live_node_prop_res;
  486. message_handlers["live_node_prop"] = _msg_live_node_prop;
  487. message_handlers["live_res_prop_res"] = _msg_live_res_prop_res;
  488. message_handlers["live_res_prop"] = _msg_live_res_prop;
  489. message_handlers["live_node_call"] = _msg_live_node_call;
  490. message_handlers["live_res_call"] = _msg_live_res_call;
  491. message_handlers["live_create_node"] = _msg_live_create_node;
  492. message_handlers["live_instantiate_node"] = _msg_live_instantiate_node;
  493. message_handlers["live_remove_node"] = _msg_live_remove_node;
  494. message_handlers["live_remove_and_keep_node"] = _msg_live_remove_and_keep_node;
  495. message_handlers["live_restore_node"] = _msg_live_restore_node;
  496. message_handlers["live_duplicate_node"] = _msg_live_duplicate_node;
  497. message_handlers["live_reparent_node"] = _msg_live_reparent_node;
  498. message_handlers["runtime_node_select_setup"] = _msg_runtime_node_select_setup;
  499. message_handlers["runtime_node_select_set_type"] = _msg_runtime_node_select_set_type;
  500. message_handlers["runtime_node_select_set_mode"] = _msg_runtime_node_select_set_mode;
  501. message_handlers["runtime_node_select_set_visible"] = _msg_runtime_node_select_set_visible;
  502. message_handlers["runtime_node_select_set_avoid_locked"] = _msg_runtime_node_select_set_avoid_locked;
  503. message_handlers["runtime_node_select_set_prefer_group"] = _msg_runtime_node_select_set_prefer_group;
  504. message_handlers["runtime_node_select_reset_camera_2d"] = _msg_runtime_node_select_reset_camera_2d;
  505. #ifndef _3D_DISABLED
  506. message_handlers["runtime_node_select_reset_camera_3d"] = _msg_runtime_node_select_reset_camera_3d;
  507. #endif
  508. message_handlers["rq_screenshot"] = _msg_rq_screenshot;
  509. }
  510. void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
  511. Node *node = ObjectDB::get_instance<Node>(id);
  512. ERR_FAIL_NULL(node);
  513. #ifdef TOOLS_ENABLED
  514. HashMap<const Node *, Node *> duplimap;
  515. Node *copy = node->duplicate_from_editor(duplimap);
  516. #else
  517. Node *copy = node->duplicate();
  518. #endif // TOOLS_ENABLED
  519. // Handle Unique Nodes.
  520. for (int i = 0; i < copy->get_child_count(false); i++) {
  521. _set_node_owner_recursive(copy->get_child(i, false), copy);
  522. }
  523. // Root node cannot ever be unique name in its own Scene!
  524. copy->set_unique_name_in_owner(false);
  525. Ref<PackedScene> ps = memnew(PackedScene);
  526. ps->pack(copy);
  527. ResourceSaver::save(ps, p_path);
  528. memdelete(copy);
  529. }
  530. void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
  531. if (!p_node->get_owner()) {
  532. p_node->set_owner(p_owner);
  533. }
  534. for (int i = 0; i < p_node->get_child_count(false); i++) {
  535. _set_node_owner_recursive(p_node->get_child(i, false), p_owner);
  536. }
  537. }
  538. void SceneDebugger::_send_object_ids(const Vector<ObjectID> &p_ids, bool p_update_selection) {
  539. Vector<ObjectID> ids = p_ids;
  540. if (ids.size() > RuntimeNodeSelect::get_singleton()->max_selection) {
  541. ids.resize(RuntimeNodeSelect::get_singleton()->max_selection);
  542. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  543. }
  544. LocalVector<Node *> nodes;
  545. Array objs;
  546. bool objs_missing = false;
  547. for (const ObjectID &id : ids) {
  548. SceneDebuggerObject obj(id);
  549. if (obj.id.is_null()) {
  550. objs_missing = true;
  551. continue;
  552. }
  553. if (p_update_selection) {
  554. if (Node *node = ObjectDB::get_instance<Node>(id)) {
  555. nodes.push_back(node);
  556. }
  557. }
  558. Array arr;
  559. obj.serialize(arr);
  560. objs.append(arr);
  561. }
  562. if (p_update_selection) {
  563. RuntimeNodeSelect::get_singleton()->_set_selected_nodes(Vector<Node *>(nodes));
  564. }
  565. if (objs_missing) {
  566. Array invalid_selection;
  567. for (const ObjectID &id : ids) {
  568. invalid_selection.append(id);
  569. }
  570. Array arr;
  571. arr.append(invalid_selection);
  572. EngineDebugger::get_singleton()->send_message("remote_selection_invalidated", arr);
  573. EngineDebugger::get_singleton()->send_message(objs.is_empty() ? "remote_nothing_selected" : "remote_objects_selected", objs);
  574. } else {
  575. EngineDebugger::get_singleton()->send_message(p_update_selection ? "remote_objects_selected" : "scene:inspect_objects", objs);
  576. }
  577. }
  578. void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field) {
  579. Object *obj = ObjectDB::get_instance(p_id);
  580. if (!obj) {
  581. return;
  582. }
  583. String prop_name;
  584. if (p_property.begins_with("Members/")) {
  585. prop_name = p_property.get_slicec('/', p_property.get_slice_count("/") - 1);
  586. } else {
  587. prop_name = p_property;
  588. }
  589. Variant value = p_value;
  590. if (p_value.is_string() && (obj->get_static_property_type(prop_name) == Variant::OBJECT || p_property == "script")) {
  591. value = ResourceLoader::load(p_value);
  592. }
  593. if (!p_field.is_empty()) {
  594. // Only one specific field.
  595. value = fieldwise_assign(obj->get(prop_name), value, p_field);
  596. }
  597. obj->set(prop_name, value);
  598. }
  599. void SceneDebugger::_next_frame() {
  600. SceneTree *scene_tree = SceneTree::get_singleton();
  601. if (!scene_tree->is_suspended()) {
  602. return;
  603. }
  604. scene_tree->set_suspend(false);
  605. RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
  606. }
  607. void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
  608. LiveEditor *debugger = LiveEditor::get_singleton();
  609. if (!debugger) {
  610. return;
  611. }
  612. if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
  613. debugger->live_scene_edit_cache[p_filename].insert(p_node);
  614. }
  615. }
  616. void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
  617. LiveEditor *debugger = LiveEditor::get_singleton();
  618. if (!debugger) {
  619. return;
  620. }
  621. HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
  622. HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
  623. if (E) {
  624. E->value.erase(p_node);
  625. if (E->value.is_empty()) {
  626. edit_cache.remove(E);
  627. }
  628. }
  629. HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
  630. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
  631. if (F) {
  632. for (const KeyValue<ObjectID, Node *> &G : F->value) {
  633. memdelete(G.value);
  634. }
  635. remove_list.remove(F);
  636. }
  637. }
  638. void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) {
  639. for (const String &file : p_files) {
  640. Ref<Resource> res = ResourceCache::get_ref(file);
  641. if (res.is_valid()) {
  642. res->reload_from_file();
  643. }
  644. }
  645. }
  646. SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) :
  647. SceneDebuggerObject(ObjectDB::get_instance(p_id)) {
  648. }
  649. /// SceneDebuggerObject
  650. SceneDebuggerObject::SceneDebuggerObject(Object *p_obj) {
  651. if (!p_obj) {
  652. return;
  653. }
  654. id = p_obj->get_instance_id();
  655. class_name = p_obj->get_class();
  656. if (ScriptInstance *si = p_obj->get_script_instance()) {
  657. // Read script instance constants and variables.
  658. if (!si->get_script().is_null()) {
  659. Script *s = si->get_script().ptr();
  660. _parse_script_properties(s, si);
  661. }
  662. }
  663. if (Node *node = Object::cast_to<Node>(p_obj)) {
  664. // For debugging multiplayer.
  665. {
  666. PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
  667. properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
  668. }
  669. // Add specialized NodePath info (if inside tree).
  670. if (node->is_inside_tree()) {
  671. PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
  672. properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
  673. } else { // Can't ask for path if a node is not in tree.
  674. PropertyInfo pi(Variant::STRING, String("Node/path"));
  675. properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
  676. }
  677. } else if (Script *s = Object::cast_to<Script>(p_obj)) {
  678. // Add script constants (no instance).
  679. _parse_script_properties(s, nullptr);
  680. }
  681. // Add base object properties.
  682. List<PropertyInfo> pinfo;
  683. p_obj->get_property_list(&pinfo, true);
  684. for (const PropertyInfo &E : pinfo) {
  685. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  686. properties.push_back(SceneDebuggerProperty(E, p_obj->get(E.name)));
  687. }
  688. }
  689. }
  690. void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
  691. typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
  692. typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
  693. ScriptMemberMap members;
  694. if (p_instance) {
  695. members[p_script] = HashSet<StringName>();
  696. p_script->get_members(&(members[p_script]));
  697. }
  698. ScriptConstantsMap constants;
  699. constants[p_script] = HashMap<StringName, Variant>();
  700. p_script->get_constants(&(constants[p_script]));
  701. Ref<Script> base = p_script->get_base_script();
  702. while (base.is_valid()) {
  703. if (p_instance) {
  704. members[base.ptr()] = HashSet<StringName>();
  705. base->get_members(&(members[base.ptr()]));
  706. }
  707. constants[base.ptr()] = HashMap<StringName, Variant>();
  708. base->get_constants(&(constants[base.ptr()]));
  709. base = base->get_base_script();
  710. }
  711. HashSet<String> exported_members;
  712. if (p_instance) {
  713. List<PropertyInfo> pinfo;
  714. p_instance->get_property_list(&pinfo);
  715. for (const PropertyInfo &E : pinfo) {
  716. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  717. exported_members.insert(E.name);
  718. }
  719. }
  720. }
  721. // Members
  722. for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
  723. for (const StringName &E : sm.value) {
  724. if (exported_members.has(E)) {
  725. continue; // Exported variables already show up in the inspector.
  726. }
  727. if (String(E).begins_with("@")) {
  728. continue; // Skip groups.
  729. }
  730. Variant m;
  731. if (p_instance->get(E, m)) {
  732. String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
  733. PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
  734. properties.push_back(SceneDebuggerProperty(pi, m));
  735. }
  736. }
  737. }
  738. // Constants
  739. for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
  740. for (const KeyValue<StringName, Variant> &E : sc.value) {
  741. String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
  742. if (E.value.get_type() == Variant::OBJECT) {
  743. Variant inst_id = ((Object *)E.value)->get_instance_id();
  744. PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
  745. properties.push_back(SceneDebuggerProperty(pi, inst_id));
  746. } else {
  747. PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
  748. properties.push_back(SceneDebuggerProperty(pi, E.value));
  749. }
  750. }
  751. }
  752. }
  753. void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
  754. Array send_props;
  755. for (SceneDebuggerProperty &property : properties) {
  756. const PropertyInfo &pi = property.first;
  757. Variant &var = property.second;
  758. Ref<Resource> res = var;
  759. Array prop = { pi.name, pi.type };
  760. PropertyHint hint = pi.hint;
  761. String hint_string = pi.hint_string;
  762. if (res.is_valid() && !res->get_path().is_empty()) {
  763. var = res->get_path();
  764. } else { //only send information that can be sent..
  765. int len = 0; //test how big is this to encode
  766. encode_variant(var, nullptr, len);
  767. if (len > p_max_size) { //limit to max size
  768. hint = PROPERTY_HINT_OBJECT_TOO_BIG;
  769. hint_string = "";
  770. var = Variant();
  771. }
  772. }
  773. prop.push_back(hint);
  774. prop.push_back(hint_string);
  775. prop.push_back(pi.usage);
  776. prop.push_back(var);
  777. send_props.push_back(prop);
  778. }
  779. r_arr.push_back(uint64_t(id));
  780. r_arr.push_back(class_name);
  781. r_arr.push_back(send_props);
  782. }
  783. void SceneDebuggerObject::deserialize(const Array &p_arr) {
  784. #define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
  785. ERR_FAIL_COND(p_arr.size() < 3);
  786. CHECK_TYPE(p_arr[0], INT);
  787. CHECK_TYPE(p_arr[1], STRING);
  788. CHECK_TYPE(p_arr[2], ARRAY);
  789. deserialize(uint64_t(p_arr[0]), p_arr[1], p_arr[2]);
  790. }
  791. void SceneDebuggerObject::deserialize(uint64_t p_id, const String &p_class_name, const Array &p_props) {
  792. id = p_id;
  793. class_name = p_class_name;
  794. for (int i = 0; i < p_props.size(); i++) {
  795. CHECK_TYPE(p_props[i], ARRAY);
  796. Array prop = p_props[i];
  797. ERR_FAIL_COND(prop.size() != 6);
  798. CHECK_TYPE(prop[0], STRING);
  799. CHECK_TYPE(prop[1], INT);
  800. CHECK_TYPE(prop[2], INT);
  801. CHECK_TYPE(prop[3], STRING);
  802. CHECK_TYPE(prop[4], INT);
  803. PropertyInfo pinfo;
  804. pinfo.name = prop[0];
  805. pinfo.type = Variant::Type(int(prop[1]));
  806. pinfo.hint = PropertyHint(int(prop[2]));
  807. pinfo.hint_string = prop[3];
  808. pinfo.usage = PropertyUsageFlags(int(prop[4]));
  809. Variant var = prop[5];
  810. if (pinfo.type == Variant::OBJECT) {
  811. if (var.is_zero()) {
  812. var = Ref<Resource>();
  813. } else if (var.get_type() == Variant::OBJECT) {
  814. if (((Object *)var)->is_class("EncodedObjectAsID")) {
  815. var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
  816. pinfo.type = var.get_type();
  817. pinfo.hint = PROPERTY_HINT_OBJECT_ID;
  818. pinfo.hint_string = "Object";
  819. }
  820. }
  821. }
  822. properties.push_back(SceneDebuggerProperty(pinfo, var));
  823. }
  824. }
  825. /// SceneDebuggerTree
  826. SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
  827. // Flatten tree into list, depth first, use stack to avoid recursion.
  828. List<Node *> stack;
  829. stack.push_back(p_root);
  830. bool is_root = true;
  831. const StringName &is_visible_sn = SNAME("is_visible");
  832. const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
  833. while (stack.size()) {
  834. Node *n = stack.front()->get();
  835. stack.pop_front();
  836. int count = n->get_child_count();
  837. for (int i = 0; i < count; i++) {
  838. stack.push_front(n->get_child(count - i - 1));
  839. }
  840. int view_flags = 0;
  841. if (is_root) {
  842. // Prevent root window visibility from being changed.
  843. is_root = false;
  844. } else if (n->has_method(is_visible_sn)) {
  845. const Variant visible = n->call(is_visible_sn);
  846. if (visible.get_type() == Variant::BOOL) {
  847. view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
  848. view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
  849. }
  850. if (n->has_method(is_visible_in_tree_sn)) {
  851. const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
  852. if (visible_in_tree.get_type() == Variant::BOOL) {
  853. view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
  854. }
  855. }
  856. }
  857. String class_name;
  858. ScriptInstance *script_instance = n->get_script_instance();
  859. if (script_instance) {
  860. Ref<Script> script = script_instance->get_script();
  861. if (script.is_valid()) {
  862. class_name = script->get_global_name();
  863. if (class_name.is_empty()) {
  864. // If there is no class_name in this script we just take the script path.
  865. class_name = script->get_path();
  866. }
  867. }
  868. }
  869. nodes.push_back(RemoteNode(count, n->get_name(), class_name.is_empty() ? n->get_class() : class_name, n->get_instance_id(), n->get_scene_file_path(), view_flags));
  870. }
  871. }
  872. void SceneDebuggerTree::serialize(Array &p_arr) {
  873. for (const RemoteNode &n : nodes) {
  874. p_arr.push_back(n.child_count);
  875. p_arr.push_back(n.name);
  876. p_arr.push_back(n.type_name);
  877. p_arr.push_back(n.id);
  878. p_arr.push_back(n.scene_file_path);
  879. p_arr.push_back(n.view_flags);
  880. }
  881. }
  882. void SceneDebuggerTree::deserialize(const Array &p_arr) {
  883. int idx = 0;
  884. while (p_arr.size() > idx) {
  885. ERR_FAIL_COND(p_arr.size() < 6);
  886. CHECK_TYPE(p_arr[idx], INT); // child_count.
  887. CHECK_TYPE(p_arr[idx + 1], STRING); // name.
  888. CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
  889. CHECK_TYPE(p_arr[idx + 3], INT); // id.
  890. CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
  891. CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
  892. nodes.push_back(RemoteNode(p_arr[idx], p_arr[idx + 1], p_arr[idx + 2], p_arr[idx + 3], p_arr[idx + 4], p_arr[idx + 5]));
  893. idx += 6;
  894. }
  895. }
  896. /// LiveEditor
  897. LiveEditor *LiveEditor::get_singleton() {
  898. return singleton;
  899. }
  900. void LiveEditor::_send_tree() {
  901. SceneTree *scene_tree = SceneTree::get_singleton();
  902. if (!scene_tree) {
  903. return;
  904. }
  905. Array arr;
  906. // Encoded as a flat list depth first.
  907. SceneDebuggerTree tree(scene_tree->root);
  908. tree.serialize(arr);
  909. EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
  910. }
  911. void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
  912. live_edit_node_path_cache[p_id] = p_path;
  913. }
  914. void LiveEditor::_res_path_func(const String &p_path, int p_id) {
  915. live_edit_resource_cache[p_id] = p_path;
  916. }
  917. void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  918. SceneTree *scene_tree = SceneTree::get_singleton();
  919. if (!scene_tree) {
  920. return;
  921. }
  922. if (!live_edit_node_path_cache.has(p_id)) {
  923. return;
  924. }
  925. NodePath np = live_edit_node_path_cache[p_id];
  926. Node *base = nullptr;
  927. if (scene_tree->root->has_node(live_edit_root)) {
  928. base = scene_tree->root->get_node(live_edit_root);
  929. }
  930. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  931. if (!E) {
  932. return; //scene not editable
  933. }
  934. for (Node *F : E->value) {
  935. Node *n = F;
  936. if (base && !base->is_ancestor_of(n)) {
  937. continue;
  938. }
  939. if (!n->has_node(np)) {
  940. continue;
  941. }
  942. Node *n2 = n->get_node(np);
  943. // Do not change transform of edited scene root, unless it's the scene being played.
  944. // See GH-86659 for additional context.
  945. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  946. Variant orig_tf;
  947. if (keep_transform) {
  948. if (n2->is_class("Node3D")) {
  949. orig_tf = n2->call("get_transform");
  950. } else if (n2->is_class("CanvasItem")) {
  951. orig_tf = n2->call("_edit_get_state");
  952. }
  953. }
  954. n2->set(p_prop, p_value);
  955. if (keep_transform) {
  956. if (n2->is_class("Node3D")) {
  957. Variant new_tf = n2->call("get_transform");
  958. if (new_tf != orig_tf) {
  959. n2->call("set_transform", orig_tf);
  960. }
  961. } else if (n2->is_class("CanvasItem")) {
  962. Variant new_tf = n2->call("_edit_get_state");
  963. if (new_tf != orig_tf) {
  964. n2->call("_edit_set_state", orig_tf);
  965. }
  966. }
  967. }
  968. }
  969. }
  970. void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  971. Ref<Resource> r = ResourceLoader::load(p_value);
  972. if (r.is_null()) {
  973. return;
  974. }
  975. _node_set_func(p_id, p_prop, r);
  976. }
  977. void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  978. SceneTree *scene_tree = SceneTree::get_singleton();
  979. if (!scene_tree) {
  980. return;
  981. }
  982. if (!live_edit_node_path_cache.has(p_id)) {
  983. return;
  984. }
  985. NodePath np = live_edit_node_path_cache[p_id];
  986. Node *base = nullptr;
  987. if (scene_tree->root->has_node(live_edit_root)) {
  988. base = scene_tree->root->get_node(live_edit_root);
  989. }
  990. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  991. if (!E) {
  992. return; //scene not editable
  993. }
  994. for (Node *F : E->value) {
  995. Node *n = F;
  996. if (base && !base->is_ancestor_of(n)) {
  997. continue;
  998. }
  999. if (!n->has_node(np)) {
  1000. continue;
  1001. }
  1002. Node *n2 = n->get_node(np);
  1003. // Do not change transform of edited scene root, unless it's the scene being played.
  1004. // See GH-86659 for additional context.
  1005. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  1006. Variant orig_tf;
  1007. if (keep_transform) {
  1008. if (n2->is_class("Node3D")) {
  1009. orig_tf = n2->call("get_transform");
  1010. } else if (n2->is_class("CanvasItem")) {
  1011. orig_tf = n2->call("_edit_get_state");
  1012. }
  1013. }
  1014. Callable::CallError ce;
  1015. n2->callp(p_method, p_args, p_argcount, ce);
  1016. if (keep_transform) {
  1017. if (n2->is_class("Node3D")) {
  1018. Variant new_tf = n2->call("get_transform");
  1019. if (new_tf != orig_tf) {
  1020. n2->call("set_transform", orig_tf);
  1021. }
  1022. } else if (n2->is_class("CanvasItem")) {
  1023. Variant new_tf = n2->call("_edit_get_state");
  1024. if (new_tf != orig_tf) {
  1025. n2->call("_edit_set_state", orig_tf);
  1026. }
  1027. }
  1028. }
  1029. }
  1030. }
  1031. void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  1032. if (!live_edit_resource_cache.has(p_id)) {
  1033. return;
  1034. }
  1035. String resp = live_edit_resource_cache[p_id];
  1036. if (!ResourceCache::has(resp)) {
  1037. return;
  1038. }
  1039. Ref<Resource> r = ResourceCache::get_ref(resp);
  1040. if (r.is_null()) {
  1041. return;
  1042. }
  1043. r->set(p_prop, p_value);
  1044. }
  1045. void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  1046. Ref<Resource> r = ResourceLoader::load(p_value);
  1047. if (r.is_null()) {
  1048. return;
  1049. }
  1050. _res_set_func(p_id, p_prop, r);
  1051. }
  1052. void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  1053. if (!live_edit_resource_cache.has(p_id)) {
  1054. return;
  1055. }
  1056. String resp = live_edit_resource_cache[p_id];
  1057. if (!ResourceCache::has(resp)) {
  1058. return;
  1059. }
  1060. Ref<Resource> r = ResourceCache::get_ref(resp);
  1061. if (r.is_null()) {
  1062. return;
  1063. }
  1064. Callable::CallError ce;
  1065. r->callp(p_method, p_args, p_argcount, ce);
  1066. }
  1067. void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
  1068. live_edit_root = p_scene_path;
  1069. live_edit_scene = p_scene_from;
  1070. }
  1071. void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
  1072. SceneTree *scene_tree = SceneTree::get_singleton();
  1073. if (!scene_tree) {
  1074. return;
  1075. }
  1076. Node *base = nullptr;
  1077. if (scene_tree->root->has_node(live_edit_root)) {
  1078. base = scene_tree->root->get_node(live_edit_root);
  1079. }
  1080. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1081. if (!E) {
  1082. return; //scene not editable
  1083. }
  1084. for (Node *F : E->value) {
  1085. Node *n = F;
  1086. if (base && !base->is_ancestor_of(n)) {
  1087. continue;
  1088. }
  1089. if (!n->has_node(p_parent)) {
  1090. continue;
  1091. }
  1092. Node *n2 = n->get_node(p_parent);
  1093. Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
  1094. if (!no) {
  1095. continue;
  1096. }
  1097. no->set_name(p_name);
  1098. n2->add_child(no);
  1099. }
  1100. }
  1101. void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
  1102. SceneTree *scene_tree = SceneTree::get_singleton();
  1103. if (!scene_tree) {
  1104. return;
  1105. }
  1106. Ref<PackedScene> ps = ResourceLoader::load(p_path);
  1107. if (ps.is_null()) {
  1108. return;
  1109. }
  1110. Node *base = nullptr;
  1111. if (scene_tree->root->has_node(live_edit_root)) {
  1112. base = scene_tree->root->get_node(live_edit_root);
  1113. }
  1114. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1115. if (!E) {
  1116. return; //scene not editable
  1117. }
  1118. for (Node *F : E->value) {
  1119. Node *n = F;
  1120. if (base && !base->is_ancestor_of(n)) {
  1121. continue;
  1122. }
  1123. if (!n->has_node(p_parent)) {
  1124. continue;
  1125. }
  1126. Node *n2 = n->get_node(p_parent);
  1127. Node *no = ps->instantiate();
  1128. if (!no) {
  1129. continue;
  1130. }
  1131. no->set_name(p_name);
  1132. n2->add_child(no);
  1133. }
  1134. }
  1135. void LiveEditor::_remove_node_func(const NodePath &p_at) {
  1136. SceneTree *scene_tree = SceneTree::get_singleton();
  1137. if (!scene_tree) {
  1138. return;
  1139. }
  1140. Node *base = nullptr;
  1141. if (scene_tree->root->has_node(live_edit_root)) {
  1142. base = scene_tree->root->get_node(live_edit_root);
  1143. }
  1144. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1145. if (!E) {
  1146. return; //scene not editable
  1147. }
  1148. LocalVector<Node *> to_delete;
  1149. for (const Node *n : E->value) {
  1150. if (base && !base->is_ancestor_of(n)) {
  1151. continue;
  1152. }
  1153. if (!n->has_node(p_at)) {
  1154. continue;
  1155. }
  1156. Node *n2 = n->get_node(p_at);
  1157. to_delete.push_back(n2);
  1158. }
  1159. for (Node *node : to_delete) {
  1160. memdelete(node);
  1161. }
  1162. }
  1163. void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
  1164. SceneTree *scene_tree = SceneTree::get_singleton();
  1165. if (!scene_tree) {
  1166. return;
  1167. }
  1168. Node *base = nullptr;
  1169. if (scene_tree->root->has_node(live_edit_root)) {
  1170. base = scene_tree->root->get_node(live_edit_root);
  1171. }
  1172. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1173. if (!E) {
  1174. return; //scene not editable
  1175. }
  1176. LocalVector<Node *> to_remove;
  1177. for (Node *n : E->value) {
  1178. if (base && !base->is_ancestor_of(n)) {
  1179. continue;
  1180. }
  1181. if (!n->has_node(p_at)) {
  1182. continue;
  1183. }
  1184. to_remove.push_back(n);
  1185. }
  1186. for (Node *n : to_remove) {
  1187. Node *n2 = n->get_node(p_at);
  1188. n2->get_parent()->remove_child(n2);
  1189. live_edit_remove_list[n][p_keep_id] = n2;
  1190. }
  1191. }
  1192. void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
  1193. SceneTree *scene_tree = SceneTree::get_singleton();
  1194. if (!scene_tree) {
  1195. return;
  1196. }
  1197. Node *base = nullptr;
  1198. if (scene_tree->root->has_node(live_edit_root)) {
  1199. base = scene_tree->root->get_node(live_edit_root);
  1200. }
  1201. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1202. if (!E) {
  1203. return; //scene not editable
  1204. }
  1205. for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
  1206. HashSet<Node *>::Iterator N = F;
  1207. ++N;
  1208. Node *n = *F;
  1209. if (base && !base->is_ancestor_of(n)) {
  1210. continue;
  1211. }
  1212. if (!n->has_node(p_at)) {
  1213. continue;
  1214. }
  1215. Node *n2 = n->get_node(p_at);
  1216. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
  1217. if (!EN) {
  1218. continue;
  1219. }
  1220. HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
  1221. if (!FN) {
  1222. continue;
  1223. }
  1224. n2->add_child(FN->value);
  1225. EN->value.remove(FN);
  1226. if (EN->value.is_empty()) {
  1227. live_edit_remove_list.remove(EN);
  1228. }
  1229. F = N;
  1230. }
  1231. }
  1232. void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
  1233. SceneTree *scene_tree = SceneTree::get_singleton();
  1234. if (!scene_tree) {
  1235. return;
  1236. }
  1237. Node *base = nullptr;
  1238. if (scene_tree->root->has_node(live_edit_root)) {
  1239. base = scene_tree->root->get_node(live_edit_root);
  1240. }
  1241. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1242. if (!E) {
  1243. return; //scene not editable
  1244. }
  1245. for (Node *F : E->value) {
  1246. Node *n = F;
  1247. if (base && !base->is_ancestor_of(n)) {
  1248. continue;
  1249. }
  1250. if (!n->has_node(p_at)) {
  1251. continue;
  1252. }
  1253. Node *n2 = n->get_node(p_at);
  1254. Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
  1255. if (!dup) {
  1256. continue;
  1257. }
  1258. dup->set_name(p_new_name);
  1259. n2->get_parent()->add_child(dup);
  1260. }
  1261. }
  1262. void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
  1263. SceneTree *scene_tree = SceneTree::get_singleton();
  1264. if (!scene_tree) {
  1265. return;
  1266. }
  1267. Node *base = nullptr;
  1268. if (scene_tree->root->has_node(live_edit_root)) {
  1269. base = scene_tree->root->get_node(live_edit_root);
  1270. }
  1271. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1272. if (!E) {
  1273. return; //scene not editable
  1274. }
  1275. for (Node *F : E->value) {
  1276. Node *n = F;
  1277. if (base && !base->is_ancestor_of(n)) {
  1278. continue;
  1279. }
  1280. if (!n->has_node(p_at)) {
  1281. continue;
  1282. }
  1283. Node *nfrom = n->get_node(p_at);
  1284. if (!n->has_node(p_new_place)) {
  1285. continue;
  1286. }
  1287. Node *nto = n->get_node(p_new_place);
  1288. nfrom->get_parent()->remove_child(nfrom);
  1289. nfrom->set_name(p_new_name);
  1290. nto->add_child(nfrom);
  1291. if (p_at_pos >= 0) {
  1292. nto->move_child(nfrom, p_at_pos);
  1293. }
  1294. }
  1295. }
  1296. /// RuntimeNodeSelect
  1297. RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
  1298. return singleton;
  1299. }
  1300. RuntimeNodeSelect::~RuntimeNodeSelect() {
  1301. if (selection_list && !selection_list->is_visible()) {
  1302. memdelete(selection_list);
  1303. }
  1304. if (draw_canvas.is_valid()) {
  1305. RS::get_singleton()->free_rid(sel_drag_ci);
  1306. RS::get_singleton()->free_rid(sbox_2d_ci);
  1307. RS::get_singleton()->free_rid(draw_canvas);
  1308. }
  1309. }
  1310. void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {
  1311. Window *root = SceneTree::get_singleton()->get_root();
  1312. ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
  1313. root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
  1314. root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
  1315. max_selection = p_settings.get("debugger/max_node_selection", 1);
  1316. panner.instantiate();
  1317. panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
  1318. ViewPanner::ControlScheme panning_scheme = (ViewPanner::ControlScheme)p_settings.get("editors/panning/2d_editor_panning_scheme", 0).operator int();
  1319. bool simple_panning = p_settings.get("editors/panning/simple_panning", false);
  1320. int pan_speed = p_settings.get("editors/panning/2d_editor_pan_speed", 20);
  1321. Array keys = p_settings.get("canvas_item_editor/pan_view", Array()).operator Array();
  1322. panner->setup(panning_scheme, DebuggerMarshalls::deserialize_key_shortcut(keys), simple_panning);
  1323. panner->setup_warped_panning(root, p_settings.get("editors/panning/warped_mouse_panning", true));
  1324. panner->set_scroll_speed(pan_speed);
  1325. sel_2d_grab_dist = p_settings.get("editors/polygon_editor/point_grab_radius", 0);
  1326. selection_area_fill = p_settings.get("box_selection_fill_color", Color());
  1327. selection_area_outline = p_settings.get("box_selection_stroke_color", Color());
  1328. draw_canvas = RS::get_singleton()->canvas_create();
  1329. sel_drag_ci = RS::get_singleton()->canvas_item_create();
  1330. /// 2D Selection Box Generation
  1331. sbox_2d_ci = RS::get_singleton()->canvas_item_create();
  1332. RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), draw_canvas);
  1333. RS::get_singleton()->canvas_item_set_parent(sel_drag_ci, draw_canvas);
  1334. RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, draw_canvas);
  1335. #ifndef _3D_DISABLED
  1336. cursor = Cursor();
  1337. camera_fov = p_settings.get("editors/3d/default_fov", 70);
  1338. camera_znear = p_settings.get("editors/3d/default_z_near", 0.05);
  1339. camera_zfar = p_settings.get("editors/3d/default_z_far", 4'000);
  1340. invert_x_axis = p_settings.get("editors/3d/navigation/invert_x_axis", false);
  1341. invert_y_axis = p_settings.get("editors/3d/navigation/invert_y_axis", false);
  1342. warped_mouse_panning_3d = p_settings.get("editors/3d/navigation/warped_mouse_panning", true);
  1343. freelook_base_speed = p_settings.get("editors/3d/freelook/freelook_base_speed", 5);
  1344. freelook_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/freelook/freelook_sensitivity", 0.25));
  1345. orbit_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/navigation_feel/orbit_sensitivity", 0.004));
  1346. translation_sensitivity = p_settings.get("editors/3d/navigation_feel/translation_sensitivity", 1);
  1347. /// 3D Selection Box Generation
  1348. // Copied from the Node3DEditor implementation.
  1349. sbox_3d_color = p_settings.get("editors/3d/selection_box_color", Color());
  1350. // Use two AABBs to create the illusion of a slightly thicker line.
  1351. AABB aabb(Vector3(), Vector3(1, 1, 1));
  1352. // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
  1353. // Both will be drawn at the same position, but with different opacity.
  1354. // This lets the user see where the selection is while still having a sense of depth.
  1355. Ref<SurfaceTool> st = memnew(SurfaceTool);
  1356. Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
  1357. st->begin(Mesh::PRIMITIVE_LINES);
  1358. st_xray->begin(Mesh::PRIMITIVE_LINES);
  1359. for (int i = 0; i < 12; i++) {
  1360. Vector3 a, b;
  1361. aabb.get_edge(i, a, b);
  1362. st->add_vertex(a);
  1363. st->add_vertex(b);
  1364. st_xray->add_vertex(a);
  1365. st_xray->add_vertex(b);
  1366. }
  1367. Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
  1368. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1369. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1370. mat->set_albedo(sbox_3d_color);
  1371. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1372. st->set_material(mat);
  1373. sbox_3d_mesh = st->commit();
  1374. Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
  1375. mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1376. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1377. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
  1378. mat_xray->set_albedo(sbox_3d_color * Color(1, 1, 1, 0.15));
  1379. mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1380. st_xray->set_material(mat_xray);
  1381. sbox_3d_mesh_xray = st_xray->commit();
  1382. #endif // _3D_DISABLED
  1383. SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
  1384. SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
  1385. // This function will be called before the root enters the tree at first when the Game view is passing its settings to
  1386. // the debugger, so queue the update for after it enters.
  1387. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
  1388. }
  1389. void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
  1390. node_select_type = p_type;
  1391. _update_input_state();
  1392. }
  1393. void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
  1394. node_select_mode = p_mode;
  1395. }
  1396. void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
  1397. camera_override = p_enabled;
  1398. if (camera_first_override) {
  1399. _reset_camera_2d();
  1400. #ifndef _3D_DISABLED
  1401. _reset_camera_3d();
  1402. #endif // _3D_DISABLED
  1403. camera_first_override = false;
  1404. } else if (p_enabled) {
  1405. _update_view_2d();
  1406. #ifndef _3D_DISABLED
  1407. Window *root = SceneTree::get_singleton()->get_root();
  1408. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  1409. Camera3D *override_camera = root->get_override_camera_3d();
  1410. override_camera->set_transform(_get_cursor_transform());
  1411. override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  1412. #endif // _3D_DISABLED
  1413. }
  1414. }
  1415. void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
  1416. Window *root = SceneTree::get_singleton()->get_root();
  1417. if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) {
  1418. // Workaround for platforms that don't allow subwindows.
  1419. if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) {
  1420. root->set_disable_input_override(false);
  1421. selection_list->push_input(p_event);
  1422. callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
  1423. }
  1424. return;
  1425. }
  1426. bool is_dragging_camera = false;
  1427. if (camera_override) {
  1428. if (node_select_type == NODE_TYPE_2D) {
  1429. is_dragging_camera = panner->gui_input(p_event, Rect2(Vector2(), root->get_visible_rect().get_size()));
  1430. #ifndef _3D_DISABLED
  1431. } else if (node_select_type == NODE_TYPE_3D && selection_drag_state == SELECTION_DRAG_NONE) {
  1432. if (_handle_3d_input(p_event)) {
  1433. return;
  1434. }
  1435. #endif // _3D_DISABLED
  1436. }
  1437. }
  1438. Ref<InputEventMouseButton> b = p_event;
  1439. if (selection_drag_state == SELECTION_DRAG_MOVE) {
  1440. Ref<InputEventMouseMotion> m = p_event;
  1441. if (m.is_valid()) {
  1442. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(m->get_position()));
  1443. return;
  1444. } else if (b.is_valid()) {
  1445. // Account for actions like zooming.
  1446. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(b->get_position()));
  1447. }
  1448. }
  1449. if (b.is_null()) {
  1450. return;
  1451. }
  1452. // Ignore mouse wheel inputs.
  1453. if (b->get_button_index() != MouseButton::LEFT && b->get_button_index() != MouseButton::RIGHT) {
  1454. return;
  1455. }
  1456. if (selection_drag_state == SELECTION_DRAG_MOVE && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) {
  1457. selection_drag_state = SELECTION_DRAG_END;
  1458. selection_drag_area = selection_drag_area.abs();
  1459. _update_selection_drag();
  1460. // Trigger a selection in the position on release.
  1461. if (multi_shortcut_pressed) {
  1462. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1463. }
  1464. }
  1465. if (!is_dragging_camera && b->is_pressed()) {
  1466. multi_shortcut_pressed = b->is_shift_pressed();
  1467. list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
  1468. if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
  1469. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1470. }
  1471. }
  1472. }
  1473. void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
  1474. Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
  1475. if (obj) {
  1476. Vector<Node *> node;
  1477. node.append(Object::cast_to<Node>(obj));
  1478. _send_ids(node);
  1479. }
  1480. }
  1481. void RuntimeNodeSelect::_update_input_state() {
  1482. SceneTree *scene_tree = SceneTree::get_singleton();
  1483. // This function can be called at the very beginning, when the root hasn't entered the tree yet.
  1484. // So check first to avoid a crash.
  1485. if (!scene_tree->get_root()->is_inside_tree()) {
  1486. return;
  1487. }
  1488. bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
  1489. Input::get_singleton()->set_disable_input(disable_input);
  1490. Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
  1491. scene_tree->get_root()->set_disable_input_override(disable_input);
  1492. }
  1493. void RuntimeNodeSelect::_process_frame() {
  1494. #ifndef _3D_DISABLED
  1495. if (camera_freelook) {
  1496. Transform3D transform = _get_cursor_transform();
  1497. Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
  1498. const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
  1499. Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
  1500. Vector3 direction;
  1501. Input *input = Input::get_singleton();
  1502. bool was_input_disabled = input->is_input_disabled();
  1503. if (was_input_disabled) {
  1504. input->set_disable_input(false);
  1505. }
  1506. if (input->is_physical_key_pressed(Key::A)) {
  1507. direction -= right;
  1508. }
  1509. if (input->is_physical_key_pressed(Key::D)) {
  1510. direction += right;
  1511. }
  1512. if (input->is_physical_key_pressed(Key::W)) {
  1513. direction += forward;
  1514. }
  1515. if (input->is_physical_key_pressed(Key::S)) {
  1516. direction -= forward;
  1517. }
  1518. if (input->is_physical_key_pressed(Key::E)) {
  1519. direction += up;
  1520. }
  1521. if (input->is_physical_key_pressed(Key::Q)) {
  1522. direction -= up;
  1523. }
  1524. real_t speed = freelook_base_speed;
  1525. if (input->is_physical_key_pressed(Key::SHIFT)) {
  1526. speed *= 3.0;
  1527. }
  1528. if (input->is_physical_key_pressed(Key::ALT)) {
  1529. speed *= 0.333333;
  1530. }
  1531. if (was_input_disabled) {
  1532. input->set_disable_input(true);
  1533. }
  1534. if (direction != Vector3()) {
  1535. Window *root = SceneTree::get_singleton()->get_root();
  1536. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  1537. // Calculate the process time manually, as the time scale is frozen.
  1538. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
  1539. const Vector3 motion = direction * speed * process_time;
  1540. cursor.pos += motion;
  1541. cursor.eye_pos += motion;
  1542. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  1543. }
  1544. }
  1545. #endif // _3D_DISABLED
  1546. if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
  1547. selection_update_queued = false;
  1548. if (has_selection) {
  1549. _update_selection();
  1550. }
  1551. }
  1552. }
  1553. void RuntimeNodeSelect::_physics_frame() {
  1554. if (selection_drag_state != SELECTION_DRAG_END && (selection_drag_state == SELECTION_DRAG_MOVE || Math::is_inf(selection_position.x))) {
  1555. return;
  1556. }
  1557. Window *root = SceneTree::get_singleton()->get_root();
  1558. bool selection_drag_valid = selection_drag_state == SELECTION_DRAG_END && selection_drag_area.get_area() > SELECTION_MIN_AREA;
  1559. Vector<SelectResult> items;
  1560. if (node_select_type == NODE_TYPE_2D) {
  1561. if (selection_drag_valid) {
  1562. for (int i = 0; i < root->get_child_count(); i++) {
  1563. _find_canvas_items_at_rect(selection_drag_area, root->get_child(i), items);
  1564. }
  1565. } else if (!Math::is_inf(selection_position.x)) {
  1566. for (int i = 0; i < root->get_child_count(); i++) {
  1567. _find_canvas_items_at_pos(selection_position, root->get_child(i), items);
  1568. }
  1569. }
  1570. #ifndef _3D_DISABLED
  1571. } else if (node_select_type == NODE_TYPE_3D) {
  1572. if (selection_drag_valid) {
  1573. _find_3d_items_at_rect(selection_drag_area, items);
  1574. } else {
  1575. _find_3d_items_at_pos(selection_position, items);
  1576. }
  1577. #endif // _3D_DISABLED
  1578. }
  1579. if ((prefer_group_selection || avoid_locked_nodes) && !list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) {
  1580. for (int i = 0; i < items.size(); i++) {
  1581. Node *node = items[i].item;
  1582. Node *final_node = node;
  1583. real_t order = items[i].order;
  1584. // Replace the node by the group if grouped.
  1585. if (prefer_group_selection) {
  1586. while (node && node != root) {
  1587. if (node->has_meta("_edit_group_")) {
  1588. final_node = node;
  1589. if (Object::cast_to<CanvasItem>(final_node)) {
  1590. CanvasItem *ci_tmp = Object::cast_to<CanvasItem>(final_node);
  1591. order = ci_tmp->get_effective_z_index() + ci_tmp->get_canvas_layer();
  1592. } else if (Object::cast_to<Node3D>(final_node)) {
  1593. Node3D *node3d_tmp = Object::cast_to<Node3D>(final_node);
  1594. Camera3D *camera = root->get_camera_3d();
  1595. Vector3 pos = camera->project_ray_origin(selection_position);
  1596. order = -pos.distance_to(node3d_tmp->get_global_transform().origin);
  1597. }
  1598. }
  1599. node = node->get_parent();
  1600. }
  1601. }
  1602. // Filter out locked nodes.
  1603. if (avoid_locked_nodes && final_node->get_meta("_edit_lock_", false)) {
  1604. items.remove_at(i);
  1605. i--;
  1606. continue;
  1607. }
  1608. items.write[i].item = final_node;
  1609. items.write[i].order = order;
  1610. }
  1611. }
  1612. // Remove possible duplicates.
  1613. for (int i = 0; i < items.size(); i++) {
  1614. Node *item = items[i].item;
  1615. for (int j = 0; j < i; j++) {
  1616. if (items[j].item == item) {
  1617. items.remove_at(i);
  1618. i--;
  1619. break;
  1620. }
  1621. }
  1622. }
  1623. items.sort();
  1624. switch (selection_drag_state) {
  1625. case SELECTION_DRAG_END: {
  1626. selection_position = Point2(Math::INF, Math::INF);
  1627. selection_drag_state = SELECTION_DRAG_NONE;
  1628. if (selection_drag_area.get_area() > SELECTION_MIN_AREA) {
  1629. if (!items.is_empty()) {
  1630. Vector<Node *> nodes;
  1631. for (const SelectResult item : items) {
  1632. nodes.append(item.item);
  1633. }
  1634. _send_ids(nodes, false);
  1635. }
  1636. _update_selection_drag();
  1637. return;
  1638. }
  1639. _update_selection_drag();
  1640. } break;
  1641. case SELECTION_DRAG_NONE: {
  1642. if (node_select_mode == SELECT_MODE_LIST) {
  1643. break;
  1644. }
  1645. if (multi_shortcut_pressed) {
  1646. // Allow forcing box selection when an item was clicked.
  1647. selection_drag_state = SELECTION_DRAG_MOVE;
  1648. } else if (items.is_empty()) {
  1649. #ifdef _3D_DISABLED
  1650. if (!selected_ci_nodes.is_empty()) {
  1651. #else
  1652. if (!selected_ci_nodes.is_empty() || !selected_3d_nodes.is_empty()) {
  1653. #endif // _3D_DISABLED
  1654. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", Array());
  1655. _clear_selection();
  1656. }
  1657. selection_drag_state = SELECTION_DRAG_MOVE;
  1658. } else {
  1659. break;
  1660. }
  1661. [[fallthrough]];
  1662. }
  1663. case SELECTION_DRAG_MOVE: {
  1664. selection_drag_area.position = selection_position;
  1665. // Stop selection on click, so it can happen on release if the selection area doesn't pass the threshold.
  1666. if (multi_shortcut_pressed) {
  1667. return;
  1668. }
  1669. }
  1670. }
  1671. if (items.is_empty()) {
  1672. selection_position = Point2(Math::INF, Math::INF);
  1673. return;
  1674. }
  1675. if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
  1676. selection_position = Point2(Math::INF, Math::INF);
  1677. Vector<Node *> node;
  1678. node.append(items[0].item);
  1679. _send_ids(node);
  1680. return;
  1681. }
  1682. if (!selection_list && (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST)) {
  1683. _open_selection_list(items, selection_position);
  1684. }
  1685. selection_position = Point2(Math::INF, Math::INF);
  1686. }
  1687. void RuntimeNodeSelect::_send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections) {
  1688. ERR_FAIL_COND(p_picked_nodes.is_empty());
  1689. Vector<Node *> picked_nodes = p_picked_nodes;
  1690. Array message;
  1691. if (!multi_shortcut_pressed) {
  1692. if (picked_nodes.size() > max_selection) {
  1693. picked_nodes.resize(max_selection);
  1694. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1695. }
  1696. for (const Node *node : picked_nodes) {
  1697. SceneDebuggerObject obj(node->get_instance_id());
  1698. Array arr;
  1699. obj.serialize(arr);
  1700. message.append(arr);
  1701. }
  1702. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1703. _set_selected_nodes(picked_nodes);
  1704. return;
  1705. }
  1706. LocalVector<Node *> nodes;
  1707. LocalVector<ObjectID> ids;
  1708. for (Node *node : picked_nodes) {
  1709. ObjectID id = node->get_instance_id();
  1710. if (CanvasItem *ci = Object::cast_to<CanvasItem>(node)) {
  1711. if (selected_ci_nodes.has(id)) {
  1712. if (p_invert_new_selections) {
  1713. selected_ci_nodes.erase(id);
  1714. }
  1715. } else {
  1716. ids.push_back(id);
  1717. nodes.push_back(ci);
  1718. }
  1719. } else {
  1720. #ifndef _3D_DISABLED
  1721. if (Node3D *node3d = Object::cast_to<Node3D>(node)) {
  1722. if (selected_3d_nodes.has(id)) {
  1723. if (p_invert_new_selections) {
  1724. selected_3d_nodes.erase(id);
  1725. }
  1726. } else {
  1727. ids.push_back(id);
  1728. nodes.push_back(node3d);
  1729. }
  1730. }
  1731. #endif // _3D_DISABLED
  1732. }
  1733. }
  1734. uint32_t limit = max_selection - selected_ci_nodes.size();
  1735. #ifndef _3D_DISABLED
  1736. limit -= selected_3d_nodes.size();
  1737. #endif // _3D_DISABLED
  1738. if (ids.size() > limit) {
  1739. ids.resize(limit);
  1740. nodes.resize(limit);
  1741. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1742. }
  1743. for (ObjectID id : selected_ci_nodes) {
  1744. ids.push_back(id);
  1745. nodes.push_back(ObjectDB::get_instance<Node>(id));
  1746. }
  1747. #ifndef _3D_DISABLED
  1748. for (const KeyValue<ObjectID, Ref<SelectionBox3D>> &KV : selected_3d_nodes) {
  1749. ids.push_back(KV.key);
  1750. nodes.push_back(ObjectDB::get_instance<Node>(KV.key));
  1751. }
  1752. #endif // _3D_DISABLED
  1753. if (ids.is_empty()) {
  1754. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", message);
  1755. } else {
  1756. for (const ObjectID &id : ids) {
  1757. SceneDebuggerObject obj(id);
  1758. Array arr;
  1759. obj.serialize(arr);
  1760. message.append(arr);
  1761. }
  1762. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1763. }
  1764. _set_selected_nodes(Vector<Node *>(nodes));
  1765. }
  1766. void RuntimeNodeSelect::_set_selected_nodes(const Vector<Node *> &p_nodes) {
  1767. if (p_nodes.is_empty()) {
  1768. _clear_selection();
  1769. return;
  1770. }
  1771. bool changed = false;
  1772. LocalVector<ObjectID> nodes_ci;
  1773. #ifndef _3D_DISABLED
  1774. HashMap<ObjectID, Ref<SelectionBox3D>> nodes_3d;
  1775. #endif // _3D_DISABLED
  1776. for (Node *node : p_nodes) {
  1777. ObjectID id = node->get_instance_id();
  1778. if (Object::cast_to<CanvasItem>(node)) {
  1779. if (!changed || !selected_ci_nodes.has(id)) {
  1780. changed = true;
  1781. }
  1782. nodes_ci.push_back(id);
  1783. } else {
  1784. #ifndef _3D_DISABLED
  1785. Node3D *node_3d = Object::cast_to<Node3D>(node);
  1786. if (!node_3d || !node_3d->is_inside_world()) {
  1787. continue;
  1788. }
  1789. if (!changed || !selected_3d_nodes.has(id)) {
  1790. changed = true;
  1791. }
  1792. if (selected_3d_nodes.has(id)) {
  1793. // Assign an already available visual instance.
  1794. nodes_3d[id] = selected_3d_nodes.get(id);
  1795. continue;
  1796. }
  1797. if (sbox_3d_mesh.is_null() || sbox_3d_mesh_xray.is_null()) {
  1798. continue;
  1799. }
  1800. Ref<SelectionBox3D> sb;
  1801. sb.instantiate();
  1802. nodes_3d[id] = sb;
  1803. RID scenario = node_3d->get_world_3d()->get_scenario();
  1804. sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1805. sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1806. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF);
  1807. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1808. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1809. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1810. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1811. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1812. sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1813. sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1814. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
  1815. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1816. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1817. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1818. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1819. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1820. #endif // _3D_DISABLED
  1821. }
  1822. }
  1823. #ifdef _3D_DISABLED
  1824. if (!changed && nodes_ci.size() == selected_ci_nodes.size()) {
  1825. return;
  1826. }
  1827. #else
  1828. if (!changed && nodes_ci.size() == selected_ci_nodes.size() && nodes_3d.size() == selected_3d_nodes.size()) {
  1829. return;
  1830. }
  1831. #endif // _3D_DISABLED
  1832. _clear_selection();
  1833. selected_ci_nodes = nodes_ci;
  1834. has_selection = !nodes_ci.is_empty();
  1835. #ifndef _3D_DISABLED
  1836. if (!nodes_3d.is_empty()) {
  1837. selected_3d_nodes = nodes_3d;
  1838. has_selection = true;
  1839. }
  1840. #endif // _3D_DISABLED
  1841. _queue_selection_update();
  1842. }
  1843. void RuntimeNodeSelect::_queue_selection_update() {
  1844. if (has_selection && selection_visible) {
  1845. if (SceneTree::get_singleton()->is_suspended()) {
  1846. _update_selection();
  1847. } else {
  1848. selection_update_queued = true;
  1849. }
  1850. }
  1851. }
  1852. void RuntimeNodeSelect::_update_selection() {
  1853. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1854. RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
  1855. for (LocalVector<ObjectID>::Iterator E = selected_ci_nodes.begin(); E != selected_ci_nodes.end(); ++E) {
  1856. ObjectID id = *E;
  1857. CanvasItem *ci = ObjectDB::get_instance<CanvasItem>(id);
  1858. if (!ci) {
  1859. selected_ci_nodes.erase(id);
  1860. --E;
  1861. continue;
  1862. }
  1863. if (!ci->is_inside_tree()) {
  1864. continue;
  1865. }
  1866. Transform2D xform = ci->get_global_transform_with_canvas();
  1867. // Fallback.
  1868. Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
  1869. if (ci->_edit_use_rect()) {
  1870. rect = ci->_edit_get_rect();
  1871. } else {
  1872. #ifndef PHYSICS_2D_DISABLED
  1873. CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
  1874. if (collision_shape) {
  1875. Ref<Shape2D> shape = collision_shape->get_shape();
  1876. if (shape.is_valid()) {
  1877. rect = shape->get_rect();
  1878. }
  1879. }
  1880. #endif // PHYSICS_2D_DISABLED
  1881. }
  1882. const Vector2 endpoints[4] = {
  1883. xform.xform(rect.position),
  1884. xform.xform(rect.position + Point2(rect.size.x, 0)),
  1885. xform.xform(rect.position + rect.size),
  1886. xform.xform(rect.position + Point2(0, rect.size.y))
  1887. };
  1888. const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
  1889. for (int i = 0; i < 4; i++) {
  1890. RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, 2);
  1891. }
  1892. }
  1893. #ifndef _3D_DISABLED
  1894. for (HashMap<ObjectID, Ref<SelectionBox3D>>::ConstIterator KV = selected_3d_nodes.begin(); KV != selected_3d_nodes.end(); ++KV) {
  1895. ObjectID id = KV->key;
  1896. Node3D *node_3d = ObjectDB::get_instance<Node3D>(id);
  1897. if (!node_3d) {
  1898. selected_3d_nodes.erase(id);
  1899. --KV;
  1900. continue;
  1901. }
  1902. if (!node_3d->is_inside_tree()) {
  1903. continue;
  1904. }
  1905. // Fallback.
  1906. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
  1907. VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
  1908. if (visual_instance) {
  1909. bounds = visual_instance->get_aabb();
  1910. } else {
  1911. #ifndef PHYSICS_3D_DISABLED
  1912. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
  1913. if (collision_shape) {
  1914. Ref<Shape3D> shape = collision_shape->get_shape();
  1915. if (shape.is_valid()) {
  1916. bounds = shape->get_debug_mesh()->get_aabb();
  1917. }
  1918. }
  1919. #endif // PHYSICS_3D_DISABLED
  1920. }
  1921. Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
  1922. bounds = xform_to_top_level_parent_space.xform(bounds);
  1923. Transform3D t = node_3d->get_global_transform();
  1924. Ref<SelectionBox3D> sb = KV->value;
  1925. if (t == sb->transform && bounds == sb->bounds) {
  1926. continue; // Nothing changed.
  1927. }
  1928. sb->transform = t;
  1929. sb->bounds = bounds;
  1930. Transform3D t_offset = t;
  1931. // Apply AABB scaling before item's global transform.
  1932. {
  1933. const Vector3 offset(0.005, 0.005, 0.005);
  1934. Basis aabb_s;
  1935. aabb_s.scale(bounds.size + offset);
  1936. t.translate_local(bounds.position - offset / 2);
  1937. t.basis = t.basis * aabb_s;
  1938. }
  1939. {
  1940. const Vector3 offset(0.01, 0.01, 0.01);
  1941. Basis aabb_s;
  1942. aabb_s.scale(bounds.size + offset);
  1943. t_offset.translate_local(bounds.position - offset / 2);
  1944. t_offset.basis = t_offset.basis * aabb_s;
  1945. }
  1946. RS::get_singleton()->instance_set_visible(sb->instance, selection_visible);
  1947. RS::get_singleton()->instance_set_visible(sb->instance_ofs, selection_visible);
  1948. RS::get_singleton()->instance_set_visible(sb->instance_xray, selection_visible);
  1949. RS::get_singleton()->instance_set_visible(sb->instance_xray_ofs, selection_visible);
  1950. RS::get_singleton()->instance_set_transform(sb->instance, t);
  1951. RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset);
  1952. RS::get_singleton()->instance_set_transform(sb->instance_xray, t);
  1953. RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset);
  1954. }
  1955. #endif // _3D_DISABLED
  1956. }
  1957. void RuntimeNodeSelect::_clear_selection() {
  1958. selected_ci_nodes.clear();
  1959. if (draw_canvas.is_valid()) {
  1960. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1961. }
  1962. #ifndef _3D_DISABLED
  1963. selected_3d_nodes.clear();
  1964. #endif // _3D_DISABLED
  1965. has_selection = false;
  1966. }
  1967. void RuntimeNodeSelect::_update_selection_drag(const Point2 &p_end_pos) {
  1968. RS::get_singleton()->canvas_item_clear(sel_drag_ci);
  1969. if (selection_drag_state != SELECTION_DRAG_MOVE) {
  1970. return;
  1971. }
  1972. selection_drag_area.size = p_end_pos - selection_drag_area.position;
  1973. if (selection_drag_state == SELECTION_DRAG_END) {
  1974. return;
  1975. }
  1976. Rect2 selection_drawing = selection_drag_area.abs();
  1977. int thickness = 1;
  1978. const Vector2 endpoints[4] = {
  1979. selection_drawing.position,
  1980. selection_drawing.position + Point2(selection_drawing.size.x, 0),
  1981. selection_drawing.position + selection_drawing.size,
  1982. selection_drawing.position + Point2(0, selection_drawing.size.y)
  1983. };
  1984. // Draw fill.
  1985. RS::get_singleton()->canvas_item_add_rect(sel_drag_ci, selection_drawing, selection_area_fill);
  1986. // Draw outline.
  1987. for (int i = 0; i < 4; i++) {
  1988. RS::get_singleton()->canvas_item_add_line(sel_drag_ci, endpoints[i], endpoints[(i + 1) % 4], selection_area_outline, thickness);
  1989. }
  1990. }
  1991. void RuntimeNodeSelect::_open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos) {
  1992. Window *root = SceneTree::get_singleton()->get_root();
  1993. selection_list = memnew(PopupMenu);
  1994. selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
  1995. selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
  1996. selection_list->set_force_native(true);
  1997. selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
  1998. selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list));
  1999. root->add_child(selection_list);
  2000. for (const SelectResult &I : p_items) {
  2001. int locked = 0;
  2002. if (I.item->get_meta("_edit_lock_", false)) {
  2003. locked = 1;
  2004. } else {
  2005. Node *scene = SceneTree::get_singleton()->get_root();
  2006. Node *node = I.item;
  2007. while (node && node != scene->get_parent()) {
  2008. if (node->has_meta("_edit_group_")) {
  2009. locked = 2;
  2010. }
  2011. node = node->get_parent();
  2012. }
  2013. }
  2014. String suffix;
  2015. if (locked == 1) {
  2016. suffix = " (" + RTR("Locked") + ")";
  2017. } else if (locked == 2) {
  2018. suffix = " (" + RTR("Grouped") + ")";
  2019. }
  2020. selection_list->add_item((String)I.item->get_name() + suffix);
  2021. selection_list->set_item_metadata(-1, I.item);
  2022. }
  2023. selection_list->set_position(selection_list->is_embedded() ? p_pos : (Input::get_singleton()->get_mouse_position() + root->get_position()));
  2024. selection_list->reset_size();
  2025. selection_list->popup();
  2026. // FIXME: Ugly hack that stops the popup from hiding when the button is released.
  2027. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
  2028. }
  2029. void RuntimeNodeSelect::_close_selection_list() {
  2030. selection_list->queue_free();
  2031. selection_list = nullptr;
  2032. }
  2033. void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
  2034. selection_visible = p_visible;
  2035. if (has_selection) {
  2036. _update_selection();
  2037. }
  2038. }
  2039. void RuntimeNodeSelect::_set_avoid_locked(bool p_enabled) {
  2040. avoid_locked_nodes = p_enabled;
  2041. }
  2042. void RuntimeNodeSelect::_set_prefer_group(bool p_enabled) {
  2043. prefer_group_selection = p_enabled;
  2044. }
  2045. // Copied and trimmed from the CanvasItemEditor implementation.
  2046. void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
  2047. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  2048. return;
  2049. }
  2050. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  2051. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  2052. if (ci) {
  2053. if (!ci->is_set_as_top_level()) {
  2054. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  2055. } else {
  2056. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  2057. }
  2058. } else {
  2059. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  2060. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  2061. }
  2062. }
  2063. if (!ci || !ci->is_visible_in_tree()) {
  2064. return;
  2065. }
  2066. Transform2D xform = p_canvas_xform;
  2067. if (!ci->is_set_as_top_level()) {
  2068. xform *= p_parent_xform;
  2069. }
  2070. Window *root = SceneTree::get_singleton()->get_root();
  2071. Point2 pos;
  2072. // Cameras don't affect `CanvasLayer`s.
  2073. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  2074. pos = root->get_canvas_transform().affine_inverse().xform(p_pos);
  2075. } else {
  2076. pos = p_pos;
  2077. }
  2078. xform = (xform * ci->get_transform()).affine_inverse();
  2079. const real_t local_grab_distance = xform.basis_xform(Vector2(sel_2d_grab_dist, 0)).length() / view_2d_zoom;
  2080. if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
  2081. SelectResult res;
  2082. res.item = ci;
  2083. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  2084. r_items.push_back(res);
  2085. #ifndef PHYSICS_2D_DISABLED
  2086. // If it's a shape, get the collision object it's from.
  2087. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
  2088. if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
  2089. CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
  2090. if (collision_object) {
  2091. SelectResult res_col;
  2092. res_col.item = ci->get_parent();
  2093. res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
  2094. r_items.push_back(res_col);
  2095. }
  2096. }
  2097. #endif // PHYSICS_2D_DISABLED
  2098. }
  2099. }
  2100. // Copied and trimmed from the CanvasItemEditor implementation.
  2101. void RuntimeNodeSelect::_find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
  2102. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  2103. return;
  2104. }
  2105. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  2106. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  2107. if (ci) {
  2108. if (!ci->is_set_as_top_level()) {
  2109. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  2110. } else {
  2111. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  2112. }
  2113. } else {
  2114. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  2115. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  2116. }
  2117. }
  2118. if (!ci || !ci->is_visible_in_tree()) {
  2119. return;
  2120. }
  2121. Transform2D xform = p_canvas_xform;
  2122. if (!ci->is_set_as_top_level()) {
  2123. xform *= p_parent_xform;
  2124. }
  2125. Window *root = SceneTree::get_singleton()->get_root();
  2126. Rect2 rect;
  2127. // Cameras don't affect `CanvasLayer`s.
  2128. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  2129. rect = root->get_canvas_transform().affine_inverse().xform(p_rect);
  2130. } else {
  2131. rect = p_rect;
  2132. }
  2133. rect = (xform * ci->get_transform()).affine_inverse().xform(rect);
  2134. bool selected = false;
  2135. if (ci->_edit_use_rect()) {
  2136. Rect2 ci_rect = ci->_edit_get_rect();
  2137. if (rect.has_point(ci_rect.position) &&
  2138. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, 0)) &&
  2139. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, ci_rect.size.y)) &&
  2140. rect.has_point(ci_rect.position + Vector2(0, ci_rect.size.y))) {
  2141. selected = true;
  2142. }
  2143. } else if (rect.has_point(Point2())) {
  2144. selected = true;
  2145. }
  2146. if (selected) {
  2147. SelectResult res;
  2148. res.item = ci;
  2149. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  2150. r_items.push_back(res);
  2151. }
  2152. }
  2153. void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
  2154. Vector2 scroll = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_scroll_vec);
  2155. view_2d_offset.x -= scroll.x / view_2d_zoom;
  2156. view_2d_offset.y -= scroll.y / view_2d_zoom;
  2157. _update_view_2d();
  2158. }
  2159. // A very shallow copy of the same function inside CanvasItemEditor.
  2160. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
  2161. real_t prev_zoom = view_2d_zoom;
  2162. view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
  2163. Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
  2164. view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
  2165. // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
  2166. // of small details (texts, lines).
  2167. // This correction adds a jitter movement when zooming, so we correct only when the
  2168. // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
  2169. const real_t closest_zoom_factor = Math::round(view_2d_zoom);
  2170. if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
  2171. // Make sure scene pixel at view_offset is aligned on a screen pixel.
  2172. Vector2 view_offset_int = view_2d_offset.floor();
  2173. Vector2 view_offset_frac = view_2d_offset - view_offset_int;
  2174. view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
  2175. }
  2176. _update_view_2d();
  2177. }
  2178. void RuntimeNodeSelect::_reset_camera_2d() {
  2179. camera_first_override = true;
  2180. Window *root = SceneTree::get_singleton()->get_root();
  2181. Camera2D *game_camera = root->is_camera_2d_override_enabled() ? root->get_overridden_camera_2d() : root->get_camera_2d();
  2182. if (game_camera) {
  2183. // Ideally we should be using Camera2D::get_camera_transform() but it's not so this hack will have to do for now.
  2184. view_2d_offset = game_camera->get_camera_screen_center() - (0.5 * root->get_visible_rect().size);
  2185. } else {
  2186. view_2d_offset = Vector2();
  2187. }
  2188. view_2d_zoom = 1;
  2189. if (root->is_camera_2d_override_enabled()) {
  2190. _update_view_2d();
  2191. }
  2192. }
  2193. void RuntimeNodeSelect::_update_view_2d() {
  2194. Window *root = SceneTree::get_singleton()->get_root();
  2195. ERR_FAIL_COND(!root->is_camera_2d_override_enabled());
  2196. Camera2D *override_camera = root->get_override_camera_2d();
  2197. override_camera->set_anchor_mode(Camera2D::ANCHOR_MODE_FIXED_TOP_LEFT);
  2198. override_camera->set_zoom(Vector2(view_2d_zoom, view_2d_zoom));
  2199. override_camera->set_offset(view_2d_offset);
  2200. _queue_selection_update();
  2201. }
  2202. #ifndef _3D_DISABLED
  2203. void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
  2204. Window *root = SceneTree::get_singleton()->get_root();
  2205. Vector3 ray, pos, to;
  2206. Camera3D *camera = root->get_camera_3d();
  2207. if (!camera) {
  2208. return;
  2209. }
  2210. ray = camera->project_ray_normal(p_pos);
  2211. pos = camera->project_ray_origin(p_pos);
  2212. to = pos + ray * camera->get_far();
  2213. #ifndef PHYSICS_3D_DISABLED
  2214. // Start with physical objects.
  2215. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2216. PhysicsDirectSpaceState3D::RayResult result;
  2217. HashSet<RID> excluded;
  2218. PhysicsDirectSpaceState3D::RayParameters ray_params;
  2219. ray_params.from = pos;
  2220. ray_params.to = to;
  2221. ray_params.collide_with_areas = true;
  2222. while (true) {
  2223. ray_params.exclude = excluded;
  2224. if (ss->intersect_ray(ray_params, result)) {
  2225. SelectResult res;
  2226. res.item = Object::cast_to<Node>(result.collider);
  2227. res.order = -pos.distance_to(result.position);
  2228. // Fetch collision shapes.
  2229. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2230. if (collision) {
  2231. List<uint32_t> owners;
  2232. collision->get_shape_owners(&owners);
  2233. for (uint32_t &I : owners) {
  2234. SelectResult res_shape;
  2235. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2236. res_shape.order = res.order;
  2237. r_items.push_back(res_shape);
  2238. }
  2239. }
  2240. r_items.push_back(res);
  2241. excluded.insert(result.rid);
  2242. } else {
  2243. break;
  2244. }
  2245. }
  2246. #endif // PHYSICS_3D_DISABLED
  2247. // Then go for the meshes.
  2248. Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
  2249. for (int i = 0; i < items.size(); i++) {
  2250. Object *obj = ObjectDB::get_instance(items[i]);
  2251. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2252. if (geo_instance) {
  2253. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2254. if (mesh_collision.is_valid()) {
  2255. Transform3D gt = geo_instance->get_global_transform();
  2256. Transform3D ai = gt.affine_inverse();
  2257. Vector3 point, normal;
  2258. if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
  2259. SelectResult res;
  2260. res.item = Object::cast_to<Node>(obj);
  2261. res.order = -pos.distance_to(gt.xform(point));
  2262. r_items.push_back(res);
  2263. continue;
  2264. }
  2265. }
  2266. }
  2267. items.remove_at(i);
  2268. i--;
  2269. }
  2270. }
  2271. void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items) {
  2272. Window *root = SceneTree::get_singleton()->get_root();
  2273. Camera3D *camera = root->get_camera_3d();
  2274. if (!camera) {
  2275. return;
  2276. }
  2277. Vector3 cam_pos = camera->get_global_position();
  2278. Vector3 dist_pos = camera->project_ray_origin(p_rect.position + p_rect.size / 2);
  2279. real_t znear = camera->get_near();
  2280. real_t zfar = camera->get_far();
  2281. real_t zofs = MAX(0.0, 5.0 - znear);
  2282. const Point2 pos_end = p_rect.position + p_rect.size;
  2283. Vector3 box[4] = {
  2284. Vector3(
  2285. MIN(p_rect.position.x, pos_end.x),
  2286. MIN(p_rect.position.y, pos_end.y),
  2287. zofs),
  2288. Vector3(
  2289. MAX(p_rect.position.x, pos_end.x),
  2290. MIN(p_rect.position.y, pos_end.y),
  2291. zofs),
  2292. Vector3(
  2293. MAX(p_rect.position.x, pos_end.x),
  2294. MAX(p_rect.position.y, pos_end.y),
  2295. zofs),
  2296. Vector3(
  2297. MIN(p_rect.position.x, pos_end.x),
  2298. MAX(p_rect.position.y, pos_end.y),
  2299. zofs)
  2300. };
  2301. Vector<Plane> frustum;
  2302. for (int i = 0; i < 4; i++) {
  2303. Vector3 a = _get_screen_to_space(box[i]);
  2304. Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
  2305. frustum.push_back(Plane(a, b, cam_pos));
  2306. }
  2307. // Get the camera normal.
  2308. Plane near_plane = Plane(camera->get_global_transform().basis.get_column(2), cam_pos);
  2309. near_plane.d -= znear;
  2310. frustum.push_back(near_plane);
  2311. Plane far_plane = -near_plane;
  2312. far_plane.d += zfar;
  2313. frustum.push_back(far_plane);
  2314. #ifndef PHYSICS_3D_DISABLED
  2315. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size());
  2316. Ref<ConvexPolygonShape3D> shape;
  2317. shape.instantiate();
  2318. shape->set_points(points);
  2319. // Keep track of the currently listed nodes, so repeats can be ignored.
  2320. HashSet<Node *> node_list;
  2321. // Start with physical objects.
  2322. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2323. PhysicsDirectSpaceState3D::ShapeResult results[32];
  2324. PhysicsDirectSpaceState3D::ShapeParameters shape_params;
  2325. shape_params.shape_rid = shape->get_rid();
  2326. shape_params.collide_with_areas = true;
  2327. const int num_hits = ss->intersect_shape(shape_params, results, 32);
  2328. for (int i = 0; i < num_hits; i++) {
  2329. const PhysicsDirectSpaceState3D::ShapeResult &result = results[i];
  2330. SelectResult res;
  2331. res.item = Object::cast_to<Node>(result.collider);
  2332. res.order = -dist_pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().origin);
  2333. // Fetch collision shapes.
  2334. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2335. if (collision) {
  2336. List<uint32_t> owners;
  2337. collision->get_shape_owners(&owners);
  2338. for (uint32_t &I : owners) {
  2339. SelectResult res_shape;
  2340. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2341. if (!node_list.has(res_shape.item)) {
  2342. node_list.insert(res_shape.item);
  2343. res_shape.order = res.order;
  2344. r_items.push_back(res_shape);
  2345. }
  2346. }
  2347. }
  2348. if (!node_list.has(res.item)) {
  2349. node_list.insert(res.item);
  2350. r_items.push_back(res);
  2351. }
  2352. }
  2353. #endif // PHYSICS_3D_DISABLED
  2354. // Then go for the meshes.
  2355. Vector<ObjectID> items = RS::get_singleton()->instances_cull_convex(frustum, root->get_world_3d()->get_scenario());
  2356. for (int i = 0; i < items.size(); i++) {
  2357. Object *obj = ObjectDB::get_instance(items[i]);
  2358. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2359. if (geo_instance) {
  2360. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2361. if (mesh_collision.is_valid()) {
  2362. Transform3D gt = geo_instance->get_global_transform();
  2363. Vector3 mesh_scale = gt.get_basis().get_scale();
  2364. gt.orthonormalize();
  2365. Transform3D it = gt.affine_inverse();
  2366. Vector<Plane> transformed_frustum;
  2367. int plane_count = frustum.size();
  2368. transformed_frustum.resize(plane_count);
  2369. for (int j = 0; j < plane_count; j++) {
  2370. transformed_frustum.write[j] = it.xform(frustum[j]);
  2371. }
  2372. Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(transformed_frustum.ptr(), plane_count);
  2373. if (mesh_collision->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) {
  2374. SelectResult res;
  2375. res.item = Object::cast_to<Node>(obj);
  2376. if (!node_list.has(res.item)) {
  2377. node_list.insert(res.item);
  2378. res.order = -dist_pos.distance_to(gt.origin);
  2379. r_items.push_back(res);
  2380. }
  2381. continue;
  2382. }
  2383. }
  2384. }
  2385. items.remove_at(i);
  2386. i--;
  2387. }
  2388. }
  2389. Vector3 RuntimeNodeSelect::_get_screen_to_space(const Vector3 &p_vector3) {
  2390. Window *root = SceneTree::get_singleton()->get_root();
  2391. Camera3D *camera = root->get_camera_3d();
  2392. Transform3D camera_transform = camera->get_camera_transform();
  2393. Size2 size = root->get_size();
  2394. real_t znear = camera->get_near();
  2395. Projection cm = Projection::create_perspective(camera->get_fov(), size.aspect(), znear + p_vector3.z, camera->get_far());
  2396. Vector2 screen_he = cm.get_viewport_half_extents();
  2397. 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)));
  2398. }
  2399. bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
  2400. Ref<InputEventMouseButton> b = p_event;
  2401. if (b.is_valid()) {
  2402. const real_t zoom_factor = 1.08 * b->get_factor();
  2403. switch (b->get_button_index()) {
  2404. case MouseButton::WHEEL_UP: {
  2405. if (!camera_freelook) {
  2406. _cursor_scale_distance(1.0 / zoom_factor);
  2407. } else {
  2408. _scale_freelook_speed(zoom_factor);
  2409. }
  2410. return true;
  2411. } break;
  2412. case MouseButton::WHEEL_DOWN: {
  2413. if (!camera_freelook) {
  2414. _cursor_scale_distance(zoom_factor);
  2415. } else {
  2416. _scale_freelook_speed(1.0 / zoom_factor);
  2417. }
  2418. return true;
  2419. } break;
  2420. case MouseButton::RIGHT: {
  2421. _set_camera_freelook_enabled(b->is_pressed());
  2422. return true;
  2423. } break;
  2424. default: {
  2425. }
  2426. }
  2427. }
  2428. Ref<InputEventMouseMotion> m = p_event;
  2429. if (m.is_valid()) {
  2430. if (camera_freelook) {
  2431. _cursor_look(m);
  2432. } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
  2433. if (m->is_shift_pressed()) {
  2434. _cursor_pan(m);
  2435. } else {
  2436. _cursor_orbit(m);
  2437. }
  2438. }
  2439. return true;
  2440. }
  2441. Ref<InputEventKey> k = p_event;
  2442. if (k.is_valid()) {
  2443. if (k->get_physical_keycode() == Key::ESCAPE) {
  2444. _set_camera_freelook_enabled(false);
  2445. return true;
  2446. } else if (k->is_ctrl_pressed()) {
  2447. switch (k->get_physical_keycode()) {
  2448. case Key::EQUAL: {
  2449. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2450. cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2451. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2452. return true;
  2453. } break;
  2454. case Key::MINUS: {
  2455. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2456. cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2457. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2458. return true;
  2459. } break;
  2460. case Key::KEY_0: {
  2461. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2462. cursor.fov_scale = 1;
  2463. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov, camera_znear, camera_zfar);
  2464. return true;
  2465. } break;
  2466. default: {
  2467. }
  2468. }
  2469. }
  2470. }
  2471. // TODO: Handle magnify and pan input gestures.
  2472. return false;
  2473. }
  2474. void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
  2475. camera_freelook = p_enabled;
  2476. if (p_enabled) {
  2477. // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
  2478. Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
  2479. cursor.eye_pos = cursor.pos - cursor.distance * forward;
  2480. previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
  2481. // Hide mouse like in an FPS (warping doesn't work).
  2482. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
  2483. } else {
  2484. // Restore mouse.
  2485. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
  2486. // Restore the previous mouse position when leaving freelook mode.
  2487. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
  2488. // due to OS limitations.
  2489. Input::get_singleton()->warp_mouse(previous_mouse_position);
  2490. }
  2491. }
  2492. void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
  2493. ERR_FAIL_COND(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled());
  2494. real_t min_distance = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2495. real_t max_distance = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2496. cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
  2497. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2498. }
  2499. void RuntimeNodeSelect::_scale_freelook_speed(real_t p_scale) {
  2500. real_t min_speed = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2501. real_t max_speed = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2502. if (unlikely(min_speed > max_speed)) {
  2503. freelook_base_speed = (min_speed + max_speed) / 2;
  2504. } else {
  2505. freelook_base_speed = CLAMP(freelook_base_speed * p_scale, min_speed, max_speed);
  2506. }
  2507. }
  2508. void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
  2509. Window *root = SceneTree::get_singleton()->get_root();
  2510. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2511. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
  2512. const Transform3D prev_camera_transform = _get_cursor_transform();
  2513. if (invert_y_axis) {
  2514. cursor.x_rot -= relative.y * freelook_sensitivity;
  2515. } else {
  2516. cursor.x_rot += relative.y * freelook_sensitivity;
  2517. }
  2518. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2519. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2520. cursor.y_rot += relative.x * freelook_sensitivity;
  2521. // Look is like the opposite of Orbit: the focus point rotates around the camera.
  2522. Transform3D camera_transform = _get_cursor_transform();
  2523. Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
  2524. Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
  2525. Vector3 diff = prev_pos - pos;
  2526. cursor.pos += diff;
  2527. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2528. }
  2529. void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
  2530. Window *root = SceneTree::get_singleton()->get_root();
  2531. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2532. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2533. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2534. const real_t pan_speed = translation_sensitivity / 150.0;
  2535. Transform3D camera_transform;
  2536. camera_transform.translate_local(cursor.pos);
  2537. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2538. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2539. Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
  2540. translation *= cursor.distance / 4;
  2541. camera_transform.translate_local(translation);
  2542. cursor.pos = camera_transform.origin;
  2543. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2544. }
  2545. void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
  2546. Window *root = SceneTree::get_singleton()->get_root();
  2547. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2548. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2549. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2550. if (invert_y_axis) {
  2551. cursor.x_rot -= relative.y * orbit_sensitivity;
  2552. } else {
  2553. cursor.x_rot += relative.y * orbit_sensitivity;
  2554. }
  2555. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2556. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2557. if (invert_x_axis) {
  2558. cursor.y_rot -= relative.x * orbit_sensitivity;
  2559. } else {
  2560. cursor.y_rot += relative.x * orbit_sensitivity;
  2561. }
  2562. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2563. }
  2564. Point2 RuntimeNodeSelect::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_area) const {
  2565. ERR_FAIL_COND_V(p_event.is_null(), Point2());
  2566. if (warped_mouse_panning_3d) {
  2567. return Input::get_singleton()->warp_mouse_motion(p_event, p_area);
  2568. }
  2569. return p_event->get_relative();
  2570. }
  2571. Transform3D RuntimeNodeSelect::_get_cursor_transform() {
  2572. Transform3D camera_transform;
  2573. camera_transform.translate_local(cursor.pos);
  2574. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2575. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2576. camera_transform.translate_local(0, 0, cursor.distance);
  2577. return camera_transform;
  2578. }
  2579. void RuntimeNodeSelect::_reset_camera_3d() {
  2580. camera_first_override = true;
  2581. cursor = Cursor();
  2582. Window *root = SceneTree::get_singleton()->get_root();
  2583. Camera3D *game_camera = root->is_camera_3d_override_enabled() ? root->get_overridden_camera_3d() : root->get_camera_3d();
  2584. if (game_camera) {
  2585. Transform3D transform = game_camera->get_camera_transform();
  2586. transform.translate_local(0, 0, -cursor.distance);
  2587. cursor.pos = transform.origin;
  2588. cursor.x_rot = -game_camera->get_global_rotation().x;
  2589. cursor.y_rot = -game_camera->get_global_rotation().y;
  2590. cursor.fov_scale = CLAMP(game_camera->get_fov() / camera_fov, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2591. } else {
  2592. cursor.fov_scale = 1.0;
  2593. }
  2594. if (root->is_camera_3d_override_enabled()) {
  2595. Camera3D *override_camera = root->get_override_camera_3d();
  2596. override_camera->set_transform(_get_cursor_transform());
  2597. override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2598. }
  2599. }
  2600. #endif // _3D_DISABLED
  2601. #endif // DEBUG_ENABLED