scene_tree.cpp 63 KB

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  1. /**************************************************************************/
  2. /* scene_tree.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_tree.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/debugger/engine_debugger.h"
  33. #include "core/input/input.h"
  34. #include "core/io/dir_access.h"
  35. #include "core/io/image_loader.h"
  36. #include "core/io/marshalls.h"
  37. #include "core/io/resource_loader.h"
  38. #include "core/object/message_queue.h"
  39. #include "core/object/worker_thread_pool.h"
  40. #include "core/os/keyboard.h"
  41. #include "core/os/os.h"
  42. #include "core/string/print_string.h"
  43. #include "node.h"
  44. #include "scene/animation/tween.h"
  45. #include "scene/debugger/scene_debugger.h"
  46. #include "scene/gui/control.h"
  47. #include "scene/main/multiplayer_api.h"
  48. #include "scene/main/viewport.h"
  49. #include "scene/resources/environment.h"
  50. #include "scene/resources/font.h"
  51. #include "scene/resources/image_texture.h"
  52. #include "scene/resources/material.h"
  53. #include "scene/resources/mesh.h"
  54. #include "scene/resources/packed_scene.h"
  55. #include "scene/resources/world_2d.h"
  56. #include "servers/display_server.h"
  57. #include "servers/navigation_server_3d.h"
  58. #include "servers/physics_server_2d.h"
  59. #ifndef _3D_DISABLED
  60. #include "scene/3d/node_3d.h"
  61. #include "scene/resources/3d/world_3d.h"
  62. #include "servers/physics_server_3d.h"
  63. #endif // _3D_DISABLED
  64. #include "window.h"
  65. #include <stdio.h>
  66. #include <stdlib.h>
  67. void SceneTreeTimer::_bind_methods() {
  68. ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
  69. ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
  70. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "suffix:s"), "set_time_left", "get_time_left");
  71. ADD_SIGNAL(MethodInfo("timeout"));
  72. }
  73. void SceneTreeTimer::set_time_left(double p_time) {
  74. time_left = p_time;
  75. }
  76. double SceneTreeTimer::get_time_left() const {
  77. return MAX(time_left, 0.0);
  78. }
  79. void SceneTreeTimer::set_process_always(bool p_process_always) {
  80. process_always = p_process_always;
  81. }
  82. bool SceneTreeTimer::is_process_always() {
  83. return process_always;
  84. }
  85. void SceneTreeTimer::set_process_in_physics(bool p_process_in_physics) {
  86. process_in_physics = p_process_in_physics;
  87. }
  88. bool SceneTreeTimer::is_process_in_physics() {
  89. return process_in_physics;
  90. }
  91. void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
  92. ignore_time_scale = p_ignore;
  93. }
  94. bool SceneTreeTimer::is_ignore_time_scale() {
  95. return ignore_time_scale;
  96. }
  97. void SceneTreeTimer::release_connections() {
  98. List<Connection> signal_connections;
  99. get_all_signal_connections(&signal_connections);
  100. for (const Connection &connection : signal_connections) {
  101. disconnect(connection.signal.get_name(), connection.callable);
  102. }
  103. }
  104. SceneTreeTimer::SceneTreeTimer() {}
  105. #ifndef _3D_DISABLED
  106. // This should be called once per physics tick, to make sure the transform previous and current
  107. // is kept up to date on the few Node3Ds that are using client side physics interpolation.
  108. void SceneTree::ClientPhysicsInterpolation::physics_process() {
  109. for (SelfList<Node3D> *E = _node_3d_list.first(); E;) {
  110. Node3D *node_3d = E->self();
  111. SelfList<Node3D> *current = E;
  112. // Get the next element here BEFORE we potentially delete one.
  113. E = E->next();
  114. // This will return false if the Node3D has timed out ..
  115. // i.e. if get_global_transform_interpolated() has not been called
  116. // for a few seconds, we can delete from the list to keep processing
  117. // to a minimum.
  118. if (!node_3d->update_client_physics_interpolation_data()) {
  119. _node_3d_list.remove(current);
  120. }
  121. }
  122. }
  123. #endif
  124. void SceneTree::tree_changed() {
  125. emit_signal(tree_changed_name);
  126. }
  127. void SceneTree::node_added(Node *p_node) {
  128. emit_signal(node_added_name, p_node);
  129. }
  130. void SceneTree::node_removed(Node *p_node) {
  131. // Nodes can only be removed from the main thread.
  132. if (current_scene == p_node) {
  133. current_scene = nullptr;
  134. }
  135. emit_signal(node_removed_name, p_node);
  136. if (nodes_removed_on_group_call_lock) {
  137. nodes_removed_on_group_call.insert(p_node);
  138. }
  139. }
  140. void SceneTree::node_renamed(Node *p_node) {
  141. emit_signal(node_renamed_name, p_node);
  142. }
  143. SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
  144. _THREAD_SAFE_METHOD_
  145. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  146. if (!E) {
  147. E = group_map.insert(p_group, Group());
  148. }
  149. ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
  150. E->value.nodes.push_back(p_node);
  151. E->value.changed = true;
  152. return &E->value;
  153. }
  154. void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
  155. _THREAD_SAFE_METHOD_
  156. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  157. ERR_FAIL_COND(!E);
  158. E->value.nodes.erase(p_node);
  159. if (E->value.nodes.is_empty()) {
  160. group_map.remove(E);
  161. }
  162. }
  163. void SceneTree::make_group_changed(const StringName &p_group) {
  164. _THREAD_SAFE_METHOD_
  165. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  166. if (E) {
  167. E->value.changed = true;
  168. }
  169. }
  170. void SceneTree::flush_transform_notifications() {
  171. _THREAD_SAFE_METHOD_
  172. SelfList<Node> *n = xform_change_list.first();
  173. while (n) {
  174. Node *node = n->self();
  175. SelfList<Node> *nx = n->next();
  176. xform_change_list.remove(n);
  177. n = nx;
  178. node->notification(NOTIFICATION_TRANSFORM_CHANGED);
  179. }
  180. }
  181. void SceneTree::_flush_ugc() {
  182. ugc_locked = true;
  183. while (unique_group_calls.size()) {
  184. HashMap<UGCall, Vector<Variant>, UGCall>::Iterator E = unique_group_calls.begin();
  185. const Variant **argptrs = (const Variant **)alloca(E->value.size() * sizeof(Variant *));
  186. for (int i = 0; i < E->value.size(); i++) {
  187. argptrs[i] = &E->value[i];
  188. }
  189. call_group_flagsp(GROUP_CALL_DEFAULT, E->key.group, E->key.call, argptrs, E->value.size());
  190. unique_group_calls.remove(E);
  191. }
  192. ugc_locked = false;
  193. }
  194. void SceneTree::_update_group_order(Group &g) {
  195. if (!g.changed) {
  196. return;
  197. }
  198. if (g.nodes.is_empty()) {
  199. return;
  200. }
  201. Node **gr_nodes = g.nodes.ptrw();
  202. int gr_node_count = g.nodes.size();
  203. SortArray<Node *, Node::Comparator> node_sort;
  204. node_sort.sort(gr_nodes, gr_node_count);
  205. g.changed = false;
  206. }
  207. void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {
  208. Vector<Node *> nodes_copy;
  209. {
  210. _THREAD_SAFE_METHOD_
  211. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  212. if (!E) {
  213. return;
  214. }
  215. Group &g = E->value;
  216. if (g.nodes.is_empty()) {
  217. return;
  218. }
  219. if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
  220. ERR_FAIL_COND(ugc_locked);
  221. UGCall ug;
  222. ug.call = p_function;
  223. ug.group = p_group;
  224. if (unique_group_calls.has(ug)) {
  225. return;
  226. }
  227. Vector<Variant> args;
  228. for (int i = 0; i < p_argcount; i++) {
  229. args.push_back(*p_args[i]);
  230. }
  231. unique_group_calls[ug] = args;
  232. return;
  233. }
  234. _update_group_order(g);
  235. nodes_copy = g.nodes;
  236. }
  237. Node **gr_nodes = nodes_copy.ptrw();
  238. int gr_node_count = nodes_copy.size();
  239. {
  240. _THREAD_SAFE_METHOD_
  241. nodes_removed_on_group_call_lock++;
  242. }
  243. if (p_call_flags & GROUP_CALL_REVERSE) {
  244. for (int i = gr_node_count - 1; i >= 0; i--) {
  245. if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
  246. continue;
  247. }
  248. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  249. Callable::CallError ce;
  250. gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
  251. } else {
  252. MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
  253. }
  254. }
  255. } else {
  256. for (int i = 0; i < gr_node_count; i++) {
  257. if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
  258. continue;
  259. }
  260. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  261. Callable::CallError ce;
  262. gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
  263. } else {
  264. MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
  265. }
  266. }
  267. }
  268. {
  269. _THREAD_SAFE_METHOD_
  270. nodes_removed_on_group_call_lock--;
  271. if (nodes_removed_on_group_call_lock == 0) {
  272. nodes_removed_on_group_call.clear();
  273. }
  274. }
  275. }
  276. void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
  277. Vector<Node *> nodes_copy;
  278. {
  279. _THREAD_SAFE_METHOD_
  280. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  281. if (!E) {
  282. return;
  283. }
  284. Group &g = E->value;
  285. if (g.nodes.is_empty()) {
  286. return;
  287. }
  288. _update_group_order(g);
  289. nodes_copy = g.nodes;
  290. }
  291. Node **gr_nodes = nodes_copy.ptrw();
  292. int gr_node_count = nodes_copy.size();
  293. {
  294. _THREAD_SAFE_METHOD_
  295. nodes_removed_on_group_call_lock++;
  296. }
  297. if (p_call_flags & GROUP_CALL_REVERSE) {
  298. for (int i = gr_node_count - 1; i >= 0; i--) {
  299. if (nodes_removed_on_group_call.has(gr_nodes[i])) {
  300. continue;
  301. }
  302. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  303. gr_nodes[i]->notification(p_notification, true);
  304. } else {
  305. MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
  306. }
  307. }
  308. } else {
  309. for (int i = 0; i < gr_node_count; i++) {
  310. if (nodes_removed_on_group_call.has(gr_nodes[i])) {
  311. continue;
  312. }
  313. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  314. gr_nodes[i]->notification(p_notification);
  315. } else {
  316. MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
  317. }
  318. }
  319. }
  320. {
  321. _THREAD_SAFE_METHOD_
  322. nodes_removed_on_group_call_lock--;
  323. if (nodes_removed_on_group_call_lock == 0) {
  324. nodes_removed_on_group_call.clear();
  325. }
  326. }
  327. }
  328. void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
  329. Vector<Node *> nodes_copy;
  330. {
  331. _THREAD_SAFE_METHOD_
  332. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  333. if (!E) {
  334. return;
  335. }
  336. Group &g = E->value;
  337. if (g.nodes.is_empty()) {
  338. return;
  339. }
  340. _update_group_order(g);
  341. nodes_copy = g.nodes;
  342. }
  343. Node **gr_nodes = nodes_copy.ptrw();
  344. int gr_node_count = nodes_copy.size();
  345. {
  346. _THREAD_SAFE_METHOD_
  347. nodes_removed_on_group_call_lock++;
  348. }
  349. if (p_call_flags & GROUP_CALL_REVERSE) {
  350. for (int i = gr_node_count - 1; i >= 0; i--) {
  351. if (nodes_removed_on_group_call.has(gr_nodes[i])) {
  352. continue;
  353. }
  354. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  355. gr_nodes[i]->set(p_name, p_value);
  356. } else {
  357. MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
  358. }
  359. }
  360. } else {
  361. for (int i = 0; i < gr_node_count; i++) {
  362. if (nodes_removed_on_group_call.has(gr_nodes[i])) {
  363. continue;
  364. }
  365. if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
  366. gr_nodes[i]->set(p_name, p_value);
  367. } else {
  368. MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
  369. }
  370. }
  371. }
  372. {
  373. _THREAD_SAFE_METHOD_
  374. nodes_removed_on_group_call_lock--;
  375. if (nodes_removed_on_group_call_lock == 0) {
  376. nodes_removed_on_group_call.clear();
  377. }
  378. }
  379. }
  380. void SceneTree::notify_group(const StringName &p_group, int p_notification) {
  381. notify_group_flags(GROUP_CALL_DEFAULT, p_group, p_notification);
  382. }
  383. void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
  384. set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
  385. }
  386. void SceneTree::initialize() {
  387. ERR_FAIL_NULL(root);
  388. MainLoop::initialize();
  389. root->_set_tree(this);
  390. }
  391. void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
  392. // We never want interpolation in the editor.
  393. if (Engine::get_singleton()->is_editor_hint()) {
  394. p_enabled = false;
  395. }
  396. if (p_enabled == _physics_interpolation_enabled) {
  397. return;
  398. }
  399. _physics_interpolation_enabled = p_enabled;
  400. RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
  401. }
  402. bool SceneTree::is_physics_interpolation_enabled() const {
  403. return _physics_interpolation_enabled;
  404. }
  405. #ifndef _3D_DISABLED
  406. void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
  407. // This ensures that _update_physics_interpolation_data() will be called at least once every
  408. // physics tick, to ensure the previous and current transforms are kept up to date.
  409. _client_physics_interpolation._node_3d_list.add(p_elem);
  410. }
  411. void SceneTree::client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem) {
  412. _client_physics_interpolation._node_3d_list.remove(p_elem);
  413. }
  414. #endif
  415. void SceneTree::iteration_prepare() {
  416. if (_physics_interpolation_enabled) {
  417. // Make sure any pending transforms from the last tick / frame
  418. // are flushed before pumping the interpolation prev and currents.
  419. flush_transform_notifications();
  420. RenderingServer::get_singleton()->tick();
  421. #ifndef _3D_DISABLED
  422. // Any objects performing client physics interpolation
  423. // should be given an opportunity to keep their previous transforms
  424. // up to date before each new physics tick.
  425. _client_physics_interpolation.physics_process();
  426. #endif
  427. }
  428. }
  429. bool SceneTree::physics_process(double p_time) {
  430. current_frame++;
  431. flush_transform_notifications();
  432. if (MainLoop::physics_process(p_time)) {
  433. _quit = true;
  434. }
  435. physics_process_time = p_time;
  436. emit_signal(SNAME("physics_frame"));
  437. call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
  438. _process(true);
  439. _flush_ugc();
  440. MessageQueue::get_singleton()->flush(); //small little hack
  441. process_timers(p_time, true); //go through timers
  442. process_tweens(p_time, true);
  443. flush_transform_notifications();
  444. _flush_delete_queue();
  445. _call_idle_callbacks();
  446. return _quit;
  447. }
  448. void SceneTree::iteration_end() {
  449. // When physics interpolation is active, we want all pending transforms
  450. // to be flushed to the RenderingServer before finishing a physics tick.
  451. if (_physics_interpolation_enabled) {
  452. flush_transform_notifications();
  453. }
  454. }
  455. bool SceneTree::process(double p_time) {
  456. if (MainLoop::process(p_time)) {
  457. _quit = true;
  458. }
  459. process_time = p_time;
  460. if (multiplayer_poll) {
  461. multiplayer->poll();
  462. for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
  463. E.value->poll();
  464. }
  465. }
  466. emit_signal(SNAME("process_frame"));
  467. MessageQueue::get_singleton()->flush(); //small little hack
  468. flush_transform_notifications();
  469. _process(false);
  470. _flush_ugc();
  471. MessageQueue::get_singleton()->flush(); //small little hack
  472. flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
  473. _flush_delete_queue();
  474. if (unlikely(pending_new_scene)) {
  475. _flush_scene_change();
  476. }
  477. process_timers(p_time, false); //go through timers
  478. process_tweens(p_time, false);
  479. flush_transform_notifications(); //additional transforms after timers update
  480. _call_idle_callbacks();
  481. #ifdef TOOLS_ENABLED
  482. #ifndef _3D_DISABLED
  483. if (Engine::get_singleton()->is_editor_hint()) {
  484. //simple hack to reload fallback environment if it changed from editor
  485. String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
  486. env_path = env_path.strip_edges(); //user may have added a space or two
  487. String cpath;
  488. Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
  489. if (fallback.is_valid()) {
  490. cpath = fallback->get_path();
  491. }
  492. if (cpath != env_path) {
  493. if (!env_path.is_empty()) {
  494. fallback = ResourceLoader::load(env_path);
  495. if (fallback.is_null()) {
  496. //could not load fallback, set as empty
  497. ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
  498. }
  499. } else {
  500. fallback.unref();
  501. }
  502. get_root()->get_world_3d()->set_fallback_environment(fallback);
  503. }
  504. }
  505. #endif // _3D_DISABLED
  506. #endif // TOOLS_ENABLED
  507. if (_physics_interpolation_enabled) {
  508. RenderingServer::get_singleton()->pre_draw(true);
  509. }
  510. return _quit;
  511. }
  512. void SceneTree::process_timers(double p_delta, bool p_physics_frame) {
  513. _THREAD_SAFE_METHOD_
  514. List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
  515. for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
  516. List<Ref<SceneTreeTimer>>::Element *N = E->next();
  517. if ((paused && !E->get()->is_process_always()) || (E->get()->is_process_in_physics() != p_physics_frame)) {
  518. if (E == L) {
  519. break; //break on last, so if new timers were added during list traversal, ignore them.
  520. }
  521. E = N;
  522. continue;
  523. }
  524. double time_left = E->get()->get_time_left();
  525. if (E->get()->is_ignore_time_scale()) {
  526. time_left -= Engine::get_singleton()->get_process_step();
  527. } else {
  528. time_left -= p_delta;
  529. }
  530. E->get()->set_time_left(time_left);
  531. if (time_left <= 0) {
  532. E->get()->emit_signal(SNAME("timeout"));
  533. timers.erase(E);
  534. }
  535. if (E == L) {
  536. break; //break on last, so if new timers were added during list traversal, ignore them.
  537. }
  538. E = N;
  539. }
  540. }
  541. void SceneTree::process_tweens(double p_delta, bool p_physics) {
  542. _THREAD_SAFE_METHOD_
  543. // This methods works similarly to how SceneTreeTimers are handled.
  544. List<Ref<Tween>>::Element *L = tweens.back();
  545. for (List<Ref<Tween>>::Element *E = tweens.front(); E;) {
  546. List<Ref<Tween>>::Element *N = E->next();
  547. // Don't process if paused or process mode doesn't match.
  548. if (!E->get()->can_process(paused) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
  549. if (E == L) {
  550. break;
  551. }
  552. E = N;
  553. continue;
  554. }
  555. if (!E->get()->step(p_delta)) {
  556. E->get()->clear();
  557. tweens.erase(E);
  558. }
  559. if (E == L) {
  560. break;
  561. }
  562. E = N;
  563. }
  564. }
  565. void SceneTree::finalize() {
  566. _flush_delete_queue();
  567. _flush_ugc();
  568. if (root) {
  569. root->_set_tree(nullptr);
  570. root->_propagate_after_exit_tree();
  571. memdelete(root); //delete root
  572. root = nullptr;
  573. // In case deletion of some objects was queued when destructing the `root`.
  574. // E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
  575. _flush_delete_queue();
  576. }
  577. MainLoop::finalize();
  578. // Cleanup timers.
  579. for (Ref<SceneTreeTimer> &timer : timers) {
  580. timer->release_connections();
  581. }
  582. timers.clear();
  583. // Cleanup tweens.
  584. for (Ref<Tween> &tween : tweens) {
  585. tween->clear();
  586. }
  587. tweens.clear();
  588. }
  589. void SceneTree::quit(int p_exit_code) {
  590. _THREAD_SAFE_METHOD_
  591. OS::get_singleton()->set_exit_code(p_exit_code);
  592. _quit = true;
  593. }
  594. void SceneTree::_main_window_close() {
  595. if (accept_quit) {
  596. _quit = true;
  597. }
  598. }
  599. void SceneTree::_main_window_go_back() {
  600. if (quit_on_go_back) {
  601. _quit = true;
  602. }
  603. }
  604. void SceneTree::_main_window_focus_in() {
  605. Input *id = Input::get_singleton();
  606. if (id) {
  607. id->ensure_touch_mouse_raised();
  608. }
  609. }
  610. void SceneTree::_notification(int p_notification) {
  611. switch (p_notification) {
  612. case NOTIFICATION_TRANSLATION_CHANGED: {
  613. if (!Engine::get_singleton()->is_editor_hint()) {
  614. get_root()->propagate_notification(p_notification);
  615. }
  616. } break;
  617. case NOTIFICATION_OS_MEMORY_WARNING:
  618. case NOTIFICATION_OS_IME_UPDATE:
  619. case NOTIFICATION_WM_ABOUT:
  620. case NOTIFICATION_CRASH:
  621. case NOTIFICATION_APPLICATION_RESUMED:
  622. case NOTIFICATION_APPLICATION_PAUSED:
  623. case NOTIFICATION_APPLICATION_FOCUS_IN:
  624. case NOTIFICATION_APPLICATION_FOCUS_OUT: {
  625. // Pass these to nodes, since they are mirrored.
  626. get_root()->propagate_notification(p_notification);
  627. } break;
  628. }
  629. }
  630. bool SceneTree::is_auto_accept_quit() const {
  631. return accept_quit;
  632. }
  633. void SceneTree::set_auto_accept_quit(bool p_enable) {
  634. accept_quit = p_enable;
  635. }
  636. bool SceneTree::is_quit_on_go_back() const {
  637. return quit_on_go_back;
  638. }
  639. void SceneTree::set_quit_on_go_back(bool p_enable) {
  640. quit_on_go_back = p_enable;
  641. }
  642. #ifdef DEBUG_ENABLED
  643. void SceneTree::set_debug_collisions_hint(bool p_enabled) {
  644. debug_collisions_hint = p_enabled;
  645. }
  646. bool SceneTree::is_debugging_collisions_hint() const {
  647. return debug_collisions_hint;
  648. }
  649. void SceneTree::set_debug_paths_hint(bool p_enabled) {
  650. debug_paths_hint = p_enabled;
  651. }
  652. bool SceneTree::is_debugging_paths_hint() const {
  653. return debug_paths_hint;
  654. }
  655. void SceneTree::set_debug_navigation_hint(bool p_enabled) {
  656. debug_navigation_hint = p_enabled;
  657. }
  658. bool SceneTree::is_debugging_navigation_hint() const {
  659. return debug_navigation_hint;
  660. }
  661. #endif
  662. void SceneTree::set_debug_collisions_color(const Color &p_color) {
  663. debug_collisions_color = p_color;
  664. }
  665. Color SceneTree::get_debug_collisions_color() const {
  666. return debug_collisions_color;
  667. }
  668. void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
  669. debug_collision_contact_color = p_color;
  670. }
  671. Color SceneTree::get_debug_collision_contact_color() const {
  672. return debug_collision_contact_color;
  673. }
  674. void SceneTree::set_debug_paths_color(const Color &p_color) {
  675. debug_paths_color = p_color;
  676. }
  677. Color SceneTree::get_debug_paths_color() const {
  678. return debug_paths_color;
  679. }
  680. void SceneTree::set_debug_paths_width(float p_width) {
  681. debug_paths_width = p_width;
  682. }
  683. float SceneTree::get_debug_paths_width() const {
  684. return debug_paths_width;
  685. }
  686. Ref<Material> SceneTree::get_debug_paths_material() {
  687. _THREAD_SAFE_METHOD_
  688. if (debug_paths_material.is_valid()) {
  689. return debug_paths_material;
  690. }
  691. Ref<StandardMaterial3D> _debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
  692. _debug_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  693. _debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  694. _debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  695. _debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  696. _debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  697. _debug_material->set_albedo(get_debug_paths_color());
  698. debug_paths_material = _debug_material;
  699. return debug_paths_material;
  700. }
  701. Ref<Material> SceneTree::get_debug_collision_material() {
  702. _THREAD_SAFE_METHOD_
  703. if (collision_material.is_valid()) {
  704. return collision_material;
  705. }
  706. Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
  707. line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  708. line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  709. line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  710. line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  711. line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  712. line_material->set_albedo(get_debug_collisions_color());
  713. collision_material = line_material;
  714. return collision_material;
  715. }
  716. Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
  717. _THREAD_SAFE_METHOD_
  718. if (debug_contact_mesh.is_valid()) {
  719. return debug_contact_mesh;
  720. }
  721. debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
  722. Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
  723. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  724. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  725. mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
  726. mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  727. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  728. mat->set_albedo(get_debug_collision_contact_color());
  729. Vector3 diamond[6] = {
  730. Vector3(-1, 0, 0),
  731. Vector3(1, 0, 0),
  732. Vector3(0, -1, 0),
  733. Vector3(0, 1, 0),
  734. Vector3(0, 0, -1),
  735. Vector3(0, 0, 1)
  736. };
  737. /* clang-format off */
  738. int diamond_faces[8 * 3] = {
  739. 0, 2, 4,
  740. 0, 3, 4,
  741. 1, 2, 4,
  742. 1, 3, 4,
  743. 0, 2, 5,
  744. 0, 3, 5,
  745. 1, 2, 5,
  746. 1, 3, 5,
  747. };
  748. /* clang-format on */
  749. Vector<int> indices;
  750. for (int i = 0; i < 8 * 3; i++) {
  751. indices.push_back(diamond_faces[i]);
  752. }
  753. Vector<Vector3> vertices;
  754. for (int i = 0; i < 6; i++) {
  755. vertices.push_back(diamond[i] * 0.1);
  756. }
  757. Array arr;
  758. arr.resize(Mesh::ARRAY_MAX);
  759. arr[Mesh::ARRAY_VERTEX] = vertices;
  760. arr[Mesh::ARRAY_INDEX] = indices;
  761. debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
  762. debug_contact_mesh->surface_set_material(0, mat);
  763. return debug_contact_mesh;
  764. }
  765. void SceneTree::set_pause(bool p_enabled) {
  766. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread.");
  767. if (p_enabled == paused) {
  768. return;
  769. }
  770. paused = p_enabled;
  771. #ifndef _3D_DISABLED
  772. PhysicsServer3D::get_singleton()->set_active(!p_enabled);
  773. #endif // _3D_DISABLED
  774. PhysicsServer2D::get_singleton()->set_active(!p_enabled);
  775. if (get_root()) {
  776. get_root()->_propagate_pause_notification(p_enabled);
  777. }
  778. }
  779. bool SceneTree::is_paused() const {
  780. return paused;
  781. }
  782. void SceneTree::_process_group(ProcessGroup *p_group, bool p_physics) {
  783. // When reading this function, keep in mind that this code must work in a way where
  784. // if any node is removed, this needs to continue working.
  785. p_group->call_queue.flush(); // Flush messages before processing.
  786. Vector<Node *> &nodes = p_physics ? p_group->physics_nodes : p_group->nodes;
  787. if (nodes.is_empty()) {
  788. return;
  789. }
  790. if (p_physics) {
  791. if (p_group->physics_node_order_dirty) {
  792. nodes.sort_custom<Node::ComparatorWithPhysicsPriority>();
  793. p_group->physics_node_order_dirty = false;
  794. }
  795. } else {
  796. if (p_group->node_order_dirty) {
  797. nodes.sort_custom<Node::ComparatorWithPriority>();
  798. p_group->node_order_dirty = false;
  799. }
  800. }
  801. // Make a copy, so if nodes are added/removed from process, this does not break
  802. Vector<Node *> nodes_copy = nodes;
  803. uint32_t node_count = nodes_copy.size();
  804. Node **nodes_ptr = (Node **)nodes_copy.ptr(); // Force cast, pointer will not change.
  805. for (uint32_t i = 0; i < node_count; i++) {
  806. Node *n = nodes_ptr[i];
  807. if (nodes_removed_on_group_call.has(n)) {
  808. // Node may have been removed during process, skip it.
  809. // Keep in mind removals can only happen on the main thread.
  810. continue;
  811. }
  812. if (!n->can_process() || !n->is_inside_tree()) {
  813. continue;
  814. }
  815. if (p_physics) {
  816. if (n->is_physics_processing_internal()) {
  817. n->notification(Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
  818. }
  819. if (n->is_physics_processing()) {
  820. n->notification(Node::NOTIFICATION_PHYSICS_PROCESS);
  821. }
  822. } else {
  823. if (n->is_processing_internal()) {
  824. n->notification(Node::NOTIFICATION_INTERNAL_PROCESS);
  825. }
  826. if (n->is_processing()) {
  827. n->notification(Node::NOTIFICATION_PROCESS);
  828. }
  829. }
  830. }
  831. p_group->call_queue.flush(); // Flush messages also after processing (for potential deferred calls).
  832. }
  833. void SceneTree::_process_groups_thread(uint32_t p_index, bool p_physics) {
  834. Node::current_process_thread_group = local_process_group_cache[p_index]->owner;
  835. _process_group(local_process_group_cache[p_index], p_physics);
  836. Node::current_process_thread_group = nullptr;
  837. }
  838. void SceneTree::_process(bool p_physics) {
  839. if (process_groups_dirty) {
  840. {
  841. // First, remove dirty groups.
  842. // This needs to be done when not processing to avoid problems.
  843. ProcessGroup **pg_ptr = (ProcessGroup **)process_groups.ptr(); // discard constness.
  844. uint32_t pg_count = process_groups.size();
  845. for (uint32_t i = 0; i < pg_count; i++) {
  846. if (pg_ptr[i]->removed) {
  847. // Replace removed with last.
  848. pg_ptr[i] = pg_ptr[pg_count - 1];
  849. // Retry
  850. i--;
  851. pg_count--;
  852. }
  853. }
  854. if (pg_count != process_groups.size()) {
  855. process_groups.resize(pg_count);
  856. }
  857. }
  858. {
  859. // Then, re-sort groups.
  860. process_groups.sort_custom<ProcessGroupSort>();
  861. }
  862. process_groups_dirty = false;
  863. }
  864. // Cache the group count, because during processing new groups may be added.
  865. // They will be added at the end, hence for consistency they will be ignored by this process loop.
  866. // No group will be removed from the array during processing (this is done earlier in this function by marking the groups dirty).
  867. uint32_t group_count = process_groups.size();
  868. if (group_count == 0) {
  869. return;
  870. }
  871. process_last_pass++; // Increment pass
  872. uint32_t from = 0;
  873. uint32_t process_count = 0;
  874. nodes_removed_on_group_call_lock++;
  875. int current_order = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group_order : 0;
  876. bool current_threaded = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
  877. for (uint32_t i = 0; i <= group_count; i++) {
  878. int order = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group_order : 0;
  879. bool threaded = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
  880. if (i == group_count || current_order != order || current_threaded != threaded) {
  881. if (process_count > 0) {
  882. // Proceed to process the group.
  883. bool using_threads = process_groups[from]->owner && process_groups[from]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD && !node_threading_disabled;
  884. if (using_threads) {
  885. local_process_group_cache.clear();
  886. }
  887. for (uint32_t j = from; j < i; j++) {
  888. if (process_groups[j]->last_pass == process_last_pass) {
  889. if (using_threads) {
  890. local_process_group_cache.push_back(process_groups[j]);
  891. } else {
  892. _process_group(process_groups[j], p_physics);
  893. }
  894. }
  895. }
  896. if (using_threads) {
  897. WorkerThreadPool::GroupID id = WorkerThreadPool::get_singleton()->add_template_group_task(this, &SceneTree::_process_groups_thread, p_physics, local_process_group_cache.size(), -1, true);
  898. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(id);
  899. }
  900. }
  901. if (i == group_count) {
  902. // This one is invalid, no longer process
  903. break;
  904. }
  905. from = i;
  906. current_threaded = threaded;
  907. current_order = order;
  908. }
  909. if (process_groups[i]->removed) {
  910. continue;
  911. }
  912. ProcessGroup *pg = process_groups[i];
  913. // Validate group for processing
  914. bool process_valid = false;
  915. if (p_physics) {
  916. if (!pg->physics_nodes.is_empty()) {
  917. process_valid = true;
  918. } else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES_PHYSICS))) && pg->call_queue.has_messages()) {
  919. process_valid = true;
  920. }
  921. } else {
  922. if (!pg->nodes.is_empty()) {
  923. process_valid = true;
  924. } else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES))) && pg->call_queue.has_messages()) {
  925. process_valid = true;
  926. }
  927. }
  928. if (process_valid) {
  929. pg->last_pass = process_last_pass; // Enable for processing
  930. process_count++;
  931. }
  932. }
  933. nodes_removed_on_group_call_lock--;
  934. if (nodes_removed_on_group_call_lock == 0) {
  935. nodes_removed_on_group_call.clear();
  936. }
  937. }
  938. bool SceneTree::ProcessGroupSort::operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const {
  939. int left_order = p_left->owner ? p_left->owner->data.process_thread_group_order : 0;
  940. int right_order = p_right->owner ? p_right->owner->data.process_thread_group_order : 0;
  941. if (left_order == right_order) {
  942. int left_threaded = p_left->owner != nullptr && p_left->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
  943. int right_threaded = p_right->owner != nullptr && p_right->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
  944. return left_threaded < right_threaded;
  945. } else {
  946. return left_order < right_order;
  947. }
  948. }
  949. void SceneTree::_remove_process_group(Node *p_node) {
  950. _THREAD_SAFE_METHOD_
  951. ProcessGroup *pg = (ProcessGroup *)p_node->data.process_group;
  952. ERR_FAIL_NULL(pg);
  953. ERR_FAIL_COND(pg->removed);
  954. pg->removed = true;
  955. pg->owner = nullptr;
  956. p_node->data.process_group = nullptr;
  957. process_groups_dirty = true;
  958. }
  959. void SceneTree::_add_process_group(Node *p_node) {
  960. _THREAD_SAFE_METHOD_
  961. ERR_FAIL_NULL(p_node);
  962. ProcessGroup *pg = memnew(ProcessGroup);
  963. pg->owner = p_node;
  964. p_node->data.process_group = pg;
  965. process_groups.push_back(pg);
  966. process_groups_dirty = true;
  967. }
  968. void SceneTree::_remove_node_from_process_group(Node *p_node, Node *p_owner) {
  969. _THREAD_SAFE_METHOD_
  970. ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
  971. if (p_node->is_processing() || p_node->is_processing_internal()) {
  972. bool found = pg->nodes.erase(p_node);
  973. ERR_FAIL_COND(!found);
  974. }
  975. if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
  976. bool found = pg->physics_nodes.erase(p_node);
  977. ERR_FAIL_COND(!found);
  978. }
  979. }
  980. void SceneTree::_add_node_to_process_group(Node *p_node, Node *p_owner) {
  981. _THREAD_SAFE_METHOD_
  982. ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
  983. if (p_node->is_processing() || p_node->is_processing_internal()) {
  984. pg->nodes.push_back(p_node);
  985. pg->node_order_dirty = true;
  986. }
  987. if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
  988. pg->physics_nodes.push_back(p_node);
  989. pg->physics_node_order_dirty = true;
  990. }
  991. }
  992. void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
  993. Vector<Node *> nodes_copy;
  994. {
  995. _THREAD_SAFE_METHOD_
  996. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  997. if (!E) {
  998. return;
  999. }
  1000. Group &g = E->value;
  1001. if (g.nodes.is_empty()) {
  1002. return;
  1003. }
  1004. _update_group_order(g);
  1005. //copy, so copy on write happens in case something is removed from process while being called
  1006. //performance is not lost because only if something is added/removed the vector is copied.
  1007. nodes_copy = g.nodes;
  1008. }
  1009. int gr_node_count = nodes_copy.size();
  1010. Node **gr_nodes = nodes_copy.ptrw();
  1011. {
  1012. _THREAD_SAFE_METHOD_
  1013. nodes_removed_on_group_call_lock++;
  1014. }
  1015. Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
  1016. for (int i = gr_node_count - 1; i >= 0; i--) {
  1017. if (p_viewport->is_input_handled()) {
  1018. break;
  1019. }
  1020. Node *n = gr_nodes[i];
  1021. if (nodes_removed_on_group_call.has(n)) {
  1022. continue;
  1023. }
  1024. if (!n->can_process()) {
  1025. continue;
  1026. }
  1027. switch (p_call_type) {
  1028. case CALL_INPUT_TYPE_INPUT:
  1029. n->_call_input(p_input);
  1030. break;
  1031. case CALL_INPUT_TYPE_SHORTCUT_INPUT: {
  1032. const Control *c = Object::cast_to<Control>(n);
  1033. if (c) {
  1034. // If calling shortcut input on a control, ensure it respects the shortcut context.
  1035. // Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
  1036. if (c->get_shortcut_context() == nullptr) {
  1037. no_context_node_ids.append(n->get_instance_id());
  1038. continue;
  1039. }
  1040. if (!c->is_focus_owner_in_shortcut_context()) {
  1041. continue;
  1042. }
  1043. }
  1044. n->_call_shortcut_input(p_input);
  1045. break;
  1046. }
  1047. case CALL_INPUT_TYPE_UNHANDLED_INPUT:
  1048. n->_call_unhandled_input(p_input);
  1049. break;
  1050. case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
  1051. n->_call_unhandled_key_input(p_input);
  1052. break;
  1053. }
  1054. }
  1055. for (const ObjectID &id : no_context_node_ids) {
  1056. if (p_viewport->is_input_handled()) {
  1057. break;
  1058. }
  1059. Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
  1060. if (n) {
  1061. n->_call_shortcut_input(p_input);
  1062. }
  1063. }
  1064. {
  1065. _THREAD_SAFE_METHOD_
  1066. nodes_removed_on_group_call_lock--;
  1067. if (nodes_removed_on_group_call_lock == 0) {
  1068. nodes_removed_on_group_call.clear();
  1069. }
  1070. }
  1071. }
  1072. void SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
  1073. r_error.error = Callable::CallError::CALL_OK;
  1074. ERR_FAIL_COND(p_argcount < 3);
  1075. ERR_FAIL_COND(!p_args[0]->is_num());
  1076. ERR_FAIL_COND(!p_args[1]->is_string());
  1077. ERR_FAIL_COND(!p_args[2]->is_string());
  1078. int flags = *p_args[0];
  1079. StringName group = *p_args[1];
  1080. StringName method = *p_args[2];
  1081. call_group_flagsp(flags, group, method, p_args + 3, p_argcount - 3);
  1082. }
  1083. void SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
  1084. r_error.error = Callable::CallError::CALL_OK;
  1085. ERR_FAIL_COND(p_argcount < 2);
  1086. ERR_FAIL_COND(!p_args[0]->is_string());
  1087. ERR_FAIL_COND(!p_args[1]->is_string());
  1088. StringName group = *p_args[0];
  1089. StringName method = *p_args[1];
  1090. call_group_flagsp(GROUP_CALL_DEFAULT, group, method, p_args + 2, p_argcount - 2);
  1091. }
  1092. int64_t SceneTree::get_frame() const {
  1093. return current_frame;
  1094. }
  1095. TypedArray<Node> SceneTree::_get_nodes_in_group(const StringName &p_group) {
  1096. _THREAD_SAFE_METHOD_
  1097. TypedArray<Node> ret;
  1098. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  1099. if (!E) {
  1100. return ret;
  1101. }
  1102. _update_group_order(E->value); //update order just in case
  1103. int nc = E->value.nodes.size();
  1104. if (nc == 0) {
  1105. return ret;
  1106. }
  1107. ret.resize(nc);
  1108. Node **ptr = E->value.nodes.ptrw();
  1109. for (int i = 0; i < nc; i++) {
  1110. ret[i] = ptr[i];
  1111. }
  1112. return ret;
  1113. }
  1114. bool SceneTree::has_group(const StringName &p_identifier) const {
  1115. _THREAD_SAFE_METHOD_
  1116. return group_map.has(p_identifier);
  1117. }
  1118. int SceneTree::get_node_count_in_group(const StringName &p_group) const {
  1119. _THREAD_SAFE_METHOD_
  1120. HashMap<StringName, Group>::ConstIterator E = group_map.find(p_group);
  1121. if (!E) {
  1122. return 0;
  1123. }
  1124. return E->value.nodes.size();
  1125. }
  1126. Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
  1127. _THREAD_SAFE_METHOD_
  1128. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  1129. if (!E) {
  1130. return nullptr; // No group.
  1131. }
  1132. _update_group_order(E->value); // Update order just in case.
  1133. if (E->value.nodes.is_empty()) {
  1134. return nullptr;
  1135. }
  1136. return E->value.nodes[0];
  1137. }
  1138. void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
  1139. _THREAD_SAFE_METHOD_
  1140. HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
  1141. if (!E) {
  1142. return;
  1143. }
  1144. _update_group_order(E->value); //update order just in case
  1145. int nc = E->value.nodes.size();
  1146. if (nc == 0) {
  1147. return;
  1148. }
  1149. Node **ptr = E->value.nodes.ptrw();
  1150. for (int i = 0; i < nc; i++) {
  1151. p_list->push_back(ptr[i]);
  1152. }
  1153. }
  1154. void SceneTree::_flush_delete_queue() {
  1155. _THREAD_SAFE_METHOD_
  1156. while (delete_queue.size()) {
  1157. Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
  1158. if (obj) {
  1159. memdelete(obj);
  1160. }
  1161. delete_queue.pop_front();
  1162. }
  1163. }
  1164. void SceneTree::queue_delete(Object *p_object) {
  1165. _THREAD_SAFE_METHOD_
  1166. ERR_FAIL_NULL(p_object);
  1167. p_object->_is_queued_for_deletion = true;
  1168. delete_queue.push_back(p_object->get_instance_id());
  1169. }
  1170. int SceneTree::get_node_count() const {
  1171. return nodes_in_tree_count;
  1172. }
  1173. void SceneTree::set_edited_scene_root(Node *p_node) {
  1174. #ifdef TOOLS_ENABLED
  1175. edited_scene_root = p_node;
  1176. #endif
  1177. }
  1178. Node *SceneTree::get_edited_scene_root() const {
  1179. #ifdef TOOLS_ENABLED
  1180. return edited_scene_root;
  1181. #else
  1182. return nullptr;
  1183. #endif
  1184. }
  1185. void SceneTree::set_current_scene(Node *p_scene) {
  1186. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
  1187. ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
  1188. current_scene = p_scene;
  1189. }
  1190. Node *SceneTree::get_current_scene() const {
  1191. return current_scene;
  1192. }
  1193. void SceneTree::_flush_scene_change() {
  1194. if (prev_scene) {
  1195. memdelete(prev_scene);
  1196. prev_scene = nullptr;
  1197. }
  1198. current_scene = pending_new_scene;
  1199. root->add_child(pending_new_scene);
  1200. pending_new_scene = nullptr;
  1201. // Update display for cursor instantly.
  1202. root->update_mouse_cursor_state();
  1203. }
  1204. Error SceneTree::change_scene_to_file(const String &p_path) {
  1205. ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread.");
  1206. Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
  1207. if (new_scene.is_null()) {
  1208. return ERR_CANT_OPEN;
  1209. }
  1210. return change_scene_to_packed(new_scene);
  1211. }
  1212. Error SceneTree::change_scene_to_packed(const Ref<PackedScene> &p_scene) {
  1213. ERR_FAIL_COND_V_MSG(p_scene.is_null(), ERR_INVALID_PARAMETER, "Can't change to a null scene. Use unload_current_scene() if you wish to unload it.");
  1214. Node *new_scene = p_scene->instantiate();
  1215. ERR_FAIL_NULL_V(new_scene, ERR_CANT_CREATE);
  1216. // If called again while a change is pending.
  1217. if (pending_new_scene) {
  1218. queue_delete(pending_new_scene);
  1219. pending_new_scene = nullptr;
  1220. }
  1221. prev_scene = current_scene;
  1222. if (current_scene) {
  1223. // Let as many side effects as possible happen or be queued now,
  1224. // so they are run before the scene is actually deleted.
  1225. root->remove_child(current_scene);
  1226. }
  1227. DEV_ASSERT(!current_scene);
  1228. pending_new_scene = new_scene;
  1229. return OK;
  1230. }
  1231. Error SceneTree::reload_current_scene() {
  1232. ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread.");
  1233. ERR_FAIL_NULL_V(current_scene, ERR_UNCONFIGURED);
  1234. String fname = current_scene->get_scene_file_path();
  1235. return change_scene_to_file(fname);
  1236. }
  1237. void SceneTree::unload_current_scene() {
  1238. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Unloading the current scene can only be done from the main thread.");
  1239. if (current_scene) {
  1240. memdelete(current_scene);
  1241. current_scene = nullptr;
  1242. }
  1243. }
  1244. void SceneTree::add_current_scene(Node *p_current) {
  1245. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread.");
  1246. current_scene = p_current;
  1247. root->add_child(p_current);
  1248. }
  1249. Ref<SceneTreeTimer> SceneTree::create_timer(double p_delay_sec, bool p_process_always, bool p_process_in_physics, bool p_ignore_time_scale) {
  1250. _THREAD_SAFE_METHOD_
  1251. Ref<SceneTreeTimer> stt;
  1252. stt.instantiate();
  1253. stt->set_process_always(p_process_always);
  1254. stt->set_time_left(p_delay_sec);
  1255. stt->set_process_in_physics(p_process_in_physics);
  1256. stt->set_ignore_time_scale(p_ignore_time_scale);
  1257. timers.push_back(stt);
  1258. return stt;
  1259. }
  1260. Ref<Tween> SceneTree::create_tween() {
  1261. _THREAD_SAFE_METHOD_
  1262. Ref<Tween> tween = memnew(Tween(true));
  1263. tweens.push_back(tween);
  1264. return tween;
  1265. }
  1266. TypedArray<Tween> SceneTree::get_processed_tweens() {
  1267. _THREAD_SAFE_METHOD_
  1268. TypedArray<Tween> ret;
  1269. ret.resize(tweens.size());
  1270. int i = 0;
  1271. for (const Ref<Tween> &tween : tweens) {
  1272. ret[i] = tween;
  1273. i++;
  1274. }
  1275. return ret;
  1276. }
  1277. Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {
  1278. ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
  1279. if (p_for_path.is_empty()) {
  1280. return multiplayer;
  1281. }
  1282. const Vector<StringName> tnames = p_for_path.get_names();
  1283. const StringName *nptr = tnames.ptr();
  1284. for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
  1285. const Vector<StringName> snames = E.key.get_names();
  1286. if (tnames.size() < snames.size()) {
  1287. continue;
  1288. }
  1289. const StringName *sptr = snames.ptr();
  1290. bool valid = true;
  1291. for (int i = 0; i < snames.size(); i++) {
  1292. if (sptr[i] != nptr[i]) {
  1293. valid = false;
  1294. break;
  1295. }
  1296. }
  1297. if (valid) {
  1298. return E.value;
  1299. }
  1300. }
  1301. return multiplayer;
  1302. }
  1303. void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {
  1304. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
  1305. if (p_root_path.is_empty()) {
  1306. ERR_FAIL_COND(!p_multiplayer.is_valid());
  1307. if (multiplayer.is_valid()) {
  1308. multiplayer->object_configuration_remove(nullptr, NodePath("/" + root->get_name()));
  1309. }
  1310. multiplayer = p_multiplayer;
  1311. multiplayer->object_configuration_add(nullptr, NodePath("/" + root->get_name()));
  1312. } else {
  1313. if (custom_multiplayers.has(p_root_path)) {
  1314. custom_multiplayers[p_root_path]->object_configuration_remove(nullptr, p_root_path);
  1315. } else if (p_multiplayer.is_valid()) {
  1316. const Vector<StringName> tnames = p_root_path.get_names();
  1317. const StringName *nptr = tnames.ptr();
  1318. for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
  1319. const Vector<StringName> snames = E.key.get_names();
  1320. if (tnames.size() < snames.size()) {
  1321. continue;
  1322. }
  1323. const StringName *sptr = snames.ptr();
  1324. bool valid = true;
  1325. for (int i = 0; i < snames.size(); i++) {
  1326. if (sptr[i] != nptr[i]) {
  1327. valid = false;
  1328. break;
  1329. }
  1330. }
  1331. ERR_FAIL_COND_MSG(valid, "Multiplayer is already configured for a parent of this path: '" + p_root_path + "' in '" + E.key + "'.");
  1332. }
  1333. }
  1334. if (p_multiplayer.is_valid()) {
  1335. custom_multiplayers[p_root_path] = p_multiplayer;
  1336. p_multiplayer->object_configuration_add(nullptr, p_root_path);
  1337. } else {
  1338. custom_multiplayers.erase(p_root_path);
  1339. }
  1340. }
  1341. }
  1342. void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
  1343. ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
  1344. multiplayer_poll = p_enabled;
  1345. }
  1346. bool SceneTree::is_multiplayer_poll_enabled() const {
  1347. return multiplayer_poll;
  1348. }
  1349. void SceneTree::_bind_methods() {
  1350. ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
  1351. ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
  1352. ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
  1353. ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
  1354. ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
  1355. ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
  1356. ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
  1357. ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
  1358. ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
  1359. ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
  1360. ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
  1361. ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
  1362. ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
  1363. ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
  1364. ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
  1365. ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
  1366. ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always", "process_in_physics", "ignore_time_scale"), &SceneTree::create_timer, DEFVAL(true), DEFVAL(false), DEFVAL(false));
  1367. ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
  1368. ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
  1369. ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
  1370. ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
  1371. ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(EXIT_SUCCESS));
  1372. ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
  1373. ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
  1374. ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
  1375. MethodInfo mi;
  1376. mi.name = "call_group_flags";
  1377. mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
  1378. mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
  1379. mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
  1380. ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
  1381. ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
  1382. ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
  1383. MethodInfo mi2;
  1384. mi2.name = "call_group";
  1385. mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
  1386. mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
  1387. ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
  1388. ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
  1389. ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
  1390. ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
  1391. ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
  1392. ClassDB::bind_method(D_METHOD("get_node_count_in_group", "group"), &SceneTree::get_node_count_in_group);
  1393. ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
  1394. ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
  1395. ClassDB::bind_method(D_METHOD("change_scene_to_file", "path"), &SceneTree::change_scene_to_file);
  1396. ClassDB::bind_method(D_METHOD("change_scene_to_packed", "packed_scene"), &SceneTree::change_scene_to_packed);
  1397. ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
  1398. ClassDB::bind_method(D_METHOD("unload_current_scene"), &SceneTree::unload_current_scene);
  1399. ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer", "root_path"), &SceneTree::set_multiplayer, DEFVAL(NodePath()));
  1400. ClassDB::bind_method(D_METHOD("get_multiplayer", "for_path"), &SceneTree::get_multiplayer, DEFVAL(NodePath()));
  1401. ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
  1402. ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
  1403. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
  1404. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
  1405. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
  1406. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
  1407. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
  1408. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
  1409. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_edited_scene_root", "get_edited_scene_root");
  1410. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_current_scene", "get_current_scene");
  1411. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "", "get_root");
  1412. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
  1413. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
  1414. ADD_SIGNAL(MethodInfo("tree_changed"));
  1415. ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it can't be removed in run-time
  1416. ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  1417. ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  1418. ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  1419. ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
  1420. ADD_SIGNAL(MethodInfo("process_frame"));
  1421. ADD_SIGNAL(MethodInfo("physics_frame"));
  1422. BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
  1423. BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
  1424. BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
  1425. BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
  1426. }
  1427. SceneTree *SceneTree::singleton = nullptr;
  1428. SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
  1429. int SceneTree::idle_callback_count = 0;
  1430. void SceneTree::_call_idle_callbacks() {
  1431. for (int i = 0; i < idle_callback_count; i++) {
  1432. idle_callbacks[i]();
  1433. }
  1434. }
  1435. void SceneTree::add_idle_callback(IdleCallback p_callback) {
  1436. ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
  1437. idle_callbacks[idle_callback_count++] = p_callback;
  1438. }
  1439. #ifdef TOOLS_ENABLED
  1440. void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  1441. const String pf = p_function;
  1442. bool add_options = false;
  1443. if (p_idx == 0) {
  1444. add_options = pf == "get_nodes_in_group" || pf == "has_group" || pf == "get_first_node_in_group" || pf == "set_group" || pf == "notify_group" || pf == "call_group" || pf == "add_to_group";
  1445. } else if (p_idx == 1) {
  1446. add_options = pf == "set_group_flags" || pf == "call_group_flags" || pf == "notify_group_flags";
  1447. }
  1448. if (add_options) {
  1449. HashMap<StringName, String> global_groups = ProjectSettings::get_singleton()->get_global_groups_list();
  1450. for (const KeyValue<StringName, String> &E : global_groups) {
  1451. r_options->push_back(E.key.operator String().quote());
  1452. }
  1453. }
  1454. MainLoop::get_argument_options(p_function, p_idx, r_options);
  1455. }
  1456. #endif
  1457. void SceneTree::set_disable_node_threading(bool p_disable) {
  1458. node_threading_disabled = p_disable;
  1459. }
  1460. SceneTree::SceneTree() {
  1461. if (singleton == nullptr) {
  1462. singleton = this;
  1463. }
  1464. debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
  1465. debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
  1466. debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
  1467. debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
  1468. collision_debug_contacts = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1"), 10000);
  1469. GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
  1470. process_group_call_queue_allocator = memnew(CallQueue::Allocator(64));
  1471. Math::randomize();
  1472. // Create with mainloop.
  1473. root = memnew(Window);
  1474. root->set_min_size(Size2i(64, 64)); // Define a very small minimum window size to prevent bugs such as GH-37242.
  1475. root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
  1476. root->set_auto_translate_mode(GLOBAL_GET("internationalization/rendering/root_node_auto_translate") ? Node::AUTO_TRANSLATE_MODE_ALWAYS : Node::AUTO_TRANSLATE_MODE_DISABLED);
  1477. root->set_name("root");
  1478. root->set_title(GLOBAL_GET("application/config/name"));
  1479. if (Engine::get_singleton()->is_editor_hint()) {
  1480. root->set_wrap_controls(true);
  1481. }
  1482. #ifndef _3D_DISABLED
  1483. if (!root->get_world_3d().is_valid()) {
  1484. root->set_world_3d(Ref<World3D>(memnew(World3D)));
  1485. }
  1486. root->set_as_audio_listener_3d(true);
  1487. #endif // _3D_DISABLED
  1488. set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
  1489. // Always disable jitter fix if physics interpolation is enabled -
  1490. // Jitter fix will interfere with interpolation, and is not necessary
  1491. // when interpolation is active.
  1492. if (is_physics_interpolation_enabled()) {
  1493. Engine::get_singleton()->set_physics_jitter_fix(0);
  1494. }
  1495. // Initialize network state.
  1496. set_multiplayer(MultiplayerAPI::create_default_interface());
  1497. root->set_as_audio_listener_2d(true);
  1498. current_scene = nullptr;
  1499. const int msaa_mode_2d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
  1500. root->set_msaa_2d(Viewport::MSAA(msaa_mode_2d));
  1501. const int msaa_mode_3d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
  1502. root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
  1503. const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
  1504. root->set_transparent_background(transparent_background);
  1505. const bool use_hdr_2d = GLOBAL_DEF_RST_BASIC("rendering/viewport/hdr_2d", false);
  1506. root->set_use_hdr_2d(use_hdr_2d);
  1507. const int ssaa_mode = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), 0);
  1508. root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
  1509. const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
  1510. root->set_use_taa(use_taa);
  1511. const bool use_debanding = GLOBAL_DEF("rendering/anti_aliasing/quality/use_debanding", false);
  1512. root->set_use_debanding(use_debanding);
  1513. const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
  1514. root->set_use_occlusion_culling(use_occlusion_culling);
  1515. float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
  1516. root->set_mesh_lod_threshold(mesh_lod_threshold);
  1517. bool snap_2d_transforms = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
  1518. root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
  1519. bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
  1520. root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
  1521. // We setup VRS for the main viewport here, in the editor this will have little effect.
  1522. const int vrs_mode = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")), 0);
  1523. root->set_vrs_mode(Viewport::VRSMode(vrs_mode));
  1524. const String vrs_texture_path = String(GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/vrs/texture", PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"), String())).strip_edges();
  1525. if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
  1526. Ref<Image> vrs_image;
  1527. vrs_image.instantiate();
  1528. Error load_err = ImageLoader::load_image(vrs_texture_path, vrs_image);
  1529. if (load_err) {
  1530. ERR_PRINT("Non-existing or invalid VRS texture at '" + vrs_texture_path + "'.");
  1531. } else {
  1532. Ref<ImageTexture> vrs_texture;
  1533. vrs_texture.instantiate();
  1534. vrs_texture->create_from_image(vrs_image);
  1535. root->set_vrs_texture(vrs_texture);
  1536. }
  1537. }
  1538. int shadowmap_size = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
  1539. GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_size.mobile", 2048);
  1540. bool shadowmap_16_bits = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_16_bits", true);
  1541. int atlas_q0 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
  1542. int atlas_q1 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
  1543. int atlas_q2 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 3);
  1544. int atlas_q3 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 4);
  1545. root->set_positional_shadow_atlas_size(shadowmap_size);
  1546. root->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
  1547. root->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
  1548. root->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
  1549. root->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
  1550. root->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
  1551. Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"), 1)));
  1552. root->set_sdf_oversize(sdf_oversize);
  1553. Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"), 1)));
  1554. root->set_sdf_scale(sdf_scale);
  1555. #ifndef _3D_DISABLED
  1556. { // Load default fallback environment.
  1557. // Get possible extensions.
  1558. List<String> exts;
  1559. ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
  1560. String ext_hint;
  1561. for (const String &E : exts) {
  1562. if (!ext_hint.is_empty()) {
  1563. ext_hint += ",";
  1564. }
  1565. ext_hint += "*." + E;
  1566. }
  1567. // Get path.
  1568. String env_path = GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/environment/defaults/default_environment", PROPERTY_HINT_FILE, ext_hint), "");
  1569. // Setup property.
  1570. env_path = env_path.strip_edges();
  1571. if (!env_path.is_empty()) {
  1572. Ref<Environment> env = ResourceLoader::load(env_path);
  1573. if (env.is_valid()) {
  1574. root->get_world_3d()->set_fallback_environment(env);
  1575. } else {
  1576. if (Engine::get_singleton()->is_editor_hint()) {
  1577. // File was erased, clear the field.
  1578. ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
  1579. } else {
  1580. // File was erased, notify user.
  1581. ERR_PRINT("Default Environment as specified in the project setting \"rendering/environment/defaults/default_environment\" could not be loaded.");
  1582. }
  1583. }
  1584. }
  1585. }
  1586. #endif // _3D_DISABLED
  1587. root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
  1588. root->connect("close_requested", callable_mp(this, &SceneTree::_main_window_close));
  1589. root->connect("go_back_requested", callable_mp(this, &SceneTree::_main_window_go_back));
  1590. root->connect(SceneStringName(focus_entered), callable_mp(this, &SceneTree::_main_window_focus_in));
  1591. #ifdef TOOLS_ENABLED
  1592. edited_scene_root = nullptr;
  1593. #endif
  1594. process_groups.push_back(&default_process_group);
  1595. }
  1596. SceneTree::~SceneTree() {
  1597. if (prev_scene) {
  1598. memdelete(prev_scene);
  1599. prev_scene = nullptr;
  1600. }
  1601. if (pending_new_scene) {
  1602. memdelete(pending_new_scene);
  1603. pending_new_scene = nullptr;
  1604. }
  1605. if (root) {
  1606. root->_set_tree(nullptr);
  1607. root->_propagate_after_exit_tree();
  1608. memdelete(root);
  1609. }
  1610. // Process groups are not deleted immediately, they may remain around. Delete them now.
  1611. for (uint32_t i = 0; i < process_groups.size(); i++) {
  1612. if (process_groups[i] != &default_process_group) {
  1613. memdelete(process_groups[i]);
  1614. }
  1615. }
  1616. memdelete(process_group_call_queue_allocator);
  1617. if (singleton == this) {
  1618. singleton = nullptr;
  1619. }
  1620. }