scene_debugger.cpp 66 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/engine_debugger.h"
  32. #include "core/io/marshalls.h"
  33. #include "core/object/script_language.h"
  34. #include "core/templates/local_vector.h"
  35. #include "scene/2d/physics/collision_object_2d.h"
  36. #include "scene/2d/physics/collision_polygon_2d.h"
  37. #include "scene/2d/physics/collision_shape_2d.h"
  38. #ifndef _3D_DISABLED
  39. #include "scene/3d/label_3d.h"
  40. #include "scene/3d/mesh_instance_3d.h"
  41. #include "scene/3d/physics/collision_object_3d.h"
  42. #include "scene/3d/physics/collision_shape_3d.h"
  43. #include "scene/3d/sprite_3d.h"
  44. #include "scene/resources/surface_tool.h"
  45. #endif // _3D_DISABLED
  46. #include "scene/gui/popup_menu.h"
  47. #include "scene/main/canvas_layer.h"
  48. #include "scene/main/scene_tree.h"
  49. #include "scene/main/window.h"
  50. #include "scene/resources/packed_scene.h"
  51. #include "scene/theme/theme_db.h"
  52. SceneDebugger::SceneDebugger() {
  53. singleton = this;
  54. #ifdef DEBUG_ENABLED
  55. LiveEditor::singleton = memnew(LiveEditor);
  56. RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
  57. EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
  58. #endif
  59. }
  60. SceneDebugger::~SceneDebugger() {
  61. #ifdef DEBUG_ENABLED
  62. if (LiveEditor::singleton) {
  63. EngineDebugger::unregister_message_capture("scene");
  64. memdelete(LiveEditor::singleton);
  65. LiveEditor::singleton = nullptr;
  66. }
  67. if (RuntimeNodeSelect::singleton) {
  68. memdelete(RuntimeNodeSelect::singleton);
  69. RuntimeNodeSelect::singleton = nullptr;
  70. }
  71. #endif
  72. singleton = nullptr;
  73. }
  74. void SceneDebugger::initialize() {
  75. if (EngineDebugger::is_active()) {
  76. memnew(SceneDebugger);
  77. }
  78. }
  79. void SceneDebugger::deinitialize() {
  80. if (singleton) {
  81. memdelete(singleton);
  82. }
  83. }
  84. #ifdef DEBUG_ENABLED
  85. Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
  86. SceneTree *scene_tree = SceneTree::get_singleton();
  87. if (!scene_tree) {
  88. return ERR_UNCONFIGURED;
  89. }
  90. LiveEditor *live_editor = LiveEditor::get_singleton();
  91. if (!live_editor) {
  92. return ERR_UNCONFIGURED;
  93. }
  94. RuntimeNodeSelect *runtime_node_select = RuntimeNodeSelect::get_singleton();
  95. if (!runtime_node_select) {
  96. return ERR_UNCONFIGURED;
  97. }
  98. r_captured = true;
  99. if (p_msg == "request_scene_tree") { // Scene tree
  100. live_editor->_send_tree();
  101. } else if (p_msg == "save_node") { // Save node.
  102. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  103. _save_node(p_args[0], p_args[1]);
  104. Array arr;
  105. arr.append(p_args[1]);
  106. EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
  107. } else if (p_msg == "inspect_object") { // Object Inspect
  108. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  109. ObjectID id = p_args[0];
  110. _send_object_id(id);
  111. } else if (p_msg == "suspend_changed") {
  112. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  113. bool suspended = p_args[0];
  114. scene_tree->set_suspend(suspended);
  115. runtime_node_select->_update_input_state();
  116. } else if (p_msg == "next_frame") {
  117. _next_frame();
  118. } else if (p_msg == "override_cameras") { // Camera
  119. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  120. bool enable = p_args[0];
  121. bool from_editor = p_args[1];
  122. scene_tree->get_root()->enable_canvas_transform_override(enable);
  123. #ifndef _3D_DISABLED
  124. scene_tree->get_root()->enable_camera_3d_override(enable);
  125. #endif // _3D_DISABLED
  126. runtime_node_select->_set_camera_override_enabled(enable && !from_editor);
  127. } else if (p_msg == "transform_camera_2d") {
  128. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  129. Transform2D transform = p_args[0];
  130. scene_tree->get_root()->set_canvas_transform_override(transform);
  131. runtime_node_select->_queue_selection_update();
  132. #ifndef _3D_DISABLED
  133. } else if (p_msg == "transform_camera_3d") {
  134. ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
  135. Transform3D transform = p_args[0];
  136. bool is_perspective = p_args[1];
  137. float size_or_fov = p_args[2];
  138. float depth_near = p_args[3];
  139. float depth_far = p_args[4];
  140. if (is_perspective) {
  141. scene_tree->get_root()->set_camera_3d_override_perspective(size_or_fov, depth_near, depth_far);
  142. } else {
  143. scene_tree->get_root()->set_camera_3d_override_orthogonal(size_or_fov, depth_near, depth_far);
  144. }
  145. scene_tree->get_root()->set_camera_3d_override_transform(transform);
  146. runtime_node_select->_queue_selection_update();
  147. #endif // _3D_DISABLED
  148. } else if (p_msg == "set_object_property") {
  149. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  150. _set_object_property(p_args[0], p_args[1], p_args[2]);
  151. runtime_node_select->_queue_selection_update();
  152. } else if (p_msg.begins_with("live_")) { /// Live Edit
  153. if (p_msg == "live_set_root") {
  154. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  155. live_editor->_root_func(p_args[0], p_args[1]);
  156. } else if (p_msg == "live_node_path") {
  157. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  158. live_editor->_node_path_func(p_args[0], p_args[1]);
  159. } else if (p_msg == "live_res_path") {
  160. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  161. live_editor->_res_path_func(p_args[0], p_args[1]);
  162. } else if (p_msg == "live_node_prop_res") {
  163. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  164. live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
  165. } else if (p_msg == "live_node_prop") {
  166. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  167. live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]);
  168. } else if (p_msg == "live_res_prop_res") {
  169. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  170. live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
  171. } else if (p_msg == "live_res_prop") {
  172. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  173. live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]);
  174. } else if (p_msg == "live_node_call") {
  175. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  176. LocalVector<Variant> args;
  177. LocalVector<Variant *> argptrs;
  178. args.resize(p_args.size() - 2);
  179. argptrs.resize(args.size());
  180. for (uint32_t i = 0; i < args.size(); i++) {
  181. args[i] = p_args[i + 2];
  182. argptrs[i] = &args[i];
  183. }
  184. live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  185. } else if (p_msg == "live_res_call") {
  186. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  187. LocalVector<Variant> args;
  188. LocalVector<Variant *> argptrs;
  189. args.resize(p_args.size() - 2);
  190. argptrs.resize(args.size());
  191. for (uint32_t i = 0; i < args.size(); i++) {
  192. args[i] = p_args[i + 2];
  193. argptrs[i] = &args[i];
  194. }
  195. live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  196. } else if (p_msg == "live_create_node") {
  197. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  198. live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]);
  199. } else if (p_msg == "live_instantiate_node") {
  200. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  201. live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]);
  202. } else if (p_msg == "live_remove_node") {
  203. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  204. live_editor->_remove_node_func(p_args[0]);
  205. if (!runtime_node_select->has_selection) {
  206. runtime_node_select->_clear_selection();
  207. }
  208. } else if (p_msg == "live_remove_and_keep_node") {
  209. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  210. live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]);
  211. if (!runtime_node_select->has_selection) {
  212. runtime_node_select->_clear_selection();
  213. }
  214. } else if (p_msg == "live_restore_node") {
  215. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  216. live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]);
  217. } else if (p_msg == "live_duplicate_node") {
  218. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  219. live_editor->_duplicate_node_func(p_args[0], p_args[1]);
  220. } else if (p_msg == "live_reparent_node") {
  221. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  222. live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
  223. } else {
  224. return ERR_SKIP;
  225. }
  226. } else if (p_msg.begins_with("runtime_node_select_")) { /// Runtime Node Selection
  227. if (p_msg == "runtime_node_select_setup") {
  228. runtime_node_select->_setup();
  229. } else if (p_msg == "runtime_node_select_set_type") {
  230. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  231. RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
  232. runtime_node_select->_node_set_type(type);
  233. } else if (p_msg == "runtime_node_select_set_mode") {
  234. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  235. RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
  236. runtime_node_select->_select_set_mode(mode);
  237. } else if (p_msg == "runtime_node_select_set_visible") {
  238. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  239. bool visible = p_args[0];
  240. runtime_node_select->_set_selection_visible(visible);
  241. } else if (p_msg == "runtime_node_select_reset_camera_2d") {
  242. runtime_node_select->_reset_camera_2d();
  243. } else if (p_msg == "runtime_node_select_reset_camera_3d") {
  244. runtime_node_select->_reset_camera_3d();
  245. } else {
  246. return ERR_SKIP;
  247. }
  248. } else {
  249. r_captured = false;
  250. }
  251. return OK;
  252. }
  253. void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
  254. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
  255. ERR_FAIL_NULL(node);
  256. #ifdef TOOLS_ENABLED
  257. HashMap<const Node *, Node *> duplimap;
  258. Node *copy = node->duplicate_from_editor(duplimap);
  259. #else
  260. Node *copy = node->duplicate();
  261. #endif
  262. // Handle Unique Nodes.
  263. for (int i = 0; i < copy->get_child_count(false); i++) {
  264. _set_node_owner_recursive(copy->get_child(i, false), copy);
  265. }
  266. // Root node cannot ever be unique name in its own Scene!
  267. copy->set_unique_name_in_owner(false);
  268. Ref<PackedScene> ps = memnew(PackedScene);
  269. ps->pack(copy);
  270. ResourceSaver::save(ps, p_path);
  271. memdelete(copy);
  272. }
  273. void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
  274. if (!p_node->get_owner()) {
  275. p_node->set_owner(p_owner);
  276. }
  277. for (int i = 0; i < p_node->get_child_count(false); i++) {
  278. _set_node_owner_recursive(p_node->get_child(i, false), p_owner);
  279. }
  280. }
  281. void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) {
  282. SceneDebuggerObject obj(p_id);
  283. if (obj.id.is_null()) {
  284. return;
  285. }
  286. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
  287. RuntimeNodeSelect::get_singleton()->_select_node(node);
  288. Array arr;
  289. obj.serialize(arr);
  290. EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr);
  291. }
  292. void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value) {
  293. Object *obj = ObjectDB::get_instance(p_id);
  294. if (!obj) {
  295. return;
  296. }
  297. String prop_name = p_property;
  298. if (p_property.begins_with("Members/")) {
  299. Vector<String> ss = p_property.split("/");
  300. prop_name = ss[ss.size() - 1];
  301. }
  302. obj->set(prop_name, p_value);
  303. }
  304. void SceneDebugger::_next_frame() {
  305. SceneTree *scene_tree = SceneTree::get_singleton();
  306. if (!scene_tree->is_suspended()) {
  307. return;
  308. }
  309. scene_tree->set_suspend(false);
  310. RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
  311. }
  312. void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
  313. LiveEditor *debugger = LiveEditor::get_singleton();
  314. if (!debugger) {
  315. return;
  316. }
  317. if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
  318. debugger->live_scene_edit_cache[p_filename].insert(p_node);
  319. }
  320. }
  321. void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
  322. LiveEditor *debugger = LiveEditor::get_singleton();
  323. if (!debugger) {
  324. return;
  325. }
  326. HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
  327. HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
  328. if (E) {
  329. E->value.erase(p_node);
  330. if (E->value.size() == 0) {
  331. edit_cache.remove(E);
  332. }
  333. }
  334. HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
  335. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
  336. if (F) {
  337. for (const KeyValue<ObjectID, Node *> &G : F->value) {
  338. memdelete(G.value);
  339. }
  340. remove_list.remove(F);
  341. }
  342. }
  343. /// SceneDebuggerObject
  344. SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
  345. id = ObjectID();
  346. Object *obj = ObjectDB::get_instance(p_id);
  347. if (!obj) {
  348. return;
  349. }
  350. id = p_id;
  351. class_name = obj->get_class();
  352. if (ScriptInstance *si = obj->get_script_instance()) {
  353. // Read script instance constants and variables
  354. if (!si->get_script().is_null()) {
  355. Script *s = si->get_script().ptr();
  356. _parse_script_properties(s, si);
  357. }
  358. }
  359. if (Node *node = Object::cast_to<Node>(obj)) {
  360. // For debugging multiplayer.
  361. {
  362. PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
  363. properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
  364. }
  365. // Add specialized NodePath info (if inside tree).
  366. if (node->is_inside_tree()) {
  367. PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
  368. properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
  369. } else { // Can't ask for path if a node is not in tree.
  370. PropertyInfo pi(Variant::STRING, String("Node/path"));
  371. properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
  372. }
  373. } else if (Script *s = Object::cast_to<Script>(obj)) {
  374. // Add script constants (no instance).
  375. _parse_script_properties(s, nullptr);
  376. }
  377. // Add base object properties.
  378. List<PropertyInfo> pinfo;
  379. obj->get_property_list(&pinfo, true);
  380. for (const PropertyInfo &E : pinfo) {
  381. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  382. properties.push_back(SceneDebuggerProperty(E, obj->get(E.name)));
  383. }
  384. }
  385. }
  386. void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
  387. typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
  388. typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
  389. ScriptMemberMap members;
  390. if (p_instance) {
  391. members[p_script] = HashSet<StringName>();
  392. p_script->get_members(&(members[p_script]));
  393. }
  394. ScriptConstantsMap constants;
  395. constants[p_script] = HashMap<StringName, Variant>();
  396. p_script->get_constants(&(constants[p_script]));
  397. Ref<Script> base = p_script->get_base_script();
  398. while (base.is_valid()) {
  399. if (p_instance) {
  400. members[base.ptr()] = HashSet<StringName>();
  401. base->get_members(&(members[base.ptr()]));
  402. }
  403. constants[base.ptr()] = HashMap<StringName, Variant>();
  404. base->get_constants(&(constants[base.ptr()]));
  405. base = base->get_base_script();
  406. }
  407. // Members
  408. for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
  409. for (const StringName &E : sm.value) {
  410. Variant m;
  411. if (p_instance->get(E, m)) {
  412. String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
  413. PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
  414. properties.push_back(SceneDebuggerProperty(pi, m));
  415. }
  416. }
  417. }
  418. // Constants
  419. for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
  420. for (const KeyValue<StringName, Variant> &E : sc.value) {
  421. String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
  422. if (E.value.get_type() == Variant::OBJECT) {
  423. Variant inst_id = ((Object *)E.value)->get_instance_id();
  424. PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
  425. properties.push_back(SceneDebuggerProperty(pi, inst_id));
  426. } else {
  427. PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
  428. properties.push_back(SceneDebuggerProperty(pi, E.value));
  429. }
  430. }
  431. }
  432. }
  433. void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
  434. Array send_props;
  435. for (SceneDebuggerObject::SceneDebuggerProperty &property : properties) {
  436. const PropertyInfo &pi = property.first;
  437. Variant &var = property.second;
  438. Ref<Resource> res = var;
  439. Array prop;
  440. prop.push_back(pi.name);
  441. prop.push_back(pi.type);
  442. PropertyHint hint = pi.hint;
  443. String hint_string = pi.hint_string;
  444. if (!res.is_null() && !res->get_path().is_empty()) {
  445. var = res->get_path();
  446. } else { //only send information that can be sent..
  447. int len = 0; //test how big is this to encode
  448. encode_variant(var, nullptr, len);
  449. if (len > p_max_size) { //limit to max size
  450. hint = PROPERTY_HINT_OBJECT_TOO_BIG;
  451. hint_string = "";
  452. var = Variant();
  453. }
  454. }
  455. prop.push_back(hint);
  456. prop.push_back(hint_string);
  457. prop.push_back(pi.usage);
  458. prop.push_back(var);
  459. send_props.push_back(prop);
  460. }
  461. r_arr.push_back(uint64_t(id));
  462. r_arr.push_back(class_name);
  463. r_arr.push_back(send_props);
  464. }
  465. void SceneDebuggerObject::deserialize(const Array &p_arr) {
  466. #define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
  467. ERR_FAIL_COND(p_arr.size() < 3);
  468. CHECK_TYPE(p_arr[0], INT);
  469. CHECK_TYPE(p_arr[1], STRING);
  470. CHECK_TYPE(p_arr[2], ARRAY);
  471. id = uint64_t(p_arr[0]);
  472. class_name = p_arr[1];
  473. Array props = p_arr[2];
  474. for (int i = 0; i < props.size(); i++) {
  475. CHECK_TYPE(props[i], ARRAY);
  476. Array prop = props[i];
  477. ERR_FAIL_COND(prop.size() != 6);
  478. CHECK_TYPE(prop[0], STRING);
  479. CHECK_TYPE(prop[1], INT);
  480. CHECK_TYPE(prop[2], INT);
  481. CHECK_TYPE(prop[3], STRING);
  482. CHECK_TYPE(prop[4], INT);
  483. PropertyInfo pinfo;
  484. pinfo.name = prop[0];
  485. pinfo.type = Variant::Type(int(prop[1]));
  486. pinfo.hint = PropertyHint(int(prop[2]));
  487. pinfo.hint_string = prop[3];
  488. pinfo.usage = PropertyUsageFlags(int(prop[4]));
  489. Variant var = prop[5];
  490. if (pinfo.type == Variant::OBJECT) {
  491. if (var.is_zero()) {
  492. var = Ref<Resource>();
  493. } else if (var.get_type() == Variant::OBJECT) {
  494. if (((Object *)var)->is_class("EncodedObjectAsID")) {
  495. var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
  496. pinfo.type = var.get_type();
  497. pinfo.hint = PROPERTY_HINT_OBJECT_ID;
  498. pinfo.hint_string = "Object";
  499. }
  500. }
  501. }
  502. properties.push_back(SceneDebuggerProperty(pinfo, var));
  503. }
  504. }
  505. /// SceneDebuggerTree
  506. SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
  507. // Flatten tree into list, depth first, use stack to avoid recursion.
  508. List<Node *> stack;
  509. stack.push_back(p_root);
  510. bool is_root = true;
  511. const StringName &is_visible_sn = SNAME("is_visible");
  512. const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
  513. while (stack.size()) {
  514. Node *n = stack.front()->get();
  515. stack.pop_front();
  516. int count = n->get_child_count();
  517. for (int i = 0; i < count; i++) {
  518. stack.push_front(n->get_child(count - i - 1));
  519. }
  520. int view_flags = 0;
  521. if (is_root) {
  522. // Prevent root window visibility from being changed.
  523. is_root = false;
  524. } else if (n->has_method(is_visible_sn)) {
  525. const Variant visible = n->call(is_visible_sn);
  526. if (visible.get_type() == Variant::BOOL) {
  527. view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
  528. view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
  529. }
  530. if (n->has_method(is_visible_in_tree_sn)) {
  531. const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
  532. if (visible_in_tree.get_type() == Variant::BOOL) {
  533. view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
  534. }
  535. }
  536. }
  537. String class_name;
  538. ScriptInstance *script_instance = n->get_script_instance();
  539. if (script_instance) {
  540. Ref<Script> script = script_instance->get_script();
  541. if (script.is_valid()) {
  542. class_name = script->get_global_name();
  543. if (class_name.is_empty()) {
  544. // If there is no class_name in this script we just take the script path.
  545. class_name = script->get_path();
  546. }
  547. }
  548. }
  549. 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));
  550. }
  551. }
  552. void SceneDebuggerTree::serialize(Array &p_arr) {
  553. for (const RemoteNode &n : nodes) {
  554. p_arr.push_back(n.child_count);
  555. p_arr.push_back(n.name);
  556. p_arr.push_back(n.type_name);
  557. p_arr.push_back(n.id);
  558. p_arr.push_back(n.scene_file_path);
  559. p_arr.push_back(n.view_flags);
  560. }
  561. }
  562. void SceneDebuggerTree::deserialize(const Array &p_arr) {
  563. int idx = 0;
  564. while (p_arr.size() > idx) {
  565. ERR_FAIL_COND(p_arr.size() < 6);
  566. CHECK_TYPE(p_arr[idx], INT); // child_count.
  567. CHECK_TYPE(p_arr[idx + 1], STRING); // name.
  568. CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
  569. CHECK_TYPE(p_arr[idx + 3], INT); // id.
  570. CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
  571. CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
  572. 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]));
  573. idx += 6;
  574. }
  575. }
  576. /// LiveEditor
  577. LiveEditor *LiveEditor::get_singleton() {
  578. return singleton;
  579. }
  580. void LiveEditor::_send_tree() {
  581. SceneTree *scene_tree = SceneTree::get_singleton();
  582. if (!scene_tree) {
  583. return;
  584. }
  585. Array arr;
  586. // Encoded as a flat list depth first.
  587. SceneDebuggerTree tree(scene_tree->root);
  588. tree.serialize(arr);
  589. EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
  590. }
  591. void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
  592. live_edit_node_path_cache[p_id] = p_path;
  593. }
  594. void LiveEditor::_res_path_func(const String &p_path, int p_id) {
  595. live_edit_resource_cache[p_id] = p_path;
  596. }
  597. void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  598. SceneTree *scene_tree = SceneTree::get_singleton();
  599. if (!scene_tree) {
  600. return;
  601. }
  602. if (!live_edit_node_path_cache.has(p_id)) {
  603. return;
  604. }
  605. NodePath np = live_edit_node_path_cache[p_id];
  606. Node *base = nullptr;
  607. if (scene_tree->root->has_node(live_edit_root)) {
  608. base = scene_tree->root->get_node(live_edit_root);
  609. }
  610. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  611. if (!E) {
  612. return; //scene not editable
  613. }
  614. for (Node *F : E->value) {
  615. Node *n = F;
  616. if (base && !base->is_ancestor_of(n)) {
  617. continue;
  618. }
  619. if (!n->has_node(np)) {
  620. continue;
  621. }
  622. Node *n2 = n->get_node(np);
  623. // Do not change transform of edited scene root, unless it's the scene being played.
  624. // See GH-86659 for additional context.
  625. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  626. Variant orig_tf;
  627. if (keep_transform) {
  628. if (n2->is_class("Node3D")) {
  629. orig_tf = n2->call("get_transform");
  630. } else if (n2->is_class("CanvasItem")) {
  631. orig_tf = n2->call("_edit_get_state");
  632. }
  633. }
  634. n2->set(p_prop, p_value);
  635. if (keep_transform) {
  636. if (n2->is_class("Node3D")) {
  637. Variant new_tf = n2->call("get_transform");
  638. if (new_tf != orig_tf) {
  639. n2->call("set_transform", orig_tf);
  640. }
  641. } else if (n2->is_class("CanvasItem")) {
  642. Variant new_tf = n2->call("_edit_get_state");
  643. if (new_tf != orig_tf) {
  644. n2->call("_edit_set_state", orig_tf);
  645. }
  646. }
  647. }
  648. }
  649. }
  650. void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  651. Ref<Resource> r = ResourceLoader::load(p_value);
  652. if (!r.is_valid()) {
  653. return;
  654. }
  655. _node_set_func(p_id, p_prop, r);
  656. }
  657. void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  658. SceneTree *scene_tree = SceneTree::get_singleton();
  659. if (!scene_tree) {
  660. return;
  661. }
  662. if (!live_edit_node_path_cache.has(p_id)) {
  663. return;
  664. }
  665. NodePath np = live_edit_node_path_cache[p_id];
  666. Node *base = nullptr;
  667. if (scene_tree->root->has_node(live_edit_root)) {
  668. base = scene_tree->root->get_node(live_edit_root);
  669. }
  670. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  671. if (!E) {
  672. return; //scene not editable
  673. }
  674. for (Node *F : E->value) {
  675. Node *n = F;
  676. if (base && !base->is_ancestor_of(n)) {
  677. continue;
  678. }
  679. if (!n->has_node(np)) {
  680. continue;
  681. }
  682. Node *n2 = n->get_node(np);
  683. // Do not change transform of edited scene root, unless it's the scene being played.
  684. // See GH-86659 for additional context.
  685. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  686. Variant orig_tf;
  687. if (keep_transform) {
  688. if (n2->is_class("Node3D")) {
  689. orig_tf = n2->call("get_transform");
  690. } else if (n2->is_class("CanvasItem")) {
  691. orig_tf = n2->call("_edit_get_state");
  692. }
  693. }
  694. Callable::CallError ce;
  695. n2->callp(p_method, p_args, p_argcount, ce);
  696. if (keep_transform) {
  697. if (n2->is_class("Node3D")) {
  698. Variant new_tf = n2->call("get_transform");
  699. if (new_tf != orig_tf) {
  700. n2->call("set_transform", orig_tf);
  701. }
  702. } else if (n2->is_class("CanvasItem")) {
  703. Variant new_tf = n2->call("_edit_get_state");
  704. if (new_tf != orig_tf) {
  705. n2->call("_edit_set_state", orig_tf);
  706. }
  707. }
  708. }
  709. }
  710. }
  711. void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  712. if (!live_edit_resource_cache.has(p_id)) {
  713. return;
  714. }
  715. String resp = live_edit_resource_cache[p_id];
  716. if (!ResourceCache::has(resp)) {
  717. return;
  718. }
  719. Ref<Resource> r = ResourceCache::get_ref(resp);
  720. if (!r.is_valid()) {
  721. return;
  722. }
  723. r->set(p_prop, p_value);
  724. }
  725. void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  726. Ref<Resource> r = ResourceLoader::load(p_value);
  727. if (!r.is_valid()) {
  728. return;
  729. }
  730. _res_set_func(p_id, p_prop, r);
  731. }
  732. void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  733. if (!live_edit_resource_cache.has(p_id)) {
  734. return;
  735. }
  736. String resp = live_edit_resource_cache[p_id];
  737. if (!ResourceCache::has(resp)) {
  738. return;
  739. }
  740. Ref<Resource> r = ResourceCache::get_ref(resp);
  741. if (!r.is_valid()) {
  742. return;
  743. }
  744. Callable::CallError ce;
  745. r->callp(p_method, p_args, p_argcount, ce);
  746. }
  747. void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
  748. live_edit_root = p_scene_path;
  749. live_edit_scene = p_scene_from;
  750. }
  751. void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
  752. SceneTree *scene_tree = SceneTree::get_singleton();
  753. if (!scene_tree) {
  754. return;
  755. }
  756. Node *base = nullptr;
  757. if (scene_tree->root->has_node(live_edit_root)) {
  758. base = scene_tree->root->get_node(live_edit_root);
  759. }
  760. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  761. if (!E) {
  762. return; //scene not editable
  763. }
  764. for (Node *F : E->value) {
  765. Node *n = F;
  766. if (base && !base->is_ancestor_of(n)) {
  767. continue;
  768. }
  769. if (!n->has_node(p_parent)) {
  770. continue;
  771. }
  772. Node *n2 = n->get_node(p_parent);
  773. Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
  774. if (!no) {
  775. continue;
  776. }
  777. no->set_name(p_name);
  778. n2->add_child(no);
  779. }
  780. }
  781. void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
  782. SceneTree *scene_tree = SceneTree::get_singleton();
  783. if (!scene_tree) {
  784. return;
  785. }
  786. Ref<PackedScene> ps = ResourceLoader::load(p_path);
  787. if (!ps.is_valid()) {
  788. return;
  789. }
  790. Node *base = nullptr;
  791. if (scene_tree->root->has_node(live_edit_root)) {
  792. base = scene_tree->root->get_node(live_edit_root);
  793. }
  794. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  795. if (!E) {
  796. return; //scene not editable
  797. }
  798. for (Node *F : E->value) {
  799. Node *n = F;
  800. if (base && !base->is_ancestor_of(n)) {
  801. continue;
  802. }
  803. if (!n->has_node(p_parent)) {
  804. continue;
  805. }
  806. Node *n2 = n->get_node(p_parent);
  807. Node *no = ps->instantiate();
  808. if (!no) {
  809. continue;
  810. }
  811. no->set_name(p_name);
  812. n2->add_child(no);
  813. }
  814. }
  815. void LiveEditor::_remove_node_func(const NodePath &p_at) {
  816. SceneTree *scene_tree = SceneTree::get_singleton();
  817. if (!scene_tree) {
  818. return;
  819. }
  820. Node *base = nullptr;
  821. if (scene_tree->root->has_node(live_edit_root)) {
  822. base = scene_tree->root->get_node(live_edit_root);
  823. }
  824. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  825. if (!E) {
  826. return; //scene not editable
  827. }
  828. Vector<Node *> to_delete;
  829. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  830. Node *n = *F;
  831. if (base && !base->is_ancestor_of(n)) {
  832. continue;
  833. }
  834. if (!n->has_node(p_at)) {
  835. continue;
  836. }
  837. Node *n2 = n->get_node(p_at);
  838. to_delete.push_back(n2);
  839. }
  840. for (int i = 0; i < to_delete.size(); i++) {
  841. memdelete(to_delete[i]);
  842. }
  843. }
  844. void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
  845. SceneTree *scene_tree = SceneTree::get_singleton();
  846. if (!scene_tree) {
  847. return;
  848. }
  849. Node *base = nullptr;
  850. if (scene_tree->root->has_node(live_edit_root)) {
  851. base = scene_tree->root->get_node(live_edit_root);
  852. }
  853. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  854. if (!E) {
  855. return; //scene not editable
  856. }
  857. Vector<Node *> to_remove;
  858. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  859. Node *n = *F;
  860. if (base && !base->is_ancestor_of(n)) {
  861. continue;
  862. }
  863. if (!n->has_node(p_at)) {
  864. continue;
  865. }
  866. to_remove.push_back(n);
  867. }
  868. for (int i = 0; i < to_remove.size(); i++) {
  869. Node *n = to_remove[i];
  870. Node *n2 = n->get_node(p_at);
  871. n2->get_parent()->remove_child(n2);
  872. live_edit_remove_list[n][p_keep_id] = n2;
  873. }
  874. }
  875. void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
  876. SceneTree *scene_tree = SceneTree::get_singleton();
  877. if (!scene_tree) {
  878. return;
  879. }
  880. Node *base = nullptr;
  881. if (scene_tree->root->has_node(live_edit_root)) {
  882. base = scene_tree->root->get_node(live_edit_root);
  883. }
  884. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  885. if (!E) {
  886. return; //scene not editable
  887. }
  888. for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
  889. HashSet<Node *>::Iterator N = F;
  890. ++N;
  891. Node *n = *F;
  892. if (base && !base->is_ancestor_of(n)) {
  893. continue;
  894. }
  895. if (!n->has_node(p_at)) {
  896. continue;
  897. }
  898. Node *n2 = n->get_node(p_at);
  899. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
  900. if (!EN) {
  901. continue;
  902. }
  903. HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
  904. if (!FN) {
  905. continue;
  906. }
  907. n2->add_child(FN->value);
  908. EN->value.remove(FN);
  909. if (EN->value.size() == 0) {
  910. live_edit_remove_list.remove(EN);
  911. }
  912. F = N;
  913. }
  914. }
  915. void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
  916. SceneTree *scene_tree = SceneTree::get_singleton();
  917. if (!scene_tree) {
  918. return;
  919. }
  920. Node *base = nullptr;
  921. if (scene_tree->root->has_node(live_edit_root)) {
  922. base = scene_tree->root->get_node(live_edit_root);
  923. }
  924. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  925. if (!E) {
  926. return; //scene not editable
  927. }
  928. for (Node *F : E->value) {
  929. Node *n = F;
  930. if (base && !base->is_ancestor_of(n)) {
  931. continue;
  932. }
  933. if (!n->has_node(p_at)) {
  934. continue;
  935. }
  936. Node *n2 = n->get_node(p_at);
  937. Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
  938. if (!dup) {
  939. continue;
  940. }
  941. dup->set_name(p_new_name);
  942. n2->get_parent()->add_child(dup);
  943. }
  944. }
  945. void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
  946. SceneTree *scene_tree = SceneTree::get_singleton();
  947. if (!scene_tree) {
  948. return;
  949. }
  950. Node *base = nullptr;
  951. if (scene_tree->root->has_node(live_edit_root)) {
  952. base = scene_tree->root->get_node(live_edit_root);
  953. }
  954. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  955. if (!E) {
  956. return; //scene not editable
  957. }
  958. for (Node *F : E->value) {
  959. Node *n = F;
  960. if (base && !base->is_ancestor_of(n)) {
  961. continue;
  962. }
  963. if (!n->has_node(p_at)) {
  964. continue;
  965. }
  966. Node *nfrom = n->get_node(p_at);
  967. if (!n->has_node(p_new_place)) {
  968. continue;
  969. }
  970. Node *nto = n->get_node(p_new_place);
  971. nfrom->get_parent()->remove_child(nfrom);
  972. nfrom->set_name(p_new_name);
  973. nto->add_child(nfrom);
  974. if (p_at_pos >= 0) {
  975. nto->move_child(nfrom, p_at_pos);
  976. }
  977. }
  978. }
  979. /// RuntimeNodeSelect
  980. RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
  981. return singleton;
  982. }
  983. RuntimeNodeSelect::~RuntimeNodeSelect() {
  984. if (selection_list && !selection_list->is_visible()) {
  985. memdelete(selection_list);
  986. }
  987. if (sbox_2d_canvas.is_valid()) {
  988. RS::get_singleton()->free(sbox_2d_canvas);
  989. RS::get_singleton()->free(sbox_2d_ci);
  990. }
  991. #ifndef _3D_DISABLED
  992. if (sbox_3d_instance.is_valid()) {
  993. RS::get_singleton()->free(sbox_3d_instance);
  994. RS::get_singleton()->free(sbox_3d_instance_ofs);
  995. RS::get_singleton()->free(sbox_3d_instance_xray);
  996. RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
  997. }
  998. #endif // _3D_DISABLED
  999. }
  1000. void RuntimeNodeSelect::_setup() {
  1001. Window *root = SceneTree::get_singleton()->get_root();
  1002. ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
  1003. root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
  1004. root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
  1005. selection_list = memnew(PopupMenu);
  1006. selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
  1007. selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
  1008. selection_list->set_force_native(true);
  1009. selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
  1010. selection_list->connect("popup_hide", callable_mp(Object::cast_to<Node>(root), &Node::remove_child).bind(selection_list));
  1011. panner.instantiate();
  1012. panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
  1013. /// 2D Selection Box Generation
  1014. sbox_2d_canvas = RS::get_singleton()->canvas_create();
  1015. sbox_2d_ci = RS::get_singleton()->canvas_item_create();
  1016. RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), sbox_2d_canvas);
  1017. RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, sbox_2d_canvas);
  1018. #ifndef _3D_DISABLED
  1019. cursor = Cursor();
  1020. /// 3D Selection Box Generation
  1021. // Copied from the Node3DEditor implementation.
  1022. // Use two AABBs to create the illusion of a slightly thicker line.
  1023. AABB aabb(Vector3(), Vector3(1, 1, 1));
  1024. // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
  1025. // Both will be drawn at the same position, but with different opacity.
  1026. // This lets the user see where the selection is while still having a sense of depth.
  1027. Ref<SurfaceTool> st = memnew(SurfaceTool);
  1028. Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
  1029. st->begin(Mesh::PRIMITIVE_LINES);
  1030. st_xray->begin(Mesh::PRIMITIVE_LINES);
  1031. for (int i = 0; i < 12; i++) {
  1032. Vector3 a, b;
  1033. aabb.get_edge(i, a, b);
  1034. st->add_vertex(a);
  1035. st->add_vertex(b);
  1036. st_xray->add_vertex(a);
  1037. st_xray->add_vertex(b);
  1038. }
  1039. Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
  1040. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1041. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1042. // In the original Node3DEditor, this value would be fetched from the "editors/3d/selection_box_color" editor property,
  1043. // but since this is not accessible from here, we will just use the default value.
  1044. const Color selection_color_3d = Color(1, 0.5, 0);
  1045. mat->set_albedo(selection_color_3d);
  1046. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1047. st->set_material(mat);
  1048. sbox_3d_mesh = st->commit();
  1049. Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
  1050. mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1051. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1052. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
  1053. mat_xray->set_albedo(selection_color_3d * Color(1, 1, 1, 0.15));
  1054. mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1055. st_xray->set_material(mat_xray);
  1056. sbox_3d_mesh_xray = st_xray->commit();
  1057. #endif // _3D_DISABLED
  1058. SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
  1059. SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
  1060. // This function will be called before the root enters the tree at first when the Game view is passing its settings to
  1061. // the debugger, so queue the update for after it enters.
  1062. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
  1063. }
  1064. void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
  1065. node_select_type = p_type;
  1066. _update_input_state();
  1067. }
  1068. void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
  1069. node_select_mode = p_mode;
  1070. }
  1071. void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
  1072. camera_override = p_enabled;
  1073. if (p_enabled) {
  1074. _update_view_2d();
  1075. }
  1076. #ifndef _3D_DISABLED
  1077. if (camera_first_override) {
  1078. _reset_camera_2d();
  1079. _reset_camera_3d();
  1080. camera_first_override = false;
  1081. } else if (p_enabled) {
  1082. _update_view_2d();
  1083. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1084. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1085. }
  1086. #endif // _3D_DISABLED
  1087. }
  1088. void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
  1089. Window *root = SceneTree::get_singleton()->get_root();
  1090. if (node_select_type == NODE_TYPE_NONE || selection_list->is_visible()) {
  1091. // Workaround for platforms that don't allow subwindows.
  1092. if (selection_list->is_visible() && selection_list->is_embedded()) {
  1093. root->set_disable_input_override(false);
  1094. selection_list->push_input(p_event);
  1095. callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
  1096. }
  1097. return;
  1098. }
  1099. if (camera_override) {
  1100. if (node_select_type == NODE_TYPE_2D) {
  1101. if (panner->gui_input(p_event, Rect2(Vector2(), root->get_size()))) {
  1102. return;
  1103. }
  1104. } else if (node_select_type == NODE_TYPE_3D) {
  1105. #ifndef _3D_DISABLED
  1106. if (root->get_camera_3d() && _handle_3d_input(p_event)) {
  1107. return;
  1108. }
  1109. #endif // _3D_DISABLED
  1110. }
  1111. }
  1112. Ref<InputEventMouseButton> b = p_event;
  1113. if (!b.is_valid() || !b->is_pressed()) {
  1114. return;
  1115. }
  1116. list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
  1117. if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
  1118. selection_position = b->get_position();
  1119. }
  1120. }
  1121. void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
  1122. Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
  1123. if (!obj) {
  1124. return;
  1125. }
  1126. Array message;
  1127. message.append(obj->get_instance_id());
  1128. EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
  1129. }
  1130. void RuntimeNodeSelect::_update_input_state() {
  1131. SceneTree *scene_tree = SceneTree::get_singleton();
  1132. // This function can be called at the very beginning, when the root hasn't entered the tree yet.
  1133. // So check first to avoid a crash.
  1134. if (!scene_tree->get_root()->is_inside_tree()) {
  1135. return;
  1136. }
  1137. bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
  1138. Input::get_singleton()->set_disable_input(disable_input);
  1139. Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
  1140. scene_tree->get_root()->set_disable_input_override(disable_input);
  1141. }
  1142. void RuntimeNodeSelect::_process_frame() {
  1143. #ifndef _3D_DISABLED
  1144. if (camera_freelook) {
  1145. Transform3D transform = _get_cursor_transform();
  1146. Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
  1147. const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
  1148. Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
  1149. Vector3 direction;
  1150. Input *input = Input::get_singleton();
  1151. bool was_input_disabled = input->is_input_disabled();
  1152. if (was_input_disabled) {
  1153. input->set_disable_input(false);
  1154. }
  1155. if (input->is_physical_key_pressed(Key::A)) {
  1156. direction -= right;
  1157. }
  1158. if (input->is_physical_key_pressed(Key::D)) {
  1159. direction += right;
  1160. }
  1161. if (input->is_physical_key_pressed(Key::W)) {
  1162. direction += forward;
  1163. }
  1164. if (input->is_physical_key_pressed(Key::S)) {
  1165. direction -= forward;
  1166. }
  1167. if (input->is_physical_key_pressed(Key::E)) {
  1168. direction += up;
  1169. }
  1170. if (input->is_physical_key_pressed(Key::Q)) {
  1171. direction -= up;
  1172. }
  1173. real_t speed = FREELOOK_BASE_SPEED;
  1174. if (input->is_physical_key_pressed(Key::SHIFT)) {
  1175. speed *= 3.0;
  1176. }
  1177. if (input->is_physical_key_pressed(Key::ALT)) {
  1178. speed *= 0.333333;
  1179. }
  1180. if (was_input_disabled) {
  1181. input->set_disable_input(true);
  1182. }
  1183. if (direction != Vector3()) {
  1184. // Calculate the process time manually, as the time scale is frozen.
  1185. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
  1186. const Vector3 motion = direction * speed * process_time;
  1187. cursor.pos += motion;
  1188. cursor.eye_pos += motion;
  1189. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1190. }
  1191. }
  1192. #endif // _3D_DISABLED
  1193. if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
  1194. selection_update_queued = false;
  1195. if (has_selection) {
  1196. _update_selection();
  1197. }
  1198. }
  1199. }
  1200. void RuntimeNodeSelect::_physics_frame() {
  1201. if (!Math::is_inf(selection_position.x) || !Math::is_inf(selection_position.y)) {
  1202. _click_point();
  1203. selection_position = Point2(INFINITY, INFINITY);
  1204. }
  1205. }
  1206. void RuntimeNodeSelect::_click_point() {
  1207. Window *root = SceneTree::get_singleton()->get_root();
  1208. Point2 pos = root->get_screen_transform().affine_inverse().xform(selection_position);
  1209. Vector<SelectResult> items;
  1210. if (node_select_type == NODE_TYPE_2D) {
  1211. for (int i = 0; i < root->get_child_count(); i++) {
  1212. _find_canvas_items_at_pos(pos, root->get_child(i), items);
  1213. }
  1214. // Remove possible duplicates.
  1215. for (int i = 0; i < items.size(); i++) {
  1216. Node *item = items[i].item;
  1217. for (int j = 0; j < i; j++) {
  1218. if (items[j].item == item) {
  1219. items.remove_at(i);
  1220. i--;
  1221. break;
  1222. }
  1223. }
  1224. }
  1225. } else if (node_select_type == NODE_TYPE_3D) {
  1226. #ifndef _3D_DISABLED
  1227. _find_3d_items_at_pos(pos, items);
  1228. #endif // _3D_DISABLED
  1229. }
  1230. if (items.is_empty()) {
  1231. return;
  1232. }
  1233. items.sort();
  1234. if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
  1235. Array message;
  1236. message.append(items[0].item->get_instance_id());
  1237. EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
  1238. } else if (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST) {
  1239. if (!selection_list->is_inside_tree()) {
  1240. root->add_child(selection_list);
  1241. }
  1242. selection_list->clear();
  1243. for (const SelectResult &I : items) {
  1244. selection_list->add_item(I.item->get_name());
  1245. selection_list->set_item_metadata(-1, I.item);
  1246. }
  1247. selection_list->set_position(selection_list->is_embedded() ? pos : selection_position + root->get_position());
  1248. selection_list->reset_size();
  1249. selection_list->popup();
  1250. // FIXME: Ugly hack that stops the popup from hiding when the button is released.
  1251. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
  1252. }
  1253. }
  1254. void RuntimeNodeSelect::_select_node(Node *p_node) {
  1255. if (p_node == selected_node) {
  1256. return;
  1257. }
  1258. _clear_selection();
  1259. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1260. if (ci) {
  1261. selected_node = p_node;
  1262. } else {
  1263. #ifndef _3D_DISABLED
  1264. Node3D *node_3d = Object::cast_to<Node3D>(p_node);
  1265. if (node_3d) {
  1266. if (!node_3d->is_inside_world()) {
  1267. return;
  1268. }
  1269. selected_node = p_node;
  1270. sbox_3d_instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
  1271. sbox_3d_instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
  1272. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance, RS::SHADOW_CASTING_SETTING_OFF);
  1273. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1274. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1275. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1276. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1277. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1278. sbox_3d_instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
  1279. sbox_3d_instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
  1280. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
  1281. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1282. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1283. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1284. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1285. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1286. }
  1287. #endif // _3D_DISABLED
  1288. }
  1289. has_selection = selected_node;
  1290. _queue_selection_update();
  1291. }
  1292. void RuntimeNodeSelect::_queue_selection_update() {
  1293. if (has_selection && selection_visible) {
  1294. if (SceneTree::get_singleton()->is_suspended()) {
  1295. _update_selection();
  1296. } else {
  1297. selection_update_queued = true;
  1298. }
  1299. }
  1300. }
  1301. void RuntimeNodeSelect::_update_selection() {
  1302. if (has_selection && (!selected_node || !selected_node->is_inside_tree())) {
  1303. _clear_selection();
  1304. return;
  1305. }
  1306. CanvasItem *ci = Object::cast_to<CanvasItem>(selected_node);
  1307. if (ci) {
  1308. Window *root = SceneTree::get_singleton()->get_root();
  1309. Transform2D xform;
  1310. if (root->is_canvas_transform_override_enabled() && !ci->get_canvas_layer_node()) {
  1311. RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, (root->get_canvas_transform_override()));
  1312. xform = ci->get_global_transform();
  1313. } else {
  1314. RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, Transform2D());
  1315. xform = ci->get_global_transform_with_canvas();
  1316. }
  1317. // Fallback.
  1318. Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
  1319. if (ci->_edit_use_rect()) {
  1320. rect = ci->_edit_get_rect();
  1321. } else {
  1322. CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
  1323. if (collision_shape) {
  1324. Ref<Shape2D> shape = collision_shape->get_shape();
  1325. if (shape.is_valid()) {
  1326. rect = shape->get_rect();
  1327. }
  1328. }
  1329. }
  1330. RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
  1331. if (xform == sbox_2d_xform && rect == sbox_2d_rect) {
  1332. return; // Nothing changed.
  1333. }
  1334. sbox_2d_xform = xform;
  1335. sbox_2d_rect = rect;
  1336. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1337. const Vector2 endpoints[4] = {
  1338. xform.xform(rect.position),
  1339. xform.xform(rect.position + Vector2(rect.size.x, 0)),
  1340. xform.xform(rect.position + rect.size),
  1341. xform.xform(rect.position + Vector2(0, rect.size.y))
  1342. };
  1343. const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
  1344. for (int i = 0; i < 4; i++) {
  1345. RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, Math::round(2.f));
  1346. }
  1347. } else {
  1348. #ifndef _3D_DISABLED
  1349. Node3D *node_3d = Object::cast_to<Node3D>(selected_node);
  1350. // Fallback.
  1351. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
  1352. VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
  1353. if (visual_instance) {
  1354. bounds = visual_instance->get_aabb();
  1355. } else {
  1356. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
  1357. if (collision_shape) {
  1358. Ref<Shape3D> shape = collision_shape->get_shape();
  1359. if (shape.is_valid()) {
  1360. bounds = shape->get_debug_mesh()->get_aabb();
  1361. }
  1362. }
  1363. }
  1364. RS::get_singleton()->instance_set_visible(sbox_3d_instance, selection_visible);
  1365. RS::get_singleton()->instance_set_visible(sbox_3d_instance_ofs, selection_visible);
  1366. RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray, selection_visible);
  1367. RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray_ofs, selection_visible);
  1368. Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
  1369. bounds = xform_to_top_level_parent_space.xform(bounds);
  1370. Transform3D t = node_3d->get_global_transform();
  1371. if (t == sbox_3d_xform && bounds == sbox_3d_bounds) {
  1372. return; // Nothing changed.
  1373. }
  1374. sbox_3d_xform = t;
  1375. sbox_3d_bounds = bounds;
  1376. Transform3D t_offset = t;
  1377. // Apply AABB scaling before item's global transform.
  1378. {
  1379. const Vector3 offset(0.005, 0.005, 0.005);
  1380. Basis aabb_s;
  1381. aabb_s.scale(bounds.size + offset);
  1382. t.translate_local(bounds.position - offset / 2);
  1383. t.basis = t.basis * aabb_s;
  1384. }
  1385. {
  1386. const Vector3 offset(0.01, 0.01, 0.01);
  1387. Basis aabb_s;
  1388. aabb_s.scale(bounds.size + offset);
  1389. t_offset.translate_local(bounds.position - offset / 2);
  1390. t_offset.basis = t_offset.basis * aabb_s;
  1391. }
  1392. RS::get_singleton()->instance_set_transform(sbox_3d_instance, t);
  1393. RS::get_singleton()->instance_set_transform(sbox_3d_instance_ofs, t_offset);
  1394. RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray, t);
  1395. RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray_ofs, t_offset);
  1396. #endif // _3D_DISABLED
  1397. }
  1398. }
  1399. void RuntimeNodeSelect::_clear_selection() {
  1400. selected_node = nullptr;
  1401. has_selection = false;
  1402. if (sbox_2d_canvas.is_valid()) {
  1403. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1404. }
  1405. #ifndef _3D_DISABLED
  1406. if (sbox_3d_instance.is_valid()) {
  1407. RS::get_singleton()->free(sbox_3d_instance);
  1408. RS::get_singleton()->free(sbox_3d_instance_ofs);
  1409. RS::get_singleton()->free(sbox_3d_instance_xray);
  1410. RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
  1411. }
  1412. #endif // _3D_DISABLED
  1413. }
  1414. void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
  1415. selection_visible = p_visible;
  1416. if (has_selection) {
  1417. _update_selection();
  1418. }
  1419. }
  1420. // Copied and trimmed from the CanvasItemEditor implementation.
  1421. 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) {
  1422. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  1423. return;
  1424. }
  1425. // In the original CanvasItemEditor, this value would be fetched from the "editors/polygon_editor/point_grab_radius" editor property,
  1426. // but since this is not accessible from here, we will just use the default value.
  1427. const real_t grab_distance = 8;
  1428. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1429. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  1430. if (ci) {
  1431. if (!ci->is_set_as_top_level()) {
  1432. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  1433. } else {
  1434. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  1435. }
  1436. } else {
  1437. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  1438. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  1439. }
  1440. }
  1441. if (ci && ci->is_visible_in_tree()) {
  1442. Transform2D xform = p_canvas_xform;
  1443. if (!ci->is_set_as_top_level()) {
  1444. xform *= p_parent_xform;
  1445. }
  1446. Vector2 pos;
  1447. // Cameras (overridden or not) don't affect `CanvasLayer`s.
  1448. if (!ci->get_canvas_layer_node()) {
  1449. Window *root = SceneTree::get_singleton()->get_root();
  1450. pos = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_pos);
  1451. } else {
  1452. pos = p_pos;
  1453. }
  1454. xform = (xform * ci->get_transform()).affine_inverse();
  1455. const real_t local_grab_distance = xform.basis_xform(Vector2(grab_distance, 0)).length() / view_2d_zoom;
  1456. if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
  1457. SelectResult res;
  1458. res.item = ci;
  1459. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  1460. r_items.push_back(res);
  1461. // If it's a shape, get the collision object it's from.
  1462. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
  1463. if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
  1464. CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
  1465. if (collision_object) {
  1466. SelectResult res_col;
  1467. res_col.item = ci->get_parent();
  1468. res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
  1469. r_items.push_back(res_col);
  1470. }
  1471. }
  1472. }
  1473. }
  1474. }
  1475. void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
  1476. view_2d_offset.x -= p_scroll_vec.x / view_2d_zoom;
  1477. view_2d_offset.y -= p_scroll_vec.y / view_2d_zoom;
  1478. _update_view_2d();
  1479. }
  1480. // A very shallow copy of the same function inside CanvasItemEditor.
  1481. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
  1482. real_t prev_zoom = view_2d_zoom;
  1483. view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
  1484. Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
  1485. view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
  1486. // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
  1487. // of small details (texts, lines).
  1488. // This correction adds a jitter movement when zooming, so we correct only when the
  1489. // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
  1490. const real_t closest_zoom_factor = Math::round(view_2d_zoom);
  1491. if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
  1492. // Make sure scene pixel at view_offset is aligned on a screen pixel.
  1493. Vector2 view_offset_int = view_2d_offset.floor();
  1494. Vector2 view_offset_frac = view_2d_offset - view_offset_int;
  1495. view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
  1496. }
  1497. _update_view_2d();
  1498. }
  1499. void RuntimeNodeSelect::_reset_camera_2d() {
  1500. view_2d_offset = -SceneTree::get_singleton()->get_root()->get_canvas_transform().get_origin();
  1501. view_2d_zoom = 1;
  1502. _update_view_2d();
  1503. }
  1504. void RuntimeNodeSelect::_update_view_2d() {
  1505. Transform2D transform = Transform2D();
  1506. transform.scale_basis(Size2(view_2d_zoom, view_2d_zoom));
  1507. transform.columns[2] = -view_2d_offset * view_2d_zoom;
  1508. SceneTree::get_singleton()->get_root()->set_canvas_transform_override(transform);
  1509. _queue_selection_update();
  1510. }
  1511. #ifndef _3D_DISABLED
  1512. void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
  1513. Window *root = SceneTree::get_singleton()->get_root();
  1514. Camera3D *camera = root->get_viewport()->get_camera_3d();
  1515. if (!camera) {
  1516. return;
  1517. }
  1518. Vector3 ray, pos, to;
  1519. if (root->get_viewport()->is_camera_3d_override_enabled()) {
  1520. Viewport *vp = root->get_viewport();
  1521. ray = vp->camera_3d_override_project_ray_normal(p_pos);
  1522. pos = vp->camera_3d_override_project_ray_origin(p_pos);
  1523. to = pos + ray * vp->get_camera_3d_override_properties()["z_far"];
  1524. } else {
  1525. ray = camera->project_ray_normal(p_pos);
  1526. pos = camera->project_ray_origin(p_pos);
  1527. to = pos + ray * camera->get_far();
  1528. }
  1529. // Start with physical objects.
  1530. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  1531. PhysicsDirectSpaceState3D::RayResult result;
  1532. HashSet<RID> excluded;
  1533. PhysicsDirectSpaceState3D::RayParameters ray_params;
  1534. ray_params.from = pos;
  1535. ray_params.to = to;
  1536. ray_params.collide_with_areas = true;
  1537. while (true) {
  1538. ray_params.exclude = excluded;
  1539. if (ss->intersect_ray(ray_params, result)) {
  1540. SelectResult res;
  1541. res.item = Object::cast_to<Node>(result.collider);
  1542. res.order = -pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().xform(result.position));
  1543. // Fetch collision shapes.
  1544. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  1545. if (collision) {
  1546. List<uint32_t> owners;
  1547. collision->get_shape_owners(&owners);
  1548. for (const uint32_t &I : owners) {
  1549. SelectResult res_shape;
  1550. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  1551. res_shape.order = res.order;
  1552. r_items.push_back(res_shape);
  1553. }
  1554. }
  1555. r_items.push_back(res);
  1556. excluded.insert(result.rid);
  1557. } else {
  1558. break;
  1559. }
  1560. }
  1561. // Then go for the meshes.
  1562. Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
  1563. for (int i = 0; i < items.size(); i++) {
  1564. Object *obj = ObjectDB::get_instance(items[i]);
  1565. GeometryInstance3D *geo_instance = nullptr;
  1566. Ref<TriangleMesh> mesh_collision;
  1567. MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(obj);
  1568. if (mesh_instance) {
  1569. if (mesh_instance->get_mesh().is_valid()) {
  1570. geo_instance = mesh_instance;
  1571. mesh_collision = mesh_instance->get_mesh()->generate_triangle_mesh();
  1572. }
  1573. } else {
  1574. Label3D *label = Object::cast_to<Label3D>(obj);
  1575. if (label) {
  1576. geo_instance = label;
  1577. mesh_collision = label->generate_triangle_mesh();
  1578. } else {
  1579. Sprite3D *sprite = Object::cast_to<Sprite3D>(obj);
  1580. if (sprite) {
  1581. geo_instance = sprite;
  1582. mesh_collision = sprite->generate_triangle_mesh();
  1583. }
  1584. }
  1585. }
  1586. if (mesh_collision.is_valid()) {
  1587. Transform3D gt = geo_instance->get_global_transform();
  1588. Transform3D ai = gt.affine_inverse();
  1589. Vector3 point, normal;
  1590. if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
  1591. SelectResult res;
  1592. res.item = Object::cast_to<Node>(obj);
  1593. res.order = -pos.distance_to(gt.xform(point));
  1594. r_items.push_back(res);
  1595. continue;
  1596. }
  1597. }
  1598. items.remove_at(i);
  1599. i--;
  1600. }
  1601. }
  1602. bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
  1603. Ref<InputEventMouseButton> b = p_event;
  1604. if (b.is_valid()) {
  1605. const real_t zoom_factor = 1.08 * b->get_factor();
  1606. switch (b->get_button_index()) {
  1607. case MouseButton::WHEEL_UP: {
  1608. if (!camera_freelook) {
  1609. _cursor_scale_distance(1.0 / zoom_factor);
  1610. }
  1611. return true;
  1612. } break;
  1613. case MouseButton::WHEEL_DOWN: {
  1614. if (!camera_freelook) {
  1615. _cursor_scale_distance(zoom_factor);
  1616. }
  1617. return true;
  1618. } break;
  1619. case MouseButton::RIGHT: {
  1620. _set_camera_freelook_enabled(b->is_pressed());
  1621. return true;
  1622. } break;
  1623. default: {
  1624. }
  1625. }
  1626. }
  1627. Ref<InputEventMouseMotion> m = p_event;
  1628. if (m.is_valid()) {
  1629. if (camera_freelook) {
  1630. _cursor_look(m);
  1631. } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
  1632. if (m->is_shift_pressed()) {
  1633. _cursor_pan(m);
  1634. } else {
  1635. _cursor_orbit(m);
  1636. }
  1637. }
  1638. return true;
  1639. }
  1640. Ref<InputEventKey> k = p_event;
  1641. if (k.is_valid()) {
  1642. if (k->get_physical_keycode() == Key::ESCAPE) {
  1643. _set_camera_freelook_enabled(false);
  1644. return true;
  1645. } else if (k->is_ctrl_pressed()) {
  1646. switch (k->get_physical_keycode()) {
  1647. case Key::EQUAL: {
  1648. cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1649. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1650. return true;
  1651. } break;
  1652. case Key::MINUS: {
  1653. cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1654. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1655. return true;
  1656. } break;
  1657. case Key::KEY_0: {
  1658. cursor.fov_scale = 1;
  1659. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV, CAMERA_ZNEAR, CAMERA_ZFAR);
  1660. return true;
  1661. } break;
  1662. default: {
  1663. }
  1664. }
  1665. }
  1666. }
  1667. // TODO: Handle magnify and pan input gestures.
  1668. return false;
  1669. }
  1670. void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
  1671. camera_freelook = p_enabled;
  1672. if (p_enabled) {
  1673. // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
  1674. Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
  1675. cursor.eye_pos = cursor.pos - cursor.distance * forward;
  1676. previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
  1677. // Hide mouse like in an FPS (warping doesn't work).
  1678. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
  1679. } else {
  1680. // Restore mouse.
  1681. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
  1682. // Restore the previous mouse position when leaving freelook mode.
  1683. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
  1684. // due to OS limitations.
  1685. Input::get_singleton()->warp_mouse(previous_mouse_position);
  1686. }
  1687. }
  1688. void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
  1689. real_t min_distance = MAX(CAMERA_ZNEAR * 4, VIEW_3D_MIN_ZOOM);
  1690. real_t max_distance = MIN(CAMERA_ZFAR / 4, VIEW_3D_MAX_ZOOM);
  1691. cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
  1692. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1693. }
  1694. void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
  1695. Window *root = SceneTree::get_singleton()->get_root();
  1696. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
  1697. const Transform3D prev_camera_transform = _get_cursor_transform();
  1698. cursor.x_rot += relative.y * RADS_PER_PIXEL;
  1699. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  1700. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  1701. cursor.y_rot += relative.x * RADS_PER_PIXEL;
  1702. // Look is like the opposite of Orbit: the focus point rotates around the camera.
  1703. Transform3D camera_transform = _get_cursor_transform();
  1704. Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
  1705. Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
  1706. Vector3 diff = prev_pos - pos;
  1707. cursor.pos += diff;
  1708. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1709. }
  1710. void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
  1711. Window *root = SceneTree::get_singleton()->get_root();
  1712. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  1713. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  1714. const real_t pan_speed = 1 / 150.0;
  1715. Transform3D camera_transform;
  1716. camera_transform.translate_local(cursor.pos);
  1717. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  1718. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  1719. Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
  1720. translation *= cursor.distance / 4;
  1721. camera_transform.translate_local(translation);
  1722. cursor.pos = camera_transform.origin;
  1723. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1724. }
  1725. void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
  1726. Window *root = SceneTree::get_singleton()->get_root();
  1727. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  1728. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  1729. cursor.x_rot += relative.y * RADS_PER_PIXEL;
  1730. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  1731. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  1732. cursor.y_rot += relative.x * RADS_PER_PIXEL;
  1733. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1734. }
  1735. Transform3D RuntimeNodeSelect::_get_cursor_transform() {
  1736. Transform3D camera_transform;
  1737. camera_transform.translate_local(cursor.pos);
  1738. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  1739. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  1740. camera_transform.translate_local(0, 0, cursor.distance);
  1741. return camera_transform;
  1742. }
  1743. void RuntimeNodeSelect::_reset_camera_3d() {
  1744. camera_first_override = true;
  1745. Window *root = SceneTree::get_singleton()->get_root();
  1746. Camera3D *camera = root->get_camera_3d();
  1747. if (!camera) {
  1748. return;
  1749. }
  1750. cursor = Cursor();
  1751. Transform3D transform = camera->get_global_transform();
  1752. transform.translate_local(0, 0, -cursor.distance);
  1753. cursor.pos = transform.origin;
  1754. cursor.x_rot = -camera->get_global_rotation().x;
  1755. cursor.y_rot = -camera->get_global_rotation().y;
  1756. cursor.fov_scale = CLAMP(camera->get_fov() / CAMERA_BASE_FOV, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1757. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1758. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1759. }
  1760. #endif // _3D_DISABLED
  1761. #endif