scene_debugger.cpp 99 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/config/project_settings.h"
  32. #include "core/debugger/debugger_marshalls.h"
  33. #include "core/debugger/engine_debugger.h"
  34. #include "core/io/dir_access.h"
  35. #include "core/io/marshalls.h"
  36. #include "core/io/resource_loader.h"
  37. #include "core/io/resource_saver.h"
  38. #include "core/math/math_fieldwise.h"
  39. #include "core/object/script_language.h"
  40. #include "core/os/time.h"
  41. #include "core/templates/local_vector.h"
  42. #include "scene/2d/camera_2d.h"
  43. #include "scene/gui/popup_menu.h"
  44. #include "scene/main/canvas_layer.h"
  45. #include "scene/main/scene_tree.h"
  46. #include "scene/main/window.h"
  47. #include "scene/resources/packed_scene.h"
  48. #include "scene/theme/theme_db.h"
  49. #include "servers/audio/audio_server.h"
  50. #ifndef PHYSICS_2D_DISABLED
  51. #include "scene/2d/physics/collision_object_2d.h"
  52. #include "scene/2d/physics/collision_polygon_2d.h"
  53. #include "scene/2d/physics/collision_shape_2d.h"
  54. #endif // PHYSICS_2D_DISABLED
  55. #ifndef _3D_DISABLED
  56. #include "scene/3d/camera_3d.h"
  57. #ifndef PHYSICS_3D_DISABLED
  58. #include "scene/3d/physics/collision_object_3d.h"
  59. #include "scene/3d/physics/collision_shape_3d.h"
  60. #endif // PHYSICS_3D_DISABLED
  61. #include "scene/3d/visual_instance_3d.h"
  62. #include "scene/resources/3d/convex_polygon_shape_3d.h"
  63. #include "scene/resources/surface_tool.h"
  64. #endif // _3D_DISABLED
  65. SceneDebugger::SceneDebugger() {
  66. singleton = this;
  67. #ifdef DEBUG_ENABLED
  68. LiveEditor::singleton = memnew(LiveEditor);
  69. RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
  70. EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
  71. #endif // DEBUG_ENABLED
  72. }
  73. SceneDebugger::~SceneDebugger() {
  74. #ifdef DEBUG_ENABLED
  75. if (LiveEditor::singleton) {
  76. EngineDebugger::unregister_message_capture("scene");
  77. memdelete(LiveEditor::singleton);
  78. LiveEditor::singleton = nullptr;
  79. }
  80. if (RuntimeNodeSelect::singleton) {
  81. memdelete(RuntimeNodeSelect::singleton);
  82. RuntimeNodeSelect::singleton = nullptr;
  83. }
  84. #endif // DEBUG_ENABLED
  85. singleton = nullptr;
  86. }
  87. void SceneDebugger::initialize() {
  88. if (EngineDebugger::is_active()) {
  89. #ifdef DEBUG_ENABLED
  90. _init_message_handlers();
  91. #endif
  92. memnew(SceneDebugger);
  93. }
  94. }
  95. void SceneDebugger::deinitialize() {
  96. if (singleton) {
  97. memdelete(singleton);
  98. }
  99. }
  100. #ifdef DEBUG_ENABLED
  101. void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) {
  102. Ref<InputEventKey> k = p_event;
  103. if (p_shortcut.is_valid() && k.is_valid() && k->is_pressed() && !k->is_echo() && p_shortcut->matches_event(k)) {
  104. EngineDebugger::get_singleton()->send_message("request_quit", Array());
  105. }
  106. }
  107. void SceneDebugger::_handle_embed_input(const Ref<InputEvent> &p_event, const Dictionary &p_settings) {
  108. Ref<InputEventKey> k = p_event;
  109. if (k.is_null() || !k->is_pressed()) {
  110. return;
  111. }
  112. Ref<Shortcut> p_shortcut = p_settings.get("editor/next_frame_embedded_project", Ref<Shortcut>());
  113. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  114. EngineDebugger::get_singleton()->send_message("request_embed_next_frame", Array());
  115. return;
  116. }
  117. if (k->is_echo()) {
  118. return;
  119. } // Shortcuts that doesn't need is_echo goes below here
  120. p_shortcut = p_settings.get("editor/suspend_resume_embedded_project", Ref<Shortcut>());
  121. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  122. EngineDebugger::get_singleton()->send_message("request_embed_suspend_toggle", Array());
  123. return;
  124. }
  125. }
  126. Error SceneDebugger::_msg_setup_scene(const Array &p_args) {
  127. SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_input).bind(DebuggerMarshalls::deserialize_key_shortcut(p_args)));
  128. return OK;
  129. }
  130. Error SceneDebugger::_msg_request_scene_tree(const Array &p_args) {
  131. LiveEditor::get_singleton()->_send_tree();
  132. return OK;
  133. }
  134. Error SceneDebugger::_msg_save_node(const Array &p_args) {
  135. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  136. _save_node(p_args[0], p_args[1]);
  137. Array arr;
  138. arr.append(p_args[1]);
  139. EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
  140. return OK;
  141. }
  142. Error SceneDebugger::_msg_inspect_objects(const Array &p_args) {
  143. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  144. Vector<ObjectID> ids;
  145. for (const Variant &id : (Array)p_args[0]) {
  146. ids.append(ObjectID(id.operator uint64_t()));
  147. }
  148. _send_object_ids(ids, p_args[1]);
  149. return OK;
  150. }
  151. #ifndef DISABLE_DEPRECATED
  152. Error SceneDebugger::_msg_inspect_object(const Array &p_args) {
  153. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  154. // Legacy compatibility: convert single object ID to new format, then send single object response.
  155. Vector<ObjectID> ids;
  156. ids.append(ObjectID(p_args[0].operator uint64_t()));
  157. SceneDebuggerObject obj(ids[0]);
  158. if (obj.id.is_null()) {
  159. EngineDebugger::get_singleton()->send_message("scene:inspect_object", Array());
  160. return OK;
  161. }
  162. Array arr;
  163. obj.serialize(arr);
  164. EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr);
  165. return OK;
  166. }
  167. #endif // DISABLE_DEPRECATED
  168. Error SceneDebugger::_msg_clear_selection(const Array &p_args) {
  169. RuntimeNodeSelect::get_singleton()->_clear_selection();
  170. return OK;
  171. }
  172. Error SceneDebugger::_msg_suspend_changed(const Array &p_args) {
  173. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  174. bool suspended = p_args[0];
  175. SceneTree::get_singleton()->set_suspend(suspended);
  176. RuntimeNodeSelect::get_singleton()->_update_input_state();
  177. return OK;
  178. }
  179. Error SceneDebugger::_msg_next_frame(const Array &p_args) {
  180. _next_frame();
  181. return OK;
  182. }
  183. Error SceneDebugger::_msg_speed_changed(const Array &p_args) {
  184. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  185. double time_scale_user = p_args[0];
  186. Engine::get_singleton()->set_user_time_scale(time_scale_user);
  187. return OK;
  188. }
  189. Error SceneDebugger::_msg_debug_mute_audio(const Array &p_args) {
  190. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  191. bool do_mute = p_args[0];
  192. AudioServer::get_singleton()->set_debug_mute(do_mute);
  193. return OK;
  194. }
  195. Error SceneDebugger::_msg_override_cameras(const Array &p_args) {
  196. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  197. bool enable = p_args[0];
  198. bool from_editor = p_args[1];
  199. SceneTree::get_singleton()->get_root()->enable_camera_2d_override(enable);
  200. #ifndef _3D_DISABLED
  201. SceneTree::get_singleton()->get_root()->enable_camera_3d_override(enable);
  202. #endif // _3D_DISABLED
  203. RuntimeNodeSelect::get_singleton()->_set_camera_override_enabled(enable && !from_editor);
  204. return OK;
  205. }
  206. Error SceneDebugger::_msg_set_object_property(const Array &p_args) {
  207. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  208. _set_object_property(p_args[0], p_args[1], p_args[2]);
  209. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  210. return OK;
  211. }
  212. Error SceneDebugger::_msg_set_object_property_field(const Array &p_args) {
  213. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  214. _set_object_property(p_args[0], p_args[1], p_args[2], p_args[3]);
  215. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  216. return OK;
  217. }
  218. Error SceneDebugger::_msg_reload_cached_files(const Array &p_args) {
  219. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  220. PackedStringArray files = p_args[0];
  221. reload_cached_files(files);
  222. return OK;
  223. }
  224. Error SceneDebugger::_msg_setup_embedded_shortcuts(const Array &p_args) {
  225. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  226. Dictionary dict = p_args[0];
  227. LocalVector<Variant> keys = dict.get_key_list();
  228. for (const Variant &key : keys) {
  229. dict[key] = DebuggerMarshalls::deserialize_key_shortcut(dict[key]);
  230. }
  231. SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_embed_input).bind(dict));
  232. return OK;
  233. }
  234. // region Live editing.
  235. Error SceneDebugger::_msg_live_set_root(const Array &p_args) {
  236. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  237. LiveEditor::get_singleton()->_root_func(p_args[0], p_args[1]);
  238. return OK;
  239. }
  240. Error SceneDebugger::_msg_live_node_path(const Array &p_args) {
  241. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  242. LiveEditor::get_singleton()->_node_path_func(p_args[0], p_args[1]);
  243. return OK;
  244. }
  245. Error SceneDebugger::_msg_live_res_path(const Array &p_args) {
  246. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  247. LiveEditor::get_singleton()->_res_path_func(p_args[0], p_args[1]);
  248. return OK;
  249. }
  250. Error SceneDebugger::_msg_live_node_prop_res(const Array &p_args) {
  251. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  252. LiveEditor::get_singleton()->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
  253. return OK;
  254. }
  255. Error SceneDebugger::_msg_live_node_prop(const Array &p_args) {
  256. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  257. LiveEditor::get_singleton()->_node_set_func(p_args[0], p_args[1], p_args[2]);
  258. return OK;
  259. }
  260. Error SceneDebugger::_msg_live_res_prop_res(const Array &p_args) {
  261. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  262. LiveEditor::get_singleton()->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
  263. return OK;
  264. }
  265. Error SceneDebugger::_msg_live_res_prop(const Array &p_args) {
  266. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  267. LiveEditor::get_singleton()->_res_set_func(p_args[0], p_args[1], p_args[2]);
  268. return OK;
  269. }
  270. Error SceneDebugger::_msg_live_node_call(const Array &p_args) {
  271. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  272. LocalVector<Variant> args;
  273. LocalVector<Variant *> argptrs;
  274. args.resize(p_args.size() - 2);
  275. argptrs.resize(args.size());
  276. for (uint32_t i = 0; i < args.size(); i++) {
  277. args[i] = p_args[i + 2];
  278. argptrs[i] = &args[i];
  279. }
  280. LiveEditor::get_singleton()->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  281. return OK;
  282. }
  283. Error SceneDebugger::_msg_live_res_call(const Array &p_args) {
  284. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  285. LocalVector<Variant> args;
  286. LocalVector<Variant *> argptrs;
  287. args.resize(p_args.size() - 2);
  288. argptrs.resize(args.size());
  289. for (uint32_t i = 0; i < args.size(); i++) {
  290. args[i] = p_args[i + 2];
  291. argptrs[i] = &args[i];
  292. }
  293. LiveEditor::get_singleton()->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  294. return OK;
  295. }
  296. Error SceneDebugger::_msg_live_create_node(const Array &p_args) {
  297. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  298. LiveEditor::get_singleton()->_create_node_func(p_args[0], p_args[1], p_args[2]);
  299. return OK;
  300. }
  301. Error SceneDebugger::_msg_live_instantiate_node(const Array &p_args) {
  302. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  303. LiveEditor::get_singleton()->_instance_node_func(p_args[0], p_args[1], p_args[2]);
  304. return OK;
  305. }
  306. Error SceneDebugger::_msg_live_remove_node(const Array &p_args) {
  307. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  308. LiveEditor::get_singleton()->_remove_node_func(p_args[0]);
  309. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  310. return OK;
  311. }
  312. Error SceneDebugger::_msg_live_remove_and_keep_node(const Array &p_args) {
  313. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  314. LiveEditor::get_singleton()->_remove_and_keep_node_func(p_args[0], p_args[1]);
  315. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  316. return OK;
  317. }
  318. Error SceneDebugger::_msg_live_restore_node(const Array &p_args) {
  319. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  320. LiveEditor::get_singleton()->_restore_node_func(p_args[0], p_args[1], p_args[2]);
  321. return OK;
  322. }
  323. Error SceneDebugger::_msg_live_duplicate_node(const Array &p_args) {
  324. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  325. LiveEditor::get_singleton()->_duplicate_node_func(p_args[0], p_args[1]);
  326. return OK;
  327. }
  328. Error SceneDebugger::_msg_live_reparent_node(const Array &p_args) {
  329. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  330. LiveEditor::get_singleton()->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
  331. return OK;
  332. }
  333. // endregion
  334. // region Runtime Node Selection.
  335. Error SceneDebugger::_msg_runtime_node_select_setup(const Array &p_args) {
  336. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  337. RuntimeNodeSelect::get_singleton()->_setup(p_args[0]);
  338. return OK;
  339. }
  340. Error SceneDebugger::_msg_runtime_node_select_set_type(const Array &p_args) {
  341. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  342. RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
  343. RuntimeNodeSelect::get_singleton()->_node_set_type(type);
  344. return OK;
  345. }
  346. Error SceneDebugger::_msg_runtime_node_select_set_mode(const Array &p_args) {
  347. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  348. RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
  349. RuntimeNodeSelect::get_singleton()->_select_set_mode(mode);
  350. return OK;
  351. }
  352. Error SceneDebugger::_msg_runtime_node_select_set_visible(const Array &p_args) {
  353. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  354. bool visible = p_args[0];
  355. RuntimeNodeSelect::get_singleton()->_set_selection_visible(visible);
  356. return OK;
  357. }
  358. Error SceneDebugger::_msg_runtime_node_select_set_avoid_locked(const Array &p_args) {
  359. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  360. bool avoid_locked = p_args[0];
  361. RuntimeNodeSelect::get_singleton()->_set_avoid_locked(avoid_locked);
  362. return OK;
  363. }
  364. Error SceneDebugger::_msg_runtime_node_select_set_prefer_group(const Array &p_args) {
  365. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  366. bool prefer_group = p_args[0];
  367. RuntimeNodeSelect::get_singleton()->_set_prefer_group(prefer_group);
  368. return OK;
  369. }
  370. Error SceneDebugger::_msg_runtime_node_select_reset_camera_2d(const Array &p_args) {
  371. RuntimeNodeSelect::get_singleton()->_reset_camera_2d();
  372. return OK;
  373. }
  374. Error SceneDebugger::_msg_transform_camera_2d(const Array &p_args) {
  375. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  376. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_2d_override_enabled(), ERR_BUG);
  377. Transform2D transform = p_args[0];
  378. Camera2D *override_camera = SceneTree::get_singleton()->get_root()->get_override_camera_2d();
  379. override_camera->set_offset(transform.affine_inverse().get_origin());
  380. override_camera->set_zoom(transform.get_scale());
  381. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  382. return OK;
  383. }
  384. #ifndef _3D_DISABLED
  385. Error SceneDebugger::_msg_runtime_node_select_reset_camera_3d(const Array &p_args) {
  386. RuntimeNodeSelect::get_singleton()->_reset_camera_3d();
  387. return OK;
  388. }
  389. Error SceneDebugger::_msg_transform_camera_3d(const Array &p_args) {
  390. ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
  391. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), ERR_BUG);
  392. Transform3D transform = p_args[0];
  393. bool is_perspective = p_args[1];
  394. float size_or_fov = p_args[2];
  395. float depth_near = p_args[3];
  396. float depth_far = p_args[4];
  397. Camera3D *override_camera = SceneTree::get_singleton()->get_root()->get_override_camera_3d();
  398. if (is_perspective) {
  399. override_camera->set_perspective(size_or_fov, depth_near, depth_far);
  400. } else {
  401. override_camera->set_orthogonal(size_or_fov, depth_near, depth_far);
  402. }
  403. override_camera->set_transform(transform);
  404. RuntimeNodeSelect::get_singleton()->_queue_selection_update();
  405. return OK;
  406. }
  407. #endif // _3D_DISABLED
  408. // endregion
  409. // region Embedded process screenshot.
  410. Error SceneDebugger::_msg_rq_screenshot(const Array &p_args) {
  411. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  412. Viewport *viewport = SceneTree::get_singleton()->get_root();
  413. ERR_FAIL_NULL_V_MSG(viewport, ERR_UNCONFIGURED, "Cannot get a viewport from the main screen.");
  414. Ref<ViewportTexture> texture = viewport->get_texture();
  415. ERR_FAIL_COND_V_MSG(texture.is_null(), ERR_UNCONFIGURED, "Cannot get a viewport texture from the main screen.");
  416. Ref<Image> img = texture->get_image();
  417. ERR_FAIL_COND_V_MSG(img.is_null(), ERR_UNCONFIGURED, "Cannot get an image from a viewport texture of the main screen.");
  418. img->clear_mipmaps();
  419. const String TEMP_DIR = OS::get_singleton()->get_temp_path();
  420. uint32_t suffix_i = 0;
  421. String path;
  422. while (true) {
  423. String datetime = Time::get_singleton()->get_datetime_string_from_system().remove_chars("-T:");
  424. datetime += itos(Time::get_singleton()->get_ticks_usec());
  425. String suffix = datetime + (suffix_i > 0 ? itos(suffix_i) : "");
  426. path = TEMP_DIR.path_join("scr-" + suffix + ".png");
  427. if (!DirAccess::exists(path)) {
  428. break;
  429. }
  430. suffix_i += 1;
  431. }
  432. img->save_png(path);
  433. Array arr;
  434. arr.append(p_args[0]);
  435. arr.append(img->get_width());
  436. arr.append(img->get_height());
  437. arr.append(path);
  438. EngineDebugger::get_singleton()->send_message("game_view:get_screenshot", arr);
  439. return OK;
  440. }
  441. // endregion
  442. HashMap<String, SceneDebugger::ParseMessageFunc> SceneDebugger::message_handlers;
  443. Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
  444. ERR_FAIL_NULL_V(SceneTree::get_singleton(), ERR_UNCONFIGURED);
  445. ERR_FAIL_NULL_V(LiveEditor::get_singleton(), ERR_UNCONFIGURED);
  446. ERR_FAIL_NULL_V(RuntimeNodeSelect::get_singleton(), ERR_UNCONFIGURED);
  447. ParseMessageFunc *fn_ptr = message_handlers.getptr(p_msg);
  448. if (fn_ptr) {
  449. r_captured = true;
  450. return (*fn_ptr)(p_args);
  451. }
  452. if (p_msg.begins_with("live_") || p_msg.begins_with("runtime_node_select_")) {
  453. // Messages with these prefixes are reserved and should be handled by the LiveEditor or RuntimeNodeSelect classes,
  454. // so return ERR_SKIP.
  455. r_captured = true;
  456. return ERR_SKIP;
  457. }
  458. r_captured = false;
  459. return OK;
  460. }
  461. void SceneDebugger::_init_message_handlers() {
  462. message_handlers["setup_scene"] = _msg_setup_scene;
  463. message_handlers["setup_embedded_shortcuts"] = _msg_setup_embedded_shortcuts;
  464. message_handlers["request_scene_tree"] = _msg_request_scene_tree;
  465. message_handlers["save_node"] = _msg_save_node;
  466. message_handlers["inspect_objects"] = _msg_inspect_objects;
  467. #ifndef DISABLE_DEPRECATED
  468. message_handlers["inspect_object"] = _msg_inspect_object;
  469. #endif // DISABLE_DEPRECATED
  470. message_handlers["clear_selection"] = _msg_clear_selection;
  471. message_handlers["suspend_changed"] = _msg_suspend_changed;
  472. message_handlers["next_frame"] = _msg_next_frame;
  473. message_handlers["speed_changed"] = _msg_speed_changed;
  474. message_handlers["debug_mute_audio"] = _msg_debug_mute_audio;
  475. message_handlers["override_cameras"] = _msg_override_cameras;
  476. message_handlers["transform_camera_2d"] = _msg_transform_camera_2d;
  477. #ifndef _3D_DISABLED
  478. message_handlers["transform_camera_3d"] = _msg_transform_camera_3d;
  479. #endif // _3D_DISABLED
  480. message_handlers["set_object_property"] = _msg_set_object_property;
  481. message_handlers["set_object_property_field"] = _msg_set_object_property_field;
  482. message_handlers["reload_cached_files"] = _msg_reload_cached_files;
  483. message_handlers["live_set_root"] = _msg_live_set_root;
  484. message_handlers["live_node_path"] = _msg_live_node_path;
  485. message_handlers["live_res_path"] = _msg_live_res_path;
  486. message_handlers["live_node_prop_res"] = _msg_live_node_prop_res;
  487. message_handlers["live_node_prop"] = _msg_live_node_prop;
  488. message_handlers["live_res_prop_res"] = _msg_live_res_prop_res;
  489. message_handlers["live_res_prop"] = _msg_live_res_prop;
  490. message_handlers["live_node_call"] = _msg_live_node_call;
  491. message_handlers["live_res_call"] = _msg_live_res_call;
  492. message_handlers["live_create_node"] = _msg_live_create_node;
  493. message_handlers["live_instantiate_node"] = _msg_live_instantiate_node;
  494. message_handlers["live_remove_node"] = _msg_live_remove_node;
  495. message_handlers["live_remove_and_keep_node"] = _msg_live_remove_and_keep_node;
  496. message_handlers["live_restore_node"] = _msg_live_restore_node;
  497. message_handlers["live_duplicate_node"] = _msg_live_duplicate_node;
  498. message_handlers["live_reparent_node"] = _msg_live_reparent_node;
  499. message_handlers["runtime_node_select_setup"] = _msg_runtime_node_select_setup;
  500. message_handlers["runtime_node_select_set_type"] = _msg_runtime_node_select_set_type;
  501. message_handlers["runtime_node_select_set_mode"] = _msg_runtime_node_select_set_mode;
  502. message_handlers["runtime_node_select_set_visible"] = _msg_runtime_node_select_set_visible;
  503. message_handlers["runtime_node_select_set_avoid_locked"] = _msg_runtime_node_select_set_avoid_locked;
  504. message_handlers["runtime_node_select_set_prefer_group"] = _msg_runtime_node_select_set_prefer_group;
  505. message_handlers["runtime_node_select_reset_camera_2d"] = _msg_runtime_node_select_reset_camera_2d;
  506. #ifndef _3D_DISABLED
  507. message_handlers["runtime_node_select_reset_camera_3d"] = _msg_runtime_node_select_reset_camera_3d;
  508. #endif
  509. message_handlers["rq_screenshot"] = _msg_rq_screenshot;
  510. }
  511. void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
  512. Node *node = ObjectDB::get_instance<Node>(id);
  513. ERR_FAIL_NULL(node);
  514. #ifdef TOOLS_ENABLED
  515. HashMap<const Node *, Node *> duplimap;
  516. Node *copy = node->duplicate_from_editor(duplimap);
  517. #else
  518. Node *copy = node->duplicate();
  519. #endif // TOOLS_ENABLED
  520. // Handle Unique Nodes.
  521. for (int i = 0; i < copy->get_child_count(false); i++) {
  522. _set_node_owner_recursive(copy->get_child(i, false), copy);
  523. }
  524. // Root node cannot ever be unique name in its own Scene!
  525. copy->set_unique_name_in_owner(false);
  526. Ref<PackedScene> ps = memnew(PackedScene);
  527. ps->pack(copy);
  528. ResourceSaver::save(ps, p_path);
  529. memdelete(copy);
  530. }
  531. void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
  532. if (!p_node->get_owner()) {
  533. p_node->set_owner(p_owner);
  534. }
  535. for (int i = 0; i < p_node->get_child_count(false); i++) {
  536. _set_node_owner_recursive(p_node->get_child(i, false), p_owner);
  537. }
  538. }
  539. void SceneDebugger::_send_object_ids(const Vector<ObjectID> &p_ids, bool p_update_selection) {
  540. Vector<ObjectID> ids = p_ids;
  541. if (ids.size() > RuntimeNodeSelect::get_singleton()->max_selection) {
  542. ids.resize(RuntimeNodeSelect::get_singleton()->max_selection);
  543. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  544. }
  545. LocalVector<Node *> nodes;
  546. Array objs;
  547. bool objs_missing = false;
  548. for (const ObjectID &id : ids) {
  549. SceneDebuggerObject obj(id);
  550. if (obj.id.is_null()) {
  551. objs_missing = true;
  552. continue;
  553. }
  554. if (p_update_selection) {
  555. if (Node *node = ObjectDB::get_instance<Node>(id)) {
  556. nodes.push_back(node);
  557. }
  558. }
  559. Array arr;
  560. obj.serialize(arr);
  561. objs.append(arr);
  562. }
  563. if (p_update_selection) {
  564. RuntimeNodeSelect::get_singleton()->_set_selected_nodes(Vector<Node *>(nodes));
  565. }
  566. if (objs_missing) {
  567. Array invalid_selection;
  568. for (const ObjectID &id : ids) {
  569. invalid_selection.append(id);
  570. }
  571. Array arr;
  572. arr.append(invalid_selection);
  573. EngineDebugger::get_singleton()->send_message("remote_selection_invalidated", arr);
  574. EngineDebugger::get_singleton()->send_message(objs.is_empty() ? "remote_nothing_selected" : "remote_objects_selected", objs);
  575. } else {
  576. EngineDebugger::get_singleton()->send_message(p_update_selection ? "remote_objects_selected" : "scene:inspect_objects", objs);
  577. }
  578. }
  579. void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field) {
  580. Object *obj = ObjectDB::get_instance(p_id);
  581. if (!obj) {
  582. return;
  583. }
  584. String prop_name;
  585. if (p_property.begins_with("Members/")) {
  586. prop_name = p_property.get_slicec('/', p_property.get_slice_count("/") - 1);
  587. } else {
  588. prop_name = p_property;
  589. }
  590. Variant value = p_value;
  591. if (p_value.is_string() && (obj->get_static_property_type(prop_name) == Variant::OBJECT || p_property == "script")) {
  592. value = ResourceLoader::load(p_value);
  593. }
  594. if (!p_field.is_empty()) {
  595. // Only one specific field.
  596. value = fieldwise_assign(obj->get(prop_name), value, p_field);
  597. }
  598. obj->set(prop_name, value);
  599. }
  600. void SceneDebugger::_next_frame() {
  601. SceneTree *scene_tree = SceneTree::get_singleton();
  602. if (!scene_tree->is_suspended()) {
  603. return;
  604. }
  605. scene_tree->set_suspend(false);
  606. RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
  607. }
  608. void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
  609. LiveEditor *debugger = LiveEditor::get_singleton();
  610. if (!debugger) {
  611. return;
  612. }
  613. if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
  614. debugger->live_scene_edit_cache[p_filename].insert(p_node);
  615. }
  616. }
  617. void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
  618. LiveEditor *debugger = LiveEditor::get_singleton();
  619. if (!debugger) {
  620. return;
  621. }
  622. HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
  623. HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
  624. if (E) {
  625. E->value.erase(p_node);
  626. if (E->value.is_empty()) {
  627. edit_cache.remove(E);
  628. }
  629. }
  630. HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
  631. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
  632. if (F) {
  633. for (const KeyValue<ObjectID, Node *> &G : F->value) {
  634. memdelete(G.value);
  635. }
  636. remove_list.remove(F);
  637. }
  638. }
  639. void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) {
  640. for (const String &file : p_files) {
  641. Ref<Resource> res = ResourceCache::get_ref(file);
  642. if (res.is_valid()) {
  643. res->reload_from_file();
  644. }
  645. }
  646. }
  647. SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) :
  648. SceneDebuggerObject(ObjectDB::get_instance(p_id)) {
  649. }
  650. /// SceneDebuggerObject
  651. SceneDebuggerObject::SceneDebuggerObject(Object *p_obj) {
  652. if (!p_obj) {
  653. return;
  654. }
  655. id = p_obj->get_instance_id();
  656. class_name = p_obj->get_class();
  657. if (ScriptInstance *si = p_obj->get_script_instance()) {
  658. // Read script instance constants and variables.
  659. if (!si->get_script().is_null()) {
  660. Script *s = si->get_script().ptr();
  661. _parse_script_properties(s, si);
  662. }
  663. }
  664. if (Node *node = Object::cast_to<Node>(p_obj)) {
  665. // For debugging multiplayer.
  666. {
  667. PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
  668. properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
  669. }
  670. // Add specialized NodePath info (if inside tree).
  671. if (node->is_inside_tree()) {
  672. PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
  673. properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
  674. } else { // Can't ask for path if a node is not in tree.
  675. PropertyInfo pi(Variant::STRING, String("Node/path"));
  676. properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
  677. }
  678. } else if (Script *s = Object::cast_to<Script>(p_obj)) {
  679. // Add script constants (no instance).
  680. _parse_script_properties(s, nullptr);
  681. }
  682. // Add base object properties.
  683. List<PropertyInfo> pinfo;
  684. p_obj->get_property_list(&pinfo, true);
  685. for (const PropertyInfo &E : pinfo) {
  686. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  687. properties.push_back(SceneDebuggerProperty(E, p_obj->get(E.name)));
  688. }
  689. }
  690. }
  691. void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
  692. typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
  693. typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
  694. ScriptMemberMap members;
  695. if (p_instance) {
  696. members[p_script] = HashSet<StringName>();
  697. p_script->get_members(&(members[p_script]));
  698. }
  699. ScriptConstantsMap constants;
  700. constants[p_script] = HashMap<StringName, Variant>();
  701. p_script->get_constants(&(constants[p_script]));
  702. Ref<Script> base = p_script->get_base_script();
  703. while (base.is_valid()) {
  704. if (p_instance) {
  705. members[base.ptr()] = HashSet<StringName>();
  706. base->get_members(&(members[base.ptr()]));
  707. }
  708. constants[base.ptr()] = HashMap<StringName, Variant>();
  709. base->get_constants(&(constants[base.ptr()]));
  710. base = base->get_base_script();
  711. }
  712. HashSet<String> exported_members;
  713. if (p_instance) {
  714. List<PropertyInfo> pinfo;
  715. p_instance->get_property_list(&pinfo);
  716. for (const PropertyInfo &E : pinfo) {
  717. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  718. exported_members.insert(E.name);
  719. }
  720. }
  721. }
  722. // Members
  723. for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
  724. for (const StringName &E : sm.value) {
  725. if (exported_members.has(E)) {
  726. continue; // Exported variables already show up in the inspector.
  727. }
  728. if (String(E).begins_with("@")) {
  729. continue; // Skip groups.
  730. }
  731. Variant m;
  732. if (p_instance->get(E, m)) {
  733. String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
  734. PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
  735. properties.push_back(SceneDebuggerProperty(pi, m));
  736. }
  737. }
  738. }
  739. // Constants
  740. for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
  741. for (const KeyValue<StringName, Variant> &E : sc.value) {
  742. String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
  743. if (E.value.get_type() == Variant::OBJECT) {
  744. Variant inst_id = ((Object *)E.value)->get_instance_id();
  745. PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
  746. properties.push_back(SceneDebuggerProperty(pi, inst_id));
  747. } else {
  748. PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
  749. properties.push_back(SceneDebuggerProperty(pi, E.value));
  750. }
  751. }
  752. }
  753. }
  754. void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
  755. Array send_props;
  756. for (SceneDebuggerProperty &property : properties) {
  757. const PropertyInfo &pi = property.first;
  758. Variant &var = property.second;
  759. Ref<Resource> res = var;
  760. Array prop = { pi.name, pi.type };
  761. PropertyHint hint = pi.hint;
  762. String hint_string = pi.hint_string;
  763. if (res.is_valid() && !res->get_path().is_empty()) {
  764. var = res->get_path();
  765. } else { //only send information that can be sent..
  766. int len = 0; //test how big is this to encode
  767. encode_variant(var, nullptr, len);
  768. if (len > p_max_size) { //limit to max size
  769. hint = PROPERTY_HINT_OBJECT_TOO_BIG;
  770. hint_string = "";
  771. var = Variant();
  772. }
  773. }
  774. prop.push_back(hint);
  775. prop.push_back(hint_string);
  776. prop.push_back(pi.usage);
  777. prop.push_back(var);
  778. send_props.push_back(prop);
  779. }
  780. r_arr.push_back(uint64_t(id));
  781. r_arr.push_back(class_name);
  782. r_arr.push_back(send_props);
  783. }
  784. void SceneDebuggerObject::deserialize(const Array &p_arr) {
  785. #define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
  786. ERR_FAIL_COND(p_arr.size() < 3);
  787. CHECK_TYPE(p_arr[0], INT);
  788. CHECK_TYPE(p_arr[1], STRING);
  789. CHECK_TYPE(p_arr[2], ARRAY);
  790. deserialize(uint64_t(p_arr[0]), p_arr[1], p_arr[2]);
  791. }
  792. void SceneDebuggerObject::deserialize(uint64_t p_id, const String &p_class_name, const Array &p_props) {
  793. id = p_id;
  794. class_name = p_class_name;
  795. for (int i = 0; i < p_props.size(); i++) {
  796. CHECK_TYPE(p_props[i], ARRAY);
  797. Array prop = p_props[i];
  798. ERR_FAIL_COND(prop.size() != 6);
  799. CHECK_TYPE(prop[0], STRING);
  800. CHECK_TYPE(prop[1], INT);
  801. CHECK_TYPE(prop[2], INT);
  802. CHECK_TYPE(prop[3], STRING);
  803. CHECK_TYPE(prop[4], INT);
  804. PropertyInfo pinfo;
  805. pinfo.name = prop[0];
  806. pinfo.type = Variant::Type(int(prop[1]));
  807. pinfo.hint = PropertyHint(int(prop[2]));
  808. pinfo.hint_string = prop[3];
  809. pinfo.usage = PropertyUsageFlags(int(prop[4]));
  810. Variant var = prop[5];
  811. if (pinfo.type == Variant::OBJECT) {
  812. if (var.is_zero()) {
  813. var = Ref<Resource>();
  814. } else if (var.get_type() == Variant::OBJECT) {
  815. if (((Object *)var)->is_class("EncodedObjectAsID")) {
  816. var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
  817. pinfo.type = var.get_type();
  818. pinfo.hint = PROPERTY_HINT_OBJECT_ID;
  819. pinfo.hint_string = "Object";
  820. }
  821. }
  822. }
  823. properties.push_back(SceneDebuggerProperty(pinfo, var));
  824. }
  825. }
  826. /// SceneDebuggerTree
  827. SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
  828. // Flatten tree into list, depth first, use stack to avoid recursion.
  829. List<Node *> stack;
  830. stack.push_back(p_root);
  831. bool is_root = true;
  832. const StringName &is_visible_sn = SNAME("is_visible");
  833. const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
  834. while (stack.size()) {
  835. Node *n = stack.front()->get();
  836. stack.pop_front();
  837. int count = n->get_child_count();
  838. for (int i = 0; i < count; i++) {
  839. stack.push_front(n->get_child(count - i - 1));
  840. }
  841. int view_flags = 0;
  842. if (is_root) {
  843. // Prevent root window visibility from being changed.
  844. is_root = false;
  845. } else if (n->has_method(is_visible_sn)) {
  846. const Variant visible = n->call(is_visible_sn);
  847. if (visible.get_type() == Variant::BOOL) {
  848. view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
  849. view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
  850. }
  851. if (n->has_method(is_visible_in_tree_sn)) {
  852. const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
  853. if (visible_in_tree.get_type() == Variant::BOOL) {
  854. view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
  855. }
  856. }
  857. }
  858. String class_name;
  859. ScriptInstance *script_instance = n->get_script_instance();
  860. if (script_instance) {
  861. Ref<Script> script = script_instance->get_script();
  862. if (script.is_valid()) {
  863. class_name = script->get_global_name();
  864. if (class_name.is_empty()) {
  865. // If there is no class_name in this script we just take the script path.
  866. class_name = script->get_path();
  867. }
  868. }
  869. }
  870. 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));
  871. }
  872. }
  873. void SceneDebuggerTree::serialize(Array &p_arr) {
  874. for (const RemoteNode &n : nodes) {
  875. p_arr.push_back(n.child_count);
  876. p_arr.push_back(n.name);
  877. p_arr.push_back(n.type_name);
  878. p_arr.push_back(n.id);
  879. p_arr.push_back(n.scene_file_path);
  880. p_arr.push_back(n.view_flags);
  881. }
  882. }
  883. void SceneDebuggerTree::deserialize(const Array &p_arr) {
  884. int idx = 0;
  885. while (p_arr.size() > idx) {
  886. ERR_FAIL_COND(p_arr.size() < 6);
  887. CHECK_TYPE(p_arr[idx], INT); // child_count.
  888. CHECK_TYPE(p_arr[idx + 1], STRING); // name.
  889. CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
  890. CHECK_TYPE(p_arr[idx + 3], INT); // id.
  891. CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
  892. CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
  893. 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]));
  894. idx += 6;
  895. }
  896. }
  897. /// LiveEditor
  898. LiveEditor *LiveEditor::get_singleton() {
  899. return singleton;
  900. }
  901. void LiveEditor::_send_tree() {
  902. SceneTree *scene_tree = SceneTree::get_singleton();
  903. if (!scene_tree) {
  904. return;
  905. }
  906. Array arr;
  907. // Encoded as a flat list depth first.
  908. SceneDebuggerTree tree(scene_tree->root);
  909. tree.serialize(arr);
  910. EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
  911. }
  912. void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
  913. live_edit_node_path_cache[p_id] = p_path;
  914. }
  915. void LiveEditor::_res_path_func(const String &p_path, int p_id) {
  916. live_edit_resource_cache[p_id] = p_path;
  917. }
  918. void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  919. SceneTree *scene_tree = SceneTree::get_singleton();
  920. if (!scene_tree) {
  921. return;
  922. }
  923. if (!live_edit_node_path_cache.has(p_id)) {
  924. return;
  925. }
  926. NodePath np = live_edit_node_path_cache[p_id];
  927. Node *base = nullptr;
  928. if (scene_tree->root->has_node(live_edit_root)) {
  929. base = scene_tree->root->get_node(live_edit_root);
  930. }
  931. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  932. if (!E) {
  933. return; //scene not editable
  934. }
  935. for (Node *F : E->value) {
  936. Node *n = F;
  937. if (base && !base->is_ancestor_of(n)) {
  938. continue;
  939. }
  940. if (!n->has_node(np)) {
  941. continue;
  942. }
  943. Node *n2 = n->get_node(np);
  944. // Do not change transform of edited scene root, unless it's the scene being played.
  945. // See GH-86659 for additional context.
  946. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  947. Variant orig_tf;
  948. if (keep_transform) {
  949. if (n2->is_class("Node3D")) {
  950. orig_tf = n2->call("get_transform");
  951. } else if (n2->is_class("CanvasItem")) {
  952. orig_tf = n2->call("_edit_get_state");
  953. }
  954. }
  955. n2->set(p_prop, p_value);
  956. if (keep_transform) {
  957. if (n2->is_class("Node3D")) {
  958. Variant new_tf = n2->call("get_transform");
  959. if (new_tf != orig_tf) {
  960. n2->call("set_transform", orig_tf);
  961. }
  962. } else if (n2->is_class("CanvasItem")) {
  963. Variant new_tf = n2->call("_edit_get_state");
  964. if (new_tf != orig_tf) {
  965. n2->call("_edit_set_state", orig_tf);
  966. }
  967. }
  968. }
  969. }
  970. }
  971. void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  972. Ref<Resource> r = ResourceLoader::load(p_value);
  973. if (r.is_null()) {
  974. return;
  975. }
  976. _node_set_func(p_id, p_prop, r);
  977. }
  978. void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  979. SceneTree *scene_tree = SceneTree::get_singleton();
  980. if (!scene_tree) {
  981. return;
  982. }
  983. if (!live_edit_node_path_cache.has(p_id)) {
  984. return;
  985. }
  986. NodePath np = live_edit_node_path_cache[p_id];
  987. Node *base = nullptr;
  988. if (scene_tree->root->has_node(live_edit_root)) {
  989. base = scene_tree->root->get_node(live_edit_root);
  990. }
  991. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  992. if (!E) {
  993. return; //scene not editable
  994. }
  995. for (Node *F : E->value) {
  996. Node *n = F;
  997. if (base && !base->is_ancestor_of(n)) {
  998. continue;
  999. }
  1000. if (!n->has_node(np)) {
  1001. continue;
  1002. }
  1003. Node *n2 = n->get_node(np);
  1004. // Do not change transform of edited scene root, unless it's the scene being played.
  1005. // See GH-86659 for additional context.
  1006. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  1007. Variant orig_tf;
  1008. if (keep_transform) {
  1009. if (n2->is_class("Node3D")) {
  1010. orig_tf = n2->call("get_transform");
  1011. } else if (n2->is_class("CanvasItem")) {
  1012. orig_tf = n2->call("_edit_get_state");
  1013. }
  1014. }
  1015. Callable::CallError ce;
  1016. n2->callp(p_method, p_args, p_argcount, ce);
  1017. if (keep_transform) {
  1018. if (n2->is_class("Node3D")) {
  1019. Variant new_tf = n2->call("get_transform");
  1020. if (new_tf != orig_tf) {
  1021. n2->call("set_transform", orig_tf);
  1022. }
  1023. } else if (n2->is_class("CanvasItem")) {
  1024. Variant new_tf = n2->call("_edit_get_state");
  1025. if (new_tf != orig_tf) {
  1026. n2->call("_edit_set_state", orig_tf);
  1027. }
  1028. }
  1029. }
  1030. }
  1031. }
  1032. void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  1033. if (!live_edit_resource_cache.has(p_id)) {
  1034. return;
  1035. }
  1036. String resp = live_edit_resource_cache[p_id];
  1037. if (!ResourceCache::has(resp)) {
  1038. return;
  1039. }
  1040. Ref<Resource> r = ResourceCache::get_ref(resp);
  1041. if (r.is_null()) {
  1042. return;
  1043. }
  1044. r->set(p_prop, p_value);
  1045. }
  1046. void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  1047. Ref<Resource> r = ResourceLoader::load(p_value);
  1048. if (r.is_null()) {
  1049. return;
  1050. }
  1051. _res_set_func(p_id, p_prop, r);
  1052. }
  1053. void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  1054. if (!live_edit_resource_cache.has(p_id)) {
  1055. return;
  1056. }
  1057. String resp = live_edit_resource_cache[p_id];
  1058. if (!ResourceCache::has(resp)) {
  1059. return;
  1060. }
  1061. Ref<Resource> r = ResourceCache::get_ref(resp);
  1062. if (r.is_null()) {
  1063. return;
  1064. }
  1065. Callable::CallError ce;
  1066. r->callp(p_method, p_args, p_argcount, ce);
  1067. }
  1068. void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
  1069. live_edit_root = p_scene_path;
  1070. live_edit_scene = p_scene_from;
  1071. }
  1072. void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
  1073. SceneTree *scene_tree = SceneTree::get_singleton();
  1074. if (!scene_tree) {
  1075. return;
  1076. }
  1077. Node *base = nullptr;
  1078. if (scene_tree->root->has_node(live_edit_root)) {
  1079. base = scene_tree->root->get_node(live_edit_root);
  1080. }
  1081. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1082. if (!E) {
  1083. return; //scene not editable
  1084. }
  1085. for (Node *F : E->value) {
  1086. Node *n = F;
  1087. if (base && !base->is_ancestor_of(n)) {
  1088. continue;
  1089. }
  1090. if (!n->has_node(p_parent)) {
  1091. continue;
  1092. }
  1093. Node *n2 = n->get_node(p_parent);
  1094. Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
  1095. if (!no) {
  1096. continue;
  1097. }
  1098. no->set_name(p_name);
  1099. n2->add_child(no);
  1100. }
  1101. }
  1102. void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
  1103. SceneTree *scene_tree = SceneTree::get_singleton();
  1104. if (!scene_tree) {
  1105. return;
  1106. }
  1107. Ref<PackedScene> ps = ResourceLoader::load(p_path);
  1108. if (ps.is_null()) {
  1109. return;
  1110. }
  1111. Node *base = nullptr;
  1112. if (scene_tree->root->has_node(live_edit_root)) {
  1113. base = scene_tree->root->get_node(live_edit_root);
  1114. }
  1115. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1116. if (!E) {
  1117. return; //scene not editable
  1118. }
  1119. for (Node *F : E->value) {
  1120. Node *n = F;
  1121. if (base && !base->is_ancestor_of(n)) {
  1122. continue;
  1123. }
  1124. if (!n->has_node(p_parent)) {
  1125. continue;
  1126. }
  1127. Node *n2 = n->get_node(p_parent);
  1128. Node *no = ps->instantiate();
  1129. if (!no) {
  1130. continue;
  1131. }
  1132. no->set_name(p_name);
  1133. n2->add_child(no);
  1134. }
  1135. }
  1136. void LiveEditor::_remove_node_func(const NodePath &p_at) {
  1137. SceneTree *scene_tree = SceneTree::get_singleton();
  1138. if (!scene_tree) {
  1139. return;
  1140. }
  1141. Node *base = nullptr;
  1142. if (scene_tree->root->has_node(live_edit_root)) {
  1143. base = scene_tree->root->get_node(live_edit_root);
  1144. }
  1145. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1146. if (!E) {
  1147. return; //scene not editable
  1148. }
  1149. LocalVector<Node *> to_delete;
  1150. for (const Node *n : E->value) {
  1151. if (base && !base->is_ancestor_of(n)) {
  1152. continue;
  1153. }
  1154. if (!n->has_node(p_at)) {
  1155. continue;
  1156. }
  1157. Node *n2 = n->get_node(p_at);
  1158. to_delete.push_back(n2);
  1159. }
  1160. for (Node *node : to_delete) {
  1161. memdelete(node);
  1162. }
  1163. }
  1164. void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
  1165. SceneTree *scene_tree = SceneTree::get_singleton();
  1166. if (!scene_tree) {
  1167. return;
  1168. }
  1169. Node *base = nullptr;
  1170. if (scene_tree->root->has_node(live_edit_root)) {
  1171. base = scene_tree->root->get_node(live_edit_root);
  1172. }
  1173. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1174. if (!E) {
  1175. return; //scene not editable
  1176. }
  1177. LocalVector<Node *> to_remove;
  1178. for (Node *n : E->value) {
  1179. if (base && !base->is_ancestor_of(n)) {
  1180. continue;
  1181. }
  1182. if (!n->has_node(p_at)) {
  1183. continue;
  1184. }
  1185. to_remove.push_back(n);
  1186. }
  1187. for (Node *n : to_remove) {
  1188. Node *n2 = n->get_node(p_at);
  1189. n2->get_parent()->remove_child(n2);
  1190. live_edit_remove_list[n][p_keep_id] = n2;
  1191. }
  1192. }
  1193. void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
  1194. SceneTree *scene_tree = SceneTree::get_singleton();
  1195. if (!scene_tree) {
  1196. return;
  1197. }
  1198. Node *base = nullptr;
  1199. if (scene_tree->root->has_node(live_edit_root)) {
  1200. base = scene_tree->root->get_node(live_edit_root);
  1201. }
  1202. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1203. if (!E) {
  1204. return; //scene not editable
  1205. }
  1206. for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
  1207. HashSet<Node *>::Iterator N = F;
  1208. ++N;
  1209. Node *n = *F;
  1210. if (base && !base->is_ancestor_of(n)) {
  1211. continue;
  1212. }
  1213. if (!n->has_node(p_at)) {
  1214. continue;
  1215. }
  1216. Node *n2 = n->get_node(p_at);
  1217. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
  1218. if (!EN) {
  1219. continue;
  1220. }
  1221. HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
  1222. if (!FN) {
  1223. continue;
  1224. }
  1225. n2->add_child(FN->value);
  1226. EN->value.remove(FN);
  1227. if (EN->value.is_empty()) {
  1228. live_edit_remove_list.remove(EN);
  1229. }
  1230. F = N;
  1231. }
  1232. }
  1233. void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
  1234. SceneTree *scene_tree = SceneTree::get_singleton();
  1235. if (!scene_tree) {
  1236. return;
  1237. }
  1238. Node *base = nullptr;
  1239. if (scene_tree->root->has_node(live_edit_root)) {
  1240. base = scene_tree->root->get_node(live_edit_root);
  1241. }
  1242. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1243. if (!E) {
  1244. return; //scene not editable
  1245. }
  1246. for (Node *F : E->value) {
  1247. Node *n = F;
  1248. if (base && !base->is_ancestor_of(n)) {
  1249. continue;
  1250. }
  1251. if (!n->has_node(p_at)) {
  1252. continue;
  1253. }
  1254. Node *n2 = n->get_node(p_at);
  1255. Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
  1256. if (!dup) {
  1257. continue;
  1258. }
  1259. dup->set_name(p_new_name);
  1260. n2->get_parent()->add_child(dup);
  1261. }
  1262. }
  1263. void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
  1264. SceneTree *scene_tree = SceneTree::get_singleton();
  1265. if (!scene_tree) {
  1266. return;
  1267. }
  1268. Node *base = nullptr;
  1269. if (scene_tree->root->has_node(live_edit_root)) {
  1270. base = scene_tree->root->get_node(live_edit_root);
  1271. }
  1272. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1273. if (!E) {
  1274. return; //scene not editable
  1275. }
  1276. for (Node *F : E->value) {
  1277. Node *n = F;
  1278. if (base && !base->is_ancestor_of(n)) {
  1279. continue;
  1280. }
  1281. if (!n->has_node(p_at)) {
  1282. continue;
  1283. }
  1284. Node *nfrom = n->get_node(p_at);
  1285. if (!n->has_node(p_new_place)) {
  1286. continue;
  1287. }
  1288. Node *nto = n->get_node(p_new_place);
  1289. nfrom->get_parent()->remove_child(nfrom);
  1290. nfrom->set_name(p_new_name);
  1291. nto->add_child(nfrom);
  1292. if (p_at_pos >= 0) {
  1293. nto->move_child(nfrom, p_at_pos);
  1294. }
  1295. }
  1296. }
  1297. /// RuntimeNodeSelect
  1298. RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
  1299. return singleton;
  1300. }
  1301. RuntimeNodeSelect::~RuntimeNodeSelect() {
  1302. if (selection_list && !selection_list->is_visible()) {
  1303. memdelete(selection_list);
  1304. }
  1305. if (draw_canvas.is_valid()) {
  1306. RS::get_singleton()->free_rid(sel_drag_ci);
  1307. RS::get_singleton()->free_rid(sbox_2d_ci);
  1308. RS::get_singleton()->free_rid(draw_canvas);
  1309. }
  1310. }
  1311. void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {
  1312. Window *root = SceneTree::get_singleton()->get_root();
  1313. ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
  1314. root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
  1315. root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
  1316. max_selection = p_settings.get("debugger/max_node_selection", 1);
  1317. panner.instantiate();
  1318. panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
  1319. ViewPanner::ControlScheme panning_scheme = (ViewPanner::ControlScheme)p_settings.get("editors/panning/2d_editor_panning_scheme", 0).operator int();
  1320. bool simple_panning = p_settings.get("editors/panning/simple_panning", false);
  1321. int pan_speed = p_settings.get("editors/panning/2d_editor_pan_speed", 20);
  1322. Array keys = p_settings.get("canvas_item_editor/pan_view", Array()).operator Array();
  1323. panner->setup(panning_scheme, DebuggerMarshalls::deserialize_key_shortcut(keys), simple_panning);
  1324. panner->setup_warped_panning(root, p_settings.get("editors/panning/warped_mouse_panning", true));
  1325. panner->set_scroll_speed(pan_speed);
  1326. sel_2d_grab_dist = p_settings.get("editors/polygon_editor/point_grab_radius", 0);
  1327. sel_2d_scale = MAX(1, Math::ceil(2.0 / (float)GLOBAL_GET("display/window/stretch/scale")));
  1328. selection_area_fill = p_settings.get("box_selection_fill_color", Color());
  1329. selection_area_outline = p_settings.get("box_selection_stroke_color", Color());
  1330. draw_canvas = RS::get_singleton()->canvas_create();
  1331. sel_drag_ci = RS::get_singleton()->canvas_item_create();
  1332. /// 2D Selection Box Generation
  1333. sbox_2d_ci = RS::get_singleton()->canvas_item_create();
  1334. RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), draw_canvas);
  1335. RS::get_singleton()->canvas_item_set_parent(sel_drag_ci, draw_canvas);
  1336. RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, draw_canvas);
  1337. #ifndef _3D_DISABLED
  1338. cursor = Cursor();
  1339. camera_fov = p_settings.get("editors/3d/default_fov", 70);
  1340. camera_znear = p_settings.get("editors/3d/default_z_near", 0.05);
  1341. camera_zfar = p_settings.get("editors/3d/default_z_far", 4'000);
  1342. invert_x_axis = p_settings.get("editors/3d/navigation/invert_x_axis", false);
  1343. invert_y_axis = p_settings.get("editors/3d/navigation/invert_y_axis", false);
  1344. warped_mouse_panning_3d = p_settings.get("editors/3d/navigation/warped_mouse_panning", true);
  1345. freelook_base_speed = p_settings.get("editors/3d/freelook/freelook_base_speed", 5);
  1346. freelook_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/freelook/freelook_sensitivity", 0.25));
  1347. orbit_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/navigation_feel/orbit_sensitivity", 0.004));
  1348. translation_sensitivity = p_settings.get("editors/3d/navigation_feel/translation_sensitivity", 1);
  1349. /// 3D Selection Box Generation
  1350. // Copied from the Node3DEditor implementation.
  1351. sbox_3d_color = p_settings.get("editors/3d/selection_box_color", Color());
  1352. // Use two AABBs to create the illusion of a slightly thicker line.
  1353. AABB aabb(Vector3(), Vector3(1, 1, 1));
  1354. // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
  1355. // Both will be drawn at the same position, but with different opacity.
  1356. // This lets the user see where the selection is while still having a sense of depth.
  1357. Ref<SurfaceTool> st = memnew(SurfaceTool);
  1358. Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
  1359. st->begin(Mesh::PRIMITIVE_LINES);
  1360. st_xray->begin(Mesh::PRIMITIVE_LINES);
  1361. for (int i = 0; i < 12; i++) {
  1362. Vector3 a, b;
  1363. aabb.get_edge(i, a, b);
  1364. st->add_vertex(a);
  1365. st->add_vertex(b);
  1366. st_xray->add_vertex(a);
  1367. st_xray->add_vertex(b);
  1368. }
  1369. Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
  1370. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1371. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1372. mat->set_albedo(sbox_3d_color);
  1373. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1374. st->set_material(mat);
  1375. sbox_3d_mesh = st->commit();
  1376. Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
  1377. mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1378. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1379. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
  1380. mat_xray->set_albedo(sbox_3d_color * Color(1, 1, 1, 0.15));
  1381. mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1382. st_xray->set_material(mat_xray);
  1383. sbox_3d_mesh_xray = st_xray->commit();
  1384. #endif // _3D_DISABLED
  1385. SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
  1386. SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
  1387. // This function will be called before the root enters the tree at first when the Game view is passing its settings to
  1388. // the debugger, so queue the update for after it enters.
  1389. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
  1390. }
  1391. void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
  1392. node_select_type = p_type;
  1393. _update_input_state();
  1394. }
  1395. void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
  1396. node_select_mode = p_mode;
  1397. }
  1398. void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
  1399. camera_override = p_enabled;
  1400. if (camera_first_override) {
  1401. _reset_camera_2d();
  1402. #ifndef _3D_DISABLED
  1403. _reset_camera_3d();
  1404. #endif // _3D_DISABLED
  1405. camera_first_override = false;
  1406. } else if (p_enabled) {
  1407. _update_view_2d();
  1408. #ifndef _3D_DISABLED
  1409. Window *root = SceneTree::get_singleton()->get_root();
  1410. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  1411. Camera3D *override_camera = root->get_override_camera_3d();
  1412. override_camera->set_transform(_get_cursor_transform());
  1413. override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  1414. #endif // _3D_DISABLED
  1415. }
  1416. }
  1417. void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
  1418. Window *root = SceneTree::get_singleton()->get_root();
  1419. if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) {
  1420. // Workaround for platforms that don't allow subwindows.
  1421. if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) {
  1422. root->set_disable_input_override(false);
  1423. selection_list->push_input(p_event);
  1424. callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
  1425. }
  1426. return;
  1427. }
  1428. bool is_dragging_camera = false;
  1429. if (camera_override) {
  1430. if (node_select_type == NODE_TYPE_2D) {
  1431. is_dragging_camera = panner->gui_input(p_event, Rect2(Vector2(), root->get_visible_rect().get_size()));
  1432. #ifndef _3D_DISABLED
  1433. } else if (node_select_type == NODE_TYPE_3D && selection_drag_state == SELECTION_DRAG_NONE) {
  1434. if (_handle_3d_input(p_event)) {
  1435. return;
  1436. }
  1437. #endif // _3D_DISABLED
  1438. }
  1439. }
  1440. Ref<InputEventMouseButton> b = p_event;
  1441. if (selection_drag_state == SELECTION_DRAG_MOVE) {
  1442. Ref<InputEventMouseMotion> m = p_event;
  1443. if (m.is_valid()) {
  1444. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(m->get_position()));
  1445. return;
  1446. } else if (b.is_valid()) {
  1447. // Account for actions like zooming.
  1448. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(b->get_position()));
  1449. }
  1450. }
  1451. if (b.is_null()) {
  1452. return;
  1453. }
  1454. // Ignore mouse wheel inputs.
  1455. if (b->get_button_index() != MouseButton::LEFT && b->get_button_index() != MouseButton::RIGHT) {
  1456. return;
  1457. }
  1458. if (selection_drag_state == SELECTION_DRAG_MOVE && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) {
  1459. selection_drag_state = SELECTION_DRAG_END;
  1460. selection_drag_area = selection_drag_area.abs();
  1461. _update_selection_drag();
  1462. // Trigger a selection in the position on release.
  1463. if (multi_shortcut_pressed) {
  1464. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1465. }
  1466. }
  1467. if (!is_dragging_camera && b->is_pressed()) {
  1468. multi_shortcut_pressed = b->is_shift_pressed();
  1469. list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
  1470. if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
  1471. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1472. }
  1473. }
  1474. }
  1475. void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
  1476. Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
  1477. if (obj) {
  1478. Vector<Node *> node;
  1479. node.append(Object::cast_to<Node>(obj));
  1480. _send_ids(node);
  1481. }
  1482. }
  1483. void RuntimeNodeSelect::_update_input_state() {
  1484. SceneTree *scene_tree = SceneTree::get_singleton();
  1485. // This function can be called at the very beginning, when the root hasn't entered the tree yet.
  1486. // So check first to avoid a crash.
  1487. if (!scene_tree->get_root()->is_inside_tree()) {
  1488. return;
  1489. }
  1490. bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
  1491. Input::get_singleton()->set_disable_input(disable_input);
  1492. Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
  1493. scene_tree->get_root()->set_disable_input_override(disable_input);
  1494. }
  1495. void RuntimeNodeSelect::_process_frame() {
  1496. #ifndef _3D_DISABLED
  1497. if (camera_freelook) {
  1498. Transform3D transform = _get_cursor_transform();
  1499. Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
  1500. const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
  1501. Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
  1502. Vector3 direction;
  1503. Input *input = Input::get_singleton();
  1504. bool was_input_disabled = input->is_input_disabled();
  1505. if (was_input_disabled) {
  1506. input->set_disable_input(false);
  1507. }
  1508. if (input->is_physical_key_pressed(Key::A)) {
  1509. direction -= right;
  1510. }
  1511. if (input->is_physical_key_pressed(Key::D)) {
  1512. direction += right;
  1513. }
  1514. if (input->is_physical_key_pressed(Key::W)) {
  1515. direction += forward;
  1516. }
  1517. if (input->is_physical_key_pressed(Key::S)) {
  1518. direction -= forward;
  1519. }
  1520. if (input->is_physical_key_pressed(Key::E)) {
  1521. direction += up;
  1522. }
  1523. if (input->is_physical_key_pressed(Key::Q)) {
  1524. direction -= up;
  1525. }
  1526. real_t speed = freelook_base_speed;
  1527. if (input->is_physical_key_pressed(Key::SHIFT)) {
  1528. speed *= 3.0;
  1529. }
  1530. if (input->is_physical_key_pressed(Key::ALT)) {
  1531. speed *= 0.333333;
  1532. }
  1533. if (was_input_disabled) {
  1534. input->set_disable_input(true);
  1535. }
  1536. if (direction != Vector3()) {
  1537. Window *root = SceneTree::get_singleton()->get_root();
  1538. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  1539. // Calculate the process time manually, as the time scale is frozen.
  1540. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
  1541. const Vector3 motion = direction * speed * process_time;
  1542. cursor.pos += motion;
  1543. cursor.eye_pos += motion;
  1544. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  1545. }
  1546. }
  1547. #endif // _3D_DISABLED
  1548. if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
  1549. selection_update_queued = false;
  1550. if (has_selection) {
  1551. _update_selection();
  1552. }
  1553. }
  1554. }
  1555. void RuntimeNodeSelect::_physics_frame() {
  1556. if (selection_drag_state != SELECTION_DRAG_END && (selection_drag_state == SELECTION_DRAG_MOVE || Math::is_inf(selection_position.x))) {
  1557. return;
  1558. }
  1559. Window *root = SceneTree::get_singleton()->get_root();
  1560. bool selection_drag_valid = selection_drag_state == SELECTION_DRAG_END && selection_drag_area.get_area() > SELECTION_MIN_AREA;
  1561. Vector<SelectResult> items;
  1562. if (node_select_type == NODE_TYPE_2D) {
  1563. if (selection_drag_valid) {
  1564. for (int i = 0; i < root->get_child_count(); i++) {
  1565. _find_canvas_items_at_rect(selection_drag_area, root->get_child(i), items);
  1566. }
  1567. } else if (!Math::is_inf(selection_position.x)) {
  1568. for (int i = 0; i < root->get_child_count(); i++) {
  1569. _find_canvas_items_at_pos(selection_position, root->get_child(i), items);
  1570. }
  1571. }
  1572. #ifndef _3D_DISABLED
  1573. } else if (node_select_type == NODE_TYPE_3D) {
  1574. if (selection_drag_valid) {
  1575. _find_3d_items_at_rect(selection_drag_area, items);
  1576. } else {
  1577. _find_3d_items_at_pos(selection_position, items);
  1578. }
  1579. #endif // _3D_DISABLED
  1580. }
  1581. if ((prefer_group_selection || avoid_locked_nodes) && !list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) {
  1582. for (int i = 0; i < items.size(); i++) {
  1583. Node *node = items[i].item;
  1584. Node *final_node = node;
  1585. real_t order = items[i].order;
  1586. // Replace the node by the group if grouped.
  1587. if (prefer_group_selection) {
  1588. while (node && node != root) {
  1589. if (node->has_meta("_edit_group_")) {
  1590. final_node = node;
  1591. if (Object::cast_to<CanvasItem>(final_node)) {
  1592. CanvasItem *ci_tmp = Object::cast_to<CanvasItem>(final_node);
  1593. order = ci_tmp->get_effective_z_index() + ci_tmp->get_canvas_layer();
  1594. #ifndef _3D_DISABLED
  1595. } else if (Object::cast_to<Node3D>(final_node)) {
  1596. Node3D *node3d_tmp = Object::cast_to<Node3D>(final_node);
  1597. Camera3D *camera = root->get_camera_3d();
  1598. Vector3 pos = camera->project_ray_origin(selection_position);
  1599. order = -pos.distance_to(node3d_tmp->get_global_transform().origin);
  1600. #endif // _3D_DISABLED
  1601. }
  1602. }
  1603. node = node->get_parent();
  1604. }
  1605. }
  1606. // Filter out locked nodes.
  1607. if (avoid_locked_nodes && final_node->get_meta("_edit_lock_", false)) {
  1608. items.remove_at(i);
  1609. i--;
  1610. continue;
  1611. }
  1612. items.write[i].item = final_node;
  1613. items.write[i].order = order;
  1614. }
  1615. }
  1616. // Remove possible duplicates.
  1617. for (int i = 0; i < items.size(); i++) {
  1618. Node *item = items[i].item;
  1619. for (int j = 0; j < i; j++) {
  1620. if (items[j].item == item) {
  1621. items.remove_at(i);
  1622. i--;
  1623. break;
  1624. }
  1625. }
  1626. }
  1627. items.sort();
  1628. switch (selection_drag_state) {
  1629. case SELECTION_DRAG_END: {
  1630. selection_position = Point2(Math::INF, Math::INF);
  1631. selection_drag_state = SELECTION_DRAG_NONE;
  1632. if (selection_drag_area.get_area() > SELECTION_MIN_AREA) {
  1633. if (!items.is_empty()) {
  1634. Vector<Node *> nodes;
  1635. for (const SelectResult item : items) {
  1636. nodes.append(item.item);
  1637. }
  1638. _send_ids(nodes, false);
  1639. }
  1640. _update_selection_drag();
  1641. return;
  1642. }
  1643. _update_selection_drag();
  1644. } break;
  1645. case SELECTION_DRAG_NONE: {
  1646. if (node_select_mode == SELECT_MODE_LIST) {
  1647. break;
  1648. }
  1649. if (multi_shortcut_pressed) {
  1650. // Allow forcing box selection when an item was clicked.
  1651. selection_drag_state = SELECTION_DRAG_MOVE;
  1652. } else if (items.is_empty()) {
  1653. #ifdef _3D_DISABLED
  1654. if (!selected_ci_nodes.is_empty()) {
  1655. #else
  1656. if (!selected_ci_nodes.is_empty() || !selected_3d_nodes.is_empty()) {
  1657. #endif // _3D_DISABLED
  1658. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", Array());
  1659. _clear_selection();
  1660. }
  1661. selection_drag_state = SELECTION_DRAG_MOVE;
  1662. } else {
  1663. break;
  1664. }
  1665. [[fallthrough]];
  1666. }
  1667. case SELECTION_DRAG_MOVE: {
  1668. selection_drag_area.position = selection_position;
  1669. // Stop selection on click, so it can happen on release if the selection area doesn't pass the threshold.
  1670. if (multi_shortcut_pressed) {
  1671. return;
  1672. }
  1673. }
  1674. }
  1675. if (items.is_empty()) {
  1676. selection_position = Point2(Math::INF, Math::INF);
  1677. return;
  1678. }
  1679. if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
  1680. selection_position = Point2(Math::INF, Math::INF);
  1681. Vector<Node *> node;
  1682. node.append(items[0].item);
  1683. _send_ids(node);
  1684. return;
  1685. }
  1686. if (!selection_list && (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST)) {
  1687. _open_selection_list(items, selection_position);
  1688. }
  1689. selection_position = Point2(Math::INF, Math::INF);
  1690. }
  1691. void RuntimeNodeSelect::_send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections) {
  1692. ERR_FAIL_COND(p_picked_nodes.is_empty());
  1693. Vector<Node *> picked_nodes = p_picked_nodes;
  1694. Array message;
  1695. if (!multi_shortcut_pressed) {
  1696. if (picked_nodes.size() > max_selection) {
  1697. picked_nodes.resize(max_selection);
  1698. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1699. }
  1700. for (const Node *node : picked_nodes) {
  1701. SceneDebuggerObject obj(node->get_instance_id());
  1702. Array arr;
  1703. obj.serialize(arr);
  1704. message.append(arr);
  1705. }
  1706. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1707. _set_selected_nodes(picked_nodes);
  1708. return;
  1709. }
  1710. LocalVector<Node *> nodes;
  1711. LocalVector<ObjectID> ids;
  1712. for (Node *node : picked_nodes) {
  1713. ObjectID id = node->get_instance_id();
  1714. if (CanvasItem *ci = Object::cast_to<CanvasItem>(node)) {
  1715. if (selected_ci_nodes.has(id)) {
  1716. if (p_invert_new_selections) {
  1717. selected_ci_nodes.erase(id);
  1718. }
  1719. } else {
  1720. ids.push_back(id);
  1721. nodes.push_back(ci);
  1722. }
  1723. } else {
  1724. #ifndef _3D_DISABLED
  1725. if (Node3D *node3d = Object::cast_to<Node3D>(node)) {
  1726. if (selected_3d_nodes.has(id)) {
  1727. if (p_invert_new_selections) {
  1728. selected_3d_nodes.erase(id);
  1729. }
  1730. } else {
  1731. ids.push_back(id);
  1732. nodes.push_back(node3d);
  1733. }
  1734. }
  1735. #endif // _3D_DISABLED
  1736. }
  1737. }
  1738. uint32_t limit = max_selection - selected_ci_nodes.size();
  1739. #ifndef _3D_DISABLED
  1740. limit -= selected_3d_nodes.size();
  1741. #endif // _3D_DISABLED
  1742. if (ids.size() > limit) {
  1743. ids.resize(limit);
  1744. nodes.resize(limit);
  1745. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1746. }
  1747. for (ObjectID id : selected_ci_nodes) {
  1748. ids.push_back(id);
  1749. nodes.push_back(ObjectDB::get_instance<Node>(id));
  1750. }
  1751. #ifndef _3D_DISABLED
  1752. for (const KeyValue<ObjectID, Ref<SelectionBox3D>> &KV : selected_3d_nodes) {
  1753. ids.push_back(KV.key);
  1754. nodes.push_back(ObjectDB::get_instance<Node>(KV.key));
  1755. }
  1756. #endif // _3D_DISABLED
  1757. if (ids.is_empty()) {
  1758. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", message);
  1759. } else {
  1760. for (const ObjectID &id : ids) {
  1761. SceneDebuggerObject obj(id);
  1762. Array arr;
  1763. obj.serialize(arr);
  1764. message.append(arr);
  1765. }
  1766. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1767. }
  1768. _set_selected_nodes(Vector<Node *>(nodes));
  1769. }
  1770. void RuntimeNodeSelect::_set_selected_nodes(const Vector<Node *> &p_nodes) {
  1771. if (p_nodes.is_empty()) {
  1772. _clear_selection();
  1773. return;
  1774. }
  1775. bool changed = false;
  1776. LocalVector<ObjectID> nodes_ci;
  1777. #ifndef _3D_DISABLED
  1778. HashMap<ObjectID, Ref<SelectionBox3D>> nodes_3d;
  1779. #endif // _3D_DISABLED
  1780. for (Node *node : p_nodes) {
  1781. ObjectID id = node->get_instance_id();
  1782. if (Object::cast_to<CanvasItem>(node)) {
  1783. if (!changed || !selected_ci_nodes.has(id)) {
  1784. changed = true;
  1785. }
  1786. nodes_ci.push_back(id);
  1787. } else {
  1788. #ifndef _3D_DISABLED
  1789. Node3D *node_3d = Object::cast_to<Node3D>(node);
  1790. if (!node_3d || !node_3d->is_inside_world()) {
  1791. continue;
  1792. }
  1793. if (!changed || !selected_3d_nodes.has(id)) {
  1794. changed = true;
  1795. }
  1796. if (selected_3d_nodes.has(id)) {
  1797. // Assign an already available visual instance.
  1798. nodes_3d[id] = selected_3d_nodes.get(id);
  1799. continue;
  1800. }
  1801. if (sbox_3d_mesh.is_null() || sbox_3d_mesh_xray.is_null()) {
  1802. continue;
  1803. }
  1804. Ref<SelectionBox3D> sb;
  1805. sb.instantiate();
  1806. nodes_3d[id] = sb;
  1807. RID scenario = node_3d->get_world_3d()->get_scenario();
  1808. sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1809. sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1810. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF);
  1811. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1812. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1813. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1814. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1815. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1816. sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1817. sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1818. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
  1819. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1820. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1821. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1822. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1823. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1824. #endif // _3D_DISABLED
  1825. }
  1826. }
  1827. #ifdef _3D_DISABLED
  1828. if (!changed && nodes_ci.size() == selected_ci_nodes.size()) {
  1829. return;
  1830. }
  1831. #else
  1832. if (!changed && nodes_ci.size() == selected_ci_nodes.size() && nodes_3d.size() == selected_3d_nodes.size()) {
  1833. return;
  1834. }
  1835. #endif // _3D_DISABLED
  1836. _clear_selection();
  1837. selected_ci_nodes = nodes_ci;
  1838. has_selection = !nodes_ci.is_empty();
  1839. #ifndef _3D_DISABLED
  1840. if (!nodes_3d.is_empty()) {
  1841. selected_3d_nodes = nodes_3d;
  1842. has_selection = true;
  1843. }
  1844. #endif // _3D_DISABLED
  1845. _queue_selection_update();
  1846. }
  1847. void RuntimeNodeSelect::_queue_selection_update() {
  1848. if (has_selection && selection_visible) {
  1849. if (SceneTree::get_singleton()->is_suspended()) {
  1850. _update_selection();
  1851. } else {
  1852. selection_update_queued = true;
  1853. }
  1854. }
  1855. }
  1856. void RuntimeNodeSelect::_update_selection() {
  1857. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1858. RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
  1859. for (LocalVector<ObjectID>::Iterator E = selected_ci_nodes.begin(); E != selected_ci_nodes.end(); ++E) {
  1860. ObjectID id = *E;
  1861. CanvasItem *ci = ObjectDB::get_instance<CanvasItem>(id);
  1862. if (!ci) {
  1863. selected_ci_nodes.erase(id);
  1864. --E;
  1865. continue;
  1866. }
  1867. if (!ci->is_inside_tree()) {
  1868. continue;
  1869. }
  1870. Transform2D xform = ci->get_global_transform_with_canvas();
  1871. // Fallback.
  1872. Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
  1873. if (ci->_edit_use_rect()) {
  1874. rect = ci->_edit_get_rect();
  1875. } else {
  1876. #ifndef PHYSICS_2D_DISABLED
  1877. CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
  1878. if (collision_shape) {
  1879. Ref<Shape2D> shape = collision_shape->get_shape();
  1880. if (shape.is_valid()) {
  1881. rect = shape->get_rect();
  1882. }
  1883. }
  1884. #endif // PHYSICS_2D_DISABLED
  1885. }
  1886. const Vector2 endpoints[4] = {
  1887. xform.xform(rect.position),
  1888. xform.xform(rect.position + Point2(rect.size.x, 0)),
  1889. xform.xform(rect.position + rect.size),
  1890. xform.xform(rect.position + Point2(0, rect.size.y))
  1891. };
  1892. const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
  1893. for (int i = 0; i < 4; i++) {
  1894. RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, sel_2d_scale);
  1895. }
  1896. }
  1897. #ifndef _3D_DISABLED
  1898. for (HashMap<ObjectID, Ref<SelectionBox3D>>::ConstIterator KV = selected_3d_nodes.begin(); KV != selected_3d_nodes.end(); ++KV) {
  1899. ObjectID id = KV->key;
  1900. Node3D *node_3d = ObjectDB::get_instance<Node3D>(id);
  1901. if (!node_3d) {
  1902. selected_3d_nodes.erase(id);
  1903. --KV;
  1904. continue;
  1905. }
  1906. if (!node_3d->is_inside_tree()) {
  1907. continue;
  1908. }
  1909. // Fallback.
  1910. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
  1911. VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
  1912. if (visual_instance) {
  1913. bounds = visual_instance->get_aabb();
  1914. } else {
  1915. #ifndef PHYSICS_3D_DISABLED
  1916. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
  1917. if (collision_shape) {
  1918. Ref<Shape3D> shape = collision_shape->get_shape();
  1919. if (shape.is_valid()) {
  1920. bounds = shape->get_debug_mesh()->get_aabb();
  1921. }
  1922. }
  1923. #endif // PHYSICS_3D_DISABLED
  1924. }
  1925. Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
  1926. bounds = xform_to_top_level_parent_space.xform(bounds);
  1927. Transform3D t = node_3d->get_global_transform();
  1928. Ref<SelectionBox3D> sb = KV->value;
  1929. if (t == sb->transform && bounds == sb->bounds) {
  1930. continue; // Nothing changed.
  1931. }
  1932. sb->transform = t;
  1933. sb->bounds = bounds;
  1934. Transform3D t_offset = t;
  1935. // Apply AABB scaling before item's global transform.
  1936. {
  1937. const Vector3 offset(0.005, 0.005, 0.005);
  1938. Basis aabb_s;
  1939. aabb_s.scale(bounds.size + offset);
  1940. t.translate_local(bounds.position - offset / 2);
  1941. t.basis = t.basis * aabb_s;
  1942. }
  1943. {
  1944. const Vector3 offset(0.01, 0.01, 0.01);
  1945. Basis aabb_s;
  1946. aabb_s.scale(bounds.size + offset);
  1947. t_offset.translate_local(bounds.position - offset / 2);
  1948. t_offset.basis = t_offset.basis * aabb_s;
  1949. }
  1950. RS::get_singleton()->instance_set_visible(sb->instance, selection_visible);
  1951. RS::get_singleton()->instance_set_visible(sb->instance_ofs, selection_visible);
  1952. RS::get_singleton()->instance_set_visible(sb->instance_xray, selection_visible);
  1953. RS::get_singleton()->instance_set_visible(sb->instance_xray_ofs, selection_visible);
  1954. RS::get_singleton()->instance_set_transform(sb->instance, t);
  1955. RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset);
  1956. RS::get_singleton()->instance_set_transform(sb->instance_xray, t);
  1957. RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset);
  1958. }
  1959. #endif // _3D_DISABLED
  1960. }
  1961. void RuntimeNodeSelect::_clear_selection() {
  1962. selected_ci_nodes.clear();
  1963. if (draw_canvas.is_valid()) {
  1964. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1965. }
  1966. #ifndef _3D_DISABLED
  1967. selected_3d_nodes.clear();
  1968. #endif // _3D_DISABLED
  1969. has_selection = false;
  1970. }
  1971. void RuntimeNodeSelect::_update_selection_drag(const Point2 &p_end_pos) {
  1972. RS::get_singleton()->canvas_item_clear(sel_drag_ci);
  1973. if (selection_drag_state != SELECTION_DRAG_MOVE) {
  1974. return;
  1975. }
  1976. selection_drag_area.size = p_end_pos - selection_drag_area.position;
  1977. if (selection_drag_state == SELECTION_DRAG_END) {
  1978. return;
  1979. }
  1980. Rect2 selection_drawing = selection_drag_area.abs();
  1981. int thickness = 1;
  1982. const Vector2 endpoints[4] = {
  1983. selection_drawing.position,
  1984. selection_drawing.position + Point2(selection_drawing.size.x, 0),
  1985. selection_drawing.position + selection_drawing.size,
  1986. selection_drawing.position + Point2(0, selection_drawing.size.y)
  1987. };
  1988. // Draw fill.
  1989. RS::get_singleton()->canvas_item_add_rect(sel_drag_ci, selection_drawing, selection_area_fill);
  1990. // Draw outline.
  1991. for (int i = 0; i < 4; i++) {
  1992. RS::get_singleton()->canvas_item_add_line(sel_drag_ci, endpoints[i], endpoints[(i + 1) % 4], selection_area_outline, thickness);
  1993. }
  1994. }
  1995. void RuntimeNodeSelect::_open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos) {
  1996. Window *root = SceneTree::get_singleton()->get_root();
  1997. selection_list = memnew(PopupMenu);
  1998. selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
  1999. selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
  2000. selection_list->set_force_native(true);
  2001. selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
  2002. selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list));
  2003. root->add_child(selection_list);
  2004. for (const SelectResult &I : p_items) {
  2005. int locked = 0;
  2006. if (I.item->get_meta("_edit_lock_", false)) {
  2007. locked = 1;
  2008. } else {
  2009. Node *scene = SceneTree::get_singleton()->get_root();
  2010. Node *node = I.item;
  2011. while (node && node != scene->get_parent()) {
  2012. if (node->has_meta("_edit_group_")) {
  2013. locked = 2;
  2014. }
  2015. node = node->get_parent();
  2016. }
  2017. }
  2018. String suffix;
  2019. if (locked == 1) {
  2020. suffix = " (" + RTR("Locked") + ")";
  2021. } else if (locked == 2) {
  2022. suffix = " (" + RTR("Grouped") + ")";
  2023. }
  2024. selection_list->add_item((String)I.item->get_name() + suffix);
  2025. selection_list->set_item_metadata(-1, I.item);
  2026. }
  2027. selection_list->set_position(selection_list->is_embedded() ? p_pos : (Input::get_singleton()->get_mouse_position() + root->get_position()));
  2028. selection_list->reset_size();
  2029. selection_list->popup();
  2030. selection_list->set_content_scale_factor(1);
  2031. selection_list->set_min_size(selection_list->get_contents_minimum_size());
  2032. selection_list->reset_size();
  2033. // FIXME: Ugly hack that stops the popup from hiding when the button is released.
  2034. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
  2035. }
  2036. void RuntimeNodeSelect::_close_selection_list() {
  2037. selection_list->queue_free();
  2038. selection_list = nullptr;
  2039. }
  2040. void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
  2041. selection_visible = p_visible;
  2042. if (has_selection) {
  2043. _update_selection();
  2044. }
  2045. }
  2046. void RuntimeNodeSelect::_set_avoid_locked(bool p_enabled) {
  2047. avoid_locked_nodes = p_enabled;
  2048. }
  2049. void RuntimeNodeSelect::_set_prefer_group(bool p_enabled) {
  2050. prefer_group_selection = p_enabled;
  2051. }
  2052. // Copied and trimmed from the CanvasItemEditor implementation.
  2053. 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) {
  2054. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  2055. return;
  2056. }
  2057. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  2058. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  2059. if (ci) {
  2060. if (!ci->is_set_as_top_level()) {
  2061. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  2062. } else {
  2063. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  2064. }
  2065. } else {
  2066. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  2067. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  2068. }
  2069. }
  2070. if (!ci || !ci->is_visible_in_tree()) {
  2071. return;
  2072. }
  2073. Transform2D xform = p_canvas_xform;
  2074. if (!ci->is_set_as_top_level()) {
  2075. xform *= p_parent_xform;
  2076. }
  2077. Window *root = SceneTree::get_singleton()->get_root();
  2078. Point2 pos;
  2079. // Cameras don't affect `CanvasLayer`s.
  2080. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  2081. pos = root->get_canvas_transform().affine_inverse().xform(p_pos);
  2082. } else {
  2083. pos = p_pos;
  2084. }
  2085. xform = (xform * ci->get_transform()).affine_inverse();
  2086. const real_t local_grab_distance = xform.basis_xform(Vector2(sel_2d_grab_dist, 0)).length() / view_2d_zoom;
  2087. if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
  2088. SelectResult res;
  2089. res.item = ci;
  2090. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  2091. r_items.push_back(res);
  2092. #ifndef PHYSICS_2D_DISABLED
  2093. // If it's a shape, get the collision object it's from.
  2094. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
  2095. if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
  2096. CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
  2097. if (collision_object) {
  2098. SelectResult res_col;
  2099. res_col.item = ci->get_parent();
  2100. res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
  2101. r_items.push_back(res_col);
  2102. }
  2103. }
  2104. #endif // PHYSICS_2D_DISABLED
  2105. }
  2106. }
  2107. // Copied and trimmed from the CanvasItemEditor implementation.
  2108. void RuntimeNodeSelect::_find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
  2109. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  2110. return;
  2111. }
  2112. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  2113. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  2114. if (ci) {
  2115. if (!ci->is_set_as_top_level()) {
  2116. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  2117. } else {
  2118. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  2119. }
  2120. } else {
  2121. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  2122. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  2123. }
  2124. }
  2125. if (!ci || !ci->is_visible_in_tree()) {
  2126. return;
  2127. }
  2128. Transform2D xform = p_canvas_xform;
  2129. if (!ci->is_set_as_top_level()) {
  2130. xform *= p_parent_xform;
  2131. }
  2132. Window *root = SceneTree::get_singleton()->get_root();
  2133. Rect2 rect;
  2134. // Cameras don't affect `CanvasLayer`s.
  2135. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  2136. rect = root->get_canvas_transform().affine_inverse().xform(p_rect);
  2137. } else {
  2138. rect = p_rect;
  2139. }
  2140. rect = (xform * ci->get_transform()).affine_inverse().xform(rect);
  2141. bool selected = false;
  2142. if (ci->_edit_use_rect()) {
  2143. Rect2 ci_rect = ci->_edit_get_rect();
  2144. if (rect.has_point(ci_rect.position) &&
  2145. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, 0)) &&
  2146. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, ci_rect.size.y)) &&
  2147. rect.has_point(ci_rect.position + Vector2(0, ci_rect.size.y))) {
  2148. selected = true;
  2149. }
  2150. } else if (rect.has_point(Point2())) {
  2151. selected = true;
  2152. }
  2153. if (selected) {
  2154. SelectResult res;
  2155. res.item = ci;
  2156. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  2157. r_items.push_back(res);
  2158. }
  2159. }
  2160. void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
  2161. Vector2 scroll = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_scroll_vec);
  2162. view_2d_offset.x -= scroll.x / view_2d_zoom;
  2163. view_2d_offset.y -= scroll.y / view_2d_zoom;
  2164. _update_view_2d();
  2165. }
  2166. // A very shallow copy of the same function inside CanvasItemEditor.
  2167. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
  2168. real_t prev_zoom = view_2d_zoom;
  2169. view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
  2170. Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
  2171. view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
  2172. // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
  2173. // of small details (texts, lines).
  2174. // This correction adds a jitter movement when zooming, so we correct only when the
  2175. // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
  2176. const real_t closest_zoom_factor = Math::round(view_2d_zoom);
  2177. if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
  2178. // Make sure scene pixel at view_offset is aligned on a screen pixel.
  2179. Vector2 view_offset_int = view_2d_offset.floor();
  2180. Vector2 view_offset_frac = view_2d_offset - view_offset_int;
  2181. view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
  2182. }
  2183. _update_view_2d();
  2184. }
  2185. void RuntimeNodeSelect::_reset_camera_2d() {
  2186. camera_first_override = true;
  2187. Window *root = SceneTree::get_singleton()->get_root();
  2188. Camera2D *game_camera = root->is_camera_2d_override_enabled() ? root->get_overridden_camera_2d() : root->get_camera_2d();
  2189. if (game_camera) {
  2190. // Ideally we should be using Camera2D::get_camera_transform() but it's not so this hack will have to do for now.
  2191. view_2d_offset = game_camera->get_camera_screen_center() - (0.5 * root->get_visible_rect().size);
  2192. } else {
  2193. view_2d_offset = Vector2();
  2194. }
  2195. view_2d_zoom = 1;
  2196. if (root->is_camera_2d_override_enabled()) {
  2197. _update_view_2d();
  2198. }
  2199. }
  2200. void RuntimeNodeSelect::_update_view_2d() {
  2201. Window *root = SceneTree::get_singleton()->get_root();
  2202. ERR_FAIL_COND(!root->is_camera_2d_override_enabled());
  2203. Camera2D *override_camera = root->get_override_camera_2d();
  2204. override_camera->set_anchor_mode(Camera2D::ANCHOR_MODE_FIXED_TOP_LEFT);
  2205. override_camera->set_zoom(Vector2(view_2d_zoom, view_2d_zoom));
  2206. override_camera->set_offset(view_2d_offset);
  2207. _queue_selection_update();
  2208. }
  2209. #ifndef _3D_DISABLED
  2210. void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
  2211. Window *root = SceneTree::get_singleton()->get_root();
  2212. Vector3 ray, pos, to;
  2213. Camera3D *camera = root->get_camera_3d();
  2214. if (!camera) {
  2215. return;
  2216. }
  2217. ray = camera->project_ray_normal(p_pos);
  2218. pos = camera->project_ray_origin(p_pos);
  2219. to = pos + ray * camera->get_far();
  2220. #ifndef PHYSICS_3D_DISABLED
  2221. // Start with physical objects.
  2222. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2223. PhysicsDirectSpaceState3D::RayResult result;
  2224. HashSet<RID> excluded;
  2225. PhysicsDirectSpaceState3D::RayParameters ray_params;
  2226. ray_params.from = pos;
  2227. ray_params.to = to;
  2228. ray_params.collide_with_areas = true;
  2229. while (true) {
  2230. ray_params.exclude = excluded;
  2231. if (ss->intersect_ray(ray_params, result)) {
  2232. SelectResult res;
  2233. res.item = Object::cast_to<Node>(result.collider);
  2234. res.order = -pos.distance_to(result.position);
  2235. // Fetch collision shapes.
  2236. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2237. if (collision) {
  2238. List<uint32_t> owners;
  2239. collision->get_shape_owners(&owners);
  2240. for (uint32_t &I : owners) {
  2241. SelectResult res_shape;
  2242. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2243. res_shape.order = res.order;
  2244. r_items.push_back(res_shape);
  2245. }
  2246. }
  2247. r_items.push_back(res);
  2248. excluded.insert(result.rid);
  2249. } else {
  2250. break;
  2251. }
  2252. }
  2253. #endif // PHYSICS_3D_DISABLED
  2254. // Then go for the meshes.
  2255. Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
  2256. for (int i = 0; i < items.size(); i++) {
  2257. Object *obj = ObjectDB::get_instance(items[i]);
  2258. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2259. if (geo_instance) {
  2260. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2261. if (mesh_collision.is_valid()) {
  2262. Transform3D gt = geo_instance->get_global_transform();
  2263. Transform3D ai = gt.affine_inverse();
  2264. Vector3 point, normal;
  2265. if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
  2266. SelectResult res;
  2267. res.item = Object::cast_to<Node>(obj);
  2268. res.order = -pos.distance_to(gt.xform(point));
  2269. r_items.push_back(res);
  2270. continue;
  2271. }
  2272. }
  2273. }
  2274. items.remove_at(i);
  2275. i--;
  2276. }
  2277. }
  2278. void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items) {
  2279. Window *root = SceneTree::get_singleton()->get_root();
  2280. Camera3D *camera = root->get_camera_3d();
  2281. if (!camera) {
  2282. return;
  2283. }
  2284. Vector3 cam_pos = camera->get_global_position();
  2285. Vector3 dist_pos = camera->project_ray_origin(p_rect.position + p_rect.size / 2);
  2286. real_t znear = camera->get_near();
  2287. real_t zfar = camera->get_far();
  2288. real_t zofs = MAX(0.0, 5.0 - znear);
  2289. const Point2 pos_end = p_rect.position + p_rect.size;
  2290. Vector3 box[4] = {
  2291. Vector3(
  2292. MIN(p_rect.position.x, pos_end.x),
  2293. MIN(p_rect.position.y, pos_end.y),
  2294. zofs),
  2295. Vector3(
  2296. MAX(p_rect.position.x, pos_end.x),
  2297. MIN(p_rect.position.y, pos_end.y),
  2298. zofs),
  2299. Vector3(
  2300. MAX(p_rect.position.x, pos_end.x),
  2301. MAX(p_rect.position.y, pos_end.y),
  2302. zofs),
  2303. Vector3(
  2304. MIN(p_rect.position.x, pos_end.x),
  2305. MAX(p_rect.position.y, pos_end.y),
  2306. zofs)
  2307. };
  2308. Vector<Plane> frustum;
  2309. for (int i = 0; i < 4; i++) {
  2310. Vector3 a = _get_screen_to_space(box[i]);
  2311. Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
  2312. frustum.push_back(Plane(a, b, cam_pos));
  2313. }
  2314. // Get the camera normal.
  2315. Plane near_plane = Plane(camera->get_global_transform().basis.get_column(2), cam_pos);
  2316. near_plane.d -= znear;
  2317. frustum.push_back(near_plane);
  2318. Plane far_plane = -near_plane;
  2319. far_plane.d += zfar;
  2320. frustum.push_back(far_plane);
  2321. // Keep track of the currently listed nodes, so repeats can be ignored.
  2322. HashSet<Node *> node_list;
  2323. #ifndef PHYSICS_3D_DISABLED
  2324. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size());
  2325. Ref<ConvexPolygonShape3D> shape;
  2326. shape.instantiate();
  2327. shape->set_points(points);
  2328. // Start with physical objects.
  2329. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2330. PhysicsDirectSpaceState3D::ShapeResult results[32];
  2331. PhysicsDirectSpaceState3D::ShapeParameters shape_params;
  2332. shape_params.shape_rid = shape->get_rid();
  2333. shape_params.collide_with_areas = true;
  2334. const int num_hits = ss->intersect_shape(shape_params, results, 32);
  2335. for (int i = 0; i < num_hits; i++) {
  2336. const PhysicsDirectSpaceState3D::ShapeResult &result = results[i];
  2337. SelectResult res;
  2338. res.item = Object::cast_to<Node>(result.collider);
  2339. res.order = -dist_pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().origin);
  2340. // Fetch collision shapes.
  2341. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2342. if (collision) {
  2343. List<uint32_t> owners;
  2344. collision->get_shape_owners(&owners);
  2345. for (uint32_t &I : owners) {
  2346. SelectResult res_shape;
  2347. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2348. if (!node_list.has(res_shape.item)) {
  2349. node_list.insert(res_shape.item);
  2350. res_shape.order = res.order;
  2351. r_items.push_back(res_shape);
  2352. }
  2353. }
  2354. }
  2355. if (!node_list.has(res.item)) {
  2356. node_list.insert(res.item);
  2357. r_items.push_back(res);
  2358. }
  2359. }
  2360. #endif // PHYSICS_3D_DISABLED
  2361. // Then go for the meshes.
  2362. Vector<ObjectID> items = RS::get_singleton()->instances_cull_convex(frustum, root->get_world_3d()->get_scenario());
  2363. for (int i = 0; i < items.size(); i++) {
  2364. Object *obj = ObjectDB::get_instance(items[i]);
  2365. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2366. if (geo_instance) {
  2367. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2368. if (mesh_collision.is_valid()) {
  2369. Transform3D gt = geo_instance->get_global_transform();
  2370. Vector3 mesh_scale = gt.get_basis().get_scale();
  2371. gt.orthonormalize();
  2372. Transform3D it = gt.affine_inverse();
  2373. Vector<Plane> transformed_frustum;
  2374. int plane_count = frustum.size();
  2375. transformed_frustum.resize(plane_count);
  2376. for (int j = 0; j < plane_count; j++) {
  2377. transformed_frustum.write[j] = it.xform(frustum[j]);
  2378. }
  2379. Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(transformed_frustum.ptr(), plane_count);
  2380. if (mesh_collision->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) {
  2381. SelectResult res;
  2382. res.item = Object::cast_to<Node>(obj);
  2383. if (!node_list.has(res.item)) {
  2384. node_list.insert(res.item);
  2385. res.order = -dist_pos.distance_to(gt.origin);
  2386. r_items.push_back(res);
  2387. }
  2388. continue;
  2389. }
  2390. }
  2391. }
  2392. items.remove_at(i);
  2393. i--;
  2394. }
  2395. }
  2396. Vector3 RuntimeNodeSelect::_get_screen_to_space(const Vector3 &p_vector3) {
  2397. Window *root = SceneTree::get_singleton()->get_root();
  2398. Camera3D *camera = root->get_camera_3d();
  2399. Transform3D camera_transform = camera->get_camera_transform();
  2400. Size2 size = root->get_size();
  2401. real_t znear = camera->get_near();
  2402. Projection cm = Projection::create_perspective(camera->get_fov(), size.aspect(), znear + p_vector3.z, camera->get_far());
  2403. Vector2 screen_he = cm.get_viewport_half_extents();
  2404. return camera_transform.xform(Vector3(((p_vector3.x / size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (p_vector3.y / size.height)) * 2.0 - 1.0) * screen_he.y, -(znear + p_vector3.z)));
  2405. }
  2406. bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
  2407. Ref<InputEventMouseButton> b = p_event;
  2408. if (b.is_valid()) {
  2409. const real_t zoom_factor = 1.08 * b->get_factor();
  2410. switch (b->get_button_index()) {
  2411. case MouseButton::WHEEL_UP: {
  2412. if (!camera_freelook) {
  2413. _cursor_scale_distance(1.0 / zoom_factor);
  2414. } else {
  2415. _scale_freelook_speed(zoom_factor);
  2416. }
  2417. return true;
  2418. } break;
  2419. case MouseButton::WHEEL_DOWN: {
  2420. if (!camera_freelook) {
  2421. _cursor_scale_distance(zoom_factor);
  2422. } else {
  2423. _scale_freelook_speed(1.0 / zoom_factor);
  2424. }
  2425. return true;
  2426. } break;
  2427. case MouseButton::RIGHT: {
  2428. _set_camera_freelook_enabled(b->is_pressed());
  2429. return true;
  2430. } break;
  2431. default: {
  2432. }
  2433. }
  2434. }
  2435. Ref<InputEventMouseMotion> m = p_event;
  2436. if (m.is_valid()) {
  2437. if (camera_freelook) {
  2438. _cursor_look(m);
  2439. } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
  2440. if (m->is_shift_pressed()) {
  2441. _cursor_pan(m);
  2442. } else {
  2443. _cursor_orbit(m);
  2444. }
  2445. }
  2446. return true;
  2447. }
  2448. Ref<InputEventKey> k = p_event;
  2449. if (k.is_valid()) {
  2450. if (k->get_physical_keycode() == Key::ESCAPE) {
  2451. _set_camera_freelook_enabled(false);
  2452. return true;
  2453. } else if (k->is_ctrl_pressed()) {
  2454. switch (k->get_physical_keycode()) {
  2455. case Key::EQUAL: {
  2456. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2457. cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2458. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2459. return true;
  2460. } break;
  2461. case Key::MINUS: {
  2462. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2463. cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2464. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2465. return true;
  2466. } break;
  2467. case Key::KEY_0: {
  2468. ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
  2469. cursor.fov_scale = 1;
  2470. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov, camera_znear, camera_zfar);
  2471. return true;
  2472. } break;
  2473. default: {
  2474. }
  2475. }
  2476. }
  2477. }
  2478. // TODO: Handle magnify and pan input gestures.
  2479. return false;
  2480. }
  2481. void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
  2482. camera_freelook = p_enabled;
  2483. if (p_enabled) {
  2484. // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
  2485. Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
  2486. cursor.eye_pos = cursor.pos - cursor.distance * forward;
  2487. previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
  2488. // Hide mouse like in an FPS (warping doesn't work).
  2489. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
  2490. } else {
  2491. // Restore mouse.
  2492. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
  2493. // Restore the previous mouse position when leaving freelook mode.
  2494. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
  2495. // due to OS limitations.
  2496. Input::get_singleton()->warp_mouse(previous_mouse_position);
  2497. }
  2498. }
  2499. void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
  2500. ERR_FAIL_COND(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled());
  2501. real_t min_distance = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2502. real_t max_distance = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2503. cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
  2504. SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2505. }
  2506. void RuntimeNodeSelect::_scale_freelook_speed(real_t p_scale) {
  2507. real_t min_speed = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2508. real_t max_speed = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2509. if (unlikely(min_speed > max_speed)) {
  2510. freelook_base_speed = (min_speed + max_speed) / 2;
  2511. } else {
  2512. freelook_base_speed = CLAMP(freelook_base_speed * p_scale, min_speed, max_speed);
  2513. }
  2514. }
  2515. void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
  2516. Window *root = SceneTree::get_singleton()->get_root();
  2517. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2518. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
  2519. const Transform3D prev_camera_transform = _get_cursor_transform();
  2520. if (invert_y_axis) {
  2521. cursor.x_rot -= relative.y * freelook_sensitivity;
  2522. } else {
  2523. cursor.x_rot += relative.y * freelook_sensitivity;
  2524. }
  2525. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2526. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2527. cursor.y_rot += relative.x * freelook_sensitivity;
  2528. // Look is like the opposite of Orbit: the focus point rotates around the camera.
  2529. Transform3D camera_transform = _get_cursor_transform();
  2530. Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
  2531. Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
  2532. Vector3 diff = prev_pos - pos;
  2533. cursor.pos += diff;
  2534. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2535. }
  2536. void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
  2537. Window *root = SceneTree::get_singleton()->get_root();
  2538. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2539. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2540. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2541. const real_t pan_speed = translation_sensitivity / 150.0;
  2542. Transform3D camera_transform;
  2543. camera_transform.translate_local(cursor.pos);
  2544. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2545. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2546. Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
  2547. translation *= cursor.distance / 4;
  2548. camera_transform.translate_local(translation);
  2549. cursor.pos = camera_transform.origin;
  2550. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2551. }
  2552. void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
  2553. Window *root = SceneTree::get_singleton()->get_root();
  2554. ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
  2555. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2556. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2557. if (invert_y_axis) {
  2558. cursor.x_rot -= relative.y * orbit_sensitivity;
  2559. } else {
  2560. cursor.x_rot += relative.y * orbit_sensitivity;
  2561. }
  2562. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2563. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2564. if (invert_x_axis) {
  2565. cursor.y_rot -= relative.x * orbit_sensitivity;
  2566. } else {
  2567. cursor.y_rot += relative.x * orbit_sensitivity;
  2568. }
  2569. root->get_override_camera_3d()->set_transform(_get_cursor_transform());
  2570. }
  2571. Point2 RuntimeNodeSelect::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_area) const {
  2572. ERR_FAIL_COND_V(p_event.is_null(), Point2());
  2573. if (warped_mouse_panning_3d) {
  2574. return Input::get_singleton()->warp_mouse_motion(p_event, p_area);
  2575. }
  2576. return p_event->get_relative();
  2577. }
  2578. Transform3D RuntimeNodeSelect::_get_cursor_transform() {
  2579. Transform3D camera_transform;
  2580. camera_transform.translate_local(cursor.pos);
  2581. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2582. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2583. camera_transform.translate_local(0, 0, cursor.distance);
  2584. return camera_transform;
  2585. }
  2586. void RuntimeNodeSelect::_reset_camera_3d() {
  2587. camera_first_override = true;
  2588. cursor = Cursor();
  2589. Window *root = SceneTree::get_singleton()->get_root();
  2590. Camera3D *game_camera = root->is_camera_3d_override_enabled() ? root->get_overridden_camera_3d() : root->get_camera_3d();
  2591. if (game_camera) {
  2592. Transform3D transform = game_camera->get_camera_transform();
  2593. transform.translate_local(0, 0, -cursor.distance);
  2594. cursor.pos = transform.origin;
  2595. cursor.x_rot = -game_camera->get_global_rotation().x;
  2596. cursor.y_rot = -game_camera->get_global_rotation().y;
  2597. cursor.fov_scale = CLAMP(game_camera->get_fov() / camera_fov, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2598. } else {
  2599. cursor.fov_scale = 1.0;
  2600. }
  2601. if (root->is_camera_3d_override_enabled()) {
  2602. Camera3D *override_camera = root->get_override_camera_3d();
  2603. override_camera->set_transform(_get_cursor_transform());
  2604. override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2605. }
  2606. }
  2607. #endif // _3D_DISABLED
  2608. #endif // DEBUG_ENABLED