scene_debugger.cpp 66 KB

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  1. /**************************************************************************/
  2. /* scene_debugger.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "scene_debugger.h"
  31. #include "core/debugger/engine_debugger.h"
  32. #include "core/io/marshalls.h"
  33. #include "core/object/script_language.h"
  34. #include "core/templates/local_vector.h"
  35. #include "scene/2d/physics/collision_object_2d.h"
  36. #include "scene/2d/physics/collision_polygon_2d.h"
  37. #include "scene/2d/physics/collision_shape_2d.h"
  38. #ifndef _3D_DISABLED
  39. #include "scene/3d/label_3d.h"
  40. #include "scene/3d/mesh_instance_3d.h"
  41. #include "scene/3d/physics/collision_object_3d.h"
  42. #include "scene/3d/physics/collision_shape_3d.h"
  43. #include "scene/3d/sprite_3d.h"
  44. #include "scene/resources/surface_tool.h"
  45. #endif // _3D_DISABLED
  46. #include "scene/gui/popup_menu.h"
  47. #include "scene/main/canvas_layer.h"
  48. #include "scene/main/scene_tree.h"
  49. #include "scene/main/window.h"
  50. #include "scene/resources/packed_scene.h"
  51. #include "scene/theme/theme_db.h"
  52. SceneDebugger::SceneDebugger() {
  53. singleton = this;
  54. #ifdef DEBUG_ENABLED
  55. LiveEditor::singleton = memnew(LiveEditor);
  56. RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
  57. EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
  58. #endif
  59. }
  60. SceneDebugger::~SceneDebugger() {
  61. #ifdef DEBUG_ENABLED
  62. if (LiveEditor::singleton) {
  63. EngineDebugger::unregister_message_capture("scene");
  64. memdelete(LiveEditor::singleton);
  65. LiveEditor::singleton = nullptr;
  66. }
  67. if (RuntimeNodeSelect::singleton) {
  68. memdelete(RuntimeNodeSelect::singleton);
  69. RuntimeNodeSelect::singleton = nullptr;
  70. }
  71. #endif
  72. singleton = nullptr;
  73. }
  74. void SceneDebugger::initialize() {
  75. if (EngineDebugger::is_active()) {
  76. memnew(SceneDebugger);
  77. }
  78. }
  79. void SceneDebugger::deinitialize() {
  80. if (singleton) {
  81. memdelete(singleton);
  82. }
  83. }
  84. #ifdef DEBUG_ENABLED
  85. Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
  86. SceneTree *scene_tree = SceneTree::get_singleton();
  87. if (!scene_tree) {
  88. return ERR_UNCONFIGURED;
  89. }
  90. LiveEditor *live_editor = LiveEditor::get_singleton();
  91. if (!live_editor) {
  92. return ERR_UNCONFIGURED;
  93. }
  94. RuntimeNodeSelect *runtime_node_select = RuntimeNodeSelect::get_singleton();
  95. if (!runtime_node_select) {
  96. return ERR_UNCONFIGURED;
  97. }
  98. r_captured = true;
  99. if (p_msg == "request_scene_tree") { // Scene tree
  100. live_editor->_send_tree();
  101. } else if (p_msg == "save_node") { // Save node.
  102. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  103. _save_node(p_args[0], p_args[1]);
  104. Array arr;
  105. arr.append(p_args[1]);
  106. EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
  107. } else if (p_msg == "inspect_object") { // Object Inspect
  108. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  109. ObjectID id = p_args[0];
  110. _send_object_id(id);
  111. } else if (p_msg == "suspend_changed") {
  112. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  113. bool suspended = p_args[0];
  114. scene_tree->set_suspend(suspended);
  115. runtime_node_select->_update_input_state();
  116. } else if (p_msg == "next_frame") {
  117. _next_frame();
  118. } else if (p_msg == "override_cameras") { // Camera
  119. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  120. bool enable = p_args[0];
  121. bool from_editor = p_args[1];
  122. scene_tree->get_root()->enable_canvas_transform_override(enable);
  123. #ifndef _3D_DISABLED
  124. scene_tree->get_root()->enable_camera_3d_override(enable);
  125. #endif // _3D_DISABLED
  126. runtime_node_select->_set_camera_override_enabled(enable && !from_editor);
  127. } else if (p_msg == "transform_camera_2d") {
  128. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  129. Transform2D transform = p_args[0];
  130. scene_tree->get_root()->set_canvas_transform_override(transform);
  131. runtime_node_select->_queue_selection_update();
  132. #ifndef _3D_DISABLED
  133. } else if (p_msg == "transform_camera_3d") {
  134. ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
  135. Transform3D transform = p_args[0];
  136. bool is_perspective = p_args[1];
  137. float size_or_fov = p_args[2];
  138. float depth_near = p_args[3];
  139. float depth_far = p_args[4];
  140. if (is_perspective) {
  141. scene_tree->get_root()->set_camera_3d_override_perspective(size_or_fov, depth_near, depth_far);
  142. } else {
  143. scene_tree->get_root()->set_camera_3d_override_orthogonal(size_or_fov, depth_near, depth_far);
  144. }
  145. scene_tree->get_root()->set_camera_3d_override_transform(transform);
  146. runtime_node_select->_queue_selection_update();
  147. #endif // _3D_DISABLED
  148. } else if (p_msg == "set_object_property") {
  149. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  150. _set_object_property(p_args[0], p_args[1], p_args[2]);
  151. runtime_node_select->_queue_selection_update();
  152. } else if (p_msg.begins_with("live_")) { /// Live Edit
  153. if (p_msg == "live_set_root") {
  154. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  155. live_editor->_root_func(p_args[0], p_args[1]);
  156. } else if (p_msg == "live_node_path") {
  157. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  158. live_editor->_node_path_func(p_args[0], p_args[1]);
  159. } else if (p_msg == "live_res_path") {
  160. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  161. live_editor->_res_path_func(p_args[0], p_args[1]);
  162. } else if (p_msg == "live_node_prop_res") {
  163. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  164. live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
  165. } else if (p_msg == "live_node_prop") {
  166. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  167. live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]);
  168. } else if (p_msg == "live_res_prop_res") {
  169. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  170. live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
  171. } else if (p_msg == "live_res_prop") {
  172. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  173. live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]);
  174. } else if (p_msg == "live_node_call") {
  175. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  176. LocalVector<Variant> args;
  177. LocalVector<Variant *> argptrs;
  178. args.resize(p_args.size() - 2);
  179. argptrs.resize(args.size());
  180. for (uint32_t i = 0; i < args.size(); i++) {
  181. args[i] = p_args[i + 2];
  182. argptrs[i] = &args[i];
  183. }
  184. live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  185. } else if (p_msg == "live_res_call") {
  186. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  187. LocalVector<Variant> args;
  188. LocalVector<Variant *> argptrs;
  189. args.resize(p_args.size() - 2);
  190. argptrs.resize(args.size());
  191. for (uint32_t i = 0; i < args.size(); i++) {
  192. args[i] = p_args[i + 2];
  193. argptrs[i] = &args[i];
  194. }
  195. live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  196. } else if (p_msg == "live_create_node") {
  197. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  198. live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]);
  199. } else if (p_msg == "live_instantiate_node") {
  200. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  201. live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]);
  202. } else if (p_msg == "live_remove_node") {
  203. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  204. live_editor->_remove_node_func(p_args[0]);
  205. if (!runtime_node_select->has_selection) {
  206. runtime_node_select->_clear_selection();
  207. }
  208. } else if (p_msg == "live_remove_and_keep_node") {
  209. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  210. live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]);
  211. if (!runtime_node_select->has_selection) {
  212. runtime_node_select->_clear_selection();
  213. }
  214. } else if (p_msg == "live_restore_node") {
  215. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  216. live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]);
  217. } else if (p_msg == "live_duplicate_node") {
  218. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  219. live_editor->_duplicate_node_func(p_args[0], p_args[1]);
  220. } else if (p_msg == "live_reparent_node") {
  221. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  222. live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
  223. } else {
  224. return ERR_SKIP;
  225. }
  226. } else if (p_msg.begins_with("runtime_node_select_")) { /// Runtime Node Selection
  227. if (p_msg == "runtime_node_select_setup") {
  228. runtime_node_select->_setup();
  229. } else if (p_msg == "runtime_node_select_set_type") {
  230. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  231. RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
  232. runtime_node_select->_node_set_type(type);
  233. } else if (p_msg == "runtime_node_select_set_mode") {
  234. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  235. RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
  236. runtime_node_select->_select_set_mode(mode);
  237. } else if (p_msg == "runtime_node_select_set_visible") {
  238. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  239. bool visible = p_args[0];
  240. runtime_node_select->_set_selection_visible(visible);
  241. } else if (p_msg == "runtime_node_select_reset_camera_2d") {
  242. runtime_node_select->_reset_camera_2d();
  243. #ifndef _3D_DISABLED
  244. } else if (p_msg == "runtime_node_select_reset_camera_3d") {
  245. runtime_node_select->_reset_camera_3d();
  246. #endif // _3D_DISABLED
  247. } else {
  248. return ERR_SKIP;
  249. }
  250. } else {
  251. r_captured = false;
  252. }
  253. return OK;
  254. }
  255. void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
  256. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
  257. ERR_FAIL_NULL(node);
  258. #ifdef TOOLS_ENABLED
  259. HashMap<const Node *, Node *> duplimap;
  260. Node *copy = node->duplicate_from_editor(duplimap);
  261. #else
  262. Node *copy = node->duplicate();
  263. #endif
  264. // Handle Unique Nodes.
  265. for (int i = 0; i < copy->get_child_count(false); i++) {
  266. _set_node_owner_recursive(copy->get_child(i, false), copy);
  267. }
  268. // Root node cannot ever be unique name in its own Scene!
  269. copy->set_unique_name_in_owner(false);
  270. Ref<PackedScene> ps = memnew(PackedScene);
  271. ps->pack(copy);
  272. ResourceSaver::save(ps, p_path);
  273. memdelete(copy);
  274. }
  275. void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
  276. if (!p_node->get_owner()) {
  277. p_node->set_owner(p_owner);
  278. }
  279. for (int i = 0; i < p_node->get_child_count(false); i++) {
  280. _set_node_owner_recursive(p_node->get_child(i, false), p_owner);
  281. }
  282. }
  283. void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) {
  284. SceneDebuggerObject obj(p_id);
  285. if (obj.id.is_null()) {
  286. return;
  287. }
  288. Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
  289. RuntimeNodeSelect::get_singleton()->_select_node(node);
  290. Array arr;
  291. obj.serialize(arr);
  292. EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr);
  293. }
  294. void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value) {
  295. Object *obj = ObjectDB::get_instance(p_id);
  296. if (!obj) {
  297. return;
  298. }
  299. String prop_name = p_property;
  300. if (p_property.begins_with("Members/")) {
  301. Vector<String> ss = p_property.split("/");
  302. prop_name = ss[ss.size() - 1];
  303. }
  304. obj->set(prop_name, p_value);
  305. }
  306. void SceneDebugger::_next_frame() {
  307. SceneTree *scene_tree = SceneTree::get_singleton();
  308. if (!scene_tree->is_suspended()) {
  309. return;
  310. }
  311. scene_tree->set_suspend(false);
  312. RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
  313. }
  314. void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
  315. LiveEditor *debugger = LiveEditor::get_singleton();
  316. if (!debugger) {
  317. return;
  318. }
  319. if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
  320. debugger->live_scene_edit_cache[p_filename].insert(p_node);
  321. }
  322. }
  323. void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
  324. LiveEditor *debugger = LiveEditor::get_singleton();
  325. if (!debugger) {
  326. return;
  327. }
  328. HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
  329. HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
  330. if (E) {
  331. E->value.erase(p_node);
  332. if (E->value.size() == 0) {
  333. edit_cache.remove(E);
  334. }
  335. }
  336. HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
  337. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
  338. if (F) {
  339. for (const KeyValue<ObjectID, Node *> &G : F->value) {
  340. memdelete(G.value);
  341. }
  342. remove_list.remove(F);
  343. }
  344. }
  345. /// SceneDebuggerObject
  346. SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
  347. id = ObjectID();
  348. Object *obj = ObjectDB::get_instance(p_id);
  349. if (!obj) {
  350. return;
  351. }
  352. id = p_id;
  353. class_name = obj->get_class();
  354. if (ScriptInstance *si = obj->get_script_instance()) {
  355. // Read script instance constants and variables
  356. if (!si->get_script().is_null()) {
  357. Script *s = si->get_script().ptr();
  358. _parse_script_properties(s, si);
  359. }
  360. }
  361. if (Node *node = Object::cast_to<Node>(obj)) {
  362. // For debugging multiplayer.
  363. {
  364. PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
  365. properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
  366. }
  367. // Add specialized NodePath info (if inside tree).
  368. if (node->is_inside_tree()) {
  369. PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
  370. properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
  371. } else { // Can't ask for path if a node is not in tree.
  372. PropertyInfo pi(Variant::STRING, String("Node/path"));
  373. properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
  374. }
  375. } else if (Script *s = Object::cast_to<Script>(obj)) {
  376. // Add script constants (no instance).
  377. _parse_script_properties(s, nullptr);
  378. }
  379. // Add base object properties.
  380. List<PropertyInfo> pinfo;
  381. obj->get_property_list(&pinfo, true);
  382. for (const PropertyInfo &E : pinfo) {
  383. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  384. properties.push_back(SceneDebuggerProperty(E, obj->get(E.name)));
  385. }
  386. }
  387. }
  388. void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
  389. typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
  390. typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
  391. ScriptMemberMap members;
  392. if (p_instance) {
  393. members[p_script] = HashSet<StringName>();
  394. p_script->get_members(&(members[p_script]));
  395. }
  396. ScriptConstantsMap constants;
  397. constants[p_script] = HashMap<StringName, Variant>();
  398. p_script->get_constants(&(constants[p_script]));
  399. Ref<Script> base = p_script->get_base_script();
  400. while (base.is_valid()) {
  401. if (p_instance) {
  402. members[base.ptr()] = HashSet<StringName>();
  403. base->get_members(&(members[base.ptr()]));
  404. }
  405. constants[base.ptr()] = HashMap<StringName, Variant>();
  406. base->get_constants(&(constants[base.ptr()]));
  407. base = base->get_base_script();
  408. }
  409. // Members
  410. for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
  411. for (const StringName &E : sm.value) {
  412. Variant m;
  413. if (p_instance->get(E, m)) {
  414. String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
  415. PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
  416. properties.push_back(SceneDebuggerProperty(pi, m));
  417. }
  418. }
  419. }
  420. // Constants
  421. for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
  422. for (const KeyValue<StringName, Variant> &E : sc.value) {
  423. String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
  424. if (E.value.get_type() == Variant::OBJECT) {
  425. Variant inst_id = ((Object *)E.value)->get_instance_id();
  426. PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
  427. properties.push_back(SceneDebuggerProperty(pi, inst_id));
  428. } else {
  429. PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
  430. properties.push_back(SceneDebuggerProperty(pi, E.value));
  431. }
  432. }
  433. }
  434. }
  435. void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
  436. Array send_props;
  437. for (SceneDebuggerObject::SceneDebuggerProperty &property : properties) {
  438. const PropertyInfo &pi = property.first;
  439. Variant &var = property.second;
  440. Ref<Resource> res = var;
  441. Array prop;
  442. prop.push_back(pi.name);
  443. prop.push_back(pi.type);
  444. PropertyHint hint = pi.hint;
  445. String hint_string = pi.hint_string;
  446. if (!res.is_null() && !res->get_path().is_empty()) {
  447. var = res->get_path();
  448. } else { //only send information that can be sent..
  449. int len = 0; //test how big is this to encode
  450. encode_variant(var, nullptr, len);
  451. if (len > p_max_size) { //limit to max size
  452. hint = PROPERTY_HINT_OBJECT_TOO_BIG;
  453. hint_string = "";
  454. var = Variant();
  455. }
  456. }
  457. prop.push_back(hint);
  458. prop.push_back(hint_string);
  459. prop.push_back(pi.usage);
  460. prop.push_back(var);
  461. send_props.push_back(prop);
  462. }
  463. r_arr.push_back(uint64_t(id));
  464. r_arr.push_back(class_name);
  465. r_arr.push_back(send_props);
  466. }
  467. void SceneDebuggerObject::deserialize(const Array &p_arr) {
  468. #define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
  469. ERR_FAIL_COND(p_arr.size() < 3);
  470. CHECK_TYPE(p_arr[0], INT);
  471. CHECK_TYPE(p_arr[1], STRING);
  472. CHECK_TYPE(p_arr[2], ARRAY);
  473. id = uint64_t(p_arr[0]);
  474. class_name = p_arr[1];
  475. Array props = p_arr[2];
  476. for (int i = 0; i < props.size(); i++) {
  477. CHECK_TYPE(props[i], ARRAY);
  478. Array prop = props[i];
  479. ERR_FAIL_COND(prop.size() != 6);
  480. CHECK_TYPE(prop[0], STRING);
  481. CHECK_TYPE(prop[1], INT);
  482. CHECK_TYPE(prop[2], INT);
  483. CHECK_TYPE(prop[3], STRING);
  484. CHECK_TYPE(prop[4], INT);
  485. PropertyInfo pinfo;
  486. pinfo.name = prop[0];
  487. pinfo.type = Variant::Type(int(prop[1]));
  488. pinfo.hint = PropertyHint(int(prop[2]));
  489. pinfo.hint_string = prop[3];
  490. pinfo.usage = PropertyUsageFlags(int(prop[4]));
  491. Variant var = prop[5];
  492. if (pinfo.type == Variant::OBJECT) {
  493. if (var.is_zero()) {
  494. var = Ref<Resource>();
  495. } else if (var.get_type() == Variant::OBJECT) {
  496. if (((Object *)var)->is_class("EncodedObjectAsID")) {
  497. var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
  498. pinfo.type = var.get_type();
  499. pinfo.hint = PROPERTY_HINT_OBJECT_ID;
  500. pinfo.hint_string = "Object";
  501. }
  502. }
  503. }
  504. properties.push_back(SceneDebuggerProperty(pinfo, var));
  505. }
  506. }
  507. /// SceneDebuggerTree
  508. SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
  509. // Flatten tree into list, depth first, use stack to avoid recursion.
  510. List<Node *> stack;
  511. stack.push_back(p_root);
  512. bool is_root = true;
  513. const StringName &is_visible_sn = SNAME("is_visible");
  514. const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
  515. while (stack.size()) {
  516. Node *n = stack.front()->get();
  517. stack.pop_front();
  518. int count = n->get_child_count();
  519. for (int i = 0; i < count; i++) {
  520. stack.push_front(n->get_child(count - i - 1));
  521. }
  522. int view_flags = 0;
  523. if (is_root) {
  524. // Prevent root window visibility from being changed.
  525. is_root = false;
  526. } else if (n->has_method(is_visible_sn)) {
  527. const Variant visible = n->call(is_visible_sn);
  528. if (visible.get_type() == Variant::BOOL) {
  529. view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
  530. view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
  531. }
  532. if (n->has_method(is_visible_in_tree_sn)) {
  533. const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
  534. if (visible_in_tree.get_type() == Variant::BOOL) {
  535. view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
  536. }
  537. }
  538. }
  539. String class_name;
  540. ScriptInstance *script_instance = n->get_script_instance();
  541. if (script_instance) {
  542. Ref<Script> script = script_instance->get_script();
  543. if (script.is_valid()) {
  544. class_name = script->get_global_name();
  545. if (class_name.is_empty()) {
  546. // If there is no class_name in this script we just take the script path.
  547. class_name = script->get_path();
  548. }
  549. }
  550. }
  551. 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));
  552. }
  553. }
  554. void SceneDebuggerTree::serialize(Array &p_arr) {
  555. for (const RemoteNode &n : nodes) {
  556. p_arr.push_back(n.child_count);
  557. p_arr.push_back(n.name);
  558. p_arr.push_back(n.type_name);
  559. p_arr.push_back(n.id);
  560. p_arr.push_back(n.scene_file_path);
  561. p_arr.push_back(n.view_flags);
  562. }
  563. }
  564. void SceneDebuggerTree::deserialize(const Array &p_arr) {
  565. int idx = 0;
  566. while (p_arr.size() > idx) {
  567. ERR_FAIL_COND(p_arr.size() < 6);
  568. CHECK_TYPE(p_arr[idx], INT); // child_count.
  569. CHECK_TYPE(p_arr[idx + 1], STRING); // name.
  570. CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
  571. CHECK_TYPE(p_arr[idx + 3], INT); // id.
  572. CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
  573. CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
  574. 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]));
  575. idx += 6;
  576. }
  577. }
  578. /// LiveEditor
  579. LiveEditor *LiveEditor::get_singleton() {
  580. return singleton;
  581. }
  582. void LiveEditor::_send_tree() {
  583. SceneTree *scene_tree = SceneTree::get_singleton();
  584. if (!scene_tree) {
  585. return;
  586. }
  587. Array arr;
  588. // Encoded as a flat list depth first.
  589. SceneDebuggerTree tree(scene_tree->root);
  590. tree.serialize(arr);
  591. EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
  592. }
  593. void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
  594. live_edit_node_path_cache[p_id] = p_path;
  595. }
  596. void LiveEditor::_res_path_func(const String &p_path, int p_id) {
  597. live_edit_resource_cache[p_id] = p_path;
  598. }
  599. void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  600. SceneTree *scene_tree = SceneTree::get_singleton();
  601. if (!scene_tree) {
  602. return;
  603. }
  604. if (!live_edit_node_path_cache.has(p_id)) {
  605. return;
  606. }
  607. NodePath np = live_edit_node_path_cache[p_id];
  608. Node *base = nullptr;
  609. if (scene_tree->root->has_node(live_edit_root)) {
  610. base = scene_tree->root->get_node(live_edit_root);
  611. }
  612. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  613. if (!E) {
  614. return; //scene not editable
  615. }
  616. for (Node *F : E->value) {
  617. Node *n = F;
  618. if (base && !base->is_ancestor_of(n)) {
  619. continue;
  620. }
  621. if (!n->has_node(np)) {
  622. continue;
  623. }
  624. Node *n2 = n->get_node(np);
  625. // Do not change transform of edited scene root, unless it's the scene being played.
  626. // See GH-86659 for additional context.
  627. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  628. Variant orig_tf;
  629. if (keep_transform) {
  630. if (n2->is_class("Node3D")) {
  631. orig_tf = n2->call("get_transform");
  632. } else if (n2->is_class("CanvasItem")) {
  633. orig_tf = n2->call("_edit_get_state");
  634. }
  635. }
  636. n2->set(p_prop, p_value);
  637. if (keep_transform) {
  638. if (n2->is_class("Node3D")) {
  639. Variant new_tf = n2->call("get_transform");
  640. if (new_tf != orig_tf) {
  641. n2->call("set_transform", orig_tf);
  642. }
  643. } else if (n2->is_class("CanvasItem")) {
  644. Variant new_tf = n2->call("_edit_get_state");
  645. if (new_tf != orig_tf) {
  646. n2->call("_edit_set_state", orig_tf);
  647. }
  648. }
  649. }
  650. }
  651. }
  652. void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  653. Ref<Resource> r = ResourceLoader::load(p_value);
  654. if (!r.is_valid()) {
  655. return;
  656. }
  657. _node_set_func(p_id, p_prop, r);
  658. }
  659. void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  660. SceneTree *scene_tree = SceneTree::get_singleton();
  661. if (!scene_tree) {
  662. return;
  663. }
  664. if (!live_edit_node_path_cache.has(p_id)) {
  665. return;
  666. }
  667. NodePath np = live_edit_node_path_cache[p_id];
  668. Node *base = nullptr;
  669. if (scene_tree->root->has_node(live_edit_root)) {
  670. base = scene_tree->root->get_node(live_edit_root);
  671. }
  672. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  673. if (!E) {
  674. return; //scene not editable
  675. }
  676. for (Node *F : E->value) {
  677. Node *n = F;
  678. if (base && !base->is_ancestor_of(n)) {
  679. continue;
  680. }
  681. if (!n->has_node(np)) {
  682. continue;
  683. }
  684. Node *n2 = n->get_node(np);
  685. // Do not change transform of edited scene root, unless it's the scene being played.
  686. // See GH-86659 for additional context.
  687. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  688. Variant orig_tf;
  689. if (keep_transform) {
  690. if (n2->is_class("Node3D")) {
  691. orig_tf = n2->call("get_transform");
  692. } else if (n2->is_class("CanvasItem")) {
  693. orig_tf = n2->call("_edit_get_state");
  694. }
  695. }
  696. Callable::CallError ce;
  697. n2->callp(p_method, p_args, p_argcount, ce);
  698. if (keep_transform) {
  699. if (n2->is_class("Node3D")) {
  700. Variant new_tf = n2->call("get_transform");
  701. if (new_tf != orig_tf) {
  702. n2->call("set_transform", orig_tf);
  703. }
  704. } else if (n2->is_class("CanvasItem")) {
  705. Variant new_tf = n2->call("_edit_get_state");
  706. if (new_tf != orig_tf) {
  707. n2->call("_edit_set_state", orig_tf);
  708. }
  709. }
  710. }
  711. }
  712. }
  713. void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  714. if (!live_edit_resource_cache.has(p_id)) {
  715. return;
  716. }
  717. String resp = live_edit_resource_cache[p_id];
  718. if (!ResourceCache::has(resp)) {
  719. return;
  720. }
  721. Ref<Resource> r = ResourceCache::get_ref(resp);
  722. if (!r.is_valid()) {
  723. return;
  724. }
  725. r->set(p_prop, p_value);
  726. }
  727. void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  728. Ref<Resource> r = ResourceLoader::load(p_value);
  729. if (!r.is_valid()) {
  730. return;
  731. }
  732. _res_set_func(p_id, p_prop, r);
  733. }
  734. void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  735. if (!live_edit_resource_cache.has(p_id)) {
  736. return;
  737. }
  738. String resp = live_edit_resource_cache[p_id];
  739. if (!ResourceCache::has(resp)) {
  740. return;
  741. }
  742. Ref<Resource> r = ResourceCache::get_ref(resp);
  743. if (!r.is_valid()) {
  744. return;
  745. }
  746. Callable::CallError ce;
  747. r->callp(p_method, p_args, p_argcount, ce);
  748. }
  749. void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
  750. live_edit_root = p_scene_path;
  751. live_edit_scene = p_scene_from;
  752. }
  753. void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
  754. SceneTree *scene_tree = SceneTree::get_singleton();
  755. if (!scene_tree) {
  756. return;
  757. }
  758. Node *base = nullptr;
  759. if (scene_tree->root->has_node(live_edit_root)) {
  760. base = scene_tree->root->get_node(live_edit_root);
  761. }
  762. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  763. if (!E) {
  764. return; //scene not editable
  765. }
  766. for (Node *F : E->value) {
  767. Node *n = F;
  768. if (base && !base->is_ancestor_of(n)) {
  769. continue;
  770. }
  771. if (!n->has_node(p_parent)) {
  772. continue;
  773. }
  774. Node *n2 = n->get_node(p_parent);
  775. Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
  776. if (!no) {
  777. continue;
  778. }
  779. no->set_name(p_name);
  780. n2->add_child(no);
  781. }
  782. }
  783. void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
  784. SceneTree *scene_tree = SceneTree::get_singleton();
  785. if (!scene_tree) {
  786. return;
  787. }
  788. Ref<PackedScene> ps = ResourceLoader::load(p_path);
  789. if (!ps.is_valid()) {
  790. return;
  791. }
  792. Node *base = nullptr;
  793. if (scene_tree->root->has_node(live_edit_root)) {
  794. base = scene_tree->root->get_node(live_edit_root);
  795. }
  796. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  797. if (!E) {
  798. return; //scene not editable
  799. }
  800. for (Node *F : E->value) {
  801. Node *n = F;
  802. if (base && !base->is_ancestor_of(n)) {
  803. continue;
  804. }
  805. if (!n->has_node(p_parent)) {
  806. continue;
  807. }
  808. Node *n2 = n->get_node(p_parent);
  809. Node *no = ps->instantiate();
  810. if (!no) {
  811. continue;
  812. }
  813. no->set_name(p_name);
  814. n2->add_child(no);
  815. }
  816. }
  817. void LiveEditor::_remove_node_func(const NodePath &p_at) {
  818. SceneTree *scene_tree = SceneTree::get_singleton();
  819. if (!scene_tree) {
  820. return;
  821. }
  822. Node *base = nullptr;
  823. if (scene_tree->root->has_node(live_edit_root)) {
  824. base = scene_tree->root->get_node(live_edit_root);
  825. }
  826. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  827. if (!E) {
  828. return; //scene not editable
  829. }
  830. Vector<Node *> to_delete;
  831. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  832. Node *n = *F;
  833. if (base && !base->is_ancestor_of(n)) {
  834. continue;
  835. }
  836. if (!n->has_node(p_at)) {
  837. continue;
  838. }
  839. Node *n2 = n->get_node(p_at);
  840. to_delete.push_back(n2);
  841. }
  842. for (int i = 0; i < to_delete.size(); i++) {
  843. memdelete(to_delete[i]);
  844. }
  845. }
  846. void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
  847. SceneTree *scene_tree = SceneTree::get_singleton();
  848. if (!scene_tree) {
  849. return;
  850. }
  851. Node *base = nullptr;
  852. if (scene_tree->root->has_node(live_edit_root)) {
  853. base = scene_tree->root->get_node(live_edit_root);
  854. }
  855. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  856. if (!E) {
  857. return; //scene not editable
  858. }
  859. Vector<Node *> to_remove;
  860. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  861. Node *n = *F;
  862. if (base && !base->is_ancestor_of(n)) {
  863. continue;
  864. }
  865. if (!n->has_node(p_at)) {
  866. continue;
  867. }
  868. to_remove.push_back(n);
  869. }
  870. for (int i = 0; i < to_remove.size(); i++) {
  871. Node *n = to_remove[i];
  872. Node *n2 = n->get_node(p_at);
  873. n2->get_parent()->remove_child(n2);
  874. live_edit_remove_list[n][p_keep_id] = n2;
  875. }
  876. }
  877. void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
  878. SceneTree *scene_tree = SceneTree::get_singleton();
  879. if (!scene_tree) {
  880. return;
  881. }
  882. Node *base = nullptr;
  883. if (scene_tree->root->has_node(live_edit_root)) {
  884. base = scene_tree->root->get_node(live_edit_root);
  885. }
  886. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  887. if (!E) {
  888. return; //scene not editable
  889. }
  890. for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
  891. HashSet<Node *>::Iterator N = F;
  892. ++N;
  893. Node *n = *F;
  894. if (base && !base->is_ancestor_of(n)) {
  895. continue;
  896. }
  897. if (!n->has_node(p_at)) {
  898. continue;
  899. }
  900. Node *n2 = n->get_node(p_at);
  901. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
  902. if (!EN) {
  903. continue;
  904. }
  905. HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
  906. if (!FN) {
  907. continue;
  908. }
  909. n2->add_child(FN->value);
  910. EN->value.remove(FN);
  911. if (EN->value.size() == 0) {
  912. live_edit_remove_list.remove(EN);
  913. }
  914. F = N;
  915. }
  916. }
  917. void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
  918. SceneTree *scene_tree = SceneTree::get_singleton();
  919. if (!scene_tree) {
  920. return;
  921. }
  922. Node *base = nullptr;
  923. if (scene_tree->root->has_node(live_edit_root)) {
  924. base = scene_tree->root->get_node(live_edit_root);
  925. }
  926. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  927. if (!E) {
  928. return; //scene not editable
  929. }
  930. for (Node *F : E->value) {
  931. Node *n = F;
  932. if (base && !base->is_ancestor_of(n)) {
  933. continue;
  934. }
  935. if (!n->has_node(p_at)) {
  936. continue;
  937. }
  938. Node *n2 = n->get_node(p_at);
  939. Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
  940. if (!dup) {
  941. continue;
  942. }
  943. dup->set_name(p_new_name);
  944. n2->get_parent()->add_child(dup);
  945. }
  946. }
  947. void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
  948. SceneTree *scene_tree = SceneTree::get_singleton();
  949. if (!scene_tree) {
  950. return;
  951. }
  952. Node *base = nullptr;
  953. if (scene_tree->root->has_node(live_edit_root)) {
  954. base = scene_tree->root->get_node(live_edit_root);
  955. }
  956. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  957. if (!E) {
  958. return; //scene not editable
  959. }
  960. for (Node *F : E->value) {
  961. Node *n = F;
  962. if (base && !base->is_ancestor_of(n)) {
  963. continue;
  964. }
  965. if (!n->has_node(p_at)) {
  966. continue;
  967. }
  968. Node *nfrom = n->get_node(p_at);
  969. if (!n->has_node(p_new_place)) {
  970. continue;
  971. }
  972. Node *nto = n->get_node(p_new_place);
  973. nfrom->get_parent()->remove_child(nfrom);
  974. nfrom->set_name(p_new_name);
  975. nto->add_child(nfrom);
  976. if (p_at_pos >= 0) {
  977. nto->move_child(nfrom, p_at_pos);
  978. }
  979. }
  980. }
  981. /// RuntimeNodeSelect
  982. RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
  983. return singleton;
  984. }
  985. RuntimeNodeSelect::~RuntimeNodeSelect() {
  986. if (selection_list && !selection_list->is_visible()) {
  987. memdelete(selection_list);
  988. }
  989. if (sbox_2d_canvas.is_valid()) {
  990. RS::get_singleton()->free(sbox_2d_canvas);
  991. RS::get_singleton()->free(sbox_2d_ci);
  992. }
  993. #ifndef _3D_DISABLED
  994. if (sbox_3d_instance.is_valid()) {
  995. RS::get_singleton()->free(sbox_3d_instance);
  996. RS::get_singleton()->free(sbox_3d_instance_ofs);
  997. RS::get_singleton()->free(sbox_3d_instance_xray);
  998. RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
  999. }
  1000. #endif // _3D_DISABLED
  1001. }
  1002. void RuntimeNodeSelect::_setup() {
  1003. Window *root = SceneTree::get_singleton()->get_root();
  1004. ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
  1005. root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
  1006. root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
  1007. selection_list = memnew(PopupMenu);
  1008. selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
  1009. selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
  1010. selection_list->set_force_native(true);
  1011. selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
  1012. selection_list->connect("popup_hide", callable_mp(Object::cast_to<Node>(root), &Node::remove_child).bind(selection_list));
  1013. panner.instantiate();
  1014. panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
  1015. /// 2D Selection Box Generation
  1016. sbox_2d_canvas = RS::get_singleton()->canvas_create();
  1017. sbox_2d_ci = RS::get_singleton()->canvas_item_create();
  1018. RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), sbox_2d_canvas);
  1019. RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, sbox_2d_canvas);
  1020. #ifndef _3D_DISABLED
  1021. cursor = Cursor();
  1022. /// 3D Selection Box Generation
  1023. // Copied from the Node3DEditor implementation.
  1024. // Use two AABBs to create the illusion of a slightly thicker line.
  1025. AABB aabb(Vector3(), Vector3(1, 1, 1));
  1026. // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
  1027. // Both will be drawn at the same position, but with different opacity.
  1028. // This lets the user see where the selection is while still having a sense of depth.
  1029. Ref<SurfaceTool> st = memnew(SurfaceTool);
  1030. Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
  1031. st->begin(Mesh::PRIMITIVE_LINES);
  1032. st_xray->begin(Mesh::PRIMITIVE_LINES);
  1033. for (int i = 0; i < 12; i++) {
  1034. Vector3 a, b;
  1035. aabb.get_edge(i, a, b);
  1036. st->add_vertex(a);
  1037. st->add_vertex(b);
  1038. st_xray->add_vertex(a);
  1039. st_xray->add_vertex(b);
  1040. }
  1041. Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
  1042. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1043. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1044. // In the original Node3DEditor, this value would be fetched from the "editors/3d/selection_box_color" editor property,
  1045. // but since this is not accessible from here, we will just use the default value.
  1046. const Color selection_color_3d = Color(1, 0.5, 0);
  1047. mat->set_albedo(selection_color_3d);
  1048. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1049. st->set_material(mat);
  1050. sbox_3d_mesh = st->commit();
  1051. Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
  1052. mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1053. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1054. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
  1055. mat_xray->set_albedo(selection_color_3d * Color(1, 1, 1, 0.15));
  1056. mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1057. st_xray->set_material(mat_xray);
  1058. sbox_3d_mesh_xray = st_xray->commit();
  1059. #endif // _3D_DISABLED
  1060. SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
  1061. SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
  1062. // This function will be called before the root enters the tree at first when the Game view is passing its settings to
  1063. // the debugger, so queue the update for after it enters.
  1064. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
  1065. }
  1066. void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
  1067. node_select_type = p_type;
  1068. _update_input_state();
  1069. }
  1070. void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
  1071. node_select_mode = p_mode;
  1072. }
  1073. void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
  1074. camera_override = p_enabled;
  1075. if (p_enabled) {
  1076. _update_view_2d();
  1077. }
  1078. #ifndef _3D_DISABLED
  1079. if (camera_first_override) {
  1080. _reset_camera_2d();
  1081. _reset_camera_3d();
  1082. camera_first_override = false;
  1083. } else if (p_enabled) {
  1084. _update_view_2d();
  1085. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1086. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1087. }
  1088. #endif // _3D_DISABLED
  1089. }
  1090. void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
  1091. Window *root = SceneTree::get_singleton()->get_root();
  1092. if (node_select_type == NODE_TYPE_NONE || selection_list->is_visible()) {
  1093. // Workaround for platforms that don't allow subwindows.
  1094. if (selection_list->is_visible() && selection_list->is_embedded()) {
  1095. root->set_disable_input_override(false);
  1096. selection_list->push_input(p_event);
  1097. callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
  1098. }
  1099. return;
  1100. }
  1101. if (camera_override) {
  1102. if (node_select_type == NODE_TYPE_2D) {
  1103. if (panner->gui_input(p_event, Rect2(Vector2(), root->get_size()))) {
  1104. return;
  1105. }
  1106. } else if (node_select_type == NODE_TYPE_3D) {
  1107. #ifndef _3D_DISABLED
  1108. if (root->get_camera_3d() && _handle_3d_input(p_event)) {
  1109. return;
  1110. }
  1111. #endif // _3D_DISABLED
  1112. }
  1113. }
  1114. Ref<InputEventMouseButton> b = p_event;
  1115. if (!b.is_valid() || !b->is_pressed()) {
  1116. return;
  1117. }
  1118. list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
  1119. if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
  1120. selection_position = b->get_position();
  1121. }
  1122. }
  1123. void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
  1124. Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
  1125. if (!obj) {
  1126. return;
  1127. }
  1128. Array message;
  1129. message.append(obj->get_instance_id());
  1130. EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
  1131. }
  1132. void RuntimeNodeSelect::_update_input_state() {
  1133. SceneTree *scene_tree = SceneTree::get_singleton();
  1134. // This function can be called at the very beginning, when the root hasn't entered the tree yet.
  1135. // So check first to avoid a crash.
  1136. if (!scene_tree->get_root()->is_inside_tree()) {
  1137. return;
  1138. }
  1139. bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
  1140. Input::get_singleton()->set_disable_input(disable_input);
  1141. Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
  1142. scene_tree->get_root()->set_disable_input_override(disable_input);
  1143. }
  1144. void RuntimeNodeSelect::_process_frame() {
  1145. #ifndef _3D_DISABLED
  1146. if (camera_freelook) {
  1147. Transform3D transform = _get_cursor_transform();
  1148. Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
  1149. const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
  1150. Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
  1151. Vector3 direction;
  1152. Input *input = Input::get_singleton();
  1153. bool was_input_disabled = input->is_input_disabled();
  1154. if (was_input_disabled) {
  1155. input->set_disable_input(false);
  1156. }
  1157. if (input->is_physical_key_pressed(Key::A)) {
  1158. direction -= right;
  1159. }
  1160. if (input->is_physical_key_pressed(Key::D)) {
  1161. direction += right;
  1162. }
  1163. if (input->is_physical_key_pressed(Key::W)) {
  1164. direction += forward;
  1165. }
  1166. if (input->is_physical_key_pressed(Key::S)) {
  1167. direction -= forward;
  1168. }
  1169. if (input->is_physical_key_pressed(Key::E)) {
  1170. direction += up;
  1171. }
  1172. if (input->is_physical_key_pressed(Key::Q)) {
  1173. direction -= up;
  1174. }
  1175. real_t speed = FREELOOK_BASE_SPEED;
  1176. if (input->is_physical_key_pressed(Key::SHIFT)) {
  1177. speed *= 3.0;
  1178. }
  1179. if (input->is_physical_key_pressed(Key::ALT)) {
  1180. speed *= 0.333333;
  1181. }
  1182. if (was_input_disabled) {
  1183. input->set_disable_input(true);
  1184. }
  1185. if (direction != Vector3()) {
  1186. // Calculate the process time manually, as the time scale is frozen.
  1187. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
  1188. const Vector3 motion = direction * speed * process_time;
  1189. cursor.pos += motion;
  1190. cursor.eye_pos += motion;
  1191. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1192. }
  1193. }
  1194. #endif // _3D_DISABLED
  1195. if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
  1196. selection_update_queued = false;
  1197. if (has_selection) {
  1198. _update_selection();
  1199. }
  1200. }
  1201. }
  1202. void RuntimeNodeSelect::_physics_frame() {
  1203. if (!Math::is_inf(selection_position.x) || !Math::is_inf(selection_position.y)) {
  1204. _click_point();
  1205. selection_position = Point2(INFINITY, INFINITY);
  1206. }
  1207. }
  1208. void RuntimeNodeSelect::_click_point() {
  1209. Window *root = SceneTree::get_singleton()->get_root();
  1210. Point2 pos = root->get_screen_transform().affine_inverse().xform(selection_position);
  1211. Vector<SelectResult> items;
  1212. if (node_select_type == NODE_TYPE_2D) {
  1213. for (int i = 0; i < root->get_child_count(); i++) {
  1214. _find_canvas_items_at_pos(pos, root->get_child(i), items);
  1215. }
  1216. // Remove possible duplicates.
  1217. for (int i = 0; i < items.size(); i++) {
  1218. Node *item = items[i].item;
  1219. for (int j = 0; j < i; j++) {
  1220. if (items[j].item == item) {
  1221. items.remove_at(i);
  1222. i--;
  1223. break;
  1224. }
  1225. }
  1226. }
  1227. } else if (node_select_type == NODE_TYPE_3D) {
  1228. #ifndef _3D_DISABLED
  1229. _find_3d_items_at_pos(pos, items);
  1230. #endif // _3D_DISABLED
  1231. }
  1232. if (items.is_empty()) {
  1233. return;
  1234. }
  1235. items.sort();
  1236. if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
  1237. Array message;
  1238. message.append(items[0].item->get_instance_id());
  1239. EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
  1240. } else if (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST) {
  1241. if (!selection_list->is_inside_tree()) {
  1242. root->add_child(selection_list);
  1243. }
  1244. selection_list->clear();
  1245. for (const SelectResult &I : items) {
  1246. selection_list->add_item(I.item->get_name());
  1247. selection_list->set_item_metadata(-1, I.item);
  1248. }
  1249. selection_list->set_position(selection_list->is_embedded() ? pos : selection_position + root->get_position());
  1250. selection_list->reset_size();
  1251. selection_list->popup();
  1252. // FIXME: Ugly hack that stops the popup from hiding when the button is released.
  1253. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
  1254. }
  1255. }
  1256. void RuntimeNodeSelect::_select_node(Node *p_node) {
  1257. if (p_node == selected_node) {
  1258. return;
  1259. }
  1260. _clear_selection();
  1261. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1262. if (ci) {
  1263. selected_node = p_node;
  1264. } else {
  1265. #ifndef _3D_DISABLED
  1266. Node3D *node_3d = Object::cast_to<Node3D>(p_node);
  1267. if (node_3d) {
  1268. if (!node_3d->is_inside_world()) {
  1269. return;
  1270. }
  1271. selected_node = p_node;
  1272. sbox_3d_instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
  1273. sbox_3d_instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
  1274. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance, RS::SHADOW_CASTING_SETTING_OFF);
  1275. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1276. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1277. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1278. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1279. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1280. sbox_3d_instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
  1281. sbox_3d_instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
  1282. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
  1283. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1284. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1285. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1286. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1287. RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1288. }
  1289. #endif // _3D_DISABLED
  1290. }
  1291. has_selection = selected_node;
  1292. _queue_selection_update();
  1293. }
  1294. void RuntimeNodeSelect::_queue_selection_update() {
  1295. if (has_selection && selection_visible) {
  1296. if (SceneTree::get_singleton()->is_suspended()) {
  1297. _update_selection();
  1298. } else {
  1299. selection_update_queued = true;
  1300. }
  1301. }
  1302. }
  1303. void RuntimeNodeSelect::_update_selection() {
  1304. if (has_selection && (!selected_node || !selected_node->is_inside_tree())) {
  1305. _clear_selection();
  1306. return;
  1307. }
  1308. CanvasItem *ci = Object::cast_to<CanvasItem>(selected_node);
  1309. if (ci) {
  1310. Window *root = SceneTree::get_singleton()->get_root();
  1311. Transform2D xform;
  1312. if (root->is_canvas_transform_override_enabled() && !ci->get_canvas_layer_node()) {
  1313. RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, (root->get_canvas_transform_override()));
  1314. xform = ci->get_global_transform();
  1315. } else {
  1316. RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, Transform2D());
  1317. xform = ci->get_global_transform_with_canvas();
  1318. }
  1319. // Fallback.
  1320. Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
  1321. if (ci->_edit_use_rect()) {
  1322. rect = ci->_edit_get_rect();
  1323. } else {
  1324. CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
  1325. if (collision_shape) {
  1326. Ref<Shape2D> shape = collision_shape->get_shape();
  1327. if (shape.is_valid()) {
  1328. rect = shape->get_rect();
  1329. }
  1330. }
  1331. }
  1332. RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
  1333. if (xform == sbox_2d_xform && rect == sbox_2d_rect) {
  1334. return; // Nothing changed.
  1335. }
  1336. sbox_2d_xform = xform;
  1337. sbox_2d_rect = rect;
  1338. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1339. const Vector2 endpoints[4] = {
  1340. xform.xform(rect.position),
  1341. xform.xform(rect.position + Vector2(rect.size.x, 0)),
  1342. xform.xform(rect.position + rect.size),
  1343. xform.xform(rect.position + Vector2(0, rect.size.y))
  1344. };
  1345. const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
  1346. for (int i = 0; i < 4; i++) {
  1347. RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, Math::round(2.f));
  1348. }
  1349. } else {
  1350. #ifndef _3D_DISABLED
  1351. Node3D *node_3d = Object::cast_to<Node3D>(selected_node);
  1352. // Fallback.
  1353. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
  1354. VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
  1355. if (visual_instance) {
  1356. bounds = visual_instance->get_aabb();
  1357. } else {
  1358. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
  1359. if (collision_shape) {
  1360. Ref<Shape3D> shape = collision_shape->get_shape();
  1361. if (shape.is_valid()) {
  1362. bounds = shape->get_debug_mesh()->get_aabb();
  1363. }
  1364. }
  1365. }
  1366. RS::get_singleton()->instance_set_visible(sbox_3d_instance, selection_visible);
  1367. RS::get_singleton()->instance_set_visible(sbox_3d_instance_ofs, selection_visible);
  1368. RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray, selection_visible);
  1369. RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray_ofs, selection_visible);
  1370. Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
  1371. bounds = xform_to_top_level_parent_space.xform(bounds);
  1372. Transform3D t = node_3d->get_global_transform();
  1373. if (t == sbox_3d_xform && bounds == sbox_3d_bounds) {
  1374. return; // Nothing changed.
  1375. }
  1376. sbox_3d_xform = t;
  1377. sbox_3d_bounds = bounds;
  1378. Transform3D t_offset = t;
  1379. // Apply AABB scaling before item's global transform.
  1380. {
  1381. const Vector3 offset(0.005, 0.005, 0.005);
  1382. Basis aabb_s;
  1383. aabb_s.scale(bounds.size + offset);
  1384. t.translate_local(bounds.position - offset / 2);
  1385. t.basis = t.basis * aabb_s;
  1386. }
  1387. {
  1388. const Vector3 offset(0.01, 0.01, 0.01);
  1389. Basis aabb_s;
  1390. aabb_s.scale(bounds.size + offset);
  1391. t_offset.translate_local(bounds.position - offset / 2);
  1392. t_offset.basis = t_offset.basis * aabb_s;
  1393. }
  1394. RS::get_singleton()->instance_set_transform(sbox_3d_instance, t);
  1395. RS::get_singleton()->instance_set_transform(sbox_3d_instance_ofs, t_offset);
  1396. RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray, t);
  1397. RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray_ofs, t_offset);
  1398. #endif // _3D_DISABLED
  1399. }
  1400. }
  1401. void RuntimeNodeSelect::_clear_selection() {
  1402. selected_node = nullptr;
  1403. has_selection = false;
  1404. if (sbox_2d_canvas.is_valid()) {
  1405. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1406. }
  1407. #ifndef _3D_DISABLED
  1408. if (sbox_3d_instance.is_valid()) {
  1409. RS::get_singleton()->free(sbox_3d_instance);
  1410. RS::get_singleton()->free(sbox_3d_instance_ofs);
  1411. RS::get_singleton()->free(sbox_3d_instance_xray);
  1412. RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
  1413. }
  1414. #endif // _3D_DISABLED
  1415. }
  1416. void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
  1417. selection_visible = p_visible;
  1418. if (has_selection) {
  1419. _update_selection();
  1420. }
  1421. }
  1422. // Copied and trimmed from the CanvasItemEditor implementation.
  1423. 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) {
  1424. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  1425. return;
  1426. }
  1427. // In the original CanvasItemEditor, this value would be fetched from the "editors/polygon_editor/point_grab_radius" editor property,
  1428. // but since this is not accessible from here, we will just use the default value.
  1429. const real_t grab_distance = 8;
  1430. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1431. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  1432. if (ci) {
  1433. if (!ci->is_set_as_top_level()) {
  1434. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  1435. } else {
  1436. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  1437. }
  1438. } else {
  1439. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  1440. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  1441. }
  1442. }
  1443. if (ci && ci->is_visible_in_tree()) {
  1444. Transform2D xform = p_canvas_xform;
  1445. if (!ci->is_set_as_top_level()) {
  1446. xform *= p_parent_xform;
  1447. }
  1448. Vector2 pos;
  1449. // Cameras (overridden or not) don't affect `CanvasLayer`s.
  1450. if (!ci->get_canvas_layer_node()) {
  1451. Window *root = SceneTree::get_singleton()->get_root();
  1452. pos = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_pos);
  1453. } else {
  1454. pos = p_pos;
  1455. }
  1456. xform = (xform * ci->get_transform()).affine_inverse();
  1457. const real_t local_grab_distance = xform.basis_xform(Vector2(grab_distance, 0)).length() / view_2d_zoom;
  1458. if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
  1459. SelectResult res;
  1460. res.item = ci;
  1461. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  1462. r_items.push_back(res);
  1463. // If it's a shape, get the collision object it's from.
  1464. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
  1465. if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
  1466. CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
  1467. if (collision_object) {
  1468. SelectResult res_col;
  1469. res_col.item = ci->get_parent();
  1470. res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
  1471. r_items.push_back(res_col);
  1472. }
  1473. }
  1474. }
  1475. }
  1476. }
  1477. void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
  1478. view_2d_offset.x -= p_scroll_vec.x / view_2d_zoom;
  1479. view_2d_offset.y -= p_scroll_vec.y / view_2d_zoom;
  1480. _update_view_2d();
  1481. }
  1482. // A very shallow copy of the same function inside CanvasItemEditor.
  1483. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
  1484. real_t prev_zoom = view_2d_zoom;
  1485. view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
  1486. Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
  1487. view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
  1488. // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
  1489. // of small details (texts, lines).
  1490. // This correction adds a jitter movement when zooming, so we correct only when the
  1491. // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
  1492. const real_t closest_zoom_factor = Math::round(view_2d_zoom);
  1493. if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
  1494. // Make sure scene pixel at view_offset is aligned on a screen pixel.
  1495. Vector2 view_offset_int = view_2d_offset.floor();
  1496. Vector2 view_offset_frac = view_2d_offset - view_offset_int;
  1497. view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
  1498. }
  1499. _update_view_2d();
  1500. }
  1501. void RuntimeNodeSelect::_reset_camera_2d() {
  1502. view_2d_offset = -SceneTree::get_singleton()->get_root()->get_canvas_transform().get_origin();
  1503. view_2d_zoom = 1;
  1504. _update_view_2d();
  1505. }
  1506. void RuntimeNodeSelect::_update_view_2d() {
  1507. Transform2D transform = Transform2D();
  1508. transform.scale_basis(Size2(view_2d_zoom, view_2d_zoom));
  1509. transform.columns[2] = -view_2d_offset * view_2d_zoom;
  1510. SceneTree::get_singleton()->get_root()->set_canvas_transform_override(transform);
  1511. _queue_selection_update();
  1512. }
  1513. #ifndef _3D_DISABLED
  1514. void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
  1515. Window *root = SceneTree::get_singleton()->get_root();
  1516. Camera3D *camera = root->get_viewport()->get_camera_3d();
  1517. if (!camera) {
  1518. return;
  1519. }
  1520. Vector3 ray, pos, to;
  1521. if (root->get_viewport()->is_camera_3d_override_enabled()) {
  1522. Viewport *vp = root->get_viewport();
  1523. ray = vp->camera_3d_override_project_ray_normal(p_pos);
  1524. pos = vp->camera_3d_override_project_ray_origin(p_pos);
  1525. to = pos + ray * vp->get_camera_3d_override_properties()["z_far"];
  1526. } else {
  1527. ray = camera->project_ray_normal(p_pos);
  1528. pos = camera->project_ray_origin(p_pos);
  1529. to = pos + ray * camera->get_far();
  1530. }
  1531. // Start with physical objects.
  1532. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  1533. PhysicsDirectSpaceState3D::RayResult result;
  1534. HashSet<RID> excluded;
  1535. PhysicsDirectSpaceState3D::RayParameters ray_params;
  1536. ray_params.from = pos;
  1537. ray_params.to = to;
  1538. ray_params.collide_with_areas = true;
  1539. while (true) {
  1540. ray_params.exclude = excluded;
  1541. if (ss->intersect_ray(ray_params, result)) {
  1542. SelectResult res;
  1543. res.item = Object::cast_to<Node>(result.collider);
  1544. res.order = -pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().xform(result.position));
  1545. // Fetch collision shapes.
  1546. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  1547. if (collision) {
  1548. List<uint32_t> owners;
  1549. collision->get_shape_owners(&owners);
  1550. for (const uint32_t &I : owners) {
  1551. SelectResult res_shape;
  1552. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  1553. res_shape.order = res.order;
  1554. r_items.push_back(res_shape);
  1555. }
  1556. }
  1557. r_items.push_back(res);
  1558. excluded.insert(result.rid);
  1559. } else {
  1560. break;
  1561. }
  1562. }
  1563. // Then go for the meshes.
  1564. Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
  1565. for (int i = 0; i < items.size(); i++) {
  1566. Object *obj = ObjectDB::get_instance(items[i]);
  1567. GeometryInstance3D *geo_instance = nullptr;
  1568. Ref<TriangleMesh> mesh_collision;
  1569. MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(obj);
  1570. if (mesh_instance) {
  1571. if (mesh_instance->get_mesh().is_valid()) {
  1572. geo_instance = mesh_instance;
  1573. mesh_collision = mesh_instance->get_mesh()->generate_triangle_mesh();
  1574. }
  1575. } else {
  1576. Label3D *label = Object::cast_to<Label3D>(obj);
  1577. if (label) {
  1578. geo_instance = label;
  1579. mesh_collision = label->generate_triangle_mesh();
  1580. } else {
  1581. Sprite3D *sprite = Object::cast_to<Sprite3D>(obj);
  1582. if (sprite) {
  1583. geo_instance = sprite;
  1584. mesh_collision = sprite->generate_triangle_mesh();
  1585. }
  1586. }
  1587. }
  1588. if (mesh_collision.is_valid()) {
  1589. Transform3D gt = geo_instance->get_global_transform();
  1590. Transform3D ai = gt.affine_inverse();
  1591. Vector3 point, normal;
  1592. if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
  1593. SelectResult res;
  1594. res.item = Object::cast_to<Node>(obj);
  1595. res.order = -pos.distance_to(gt.xform(point));
  1596. r_items.push_back(res);
  1597. continue;
  1598. }
  1599. }
  1600. items.remove_at(i);
  1601. i--;
  1602. }
  1603. }
  1604. bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
  1605. Ref<InputEventMouseButton> b = p_event;
  1606. if (b.is_valid()) {
  1607. const real_t zoom_factor = 1.08 * b->get_factor();
  1608. switch (b->get_button_index()) {
  1609. case MouseButton::WHEEL_UP: {
  1610. if (!camera_freelook) {
  1611. _cursor_scale_distance(1.0 / zoom_factor);
  1612. }
  1613. return true;
  1614. } break;
  1615. case MouseButton::WHEEL_DOWN: {
  1616. if (!camera_freelook) {
  1617. _cursor_scale_distance(zoom_factor);
  1618. }
  1619. return true;
  1620. } break;
  1621. case MouseButton::RIGHT: {
  1622. _set_camera_freelook_enabled(b->is_pressed());
  1623. return true;
  1624. } break;
  1625. default: {
  1626. }
  1627. }
  1628. }
  1629. Ref<InputEventMouseMotion> m = p_event;
  1630. if (m.is_valid()) {
  1631. if (camera_freelook) {
  1632. _cursor_look(m);
  1633. } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
  1634. if (m->is_shift_pressed()) {
  1635. _cursor_pan(m);
  1636. } else {
  1637. _cursor_orbit(m);
  1638. }
  1639. }
  1640. return true;
  1641. }
  1642. Ref<InputEventKey> k = p_event;
  1643. if (k.is_valid()) {
  1644. if (k->get_physical_keycode() == Key::ESCAPE) {
  1645. _set_camera_freelook_enabled(false);
  1646. return true;
  1647. } else if (k->is_ctrl_pressed()) {
  1648. switch (k->get_physical_keycode()) {
  1649. case Key::EQUAL: {
  1650. cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1651. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1652. return true;
  1653. } break;
  1654. case Key::MINUS: {
  1655. cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1656. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1657. return true;
  1658. } break;
  1659. case Key::KEY_0: {
  1660. cursor.fov_scale = 1;
  1661. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV, CAMERA_ZNEAR, CAMERA_ZFAR);
  1662. return true;
  1663. } break;
  1664. default: {
  1665. }
  1666. }
  1667. }
  1668. }
  1669. // TODO: Handle magnify and pan input gestures.
  1670. return false;
  1671. }
  1672. void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
  1673. camera_freelook = p_enabled;
  1674. if (p_enabled) {
  1675. // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
  1676. Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
  1677. cursor.eye_pos = cursor.pos - cursor.distance * forward;
  1678. previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
  1679. // Hide mouse like in an FPS (warping doesn't work).
  1680. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
  1681. } else {
  1682. // Restore mouse.
  1683. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
  1684. // Restore the previous mouse position when leaving freelook mode.
  1685. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
  1686. // due to OS limitations.
  1687. Input::get_singleton()->warp_mouse(previous_mouse_position);
  1688. }
  1689. }
  1690. void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
  1691. real_t min_distance = MAX(CAMERA_ZNEAR * 4, VIEW_3D_MIN_ZOOM);
  1692. real_t max_distance = MIN(CAMERA_ZFAR / 4, VIEW_3D_MAX_ZOOM);
  1693. cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
  1694. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1695. }
  1696. void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
  1697. Window *root = SceneTree::get_singleton()->get_root();
  1698. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
  1699. const Transform3D prev_camera_transform = _get_cursor_transform();
  1700. cursor.x_rot += relative.y * RADS_PER_PIXEL;
  1701. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  1702. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  1703. cursor.y_rot += relative.x * RADS_PER_PIXEL;
  1704. // Look is like the opposite of Orbit: the focus point rotates around the camera.
  1705. Transform3D camera_transform = _get_cursor_transform();
  1706. Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
  1707. Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
  1708. Vector3 diff = prev_pos - pos;
  1709. cursor.pos += diff;
  1710. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1711. }
  1712. void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
  1713. Window *root = SceneTree::get_singleton()->get_root();
  1714. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  1715. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  1716. const real_t pan_speed = 1 / 150.0;
  1717. Transform3D camera_transform;
  1718. camera_transform.translate_local(cursor.pos);
  1719. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  1720. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  1721. Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
  1722. translation *= cursor.distance / 4;
  1723. camera_transform.translate_local(translation);
  1724. cursor.pos = camera_transform.origin;
  1725. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1726. }
  1727. void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
  1728. Window *root = SceneTree::get_singleton()->get_root();
  1729. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  1730. const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  1731. cursor.x_rot += relative.y * RADS_PER_PIXEL;
  1732. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  1733. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  1734. cursor.y_rot += relative.x * RADS_PER_PIXEL;
  1735. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1736. }
  1737. Transform3D RuntimeNodeSelect::_get_cursor_transform() {
  1738. Transform3D camera_transform;
  1739. camera_transform.translate_local(cursor.pos);
  1740. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  1741. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  1742. camera_transform.translate_local(0, 0, cursor.distance);
  1743. return camera_transform;
  1744. }
  1745. void RuntimeNodeSelect::_reset_camera_3d() {
  1746. camera_first_override = true;
  1747. Window *root = SceneTree::get_singleton()->get_root();
  1748. Camera3D *camera = root->get_camera_3d();
  1749. if (!camera) {
  1750. return;
  1751. }
  1752. cursor = Cursor();
  1753. Transform3D transform = camera->get_global_transform();
  1754. transform.translate_local(0, 0, -cursor.distance);
  1755. cursor.pos = transform.origin;
  1756. cursor.x_rot = -camera->get_global_rotation().x;
  1757. cursor.y_rot = -camera->get_global_rotation().y;
  1758. cursor.fov_scale = CLAMP(camera->get_fov() / CAMERA_BASE_FOV, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  1759. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1760. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
  1761. }
  1762. #endif // _3D_DISABLED
  1763. #endif