scene_debugger.cpp 96 KB

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