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- /**************************************************************************/
- /* runtime_node_select.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifdef DEBUG_ENABLED
- #include "runtime_node_select.h"
- #include "core/config/project_settings.h"
- #include "core/debugger/debugger_marshalls.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/input/input.h"
- #include "core/math/geometry_3d.h"
- #include "scene/2d/camera_2d.h"
- #include "scene/debugger/scene_debugger_object.h"
- #include "scene/gui/popup_menu.h"
- #include "scene/main/canvas_layer.h"
- #include "scene/theme/theme_db.h"
- #ifndef PHYSICS_2D_DISABLED
- #include "scene/2d/physics/collision_object_2d.h"
- #include "scene/2d/physics/collision_polygon_2d.h"
- #include "scene/2d/physics/collision_shape_2d.h"
- #endif // PHYSICS_2D_DISABLED
- #ifndef _3D_DISABLED
- #include "scene/3d/camera_3d.h"
- #ifndef PHYSICS_3D_DISABLED
- #include "scene/3d/physics/collision_object_3d.h"
- #include "scene/3d/physics/collision_shape_3d.h"
- #endif // PHYSICS_3D_DISABLED
- #include "scene/3d/visual_instance_3d.h"
- #include "scene/resources/3d/convex_polygon_shape_3d.h"
- #include "scene/resources/surface_tool.h"
- #endif // _3D_DISABLED
- RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
- return singleton;
- }
- RuntimeNodeSelect::~RuntimeNodeSelect() {
- if (selection_list && !selection_list->is_visible()) {
- memdelete(selection_list);
- }
- if (draw_canvas.is_valid()) {
- RS::get_singleton()->free_rid(sel_drag_ci);
- RS::get_singleton()->free_rid(sbox_2d_ci);
- RS::get_singleton()->free_rid(draw_canvas);
- }
- }
- void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
- root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
- root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
- max_selection = p_settings.get("debugger/max_node_selection", 1);
- panner.instantiate();
- panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
- ViewPanner::ControlScheme panning_scheme = (ViewPanner::ControlScheme)p_settings.get("editors/panning/2d_editor_panning_scheme", 0).operator int();
- bool simple_panning = p_settings.get("editors/panning/simple_panning", false);
- int pan_speed = p_settings.get("editors/panning/2d_editor_pan_speed", 20);
- Array keys = p_settings.get("canvas_item_editor/pan_view", Array()).operator Array();
- panner->setup(panning_scheme, DebuggerMarshalls::deserialize_key_shortcut(keys), simple_panning);
- panner->setup_warped_panning(root, p_settings.get("editors/panning/warped_mouse_panning", true));
- panner->set_scroll_speed(pan_speed);
- sel_2d_grab_dist = p_settings.get("editors/polygon_editor/point_grab_radius", 0);
- sel_2d_scale = MAX(1, Math::ceil(2.0 / (float)GLOBAL_GET("display/window/stretch/scale")));
- selection_area_fill = p_settings.get("box_selection_fill_color", Color());
- selection_area_outline = p_settings.get("box_selection_stroke_color", Color());
- draw_canvas = RS::get_singleton()->canvas_create();
- sel_drag_ci = RS::get_singleton()->canvas_item_create();
- /// 2D Selection Box Generation
- sbox_2d_ci = RS::get_singleton()->canvas_item_create();
- RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), draw_canvas);
- RS::get_singleton()->canvas_item_set_parent(sel_drag_ci, draw_canvas);
- RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, draw_canvas);
- #ifndef _3D_DISABLED
- cursor = Cursor();
- camera_fov = p_settings.get("editors/3d/default_fov", 70);
- camera_znear = p_settings.get("editors/3d/default_z_near", 0.05);
- camera_zfar = p_settings.get("editors/3d/default_z_far", 4'000);
- invert_x_axis = p_settings.get("editors/3d/navigation/invert_x_axis", false);
- invert_y_axis = p_settings.get("editors/3d/navigation/invert_y_axis", false);
- warped_mouse_panning_3d = p_settings.get("editors/3d/navigation/warped_mouse_panning", true);
- freelook_base_speed = p_settings.get("editors/3d/freelook/freelook_base_speed", 5);
- freelook_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/freelook/freelook_sensitivity", 0.25));
- orbit_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/navigation_feel/orbit_sensitivity", 0.004));
- translation_sensitivity = p_settings.get("editors/3d/navigation_feel/translation_sensitivity", 1);
- /// 3D Selection Box Generation
- // Copied from the Node3DEditor implementation.
- sbox_3d_color = p_settings.get("editors/3d/selection_box_color", Color());
- // Use two AABBs to create the illusion of a slightly thicker line.
- AABB aabb(Vector3(), Vector3(1, 1, 1));
- // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
- // Both will be drawn at the same position, but with different opacity.
- // This lets the user see where the selection is while still having a sense of depth.
- Ref<SurfaceTool> st = memnew(SurfaceTool);
- Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
- st->begin(Mesh::PRIMITIVE_LINES);
- st_xray->begin(Mesh::PRIMITIVE_LINES);
- for (int i = 0; i < 12; i++) {
- Vector3 a, b;
- aabb.get_edge(i, a, b);
- st->add_vertex(a);
- st->add_vertex(b);
- st_xray->add_vertex(a);
- st_xray->add_vertex(b);
- }
- Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
- mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- mat->set_albedo(sbox_3d_color);
- mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
- st->set_material(mat);
- sbox_3d_mesh = st->commit();
- Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
- mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
- mat_xray->set_albedo(sbox_3d_color * Color(1, 1, 1, 0.15));
- mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
- st_xray->set_material(mat_xray);
- sbox_3d_mesh_xray = st_xray->commit();
- #endif // _3D_DISABLED
- SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
- SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
- // This function will be called before the root enters the tree at first when the Game view is passing its settings to
- // the debugger, so queue the update for after it enters.
- root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
- }
- void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
- node_select_type = p_type;
- _update_input_state();
- }
- void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
- node_select_mode = p_mode;
- }
- void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
- camera_override = p_enabled;
- if (camera_first_override) {
- _reset_camera_2d();
- #ifndef _3D_DISABLED
- _reset_camera_3d();
- #endif // _3D_DISABLED
- camera_first_override = false;
- } else if (p_enabled) {
- _update_view_2d();
- #ifndef _3D_DISABLED
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
- Camera3D *override_camera = root->get_override_camera_3d();
- override_camera->set_transform(_get_cursor_transform());
- override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
- #endif // _3D_DISABLED
- }
- }
- void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
- Window *root = SceneTree::get_singleton()->get_root();
- if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) {
- // Workaround for platforms that don't allow subwindows.
- if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) {
- root->set_disable_input_override(false);
- selection_list->push_input(p_event);
- callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
- }
- return;
- }
- bool is_dragging_camera = false;
- if (camera_override) {
- if (node_select_type == NODE_TYPE_2D) {
- is_dragging_camera = panner->gui_input(p_event, Rect2(Vector2(), root->get_visible_rect().get_size()));
- #ifndef _3D_DISABLED
- } else if (node_select_type == NODE_TYPE_3D && selection_drag_state == SELECTION_DRAG_NONE) {
- if (_handle_3d_input(p_event)) {
- return;
- }
- #endif // _3D_DISABLED
- }
- }
- Ref<InputEventMouseButton> b = p_event;
- if (selection_drag_state == SELECTION_DRAG_MOVE) {
- Ref<InputEventMouseMotion> m = p_event;
- if (m.is_valid()) {
- _update_selection_drag(root->get_screen_transform().affine_inverse().xform(m->get_position()));
- return;
- } else if (b.is_valid()) {
- // Account for actions like zooming.
- _update_selection_drag(root->get_screen_transform().affine_inverse().xform(b->get_position()));
- }
- }
- if (b.is_null()) {
- return;
- }
- // Ignore mouse wheel inputs.
- if (b->get_button_index() != MouseButton::LEFT && b->get_button_index() != MouseButton::RIGHT) {
- return;
- }
- if (selection_drag_state == SELECTION_DRAG_MOVE && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) {
- selection_drag_state = SELECTION_DRAG_END;
- selection_drag_area = selection_drag_area.abs();
- _update_selection_drag();
- // Trigger a selection in the position on release.
- if (multi_shortcut_pressed) {
- selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
- }
- }
- if (!is_dragging_camera && b->is_pressed()) {
- multi_shortcut_pressed = b->is_shift_pressed();
- list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
- if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
- selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
- }
- }
- }
- void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
- Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
- if (obj) {
- Vector<Node *> node;
- node.append(Object::cast_to<Node>(obj));
- _send_ids(node);
- }
- }
- void RuntimeNodeSelect::_update_input_state() {
- SceneTree *scene_tree = SceneTree::get_singleton();
- // This function can be called at the very beginning, when the root hasn't entered the tree yet.
- // So check first to avoid a crash.
- if (!scene_tree->get_root()->is_inside_tree()) {
- return;
- }
- bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
- Input::get_singleton()->set_disable_input(disable_input);
- Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
- scene_tree->get_root()->set_disable_input_override(disable_input);
- }
- void RuntimeNodeSelect::_process_frame() {
- #ifndef _3D_DISABLED
- if (camera_freelook) {
- Transform3D transform = _get_cursor_transform();
- Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
- const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
- Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
- Vector3 direction;
- Input *input = Input::get_singleton();
- bool was_input_disabled = input->is_input_disabled();
- if (was_input_disabled) {
- input->set_disable_input(false);
- }
- if (input->is_physical_key_pressed(Key::A)) {
- direction -= right;
- }
- if (input->is_physical_key_pressed(Key::D)) {
- direction += right;
- }
- if (input->is_physical_key_pressed(Key::W)) {
- direction += forward;
- }
- if (input->is_physical_key_pressed(Key::S)) {
- direction -= forward;
- }
- if (input->is_physical_key_pressed(Key::E)) {
- direction += up;
- }
- if (input->is_physical_key_pressed(Key::Q)) {
- direction -= up;
- }
- real_t speed = freelook_base_speed;
- if (input->is_physical_key_pressed(Key::SHIFT)) {
- speed *= 3.0;
- }
- if (input->is_physical_key_pressed(Key::ALT)) {
- speed *= 0.333333;
- }
- if (was_input_disabled) {
- input->set_disable_input(true);
- }
- if (direction != Vector3()) {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
- // Calculate the process time manually, as the time scale is frozen.
- const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
- const Vector3 motion = direction * speed * process_time;
- cursor.pos += motion;
- cursor.eye_pos += motion;
- root->get_override_camera_3d()->set_transform(_get_cursor_transform());
- }
- }
- #endif // _3D_DISABLED
- if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
- selection_update_queued = false;
- if (has_selection) {
- _update_selection();
- }
- }
- }
- void RuntimeNodeSelect::_physics_frame() {
- if (selection_drag_state != SELECTION_DRAG_END && (selection_drag_state == SELECTION_DRAG_MOVE || Math::is_inf(selection_position.x))) {
- return;
- }
- Window *root = SceneTree::get_singleton()->get_root();
- bool selection_drag_valid = selection_drag_state == SELECTION_DRAG_END && selection_drag_area.get_area() > SELECTION_MIN_AREA;
- Vector<SelectResult> items;
- if (node_select_type == NODE_TYPE_2D) {
- if (selection_drag_valid) {
- for (int i = 0; i < root->get_child_count(); i++) {
- _find_canvas_items_at_rect(selection_drag_area, root->get_child(i), items);
- }
- } else if (!Math::is_inf(selection_position.x)) {
- for (int i = 0; i < root->get_child_count(); i++) {
- _find_canvas_items_at_pos(selection_position, root->get_child(i), items);
- }
- }
- #ifndef _3D_DISABLED
- } else if (node_select_type == NODE_TYPE_3D) {
- if (selection_drag_valid) {
- _find_3d_items_at_rect(selection_drag_area, items);
- } else {
- _find_3d_items_at_pos(selection_position, items);
- }
- #endif // _3D_DISABLED
- }
- if ((prefer_group_selection || avoid_locked_nodes) && !list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) {
- for (int i = 0; i < items.size(); i++) {
- Node *node = items[i].item;
- Node *final_node = node;
- real_t order = items[i].order;
- // Replace the node by the group if grouped.
- if (prefer_group_selection) {
- while (node && node != root) {
- if (node->has_meta("_edit_group_")) {
- final_node = node;
- if (Object::cast_to<CanvasItem>(final_node)) {
- CanvasItem *ci_tmp = Object::cast_to<CanvasItem>(final_node);
- order = ci_tmp->get_effective_z_index() + ci_tmp->get_canvas_layer();
- #ifndef _3D_DISABLED
- } else if (Object::cast_to<Node3D>(final_node)) {
- Node3D *node3d_tmp = Object::cast_to<Node3D>(final_node);
- Camera3D *camera = root->get_camera_3d();
- Vector3 pos = camera->project_ray_origin(selection_position);
- order = -pos.distance_to(node3d_tmp->get_global_transform().origin);
- #endif // _3D_DISABLED
- }
- }
- node = node->get_parent();
- }
- }
- // Filter out locked nodes.
- if (avoid_locked_nodes && final_node->get_meta("_edit_lock_", false)) {
- items.remove_at(i);
- i--;
- continue;
- }
- items.write[i].item = final_node;
- items.write[i].order = order;
- }
- }
- // Remove possible duplicates.
- for (int i = 0; i < items.size(); i++) {
- Node *item = items[i].item;
- for (int j = 0; j < i; j++) {
- if (items[j].item == item) {
- items.remove_at(i);
- i--;
- break;
- }
- }
- }
- items.sort();
- switch (selection_drag_state) {
- case SELECTION_DRAG_END: {
- selection_position = Point2(Math::INF, Math::INF);
- selection_drag_state = SELECTION_DRAG_NONE;
- if (selection_drag_area.get_area() > SELECTION_MIN_AREA) {
- if (!items.is_empty()) {
- Vector<Node *> nodes;
- for (const SelectResult item : items) {
- nodes.append(item.item);
- }
- _send_ids(nodes, false);
- }
- _update_selection_drag();
- return;
- }
- _update_selection_drag();
- } break;
- case SELECTION_DRAG_NONE: {
- if (node_select_mode == SELECT_MODE_LIST) {
- break;
- }
- if (multi_shortcut_pressed) {
- // Allow forcing box selection when an item was clicked.
- selection_drag_state = SELECTION_DRAG_MOVE;
- } else if (items.is_empty()) {
- #ifdef _3D_DISABLED
- if (!selected_ci_nodes.is_empty()) {
- #else
- if (!selected_ci_nodes.is_empty() || !selected_3d_nodes.is_empty()) {
- #endif // _3D_DISABLED
- EngineDebugger::get_singleton()->send_message("remote_nothing_selected", Array());
- _clear_selection();
- }
- selection_drag_state = SELECTION_DRAG_MOVE;
- } else {
- break;
- }
- [[fallthrough]];
- }
- case SELECTION_DRAG_MOVE: {
- selection_drag_area.position = selection_position;
- // Stop selection on click, so it can happen on release if the selection area doesn't pass the threshold.
- if (multi_shortcut_pressed) {
- return;
- }
- }
- }
- if (items.is_empty()) {
- selection_position = Point2(Math::INF, Math::INF);
- return;
- }
- if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
- selection_position = Point2(Math::INF, Math::INF);
- Vector<Node *> node;
- node.append(items[0].item);
- _send_ids(node);
- return;
- }
- if (!selection_list && (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST)) {
- _open_selection_list(items, selection_position);
- }
- selection_position = Point2(Math::INF, Math::INF);
- }
- void RuntimeNodeSelect::_send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections) {
- ERR_FAIL_COND(p_picked_nodes.is_empty());
- Vector<Node *> picked_nodes = p_picked_nodes;
- Array message;
- if (!multi_shortcut_pressed) {
- if (picked_nodes.size() > max_selection) {
- picked_nodes.resize(max_selection);
- EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
- }
- for (const Node *node : picked_nodes) {
- SceneDebuggerObject obj(node->get_instance_id());
- Array arr;
- obj.serialize(arr);
- message.append(arr);
- }
- EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
- _set_selected_nodes(picked_nodes);
- return;
- }
- LocalVector<Node *> nodes;
- LocalVector<ObjectID> ids;
- for (Node *node : picked_nodes) {
- ObjectID id = node->get_instance_id();
- if (CanvasItem *ci = Object::cast_to<CanvasItem>(node)) {
- if (selected_ci_nodes.has(id)) {
- if (p_invert_new_selections) {
- selected_ci_nodes.erase(id);
- }
- } else {
- ids.push_back(id);
- nodes.push_back(ci);
- }
- } else {
- #ifndef _3D_DISABLED
- if (Node3D *node3d = Object::cast_to<Node3D>(node)) {
- if (selected_3d_nodes.has(id)) {
- if (p_invert_new_selections) {
- selected_3d_nodes.erase(id);
- }
- } else {
- ids.push_back(id);
- nodes.push_back(node3d);
- }
- }
- #endif // _3D_DISABLED
- }
- }
- uint32_t limit = max_selection - selected_ci_nodes.size();
- #ifndef _3D_DISABLED
- limit -= selected_3d_nodes.size();
- #endif // _3D_DISABLED
- if (ids.size() > limit) {
- ids.resize(limit);
- nodes.resize(limit);
- EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
- }
- for (ObjectID id : selected_ci_nodes) {
- ids.push_back(id);
- nodes.push_back(ObjectDB::get_instance<Node>(id));
- }
- #ifndef _3D_DISABLED
- for (const KeyValue<ObjectID, Ref<SelectionBox3D>> &KV : selected_3d_nodes) {
- ids.push_back(KV.key);
- nodes.push_back(ObjectDB::get_instance<Node>(KV.key));
- }
- #endif // _3D_DISABLED
- if (ids.is_empty()) {
- EngineDebugger::get_singleton()->send_message("remote_nothing_selected", message);
- } else {
- for (const ObjectID &id : ids) {
- SceneDebuggerObject obj(id);
- Array arr;
- obj.serialize(arr);
- message.append(arr);
- }
- EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
- }
- _set_selected_nodes(Vector<Node *>(nodes));
- }
- void RuntimeNodeSelect::_set_selected_nodes(const Vector<Node *> &p_nodes) {
- if (p_nodes.is_empty()) {
- _clear_selection();
- return;
- }
- bool changed = false;
- LocalVector<ObjectID> nodes_ci;
- #ifndef _3D_DISABLED
- HashMap<ObjectID, Ref<SelectionBox3D>> nodes_3d;
- #endif // _3D_DISABLED
- for (Node *node : p_nodes) {
- ObjectID id = node->get_instance_id();
- if (Object::cast_to<CanvasItem>(node)) {
- if (!changed || !selected_ci_nodes.has(id)) {
- changed = true;
- }
- nodes_ci.push_back(id);
- } else {
- #ifndef _3D_DISABLED
- Node3D *node_3d = Object::cast_to<Node3D>(node);
- if (!node_3d || !node_3d->is_inside_world()) {
- continue;
- }
- if (!changed || !selected_3d_nodes.has(id)) {
- changed = true;
- }
- if (selected_3d_nodes.has(id)) {
- // Assign an already available visual instance.
- nodes_3d[id] = selected_3d_nodes.get(id);
- continue;
- }
- if (sbox_3d_mesh.is_null() || sbox_3d_mesh_xray.is_null()) {
- continue;
- }
- Ref<SelectionBox3D> sb;
- sb.instantiate();
- nodes_3d[id] = sb;
- RID scenario = node_3d->get_world_3d()->get_scenario();
- sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
- sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
- RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF);
- RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
- sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
- sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
- RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
- RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
- RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
- #endif // _3D_DISABLED
- }
- }
- #ifdef _3D_DISABLED
- if (!changed && nodes_ci.size() == selected_ci_nodes.size()) {
- return;
- }
- #else
- if (!changed && nodes_ci.size() == selected_ci_nodes.size() && nodes_3d.size() == selected_3d_nodes.size()) {
- return;
- }
- #endif // _3D_DISABLED
- _clear_selection();
- selected_ci_nodes = nodes_ci;
- has_selection = !nodes_ci.is_empty();
- #ifndef _3D_DISABLED
- if (!nodes_3d.is_empty()) {
- selected_3d_nodes = nodes_3d;
- has_selection = true;
- }
- #endif // _3D_DISABLED
- _queue_selection_update();
- }
- void RuntimeNodeSelect::_queue_selection_update() {
- if (has_selection && selection_visible) {
- if (SceneTree::get_singleton()->is_suspended()) {
- _update_selection();
- } else {
- selection_update_queued = true;
- }
- }
- }
- void RuntimeNodeSelect::_update_selection() {
- RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
- RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
- for (LocalVector<ObjectID>::Iterator E = selected_ci_nodes.begin(); E != selected_ci_nodes.end(); ++E) {
- ObjectID id = *E;
- CanvasItem *ci = ObjectDB::get_instance<CanvasItem>(id);
- if (!ci) {
- selected_ci_nodes.erase(id);
- --E;
- continue;
- }
- if (!ci->is_inside_tree()) {
- continue;
- }
- Transform2D xform = ci->get_global_transform_with_canvas();
- // Fallback.
- Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
- if (ci->_edit_use_rect()) {
- rect = ci->_edit_get_rect();
- } else {
- #ifndef PHYSICS_2D_DISABLED
- CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
- if (collision_shape) {
- Ref<Shape2D> shape = collision_shape->get_shape();
- if (shape.is_valid()) {
- rect = shape->get_rect();
- }
- }
- #endif // PHYSICS_2D_DISABLED
- }
- const Vector2 endpoints[4] = {
- xform.xform(rect.position),
- xform.xform(rect.position + Point2(rect.size.x, 0)),
- xform.xform(rect.position + rect.size),
- xform.xform(rect.position + Point2(0, rect.size.y))
- };
- const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
- for (int i = 0; i < 4; i++) {
- RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, sel_2d_scale);
- }
- }
- #ifndef _3D_DISABLED
- for (HashMap<ObjectID, Ref<SelectionBox3D>>::ConstIterator KV = selected_3d_nodes.begin(); KV != selected_3d_nodes.end(); ++KV) {
- ObjectID id = KV->key;
- Node3D *node_3d = ObjectDB::get_instance<Node3D>(id);
- if (!node_3d) {
- selected_3d_nodes.erase(id);
- --KV;
- continue;
- }
- if (!node_3d->is_inside_tree()) {
- continue;
- }
- // Fallback.
- AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
- VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
- if (visual_instance) {
- bounds = visual_instance->get_aabb();
- } else {
- #ifndef PHYSICS_3D_DISABLED
- CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
- if (collision_shape) {
- Ref<Shape3D> shape = collision_shape->get_shape();
- if (shape.is_valid()) {
- bounds = shape->get_debug_mesh()->get_aabb();
- }
- }
- #endif // PHYSICS_3D_DISABLED
- }
- Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
- bounds = xform_to_top_level_parent_space.xform(bounds);
- Transform3D t = node_3d->get_global_transform();
- Ref<SelectionBox3D> sb = KV->value;
- if (t == sb->transform && bounds == sb->bounds) {
- continue; // Nothing changed.
- }
- sb->transform = t;
- sb->bounds = bounds;
- Transform3D t_offset = t;
- // Apply AABB scaling before item's global transform.
- {
- const Vector3 offset(0.005, 0.005, 0.005);
- Basis aabb_s;
- aabb_s.scale(bounds.size + offset);
- t.translate_local(bounds.position - offset / 2);
- t.basis = t.basis * aabb_s;
- }
- {
- const Vector3 offset(0.01, 0.01, 0.01);
- Basis aabb_s;
- aabb_s.scale(bounds.size + offset);
- t_offset.translate_local(bounds.position - offset / 2);
- t_offset.basis = t_offset.basis * aabb_s;
- }
- RS::get_singleton()->instance_set_visible(sb->instance, selection_visible);
- RS::get_singleton()->instance_set_visible(sb->instance_ofs, selection_visible);
- RS::get_singleton()->instance_set_visible(sb->instance_xray, selection_visible);
- RS::get_singleton()->instance_set_visible(sb->instance_xray_ofs, selection_visible);
- RS::get_singleton()->instance_set_transform(sb->instance, t);
- RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset);
- RS::get_singleton()->instance_set_transform(sb->instance_xray, t);
- RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset);
- }
- #endif // _3D_DISABLED
- }
- void RuntimeNodeSelect::_clear_selection() {
- selected_ci_nodes.clear();
- if (draw_canvas.is_valid()) {
- RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
- }
- #ifndef _3D_DISABLED
- selected_3d_nodes.clear();
- #endif // _3D_DISABLED
- has_selection = false;
- }
- void RuntimeNodeSelect::_update_selection_drag(const Point2 &p_end_pos) {
- RS::get_singleton()->canvas_item_clear(sel_drag_ci);
- if (selection_drag_state != SELECTION_DRAG_MOVE) {
- return;
- }
- selection_drag_area.size = p_end_pos - selection_drag_area.position;
- if (selection_drag_state == SELECTION_DRAG_END) {
- return;
- }
- Rect2 selection_drawing = selection_drag_area.abs();
- int thickness = 1;
- const Vector2 endpoints[4] = {
- selection_drawing.position,
- selection_drawing.position + Point2(selection_drawing.size.x, 0),
- selection_drawing.position + selection_drawing.size,
- selection_drawing.position + Point2(0, selection_drawing.size.y)
- };
- // Draw fill.
- RS::get_singleton()->canvas_item_add_rect(sel_drag_ci, selection_drawing, selection_area_fill);
- // Draw outline.
- for (int i = 0; i < 4; i++) {
- RS::get_singleton()->canvas_item_add_line(sel_drag_ci, endpoints[i], endpoints[(i + 1) % 4], selection_area_outline, thickness);
- }
- }
- void RuntimeNodeSelect::_open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos) {
- Window *root = SceneTree::get_singleton()->get_root();
- selection_list = memnew(PopupMenu);
- selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
- selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
- selection_list->set_force_native(true);
- selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
- selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list));
- root->add_child(selection_list);
- for (const SelectResult &I : p_items) {
- int locked = 0;
- if (I.item->get_meta("_edit_lock_", false)) {
- locked = 1;
- } else {
- Node *scene = SceneTree::get_singleton()->get_root();
- Node *node = I.item;
- while (node && node != scene->get_parent()) {
- if (node->has_meta("_edit_group_")) {
- locked = 2;
- }
- node = node->get_parent();
- }
- }
- String suffix;
- if (locked == 1) {
- suffix = " (" + RTR("Locked") + ")";
- } else if (locked == 2) {
- suffix = " (" + RTR("Grouped") + ")";
- }
- selection_list->add_item((String)I.item->get_name() + suffix);
- selection_list->set_item_metadata(-1, I.item);
- }
- selection_list->set_position(selection_list->is_embedded() ? p_pos : (Input::get_singleton()->get_mouse_position() + root->get_position()));
- selection_list->reset_size();
- selection_list->popup();
- selection_list->set_content_scale_factor(1);
- selection_list->set_min_size(selection_list->get_contents_minimum_size());
- selection_list->reset_size();
- // FIXME: Ugly hack that stops the popup from hiding when the button is released.
- selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
- }
- void RuntimeNodeSelect::_close_selection_list() {
- selection_list->queue_free();
- selection_list = nullptr;
- }
- void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
- selection_visible = p_visible;
- if (has_selection) {
- _update_selection();
- }
- }
- void RuntimeNodeSelect::_set_avoid_locked(bool p_enabled) {
- avoid_locked_nodes = p_enabled;
- }
- void RuntimeNodeSelect::_set_prefer_group(bool p_enabled) {
- prefer_group_selection = p_enabled;
- }
- // Copied and trimmed from the CanvasItemEditor implementation.
- 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) {
- if (!p_node || Object::cast_to<Viewport>(p_node)) {
- return;
- }
- CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
- for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
- if (ci) {
- if (!ci->is_set_as_top_level()) {
- _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
- } else {
- _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
- }
- } else {
- CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
- _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
- }
- }
- if (!ci || !ci->is_visible_in_tree()) {
- return;
- }
- Transform2D xform = p_canvas_xform;
- if (!ci->is_set_as_top_level()) {
- xform *= p_parent_xform;
- }
- Window *root = SceneTree::get_singleton()->get_root();
- Point2 pos;
- // Cameras don't affect `CanvasLayer`s.
- if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
- pos = root->get_canvas_transform().affine_inverse().xform(p_pos);
- } else {
- pos = p_pos;
- }
- xform = (xform * ci->get_transform()).affine_inverse();
- const real_t local_grab_distance = xform.basis_xform(Vector2(sel_2d_grab_dist, 0)).length() / view_2d_zoom;
- if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
- SelectResult res;
- res.item = ci;
- res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
- r_items.push_back(res);
- #ifndef PHYSICS_2D_DISABLED
- // If it's a shape, get the collision object it's from.
- // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
- if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
- CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
- if (collision_object) {
- SelectResult res_col;
- res_col.item = ci->get_parent();
- res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
- r_items.push_back(res_col);
- }
- }
- #endif // PHYSICS_2D_DISABLED
- }
- }
- // Copied and trimmed from the CanvasItemEditor implementation.
- 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) {
- if (!p_node || Object::cast_to<Viewport>(p_node)) {
- return;
- }
- CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
- for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
- if (ci) {
- if (!ci->is_set_as_top_level()) {
- _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
- } else {
- _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
- }
- } else {
- CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
- _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
- }
- }
- if (!ci || !ci->is_visible_in_tree()) {
- return;
- }
- Transform2D xform = p_canvas_xform;
- if (!ci->is_set_as_top_level()) {
- xform *= p_parent_xform;
- }
- Window *root = SceneTree::get_singleton()->get_root();
- Rect2 rect;
- // Cameras don't affect `CanvasLayer`s.
- if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
- rect = root->get_canvas_transform().affine_inverse().xform(p_rect);
- } else {
- rect = p_rect;
- }
- rect = (xform * ci->get_transform()).affine_inverse().xform(rect);
- bool selected = false;
- if (ci->_edit_use_rect()) {
- Rect2 ci_rect = ci->_edit_get_rect();
- if (rect.has_point(ci_rect.position) &&
- rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, 0)) &&
- rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, ci_rect.size.y)) &&
- rect.has_point(ci_rect.position + Vector2(0, ci_rect.size.y))) {
- selected = true;
- }
- } else if (rect.has_point(Point2())) {
- selected = true;
- }
- if (selected) {
- SelectResult res;
- res.item = ci;
- res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
- r_items.push_back(res);
- }
- }
- void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
- Vector2 scroll = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_scroll_vec);
- view_2d_offset.x -= scroll.x / view_2d_zoom;
- view_2d_offset.y -= scroll.y / view_2d_zoom;
- _update_view_2d();
- }
- // A very shallow copy of the same function inside CanvasItemEditor.
- void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
- real_t prev_zoom = view_2d_zoom;
- view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
- Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
- view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
- // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
- // of small details (texts, lines).
- // This correction adds a jitter movement when zooming, so we correct only when the
- // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
- const real_t closest_zoom_factor = Math::round(view_2d_zoom);
- if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
- // Make sure scene pixel at view_offset is aligned on a screen pixel.
- Vector2 view_offset_int = view_2d_offset.floor();
- Vector2 view_offset_frac = view_2d_offset - view_offset_int;
- view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
- }
- _update_view_2d();
- }
- void RuntimeNodeSelect::_reset_camera_2d() {
- camera_first_override = true;
- Window *root = SceneTree::get_singleton()->get_root();
- Camera2D *game_camera = root->is_camera_2d_override_enabled() ? root->get_overridden_camera_2d() : root->get_camera_2d();
- if (game_camera) {
- // Ideally we should be using Camera2D::get_camera_transform() but it's not so this hack will have to do for now.
- view_2d_offset = game_camera->get_camera_screen_center() - (0.5 * root->get_visible_rect().size);
- } else {
- view_2d_offset = Vector2();
- }
- view_2d_zoom = 1;
- if (root->is_camera_2d_override_enabled()) {
- _update_view_2d();
- }
- }
- void RuntimeNodeSelect::_update_view_2d() {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_2d_override_enabled());
- Camera2D *override_camera = root->get_override_camera_2d();
- override_camera->set_anchor_mode(Camera2D::ANCHOR_MODE_FIXED_TOP_LEFT);
- override_camera->set_zoom(Vector2(view_2d_zoom, view_2d_zoom));
- override_camera->set_offset(view_2d_offset);
- _queue_selection_update();
- }
- #ifndef _3D_DISABLED
- void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
- Window *root = SceneTree::get_singleton()->get_root();
- Vector3 ray, pos, to;
- Camera3D *camera = root->get_camera_3d();
- if (!camera) {
- return;
- }
- ray = camera->project_ray_normal(p_pos);
- pos = camera->project_ray_origin(p_pos);
- to = pos + ray * camera->get_far();
- #ifndef PHYSICS_3D_DISABLED
- // Start with physical objects.
- PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
- PhysicsDirectSpaceState3D::RayResult result;
- HashSet<RID> excluded;
- PhysicsDirectSpaceState3D::RayParameters ray_params;
- ray_params.from = pos;
- ray_params.to = to;
- ray_params.collide_with_areas = true;
- while (true) {
- ray_params.exclude = excluded;
- if (ss->intersect_ray(ray_params, result)) {
- SelectResult res;
- res.item = Object::cast_to<Node>(result.collider);
- res.order = -pos.distance_to(result.position);
- // Fetch collision shapes.
- CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
- if (collision) {
- List<uint32_t> owners;
- collision->get_shape_owners(&owners);
- for (uint32_t &I : owners) {
- SelectResult res_shape;
- res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
- res_shape.order = res.order;
- r_items.push_back(res_shape);
- }
- }
- r_items.push_back(res);
- excluded.insert(result.rid);
- } else {
- break;
- }
- }
- #endif // PHYSICS_3D_DISABLED
- // Then go for the meshes.
- Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
- for (int i = 0; i < items.size(); i++) {
- Object *obj = ObjectDB::get_instance(items[i]);
- GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
- if (geo_instance) {
- Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
- if (mesh_collision.is_valid()) {
- Transform3D gt = geo_instance->get_global_transform();
- Transform3D ai = gt.affine_inverse();
- Vector3 point, normal;
- if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
- SelectResult res;
- res.item = Object::cast_to<Node>(obj);
- res.order = -pos.distance_to(gt.xform(point));
- r_items.push_back(res);
- continue;
- }
- }
- }
- items.remove_at(i);
- i--;
- }
- }
- void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items) {
- Window *root = SceneTree::get_singleton()->get_root();
- Camera3D *camera = root->get_camera_3d();
- if (!camera) {
- return;
- }
- Vector3 cam_pos = camera->get_global_position();
- Vector3 dist_pos = camera->project_ray_origin(p_rect.position + p_rect.size / 2);
- real_t znear = camera->get_near();
- real_t zfar = camera->get_far();
- real_t zofs = MAX(0.0, 5.0 - znear);
- const Point2 pos_end = p_rect.position + p_rect.size;
- Vector3 box[4] = {
- Vector3(
- MIN(p_rect.position.x, pos_end.x),
- MIN(p_rect.position.y, pos_end.y),
- zofs),
- Vector3(
- MAX(p_rect.position.x, pos_end.x),
- MIN(p_rect.position.y, pos_end.y),
- zofs),
- Vector3(
- MAX(p_rect.position.x, pos_end.x),
- MAX(p_rect.position.y, pos_end.y),
- zofs),
- Vector3(
- MIN(p_rect.position.x, pos_end.x),
- MAX(p_rect.position.y, pos_end.y),
- zofs)
- };
- Vector<Plane> frustum;
- for (int i = 0; i < 4; i++) {
- Vector3 a = _get_screen_to_space(box[i]);
- Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
- frustum.push_back(Plane(a, b, cam_pos));
- }
- // Get the camera normal.
- Plane near_plane = Plane(camera->get_global_transform().basis.get_column(2), cam_pos);
- near_plane.d -= znear;
- frustum.push_back(near_plane);
- Plane far_plane = -near_plane;
- far_plane.d += zfar;
- frustum.push_back(far_plane);
- // Keep track of the currently listed nodes, so repeats can be ignored.
- HashSet<Node *> node_list;
- #ifndef PHYSICS_3D_DISABLED
- Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size());
- Ref<ConvexPolygonShape3D> shape;
- shape.instantiate();
- shape->set_points(points);
- // Start with physical objects.
- PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
- PhysicsDirectSpaceState3D::ShapeResult results[32];
- PhysicsDirectSpaceState3D::ShapeParameters shape_params;
- shape_params.shape_rid = shape->get_rid();
- shape_params.collide_with_areas = true;
- const int num_hits = ss->intersect_shape(shape_params, results, 32);
- for (int i = 0; i < num_hits; i++) {
- const PhysicsDirectSpaceState3D::ShapeResult &result = results[i];
- SelectResult res;
- res.item = Object::cast_to<Node>(result.collider);
- res.order = -dist_pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().origin);
- // Fetch collision shapes.
- CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
- if (collision) {
- List<uint32_t> owners;
- collision->get_shape_owners(&owners);
- for (uint32_t &I : owners) {
- SelectResult res_shape;
- res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
- if (!node_list.has(res_shape.item)) {
- node_list.insert(res_shape.item);
- res_shape.order = res.order;
- r_items.push_back(res_shape);
- }
- }
- }
- if (!node_list.has(res.item)) {
- node_list.insert(res.item);
- r_items.push_back(res);
- }
- }
- #endif // PHYSICS_3D_DISABLED
- // Then go for the meshes.
- Vector<ObjectID> items = RS::get_singleton()->instances_cull_convex(frustum, root->get_world_3d()->get_scenario());
- for (int i = 0; i < items.size(); i++) {
- Object *obj = ObjectDB::get_instance(items[i]);
- GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
- if (geo_instance) {
- Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
- if (mesh_collision.is_valid()) {
- Transform3D gt = geo_instance->get_global_transform();
- Vector3 mesh_scale = gt.get_basis().get_scale();
- gt.orthonormalize();
- Transform3D it = gt.affine_inverse();
- Vector<Plane> transformed_frustum;
- int plane_count = frustum.size();
- transformed_frustum.resize(plane_count);
- for (int j = 0; j < plane_count; j++) {
- transformed_frustum.write[j] = it.xform(frustum[j]);
- }
- Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(transformed_frustum.ptr(), plane_count);
- if (mesh_collision->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) {
- SelectResult res;
- res.item = Object::cast_to<Node>(obj);
- if (!node_list.has(res.item)) {
- node_list.insert(res.item);
- res.order = -dist_pos.distance_to(gt.origin);
- r_items.push_back(res);
- }
- continue;
- }
- }
- }
- items.remove_at(i);
- i--;
- }
- }
- Vector3 RuntimeNodeSelect::_get_screen_to_space(const Vector3 &p_vector3) {
- Window *root = SceneTree::get_singleton()->get_root();
- Camera3D *camera = root->get_camera_3d();
- Transform3D camera_transform = camera->get_camera_transform();
- Size2 size = root->get_size();
- real_t znear = camera->get_near();
- Projection cm = Projection::create_perspective(camera->get_fov(), size.aspect(), znear + p_vector3.z, camera->get_far());
- Vector2 screen_he = cm.get_viewport_half_extents();
- 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)));
- }
- bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
- Ref<InputEventMouseButton> b = p_event;
- if (b.is_valid()) {
- const real_t zoom_factor = 1.08 * b->get_factor();
- switch (b->get_button_index()) {
- case MouseButton::WHEEL_UP: {
- if (!camera_freelook) {
- _cursor_scale_distance(1.0 / zoom_factor);
- } else {
- _scale_freelook_speed(zoom_factor);
- }
- return true;
- } break;
- case MouseButton::WHEEL_DOWN: {
- if (!camera_freelook) {
- _cursor_scale_distance(zoom_factor);
- } else {
- _scale_freelook_speed(1.0 / zoom_factor);
- }
- return true;
- } break;
- case MouseButton::RIGHT: {
- _set_camera_freelook_enabled(b->is_pressed());
- return true;
- } break;
- default: {
- }
- }
- }
- Ref<InputEventMouseMotion> m = p_event;
- if (m.is_valid()) {
- if (camera_freelook) {
- _cursor_look(m);
- } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
- if (m->is_shift_pressed()) {
- _cursor_pan(m);
- } else {
- _cursor_orbit(m);
- }
- }
- return true;
- }
- Ref<InputEventKey> k = p_event;
- if (k.is_valid()) {
- if (k->get_physical_keycode() == Key::ESCAPE) {
- _set_camera_freelook_enabled(false);
- return true;
- } else if (k->is_ctrl_pressed()) {
- switch (k->get_physical_keycode()) {
- case Key::EQUAL: {
- ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
- cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
- SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
- return true;
- } break;
- case Key::MINUS: {
- ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
- cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
- SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
- return true;
- } break;
- case Key::KEY_0: {
- ERR_FAIL_COND_V(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled(), false);
- cursor.fov_scale = 1;
- SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_perspective(camera_fov, camera_znear, camera_zfar);
- return true;
- } break;
- default: {
- }
- }
- }
- }
- // TODO: Handle magnify and pan input gestures.
- return false;
- }
- void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
- camera_freelook = p_enabled;
- if (p_enabled) {
- // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
- Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
- cursor.eye_pos = cursor.pos - cursor.distance * forward;
- previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
- // Hide mouse like in an FPS (warping doesn't work).
- Input::get_singleton()->set_mouse_mode_override(Input::MouseMode::MOUSE_MODE_CAPTURED);
- } else {
- // Restore mouse.
- Input::get_singleton()->set_mouse_mode_override(Input::MouseMode::MOUSE_MODE_VISIBLE);
- // Restore the previous mouse position when leaving freelook mode.
- // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
- // due to OS limitations.
- Input::get_singleton()->warp_mouse(previous_mouse_position);
- }
- }
- void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
- ERR_FAIL_COND(!SceneTree::get_singleton()->get_root()->is_camera_3d_override_enabled());
- real_t min_distance = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
- real_t max_distance = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
- cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
- SceneTree::get_singleton()->get_root()->get_override_camera_3d()->set_transform(_get_cursor_transform());
- }
- void RuntimeNodeSelect::_scale_freelook_speed(real_t p_scale) {
- real_t min_speed = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
- real_t max_speed = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
- if (unlikely(min_speed > max_speed)) {
- freelook_base_speed = (min_speed + max_speed) / 2;
- } else {
- freelook_base_speed = CLAMP(freelook_base_speed * p_scale, min_speed, max_speed);
- }
- }
- void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
- const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
- const Transform3D prev_camera_transform = _get_cursor_transform();
- if (invert_y_axis) {
- cursor.x_rot -= relative.y * freelook_sensitivity;
- } else {
- cursor.x_rot += relative.y * freelook_sensitivity;
- }
- // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
- cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
- cursor.y_rot += relative.x * freelook_sensitivity;
- // Look is like the opposite of Orbit: the focus point rotates around the camera.
- Transform3D camera_transform = _get_cursor_transform();
- Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
- Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
- Vector3 diff = prev_pos - pos;
- cursor.pos += diff;
- root->get_override_camera_3d()->set_transform(_get_cursor_transform());
- }
- void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
- // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
- const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
- const real_t pan_speed = translation_sensitivity / 150.0;
- Transform3D camera_transform;
- camera_transform.translate_local(cursor.pos);
- camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
- camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
- Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
- translation *= cursor.distance / 4;
- camera_transform.translate_local(translation);
- cursor.pos = camera_transform.origin;
- root->get_override_camera_3d()->set_transform(_get_cursor_transform());
- }
- void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
- Window *root = SceneTree::get_singleton()->get_root();
- ERR_FAIL_COND(!root->is_camera_3d_override_enabled());
- // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
- const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
- if (invert_y_axis) {
- cursor.x_rot -= relative.y * orbit_sensitivity;
- } else {
- cursor.x_rot += relative.y * orbit_sensitivity;
- }
- // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
- cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
- if (invert_x_axis) {
- cursor.y_rot -= relative.x * orbit_sensitivity;
- } else {
- cursor.y_rot += relative.x * orbit_sensitivity;
- }
- root->get_override_camera_3d()->set_transform(_get_cursor_transform());
- }
- Point2 RuntimeNodeSelect::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_area) const {
- ERR_FAIL_COND_V(p_event.is_null(), Point2());
- if (warped_mouse_panning_3d) {
- return Input::get_singleton()->warp_mouse_motion(p_event, p_area);
- }
- return p_event->get_relative();
- }
- Transform3D RuntimeNodeSelect::_get_cursor_transform() {
- Transform3D camera_transform;
- camera_transform.translate_local(cursor.pos);
- camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
- camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
- camera_transform.translate_local(0, 0, cursor.distance);
- return camera_transform;
- }
- void RuntimeNodeSelect::_reset_camera_3d() {
- camera_first_override = true;
- cursor = Cursor();
- Window *root = SceneTree::get_singleton()->get_root();
- Camera3D *game_camera = root->is_camera_3d_override_enabled() ? root->get_overridden_camera_3d() : root->get_camera_3d();
- if (game_camera) {
- Transform3D transform = game_camera->get_camera_transform();
- transform.translate_local(0, 0, -cursor.distance);
- cursor.pos = transform.origin;
- cursor.x_rot = -game_camera->get_global_rotation().x;
- cursor.y_rot = -game_camera->get_global_rotation().y;
- cursor.fov_scale = CLAMP(game_camera->get_fov() / camera_fov, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
- } else {
- cursor.fov_scale = 1.0;
- }
- if (root->is_camera_3d_override_enabled()) {
- Camera3D *override_camera = root->get_override_camera_3d();
- override_camera->set_transform(_get_cursor_transform());
- override_camera->set_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
- }
- }
- #endif // _3D_DISABLED
- #endif // DEBUG_ENABLED
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