pandemonium_engine/scene/main/node.h

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#ifndef NODE_H
#define NODE_H
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/*************************************************************************/
/* node.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "core/object/object.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/rb_map.h"
#include "core/string/node_path.h"
#include "scene/main/scene_tree.h"
class Viewport;
class World;
class SceneState;
class SceneTreeTween;
class ProcessGroup;
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class Node : public Object {
GDCLASS(Node, Object);
OBJ_CATEGORY("Nodes");
public:
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enum PauseMode {
PAUSE_MODE_INHERIT = 0,
PAUSE_MODE_STOP = 1,
PAUSE_MODE_PROCESS = 2
};
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enum PhysicsInterpolationMode {
PHYSICS_INTERPOLATION_MODE_INHERIT = 0,
PHYSICS_INTERPOLATION_MODE_OFF = 1,
PHYSICS_INTERPOLATION_MODE_ON = 2
};
enum DuplicateFlags {
DUPLICATE_SIGNALS = 1,
DUPLICATE_GROUPS = 2,
DUPLICATE_SCRIPTS = 4,
DUPLICATE_USE_INSTANCING = 8,
#ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16,
#endif
};
enum NameCasing {
NAME_CASING_PASCAL_CASE,
NAME_CASING_CAMEL_CASE,
NAME_CASING_SNAKE_CASE
};
struct Comparator {
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
};
struct ComparatorWithPriority {
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
};
static int orphan_node_count;
private:
struct GroupData {
bool persistent;
SceneTree::Group *group;
GroupData() { persistent = false; }
};
struct ComparatorByIndex {
bool operator()(const Node *p_left, const Node *p_right) const {
return p_left->data.pos < p_right->data.pos;
}
};
struct Data {
String filename;
Ref<SceneState> instance_state;
Ref<SceneState> inherited_state;
Node *parent;
Node *owner;
HashMap<StringName, Node *> children;
mutable bool children_cache_dirty = true;
mutable LocalVector<Node *> children_cache;
HashMap<StringName, Node *> owned_unique_nodes;
bool unique_name_in_owner = false;
int pos;
int depth;
int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
StringName name;
SceneTree *tree;
#ifdef TOOLS_ENABLED
NodePath import_path; //path used when imported, used by scene editors to keep tracking
#endif
Viewport *viewport;
World *world;
ProcessGroup *process_group;
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RBMap<StringName, GroupData> grouped;
List<Node *>::Element *OW; // owned element
List<Node *> owned;
Node *pause_owner;
// Networking
int network_master;
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RBMap<StringName, MultiplayerAPI::RPCMode> rpc_methods;
//Used by vrpc
Vector<Node *> _sees;
Vector<Node *> _seen_by;
int process_priority;
// Keep bitpacked values together to get better packing
PauseMode pause_mode : 2;
PhysicsInterpolationMode physics_interpolation_mode : 2;
// variables used to properly sort the node when processing, ignored otherwise
//should move all the stuff below to bits
bool physics_process : 1;
bool idle_process : 1;
bool physics_process_internal : 1;
bool idle_process_internal : 1;
bool input : 1;
bool shortcut_input : 1;
bool unhandled_input : 1;
bool unhandled_key_input : 1;
bool process_group_physics_process : 1;
bool process_group_idle_process : 1;
bool process_group_physics_process_internal : 1;
bool process_group_idle_process_internal : 1;
// Physics interpolation can be turned on and off on a per node basis.
// This only takes effect when the SceneTree (or project setting) physics interpolation
// is switched on.
bool physics_interpolated : 1;
// We can auto-reset physics interpolation when e.g. adding a node for the first time
bool physics_interpolation_reset_requested : 1;
// Most nodes need not be interpolated in the scene tree, physics interpolation
// is normally only needed in the RenderingServer. However if we need to read the
// interpolated transform of a node in the SceneTree, it is necessary to duplicate
// the interpolation logic client side, in order to prevent stalling the RenderingServer
// by reading back.
bool physics_interpolated_client_side : 1;
// For certain nodes (e.g. CPU Particles in global mode)
// It can be useful to not send the instance transform to the
// RenderingServer, and specify the mesh in world space.
bool use_identity_transform : 1;
bool parent_owned : 1;
bool in_constructor : 1;
bool use_placeholder : 1;
bool display_folded : 1;
bool editable_instance : 1;
bool inside_tree : 1;
bool ready_notified : 1; //this is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification
bool ready_first : 1;
mutable NodePath *path_cache;
} data;
Ref<MultiplayerAPI> multiplayer;
void _print_tree_pretty(const String &prefix, const bool last);
void _print_tree(const Node *p_node);
Node *_get_child_by_name(const StringName &p_name) const;
void _replace_connections_target(Node *p_new_target);
void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
void _generate_serial_child_name(const Node *p_child, StringName &name) const;
void _propagate_reverse_notification(int p_notification);
void _propagate_deferred_notification(int p_notification, bool p_reverse);
void _propagate_enter_tree();
void _propagate_ready();
void _propagate_exit_tree();
void _propagate_after_exit_branch(bool p_exiting_tree);
void _propagate_physics_interpolated(bool p_interpolated);
void _propagate_physics_interpolation_reset_requested(bool p_requested);
void _print_stray_nodes();
void _propagate_pause_owner(Node *p_owner);
void _propagate_groups_dirty();
void _propagate_pause_change_notification(int p_notification);
Array _get_node_and_resource(const NodePath &p_path);
void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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void _duplicate_and_reown(Node *p_new_parent, const RBMap<Node *, Node *> &p_reown_map) const;
Node *_duplicate(int p_flags, RBMap<const Node *, Node *> *r_duplimap = nullptr) const;
Array _get_children() const;
Array _get_groups() const;
Variant _rpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _vrpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _vrpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
friend class SceneTree;
void _set_tree(SceneTree *p_tree);
void _release_unique_name_in_owner();
void _acquire_unique_name_in_owner();
_FORCE_INLINE_ void _update_children_cache() const {
if (unlikely(data.children_cache_dirty)) {
_update_children_cache_impl();
}
}
void _update_children_cache_impl() const;
protected:
void _block() {
data.blocked++;
}
void _unblock() {
data.blocked--;
}
void _notification(int p_notification);
virtual void add_child_notify(Node *p_child);
virtual void remove_child_notify(Node *p_child);
virtual void move_child_notify(Node *p_child);
virtual void owner_changed_notify();
#ifdef DEV_ENABLED
virtual void _name_changed_notify();
#endif
virtual void _physics_interpolated_changed();
void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
static void _bind_methods();
static String _get_name_num_separator();
friend class SceneState;
void _add_child_nocheck(Node *p_child, const StringName &p_name);
void _set_owner_nocheck(Node *p_owner);
void _set_name_nocheck(const StringName &p_name);
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void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
PhysicsInterpolationMode get_physics_interpolation_mode() const {
return data.physics_interpolation_mode;
}
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void _set_physics_interpolated_client_side(bool p_enable);
bool _is_physics_interpolated_client_side() const {
return data.physics_interpolated_client_side;
}
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void _set_physics_interpolation_reset_requested(bool p_enable);
bool _is_physics_interpolation_reset_requested() const {
return data.physics_interpolation_reset_requested;
}
void _set_use_identity_transform(bool p_enable);
bool _is_using_identity_transform() const {
return data.use_identity_transform;
}
public:
enum {
// you can make your own, but don't use the same numbers as other notifications in other nodes
NOTIFICATION_ENTER_TREE = 10,
NOTIFICATION_EXIT_TREE = 11,
NOTIFICATION_CHILD_ORDER_CHANGED = 12,
NOTIFICATION_READY = 13,
NOTIFICATION_PAUSED = 14,
NOTIFICATION_UNPAUSED = 15,
NOTIFICATION_PHYSICS_PROCESS = 16,
NOTIFICATION_PROCESS = 17,
NOTIFICATION_PARENTED = 18,
NOTIFICATION_UNPARENTED = 19,
NOTIFICATION_INSTANCED = 20,
NOTIFICATION_DRAG_BEGIN = 21,
NOTIFICATION_DRAG_END = 22,
NOTIFICATION_PATH_CHANGED = 23,
//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
NOTIFICATION_INTERNAL_PROCESS = 25,
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
NOTIFICATION_POST_ENTER_TREE = 27,
NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28,
//keep these linked to node
NOTIFICATION_WM_MOUSE_ENTER = MainLoop::NOTIFICATION_WM_MOUSE_ENTER,
NOTIFICATION_WM_MOUSE_EXIT = MainLoop::NOTIFICATION_WM_MOUSE_EXIT,
NOTIFICATION_WM_FOCUS_IN = MainLoop::NOTIFICATION_WM_FOCUS_IN,
NOTIFICATION_WM_FOCUS_OUT = MainLoop::NOTIFICATION_WM_FOCUS_OUT,
NOTIFICATION_WM_QUIT_REQUEST = MainLoop::NOTIFICATION_WM_QUIT_REQUEST,
NOTIFICATION_WM_GO_BACK_REQUEST = MainLoop::NOTIFICATION_WM_GO_BACK_REQUEST,
NOTIFICATION_WM_UNFOCUS_REQUEST = MainLoop::NOTIFICATION_WM_UNFOCUS_REQUEST,
NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
NOTIFICATION_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
Ported from Godot4: New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
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NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED,
Ported from Godot4: New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above. - TwistedTwigleg https://github.com/godotengine/godot/commit/8aa3c2f0918707c2243b86ac53c02c27ceb9a266
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// Editor specific node notifications
NOTIFICATION_EDITOR_PRE_SAVE = 9001,
NOTIFICATION_EDITOR_POST_SAVE = 9002,
};
/* NODE/TREE */
StringName get_name() const;
void set_name(const String &p_name);
void add_child(Node *p_child, bool p_force_readable_name = false);
void add_child_below_node(Node *p_node, Node *p_child, bool p_force_readable_name = false);
void remove_child(Node *p_child);
int get_child_count() const;
Node *get_child(int p_index) const;
bool has_node(const NodePath &p_path) const;
Node *get_node(const NodePath &p_path) const;
Node *get_node_or_null(const NodePath &p_path) const;
Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
bool has_node_and_resource(const NodePath &p_path) const;
Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
Node *get_parent() const;
Node *find_parent(const String &p_mask) const;
_FORCE_INLINE_ SceneTree *get_tree() const {
ERR_FAIL_COND_V(!data.tree, nullptr);
return data.tree;
}
_FORCE_INLINE_ bool is_inside_tree() const {
return data.inside_tree;
}
bool is_a_parent_of(const Node *p_node) const;
bool is_greater_than(const Node *p_node) const;
NodePath get_path() const;
NodePath get_path_to(const Node *p_node) const;
Node *find_common_parent_with(const Node *p_node) const;
void add_to_group(const StringName &p_identifier, bool p_persistent = false);
void remove_from_group(const StringName &p_identifier);
bool is_in_group(const StringName &p_identifier) const;
struct GroupInfo {
StringName name;
bool persistent;
};
void get_groups(List<GroupInfo> *p_groups) const;
int get_persistent_group_count() const;
void move_child(Node *p_child, int p_pos);
void raise();
void set_owner(Node *p_owner);
Node *get_owner() const;
void get_owned_by(Node *p_by, List<Node *> *p_owned);
void set_unique_name_in_owner(bool p_enabled);
bool is_unique_name_in_owner() const;
void remove_and_skip();
//int get_index() const;
//int Node::get_index() const {/
// return data.pos;
//}
_FORCE_INLINE_ int get_index() const {
if (!data.parent) {
return data.pos;
}
data.parent->_update_children_cache();
return data.pos;
}
Ref<SceneTreeTween> create_tween();
void print_tree();
void print_tree_pretty();
void set_filename(const String &p_filename);
String get_filename() const;
void set_editor_description(const String &p_editor_description);
String get_editor_description() const;
void set_editable_instance(Node *p_node, bool p_editable);
bool is_editable_instance(const Node *p_node) const;
Node *get_deepest_editable_node(Node *start_node) const;
#ifdef TOOLS_ENABLED
void set_property_pinned(const StringName &p_property, bool p_pinned);
bool is_property_pinned(const StringName &p_property) const;
virtual StringName get_property_store_alias(const StringName &p_property) const;
#endif
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void get_storable_properties(RBSet<StringName> &r_storable_properties) const;
virtual String to_string();
/* NOTIFICATIONS */
void propagate_notification(int p_notification);
void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
/* PROCESSING */
void set_physics_process(bool p_process);
float get_physics_process_delta_time() const;
bool is_physics_processing() const;
void set_process(bool p_idle_process);
float get_process_delta_time() const;
bool is_processing() const;
void set_physics_process_internal(bool p_process_internal);
bool is_physics_processing_internal() const;
void set_process_internal(bool p_idle_process_internal);
bool is_processing_internal() const;
void set_process_priority(int p_priority);
int get_process_priority() const;
void set_process_group_physics_process(bool p_process);
bool is_process_group_physics_processing() const;
void set_process_group_process(bool p_idle_process);
bool is_process_group_processing() const;
void set_process_group_physics_process_internal(bool p_process_internal);
bool is_process_group_physics_processing_internal() const;
void set_process_group_process_internal(bool p_idle_process_internal);
bool is_process_group_processing_internal() const;
void set_process_input(bool p_enable);
bool is_processing_input() const;
void set_process_shortcut_input(bool p_enable);
bool is_processing_shortcut_input() const;
void set_process_unhandled_input(bool p_enable);
bool is_processing_unhandled_input() const;
void set_process_unhandled_key_input(bool p_enable);
bool is_processing_unhandled_key_input() const;
_FORCE_INLINE_ bool _is_any_processing() const {
return _is_any_normal_processing() || _is_any_process_group_processing();
}
_FORCE_INLINE_ bool _is_any_normal_processing() const {
return data.idle_process || data.idle_process_internal || data.physics_process || data.physics_process_internal;
}
_FORCE_INLINE_ bool _is_any_process_group_processing() const {
return data.process_group_idle_process || data.process_group_idle_process_internal || data.process_group_physics_process || data.process_group_physics_process_internal;
}
int get_position_in_parent() const;
Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
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Node *duplicate_and_reown(const RBMap<Node *, Node *> &p_reown_map) const;
#ifdef TOOLS_ENABLED
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Node *duplicate_from_editor(RBMap<const Node *, Node *> &r_duplimap) const;
Node *duplicate_from_editor(RBMap<const Node *, Node *> &r_duplimap, const RBMap<RES, RES> &p_resource_remap) const;
void remap_node_resources(Node *p_node, const RBMap<RES, RES> &p_resource_remap) const;
void remap_nested_resources(RES p_resource, const RBMap<RES, RES> &p_resource_remap) const;
#endif
// used by editors, to save what has changed only
void set_scene_instance_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_instance_state() const;
void set_scene_inherited_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_inherited_state() const;
void set_scene_instance_load_placeholder(bool p_enable);
bool get_scene_instance_load_placeholder() const;
static Vector<Variant> make_binds(VARIANT_ARG_LIST);
void replace_by(Node *p_node, bool p_keep_data = false);
void set_pause_mode(PauseMode p_mode);
PauseMode get_pause_mode() const;
bool can_process() const;
bool can_process_notification(int p_what) const;
void set_physics_interpolated(bool p_interpolated);
_FORCE_INLINE_ bool is_physics_interpolated() const {
return data.physics_interpolated;
}
_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const {
return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated();
}
void reset_physics_interpolation();
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bool is_node_ready() const;
void request_ready();
static void print_stray_nodes();
#ifdef TOOLS_ENABLED
String validate_child_name(Node *p_child);
#endif
void queue_delete();
//hacks for speed
static void set_human_readable_collision_renaming(bool p_enabled);
static void init_node_hrcr();
void force_parent_owned() {
data.parent_owned = true;
} //hack to avoid duplicate nodes
void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
NodePath get_import_path() const;
bool is_owned_by_parent() const;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const;
void clear_internal_tree_resource_paths();
_FORCE_INLINE_ Viewport *get_viewport() const {
return data.viewport;
}
_FORCE_INLINE_ World *get_world() const {
return data.world;
}
_FORCE_INLINE_ ProcessGroup *get_process_group() const {
return data.process_group;
}
virtual String get_configuration_warning() const;
void update_configuration_warning();
void set_display_folded(bool p_folded);
bool is_displayed_folded() const;
/* NETWORK */
_FORCE_INLINE_ bool has_network_peer() {
return is_inside_tree() && get_tree()->has_network_peer();
}
_FORCE_INLINE_ bool is_network_server() {
return is_inside_tree() && get_tree()->has_network_peer() && get_tree()->is_network_server();
}
_FORCE_INLINE_ bool is_network_client() {
return is_inside_tree() && get_tree()->has_network_peer() && !get_tree()->is_network_server();
}
Node *sees_get(int p_index);
void sees_remove_index(int p_index);
void sees_remove(Node *p_node);
void sees_add(Node *p_node);
int sees_get_count();
Node *seen_by_get(int p_index);
void seen_by_remove_index(int p_index);
void seen_by_remove(Node *p_node);
void seen_by_add(Node *p_node);
int seen_by_get_count();
void set_network_master(int p_peer_id, bool p_recursive = true);
int get_network_master() const;
bool is_network_master() const;
void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void vrpc(const StringName &p_method, VARIANT_ARG_LIST); //visibility rpc. Useful for implementing fog of war
void vrpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST);
void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
Ref<MultiplayerAPI> get_multiplayer() const;
Ref<MultiplayerAPI> get_custom_multiplayer() const;
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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const RBMap<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
Node();
~Node();
};
VARIANT_ENUM_CAST(Node::DuplicateFlags);
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typedef RBSet<Node *, Node::Comparator> NodeSet;
#endif