pandemonium_engine/scene/main/scene_tree.cpp
Relintai 5d2a594843 Ported: Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.
This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.
Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
- lawnjelly
8ca631a466
2024-02-08 18:40:44 +01:00

2635 lines
78 KiB
C++

/*************************************************************************/
/* scene_tree.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* 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 "scene_tree.h"
#include "core/input/shortcut.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/os/dir_access.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/os/thread_pool.h"
#include "core/string/print_string.h"
#include "core/variant/variant_parser.h"
#include "main/input_default.h"
#include "node.h"
#include "scene/animation/scene_tree_tween.h"
#include "scene/debugger/script_debugger_remote.h"
#include "scene/main/control.h"
#include "scene/main/scene_string_names.h"
#include "scene/main/spatial.h"
#include "scene/resources/font/dynamic_font.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/packed_scene.h"
#include "servers/audio_server.h"
#include "servers/navigation_server.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "viewport.h"
#include "modules/modules_enabled.gen.h" // For freetype.
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/world_2d.h"
#include "scene/resources/world_3d.h"
#include <stdio.h>
#include <stdlib.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
ignore_time_scale = p_ignore;
}
bool SceneTreeTimer::is_ignore_time_scale() {
return ignore_time_scale;
}
void SceneTreeTimer::release_connections() {
List<Connection> connections;
get_all_signal_connections(&connections);
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
Connection const &connection = E->get();
disconnect(connection.signal, connection.target, connection.method);
}
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
// This should be called once per physics tick, to make sure the transform previous and current
// is kept up to date on the few spatials that are using client side physics interpolation
void SceneTree::ClientPhysicsInterpolation::physics_process() {
for (SelfList<Spatial> *E = _spatials_list.first(); E;) {
Spatial *spatial = E->self();
SelfList<Spatial> *current = E;
// get the next element here BEFORE we potentially delete one
E = E->next();
// This will return false if the spatial has timed out ..
// i.e. If get_global_transform_interpolated() has not been called
// for a few seconds, we can delete from the list to keep processing
// to a minimum.
if (!spatial->update_client_physics_interpolation_data()) {
_spatials_list.remove(current);
}
}
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
// Nodes can only be removed from the main thread.
if (current_scene == p_node) {
current_scene = nullptr;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0) {
call_skip.insert(p_node);
}
}
void SceneTree::node_renamed(Node *p_node) {
emit_signal(node_renamed_name, p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.empty()) {
group_map.erase(E);
}
}
void SceneTree::make_group_changed(const StringName &p_group) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (E) {
E->get().changed = true;
}
}
void SceneTree::flush_transform_notifications() {
_THREAD_SAFE_METHOD_
SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
RBMap<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++) {
v[i] = E->get()[i];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
if (!g.changed) {
return;
}
if (g.nodes.empty()) {
return;
}
Node **nodes = g.nodes.ptrw();
int node_count = g.nodes.size();
if (p_use_priority) {
SortArray<Node *, Node::ComparatorWithPriority> node_sort;
node_sort.sort(nodes, node_count);
} else {
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(nodes, node_count);
}
g.changed = false;
}
void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug)) {
return;
}
VARIANT_ARGPTRS;
Vector<Variant> args;
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
if (argptr[i]->get_type() == Variant::NIL) {
break;
}
args.push_back(*argptr[i]);
}
unique_group_calls[ug] = args;
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(0, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(0, p_group, p_name, p_value);
}
void SceneTree::set_input_as_handled() {
input_handled = true;
}
void SceneTree::input_text(const String &p_text) {
root_lock++;
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
root_lock--;
}
bool SceneTree::is_input_handled() {
return input_handled;
}
void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event))) {
return; //avoid joy input on editor
}
current_event++;
root_lock++;
input_handled = false;
// Don't make const ref unless you can find and fix what caused GH-34691.
Ref<InputEvent> ev = p_event;
MainLoop::input_event(ev);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
// Quit from game window using the stop shortcut (F8 by default).
// The custom shortcut is provided via environment variable when running from the editor.
if (debugger_stop_shortcut.is_null()) {
String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
if (!shortcut_str.empty()) {
Variant shortcut_var;
VariantParser::StreamString ss;
ss.s = shortcut_str;
String errs;
int line;
VariantParser::parse(&ss, shortcut_var, errs, line);
debugger_stop_shortcut = shortcut_var;
}
if (debugger_stop_shortcut.is_null()) {
// Define a default shortcut if it wasn't provided or is invalid.
Ref<InputEventKey> ie;
ie.instance();
ie->set_scancode(KEY_F8);
ie->set_unicode(KEY_F8);
debugger_stop_shortcut.instance();
debugger_stop_shortcut->set_shortcut(ie);
}
}
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) {
ScriptDebugger::get_singleton()->request_quit();
}
}
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
if (!input_handled) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
_flush_ugc();
// input_handled = true; - no reason to set this as handled
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
// input_handled = true; - no reason to set this as handled
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
ERR_FAIL_COND(!root);
initialized = true;
root->_set_tree(this);
MainLoop::init();
}
void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "set_physics_interpolation_enabled can only be set from the main thread.");
// disallow interpolation in editor
if (Engine::get_singleton()->is_editor_hint()) {
p_enabled = false;
}
if (p_enabled == _physics_interpolation_enabled) {
return;
}
_physics_interpolation_enabled = p_enabled;
RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
}
bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
void SceneTree::client_physics_interpolation_add_spatial(SelfList<Spatial> *p_elem) {
// This ensures that _update_physics_interpolation_data() will be called at least once every
// physics tick, to ensure the previous and current transforms are kept up to date.
_client_physics_interpolation._spatials_list.add(p_elem);
}
void SceneTree::client_physics_interpolation_remove_spatial(SelfList<Spatial> *p_elem) {
_client_physics_interpolation._spatials_list.remove(p_elem);
}
void SceneTree::iteration_prepare() {
if (_physics_interpolation_enabled) {
RenderingServer::get_singleton()->tick();
}
}
void SceneTree::iteration_end() {
// When physics interpolation is active, we want all pending transforms
// to be flushed to the RenderingServer before finishing a physics tick.
if (_physics_interpolation_enabled) {
flush_transform_notifications();
}
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
// Any objects performing client physics interpolation
// should be given an opportunity to keep their previous transforms
// up to take before each new physics tick.
_client_physics_interpolation.physics_process();
flush_transform_notifications();
MainLoop::iteration(p_time);
physics_process_time = p_time;
emit_signal("physics_frame");
// Trigger ProcessGroups processing
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_physics_process");
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true);
}
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
// Wait for all ProcessGroups to finish
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_physics_process");
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
process_tweens(p_time, true);
flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
void SceneTree::_update_font_oversampling(float p_ratio) {
#ifdef MODULE_FREETYPE_ENABLED
if (use_font_oversampling) {
DynamicFontAtSize::font_oversampling = p_ratio;
DynamicFont::update_oversampling();
}
#endif // MODULE_FREETYPE_ENABLED
}
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(RS::get_singleton()->get_render_info(RS::INFO_TEXTURE_MEM_USED)));
root_lock++;
MainLoop::idle(p_time);
idle_process_time = p_time;
if (multiplayer_poll) {
multiplayer->poll();
}
ThreadPool::get_singleton()->update();
emit_signal("idle_frame");
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
// Trigger ProcessGroups processing
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_process");
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
// Wait for all ProcessGroups to finish
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_process");
Size2 win_size = OS::get_singleton()->get_window_size();
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
emit_signal("screen_resized");
}
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
//go through timers
{
_THREAD_SAFE_METHOD_
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer>>::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
continue;
}
float time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_idle_frame_step();
} else {
time_left -= p_time;
}
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
}
}
process_tweens(p_time, false);
flush_transform_notifications(); //additional transforms after timers update
_call_idle_callbacks();
ProjectSettings::get_singleton()->update();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment3D> fallback = get_root()->get_world_3d()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (env_path != String()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world_3d()->set_fallback_environment(fallback);
}
}
#endif
RenderingServer::get_singleton()->pre_draw(true);
return _quit;
}
void SceneTree::process_tweens(float p_delta, bool p_physics) {
_THREAD_SAFE_METHOD_
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<SceneTreeTween>>::Element *L = tweens.back();
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E;) {
List<Ref<SceneTreeTween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
if (!E->get()->can_process(pause) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
if (E == L) {
break;
}
E = N;
continue;
}
if (!E->get()->step(p_delta)) {
E->get()->clear();
tweens.erase(E);
}
if (E == L) {
break;
}
E = N;
}
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root); //delete root
root = nullptr;
}
// In case deletion of some objects was queued when destructing the `root`.
// E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
_flush_delete_queue();
// Cleanup timers.
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
E->get()->release_connections();
}
timers.clear();
// Cleanup tweens.
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E; E = E->next()) {
E->get()->clear();
}
tweens.clear();
}
void SceneTree::quit(int p_exit_code) {
_THREAD_SAFE_METHOD_
if (p_exit_code >= 0) {
// Override the exit code if a positive argument is given (the default is `-1`).
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
OS::get_singleton()->set_exit_code(p_exit_code);
} else if (!OS::get_singleton()->is_custom_exit_code()) {
// Must customize exit code, otherwise it will default to a non-zero value
OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
}
_quit = true;
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_WM_QUIT_REQUEST: {
get_root()->propagate_notification(p_notification);
if (accept_quit) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_GO_BACK_REQUEST: {
get_root()->propagate_notification(p_notification);
if (quit_on_go_back) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_FOCUS_IN: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, false);
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
if (id) {
id->ensure_touch_mouse_raised();
}
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_WM_FOCUS_OUT: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, true);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_APP_PAUSED: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, true);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_APP_RESUMED: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, false);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(p_notification);
}
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_OS_IME_UPDATE:
case NOTIFICATION_WM_MOUSE_ENTER:
case NOTIFICATION_WM_MOUSE_EXIT:
case NOTIFICATION_WM_ABOUT:
case NOTIFICATION_CRASH: {
get_root()->propagate_notification(p_notification);
} break;
default:
break;
};
};
bool SceneTree::is_auto_accept_quit() const {
return accept_quit;
}
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
bool SceneTree::is_quit_on_go_back() const {
return quit_on_go_back;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
}
#endif
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
void SceneTree::set_debug_paths_hint(bool p_enabled) {
debug_paths_hint = p_enabled;
}
bool SceneTree::is_debugging_paths_hint() const {
return debug_paths_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_paths_color(const Color &p_color) {
debug_paths_color = p_color;
}
Color SceneTree::get_debug_paths_color() const {
return debug_paths_color;
}
void SceneTree::set_debug_paths_width(float p_width) {
debug_paths_width = p_width;
}
float SceneTree::get_debug_paths_width() const {
return debug_paths_width;
}
Ref<Material> SceneTree::get_debug_paths_material() {
if (debug_paths_material.is_valid()) {
return debug_paths_material;
}
Ref<SpatialMaterial> _debug_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
_debug_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
_debug_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
_debug_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
_debug_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
_debug_material->set_albedo(get_debug_paths_color());
debug_paths_material = _debug_material;
return debug_paths_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
_THREAD_SAFE_METHOD_
if (collision_material.is_valid()) {
return collision_material;
}
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
_THREAD_SAFE_METHOD_
if (debug_contact_mesh.is_valid()) {
return debug_contact_mesh;
}
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
/* clang-format off */
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
/* clang-format on */
PoolVector<int> indices;
for (int i = 0; i < 8 * 3; i++) {
indices.push_back(diamond_faces[i]);
}
PoolVector<Vector3> vertices;
for (int i = 0; i < 6; i++) {
vertices.push_back(diamond[i] * 0.1);
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
debug_contact_mesh->surface_set_material(0, mat);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread.");
if (p_enabled == pause) {
return;
}
pause = p_enabled;
PhysicsServer::get_singleton()->set_active(!p_enabled);
Physics2DServer::get_singleton()->set_active(!p_enabled);
if (get_root()) {
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
}
}
bool SceneTree::is_paused() const {
return pause;
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
nodes_copy = g.nodes;
}
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
for (int i = 0; i < node_count; i++) {
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
if (!n->can_process_notification(p_notification)) {
continue;
}
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
/*
void SceneMainLoop::_update_listener_2d() {
if (listener_2d.is_valid()) {
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
}
}
*/
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 3, Variant());
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING, Variant());
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 3, VARIANT_ARG_MAX); i++) {
v[i] = *p_args[i + 3];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
return Variant();
}
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 2, Variant());
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
StringName group = *p_args[0];
StringName method = *p_args[1];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
v[i] = *p_args[i + 2];
}
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType p_call_type, const Ref<InputEvent> &p_input) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
nodes_copy = g.nodes;
}
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
Variant arg = p_input;
const Variant *v[1] = { &arg };
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
StringName method;
switch (p_call_type) {
case CALL_INPUT_TYPE_INPUT:
method = SceneStringNames::get_singleton()->_input;
break;
case CALL_INPUT_TYPE_SHORTCUT_INPUT:
method = SceneStringNames::get_singleton()->_shortcut_input;
break;
case CALL_INPUT_TYPE_UNHANDLED_INPUT:
method = SceneStringNames::get_singleton()->_unhandled_input;
break;
case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
method = SceneStringNames::get_singleton()->_unhandled_key_input;
break;
}
if (p_call_type != CALL_INPUT_TYPE_SHORTCUT_INPUT) {
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
n->call_multilevel(method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
} else {
Vector<Node *> no_context_nodes;
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
const Control *c = Object::cast_to<Control>(n);
if (c) {
// If calling shortcut input on a control, ensure it respects the shortcut context.
// Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
if (c->get_shortcut_context() == NULL) {
no_context_nodes.push_back(n);
continue;
}
if (!c->is_focus_owner_in_shortcut_context()) {
continue;
}
}
n->call_multilevel(method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
int ncns = no_context_nodes.size();
for (int i = 0; i < ncns; ++i) {
if (input_handled) {
break;
}
Node *n = no_context_nodes[i];
n->call_multilevel(method, (const Variant **)v, 1);
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
int64_t SceneTree::get_event_count() const {
return current_event;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
Array ret;
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return ret;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return ret;
}
ret.resize(nc);
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
_THREAD_SAFE_METHOD_
return group_map.has(p_identifier);
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return NULL;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return NULL;
}
return E->get().nodes[0];
}
void SceneTree::_flush_delete_queue() {
_THREAD_SAFE_METHOD_
// Sorting the delete queue by child count (in respect to their parent)
// is an optimization because nodes benefit immensely from being deleted
// in reverse order to their child count. This is partly due to ordered_remove(), and partly
// due to notifications being sent to children that are moved, further in the child list.
struct ObjectIDComparator {
_FORCE_INLINE_ bool operator()(const DeleteQueueElement &p, const DeleteQueueElement &q) const {
return (p.child_list_id > q.child_list_id);
}
};
delete_queue.sort_custom<ObjectIDComparator>();
for (uint32_t e = 0; e < delete_queue.size(); e++) {
ObjectID id = delete_queue[e].id;
Object *obj = ObjectDB::get_instance(id);
if (obj) {
memdelete(obj);
}
}
delete_queue.clear();
}
void SceneTree::queue_delete(Object *p_object) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
// Guard against the user queueing multiple times,
// which is unnecessary.
if (p_object->is_queued_for_deletion()) {
return;
}
p_object->_is_queued_for_deletion = true;
DeleteQueueElement e;
e.id = p_object->get_instance_id();
// Storing the list id within the parent allows us
// to sort the delete queue in reverse for more efficient
// deletion.
// Note that data.pos could alternatively be read during flush_delete_queue(),
// however reading it here avoids an extra lookup, and should be correct in most cases.
// And worst case if the child_list_id changes in the meantime, it will still work, it may just
// be slightly slower.
const Node *node = Object::cast_to<Node>(p_object);
if (node) {
e.child_list_id = node->data.pos;
// Have some grouping by parent object ID,
// so that children tend to be deleted together.
// This should be more cache friendly.
if (node->data.parent) {
ObjectID parent_id = node->data.parent->get_instance_id();
// Use a prime number to combine the group with the child id.
// Provided there are less than the prime number children in a node,
// there will be no collisions. Even if there are collisions, it is no problem.
uint32_t group = parent_id * 937;
// Rollover the group, we never want the group + the child id
// to overflow 31 bits
group &= ~(0b111 << 29);
e.child_list_id += (int32_t)group;
}
} else {
// For non-nodes, there is no point in sorting them.
e.child_list_id = -2;
}
delete_queue.push_back(e);
}
int SceneTree::get_node_count() const {
return node_count;
}
void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
_update_font_oversampling(stretch_scale);
root->set_size(last_screen_size.floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (last_screen_size / stretch_scale).floor());
root->update_canvas_items();
return; //user will take care
}
//actual screen video mode
Size2 video_mode = OS::get_singleton()->get_window_size();
Size2 desired_res = stretch_min;
Size2 viewport_size;
Size2 screen_size;
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
//same aspect or ignore aspect
viewport_size = desired_res;
screen_size = video_mode;
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
viewport_size.y = desired_res.y;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.y * viewport_aspect;
screen_size.y = video_mode.y;
}
} else {
//screen ratio is smaller horizontally
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
viewport_size.y = desired_res.x / video_mode_aspect;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.x;
screen_size.y = video_mode.x / viewport_aspect;
}
}
screen_size = screen_size.floor();
viewport_size = viewport_size.floor();
Size2 margin;
Size2 offset;
//black bars and margin
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
RenderingServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
RenderingServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
} else {
RenderingServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
}
switch (stretch_mode) {
case STRETCH_MODE_DISABLED: {
// Already handled above
} break;
case STRETCH_MODE_2D: {
_update_font_oversampling((screen_size.x / viewport_size.x) * stretch_scale); //screen / viewport ratio drives oversampling
root->set_size(screen_size.floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_scale).floor());
root->update_canvas_items(); //force them to update just in case
} break;
case STRETCH_MODE_VIEWPORT: {
_update_font_oversampling(1.0);
root->set_size((viewport_size / stretch_scale).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
root->update_canvas_items(); //force them to update just in case
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
stretch_scale = p_scale;
_update_root_rect();
}
void SceneTree::set_edited_scene_root(Node *p_node) {
#ifdef TOOLS_ENABLED
edited_scene_root = p_node;
#endif
}
Node *SceneTree::get_edited_scene_root() const {
#ifdef TOOLS_ENABLED
return edited_scene_root;
#else
return NULL;
#endif
}
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
void SceneTree::_change_scene(Node *p_to) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
if (current_scene) {
memdelete(current_scene);
current_scene = nullptr;
}
// If we're quitting, abort.
if (unlikely(_quit)) {
if (p_to) { // Prevent memory leak.
memdelete(p_to);
}
return;
}
if (p_to) {
current_scene = p_to;
root->add_child(p_to);
}
}
Error SceneTree::change_scene(const String &p_path) {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread.");
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null()) {
return ERR_CANT_OPEN;
}
return change_scene_to(new_scene);
}
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
Node *new_scene = nullptr;
if (p_scene.is_valid()) {
new_scene = p_scene->instance();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred("_change_scene", new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread.");
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_filename();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread.");
current_scene = p_current;
root->add_child(p_current);
}
#ifdef DEBUG_ENABLED
static void _fill_array(Node *p_node, Array &array, int p_level) {
array.push_back(p_node->get_child_count());
array.push_back(p_node->get_name());
array.push_back(p_node->get_class());
array.push_back(p_node->get_instance_id());
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_array(p_node->get_child(i), array, p_level + 1);
}
}
void SceneTree::_debugger_request_tree() {
Array arr;
_fill_array(root, arr, 0);
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
}
void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) {
live_edit_node_path_cache[p_id] = p_path;
}
void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) {
live_edit_resource_cache[p_id] = p_path;
}
void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
n2->set(p_prop, p_value);
}
}
void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_live_edit_node_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
n2->call(p_method, VARIANT_ARG_PASS);
}
}
void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_resource_cache.has(p_id)) {
return;
}
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp)) {
return;
}
RES r = ResourceCache::get(resp);
if (!r.is_valid()) {
return;
}
r->set(p_prop, p_value);
}
void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_live_edit_res_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_resource_cache.has(p_id)) {
return;
}
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp)) {
return;
}
RES r = ResourceCache::get(resp);
if (!r.is_valid()) {
return;
}
r->call(p_method, VARIANT_ARG_PASS);
}
void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
live_edit_root = p_scene_path;
live_edit_scene = p_scene_from;
}
void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
Ref<PackedScene> ps = ResourceLoader::load(p_path);
if (!ps.is_valid()) {
return;
}
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = ps->instance();
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F;) {
RBSet<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
memdelete(n2);
F = N;
}
}
void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F;) {
RBSet<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
n2->get_parent()->remove_child(n2);
live_edit_remove_list[n][p_keep_id] = n2;
F = N;
}
}
void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F;) {
RBSet<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
RBMap<Node *, RBMap<ObjectID, Node *>>::Element *EN = live_edit_remove_list.find(n);
if (!EN) {
continue;
}
RBMap<ObjectID, Node *>::Element *FN = EN->get().find(p_id);
if (!FN) {
continue;
}
n2->add_child(FN->get());
EN->get().erase(FN);
if (EN->get().size() == 0) {
live_edit_remove_list.erase(EN);
}
F = N;
}
}
void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
if (!dup) {
continue;
}
dup->set_name(p_new_name);
n2->get_parent()->add_child(dup);
}
}
void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
RBMap<String, RBSet<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (RBSet<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *nfrom = n->get_node(p_at);
if (!n->has_node(p_new_place)) {
continue;
}
Node *nto = n->get_node(p_new_place);
nfrom->get_parent()->remove_child(nfrom);
nfrom->set_name(p_new_name);
nto->add_child(nfrom);
if (p_at_pos >= 0) {
nto->move_child(nfrom, p_at_pos);
}
}
}
#endif
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
emit_signal("files_dropped", p_files, p_from_screen);
MainLoop::drop_files(p_files, p_from_screen);
}
void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) {
emit_signal("global_menu_action", p_id, p_meta);
MainLoop::global_menu_action(p_id, p_meta);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
_THREAD_SAFE_METHOD_
Ref<SceneTreeTimer> stt;
stt.instance();
stt->set_pause_mode_process(p_process_pause);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
Ref<SceneTreeTween> SceneTree::create_tween() {
_THREAD_SAFE_METHOD_
Ref<SceneTreeTween> tween = memnew(SceneTreeTween(true));
tweens.push_back(tween);
return tween;
}
Array SceneTree::get_processed_tweens() {
_THREAD_SAFE_METHOD_
Array ret;
ret.resize(tweens.size());
for (int i = 0; i < tweens.size(); i++) {
ret[i] = tweens[i];
}
return ret;
}
void SceneTree::_network_peer_connected(int p_id) {
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
emit_signal("network_peer_disconnected", p_id);
}
void SceneTree::_connected_to_server() {
emit_signal("connected_to_server");
}
void SceneTree::_connection_failed() {
emit_signal("connection_failed");
}
void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
return multiplayer;
}
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
return multiplayer_poll;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer.is_valid()) {
multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer->disconnect("connection_failed", this, "_connection_failed");
multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
}
multiplayer = p_multiplayer;
multiplayer->set_root_node(root);
multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->connect("connected_to_server", this, "_connected_to_server");
multiplayer->connect("connection_failed", this, "_connection_failed");
multiplayer->connect("server_disconnected", this, "_server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer->set_network_peer(p_network_peer);
}
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<NetworkedMultiplayerPeer>(), "Multiplayer can only be manipulated from the main thread.");
return multiplayer->get_network_peer();
}
bool SceneTree::is_network_server() const {
return multiplayer->is_network_server();
}
bool SceneTree::has_network_peer() const {
return multiplayer->has_network_peer();
}
int SceneTree::get_network_unique_id() const {
return multiplayer->get_network_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
return multiplayer->get_network_connected_peers();
}
int SceneTree::get_rpc_sender_id() const {
return multiplayer->get_rpc_sender_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer->set_refuse_new_network_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
return multiplayer->is_refusing_new_network_connections();
}
void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "scale"), &SceneTree::set_screen_stretch, DEFVAL(1));
ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
ADD_SIGNAL(MethodInfo("global_menu_action",
PropertyInfo(Variant::NIL, "id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT),
PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
}
SceneTree *SceneTree::singleton = nullptr;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Font Oversampling can only be set from the main thread.");
if (use_font_oversampling == p_oversampling) {
return;
}
use_font_oversampling = p_oversampling;
_update_root_rect();
}
bool SceneTree::is_using_font_oversampling() const {
return use_font_oversampling;
}
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const {
if (p_function == "change_scene") {
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
List<String> directories;
directories.push_back(dir_access->get_current_dir());
while (!directories.empty()) {
dir_access->change_dir(directories.back()->get());
directories.pop_back();
dir_access->list_dir_begin();
String filename = dir_access->get_next();
while (filename != "") {
if (filename == "." || filename == "..") {
filename = dir_access->get_next();
continue;
}
if (dir_access->dir_exists(filename)) {
directories.push_back(dir_access->get_current_dir().plus_file(filename));
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
}
filename = dir_access->get_next();
}
}
}
}
SceneTree::SceneTree() {
if (singleton == nullptr) {
singleton = this;
}
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
use_font_oversampling = false;
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
debug_paths_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
tree_version = 1;
physics_process_time = 0.f;
idle_process_time = 0.f;
root = nullptr;
input_handled = false;
pause = false;
current_frame = 0;
current_event = 0;
tree_changed_name = "tree_changed";
node_added_name = "node_added";
node_removed_name = "node_removed";
node_renamed_name = "node_renamed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
_physics_interpolation_enabled = false;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
root->set_handle_input_locally(false);
if (!root->get_world_3d().is_valid()) {
root->set_world_3d(Ref<World3D>(memnew(World3D)));
}
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
// Always disable jitter fix if physics interpolation is enabled -
// Jitter fix will interfere with interpolation, and is not necessary
// when interpolation is active.
if (is_physics_interpolation_enabled()) {
Engine::get_singleton()->set_physics_jitter_fix(0);
}
// Initialize network state
multiplayer_poll = true;
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
root->set_as_audio_listener(true);
root->set_as_audio_listener_2d(true);
current_scene = nullptr;
int ref_atlas_size = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_size", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); // next_power_of_2 will return a 0 as min value.
int ref_atlas_subdiv = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_subdiv", 8);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,1,or_greater")); // next_power_of_2 will return a 0 as min value.
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false);
root->set_use_fxaa(use_fxaa);
const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
root->set_use_debanding(use_debanding);
const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity");
root->set_sharpen_intensity(sharpen_intensity);
GLOBAL_DEF("rendering/quality/depth/hdr", true);
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
const bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
root->set_hdr(hdr);
GLOBAL_DEF("rendering/quality/depth/use_32_bpc_depth", false);
const bool use_32_bpc_depth = GLOBAL_GET("rendering/quality/depth/use_32_bpc_depth");
root->set_use_32_bpc_depth(use_32_bpc_depth);
RS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world_3d()->get_scenario(), ref_atlas_size, ref_atlas_subdiv);
{ //load default fallback environment
//get possible extensions
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment3D", &exts);
String ext_hint;
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
if (ext_hint != String()) {
ext_hint += ",";
}
ext_hint += "*." + E->get();
}
//get path
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
//setup property
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (env_path != String()) {
Ref<Environment3D> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
root->get_world_3d()->set_fallback_environment(env);
} else {
if (Engine::get_singleton()->is_editor_hint()) {
//file was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
} else {
//file was erased, notify user.
ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
}
}
}
}
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
stretch_scale = 1.0;
last_screen_size = OS::get_singleton()->get_window_size();
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
if (ScriptDebugger::get_singleton()->is_remote()) {
ScriptDebuggerRemote *remote_debugger = static_cast<ScriptDebuggerRemote *>(ScriptDebugger::get_singleton());
remote_debugger->set_scene_tree(this);
}
ScriptDebugger::get_singleton()->set_multiplayer(multiplayer);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
#ifdef TOOLS_ENABLED
edited_scene_root = nullptr;
#endif
#ifdef DEBUG_ENABLED
live_edit_root = NodePath("/root");
#endif
}
SceneTree::~SceneTree() {
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root);
}
if (singleton == this) {
singleton = nullptr;
}
}