scene_debugger.cpp 95 KB

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  1. /**************************************************************************/
  2. /* scene_debugger.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "scene_debugger.h"
  31. #include "core/debugger/debugger_marshalls.h"
  32. #include "core/debugger/engine_debugger.h"
  33. #include "core/io/marshalls.h"
  34. #include "core/math/math_fieldwise.h"
  35. #include "core/object/script_language.h"
  36. #include "core/templates/local_vector.h"
  37. #include "scene/gui/popup_menu.h"
  38. #include "scene/main/canvas_layer.h"
  39. #include "scene/main/scene_tree.h"
  40. #include "scene/main/window.h"
  41. #include "scene/resources/packed_scene.h"
  42. #include "scene/theme/theme_db.h"
  43. #include "servers/audio_server.h"
  44. #ifndef PHYSICS_2D_DISABLED
  45. #include "scene/2d/physics/collision_object_2d.h"
  46. #include "scene/2d/physics/collision_polygon_2d.h"
  47. #include "scene/2d/physics/collision_shape_2d.h"
  48. #endif // PHYSICS_2D_DISABLED
  49. #ifndef _3D_DISABLED
  50. #include "scene/3d/camera_3d.h"
  51. #ifndef PHYSICS_3D_DISABLED
  52. #include "scene/3d/physics/collision_object_3d.h"
  53. #include "scene/3d/physics/collision_shape_3d.h"
  54. #endif // PHYSICS_3D_DISABLED
  55. #include "scene/3d/visual_instance_3d.h"
  56. #include "scene/resources/3d/convex_polygon_shape_3d.h"
  57. #include "scene/resources/surface_tool.h"
  58. #endif // _3D_DISABLED
  59. SceneDebugger::SceneDebugger() {
  60. singleton = this;
  61. #ifdef DEBUG_ENABLED
  62. if (unlikely(parse_message_handlers.is_empty())) {
  63. _init_parse_message_handlers();
  64. }
  65. LiveEditor::singleton = memnew(LiveEditor);
  66. RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
  67. EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
  68. #endif // DEBUG_ENABLED
  69. }
  70. SceneDebugger::~SceneDebugger() {
  71. #ifdef DEBUG_ENABLED
  72. if (LiveEditor::singleton) {
  73. EngineDebugger::unregister_message_capture("scene");
  74. memdelete(LiveEditor::singleton);
  75. LiveEditor::singleton = nullptr;
  76. }
  77. if (RuntimeNodeSelect::singleton) {
  78. memdelete(RuntimeNodeSelect::singleton);
  79. RuntimeNodeSelect::singleton = nullptr;
  80. }
  81. #endif // DEBUG_ENABLED
  82. singleton = nullptr;
  83. }
  84. void SceneDebugger::initialize() {
  85. if (EngineDebugger::is_active()) {
  86. memnew(SceneDebugger);
  87. }
  88. }
  89. void SceneDebugger::deinitialize() {
  90. if (singleton) {
  91. memdelete(singleton);
  92. }
  93. }
  94. #ifdef DEBUG_ENABLED
  95. void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) {
  96. Ref<InputEventKey> k = p_event;
  97. if (p_shortcut.is_valid() && k.is_valid() && k->is_pressed() && !k->is_echo() && p_shortcut->matches_event(k)) {
  98. EngineDebugger::get_singleton()->send_message("request_quit", Array());
  99. }
  100. }
  101. void SceneDebugger::_handle_embed_input(const Ref<InputEvent> &p_event, const Dictionary &p_settings) {
  102. Ref<InputEventKey> k = p_event;
  103. if (k.is_null() || !k->is_pressed()) {
  104. return;
  105. }
  106. Ref<Shortcut> p_shortcut = p_settings.get("editor/next_frame_embedded_project", Ref<Shortcut>());
  107. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  108. EngineDebugger::get_singleton()->send_message("request_embed_next_frame", Array());
  109. return;
  110. }
  111. if (k->is_echo()) {
  112. return;
  113. } // Shortcuts that doesn't need is_echo goes below here
  114. p_shortcut = p_settings.get("editor/suspend_resume_embedded_project", Ref<Shortcut>());
  115. if (p_shortcut.is_valid() && p_shortcut->matches_event(k)) {
  116. EngineDebugger::get_singleton()->send_message("request_embed_suspend_toggle", Array());
  117. return;
  118. }
  119. }
  120. Error SceneDebugger::_msg_setup_scene(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  121. p_scene_tree->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_input).bind(DebuggerMarshalls::deserialize_key_shortcut(p_args)));
  122. return OK;
  123. }
  124. Error SceneDebugger::_msg_request_scene_tree(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  125. p_live_editor->_send_tree();
  126. return OK;
  127. }
  128. Error SceneDebugger::_msg_save_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  129. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  130. _save_node(p_args[0], p_args[1]);
  131. Array arr;
  132. arr.append(p_args[1]);
  133. EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
  134. return OK;
  135. }
  136. Error SceneDebugger::_msg_inspect_objects(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  137. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  138. Vector<ObjectID> ids;
  139. for (const Variant &id : (Array)p_args[0]) {
  140. ids.append(ObjectID(id.operator uint64_t()));
  141. }
  142. _send_object_ids(ids, p_args[1]);
  143. return OK;
  144. }
  145. Error SceneDebugger::_msg_clear_selection(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  146. p_runtime_node_select->_clear_selection();
  147. return OK;
  148. }
  149. Error SceneDebugger::_msg_suspend_changed(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  150. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  151. bool suspended = p_args[0];
  152. p_scene_tree->set_suspend(suspended);
  153. p_runtime_node_select->_update_input_state();
  154. return OK;
  155. }
  156. Error SceneDebugger::_msg_next_frame(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  157. _next_frame();
  158. return OK;
  159. }
  160. Error SceneDebugger::_msg_debug_mute_audio(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  161. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  162. bool do_mute = p_args[0];
  163. AudioServer::get_singleton()->set_debug_mute(do_mute);
  164. return OK;
  165. }
  166. Error SceneDebugger::_msg_override_cameras(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  167. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  168. bool enable = p_args[0];
  169. bool from_editor = p_args[1];
  170. p_scene_tree->get_root()->enable_canvas_transform_override(enable);
  171. #ifndef _3D_DISABLED
  172. p_scene_tree->get_root()->enable_camera_3d_override(enable);
  173. #endif // _3D_DISABLED
  174. p_runtime_node_select->_set_camera_override_enabled(enable && !from_editor);
  175. return OK;
  176. }
  177. Error SceneDebugger::_msg_transform_camera_2d(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  178. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  179. Transform2D transform = p_args[0];
  180. p_scene_tree->get_root()->set_canvas_transform_override(transform);
  181. p_runtime_node_select->_queue_selection_update();
  182. return OK;
  183. }
  184. #ifndef _3D_DISABLED
  185. Error SceneDebugger::_msg_transform_camera_3d(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  186. ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
  187. Transform3D transform = p_args[0];
  188. bool is_perspective = p_args[1];
  189. float size_or_fov = p_args[2];
  190. float depth_near = p_args[3];
  191. float depth_far = p_args[4];
  192. if (is_perspective) {
  193. p_scene_tree->get_root()->set_camera_3d_override_perspective(size_or_fov, depth_near, depth_far);
  194. } else {
  195. p_scene_tree->get_root()->set_camera_3d_override_orthogonal(size_or_fov, depth_near, depth_far);
  196. }
  197. p_scene_tree->get_root()->set_camera_3d_override_transform(transform);
  198. p_runtime_node_select->_queue_selection_update();
  199. return OK;
  200. }
  201. #endif // _3D_DISABLED
  202. Error SceneDebugger::_msg_set_object_property(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  203. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  204. _set_object_property(p_args[0], p_args[1], p_args[2]);
  205. p_runtime_node_select->_queue_selection_update();
  206. return OK;
  207. }
  208. Error SceneDebugger::_msg_set_object_property_field(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  209. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  210. _set_object_property(p_args[0], p_args[1], p_args[2], p_args[3]);
  211. p_runtime_node_select->_queue_selection_update();
  212. return OK;
  213. }
  214. Error SceneDebugger::_msg_reload_cached_files(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  215. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  216. PackedStringArray files = p_args[0];
  217. reload_cached_files(files);
  218. return OK;
  219. }
  220. Error SceneDebugger::_msg_setup_embedded_shortcuts(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  221. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  222. Dictionary dict = p_args[0];
  223. LocalVector<Variant> keys = dict.get_key_list();
  224. for (const Variant &key : keys) {
  225. dict[key] = DebuggerMarshalls::deserialize_key_shortcut(dict[key]);
  226. }
  227. SceneTree::get_singleton()->get_root()->connect(SceneStringName(window_input), callable_mp_static(SceneDebugger::_handle_embed_input).bind(dict));
  228. return OK;
  229. }
  230. // region Live editing.
  231. Error SceneDebugger::_msg_live_set_root(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  232. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  233. p_live_editor->_root_func(p_args[0], p_args[1]);
  234. return OK;
  235. }
  236. Error SceneDebugger::_msg_live_node_path(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  237. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  238. p_live_editor->_node_path_func(p_args[0], p_args[1]);
  239. return OK;
  240. }
  241. Error SceneDebugger::_msg_live_res_path(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  242. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  243. p_live_editor->_res_path_func(p_args[0], p_args[1]);
  244. return OK;
  245. }
  246. Error SceneDebugger::_msg_live_node_prop_res(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  247. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  248. p_live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
  249. return OK;
  250. }
  251. Error SceneDebugger::_msg_live_node_prop(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  252. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  253. p_live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]);
  254. return OK;
  255. }
  256. Error SceneDebugger::_msg_live_res_prop_res(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  257. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  258. p_live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
  259. return OK;
  260. }
  261. Error SceneDebugger::_msg_live_res_prop(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  262. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  263. p_live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]);
  264. return OK;
  265. }
  266. Error SceneDebugger::_msg_live_node_call(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  267. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  268. LocalVector<Variant> args;
  269. LocalVector<Variant *> argptrs;
  270. args.resize(p_args.size() - 2);
  271. argptrs.resize(args.size());
  272. for (uint32_t i = 0; i < args.size(); i++) {
  273. args[i] = p_args[i + 2];
  274. argptrs[i] = &args[i];
  275. }
  276. p_live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  277. return OK;
  278. }
  279. Error SceneDebugger::_msg_live_res_call(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  280. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  281. LocalVector<Variant> args;
  282. LocalVector<Variant *> argptrs;
  283. args.resize(p_args.size() - 2);
  284. argptrs.resize(args.size());
  285. for (uint32_t i = 0; i < args.size(); i++) {
  286. args[i] = p_args[i + 2];
  287. argptrs[i] = &args[i];
  288. }
  289. p_live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
  290. return OK;
  291. }
  292. Error SceneDebugger::_msg_live_create_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  293. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  294. p_live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]);
  295. return OK;
  296. }
  297. Error SceneDebugger::_msg_live_instantiate_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  298. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  299. p_live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]);
  300. return OK;
  301. }
  302. Error SceneDebugger::_msg_live_remove_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  303. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  304. p_live_editor->_remove_node_func(p_args[0]);
  305. p_runtime_node_select->_queue_selection_update();
  306. return OK;
  307. }
  308. Error SceneDebugger::_msg_live_remove_and_keep_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  309. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  310. p_live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]);
  311. p_runtime_node_select->_queue_selection_update();
  312. return OK;
  313. }
  314. Error SceneDebugger::_msg_live_restore_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  315. ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
  316. p_live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]);
  317. return OK;
  318. }
  319. Error SceneDebugger::_msg_live_duplicate_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  320. ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
  321. p_live_editor->_duplicate_node_func(p_args[0], p_args[1]);
  322. return OK;
  323. }
  324. Error SceneDebugger::_msg_live_reparent_node(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  325. ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
  326. p_live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
  327. return OK;
  328. }
  329. // endregion
  330. // region Runtime Node Selection.
  331. Error SceneDebugger::_msg_runtime_node_select_setup(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  332. ERR_FAIL_COND_V(p_args.is_empty() || p_args[0].get_type() != Variant::DICTIONARY, ERR_INVALID_DATA);
  333. p_runtime_node_select->_setup(p_args[0]);
  334. return OK;
  335. }
  336. Error SceneDebugger::_msg_runtime_node_select_set_type(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  337. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  338. RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
  339. p_runtime_node_select->_node_set_type(type);
  340. return OK;
  341. }
  342. Error SceneDebugger::_msg_runtime_node_select_set_mode(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  343. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  344. RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
  345. p_runtime_node_select->_select_set_mode(mode);
  346. return OK;
  347. }
  348. Error SceneDebugger::_msg_runtime_node_select_set_visible(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  349. ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
  350. bool visible = p_args[0];
  351. p_runtime_node_select->_set_selection_visible(visible);
  352. return OK;
  353. }
  354. Error SceneDebugger::_msg_runtime_node_select_reset_camera_2d(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  355. p_runtime_node_select->_reset_camera_2d();
  356. return OK;
  357. }
  358. #ifndef _3D_DISABLED
  359. Error SceneDebugger::_msg_runtime_node_select_reset_camera_3d(const Array &p_args, SceneTree *p_scene_tree, LiveEditor *p_live_editor, RuntimeNodeSelect *p_runtime_node_select) {
  360. p_runtime_node_select->_reset_camera_3d();
  361. return OK;
  362. }
  363. #endif // _3D_DISABLED
  364. // endregion
  365. Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
  366. SceneTree *scene_tree = SceneTree::get_singleton();
  367. if (!scene_tree) {
  368. return ERR_UNCONFIGURED;
  369. }
  370. LiveEditor *live_editor = LiveEditor::get_singleton();
  371. if (!live_editor) {
  372. return ERR_UNCONFIGURED;
  373. }
  374. RuntimeNodeSelect *runtime_node_select = RuntimeNodeSelect::get_singleton();
  375. if (!runtime_node_select) {
  376. return ERR_UNCONFIGURED;
  377. }
  378. ParseMessageFunc *fn_ptr = parse_message_handlers.getptr(p_msg);
  379. if (fn_ptr) {
  380. r_captured = true;
  381. return (*fn_ptr)(p_args, scene_tree, live_editor, runtime_node_select);
  382. }
  383. if (p_msg.begins_with("live_") || p_msg.begins_with("runtime_node_select_")) {
  384. // Messages with these prefixes are reserved and should be handled by the LiveEditor or RuntimeNodeSelect classes,
  385. // so return ERR_SKIP.
  386. r_captured = true;
  387. return ERR_SKIP;
  388. }
  389. r_captured = false;
  390. return OK;
  391. }
  392. HashMap<String, SceneDebugger::ParseMessageFunc> SceneDebugger::parse_message_handlers;
  393. void SceneDebugger::_init_parse_message_handlers() {
  394. #define HANDLER(name) parse_message_handlers[#name] = _msg_##name
  395. HANDLER(setup_scene);
  396. HANDLER(setup_embedded_shortcuts);
  397. HANDLER(request_scene_tree);
  398. HANDLER(save_node);
  399. HANDLER(inspect_objects);
  400. HANDLER(clear_selection);
  401. HANDLER(suspend_changed);
  402. HANDLER(next_frame);
  403. HANDLER(debug_mute_audio);
  404. HANDLER(override_cameras);
  405. HANDLER(transform_camera_2d);
  406. #ifndef _3D_DISABLED
  407. HANDLER(transform_camera_3d);
  408. #endif
  409. HANDLER(set_object_property);
  410. HANDLER(set_object_property_field);
  411. HANDLER(reload_cached_files);
  412. HANDLER(live_set_root);
  413. HANDLER(live_node_path);
  414. HANDLER(live_res_path);
  415. HANDLER(live_node_prop_res);
  416. HANDLER(live_node_prop);
  417. HANDLER(live_res_prop_res);
  418. HANDLER(live_res_prop);
  419. HANDLER(live_node_call);
  420. HANDLER(live_res_call);
  421. HANDLER(live_create_node);
  422. HANDLER(live_instantiate_node);
  423. HANDLER(live_remove_node);
  424. HANDLER(live_remove_and_keep_node);
  425. HANDLER(live_restore_node);
  426. HANDLER(live_duplicate_node);
  427. HANDLER(live_reparent_node);
  428. HANDLER(runtime_node_select_setup);
  429. HANDLER(runtime_node_select_set_type);
  430. HANDLER(runtime_node_select_set_mode);
  431. HANDLER(runtime_node_select_set_visible);
  432. HANDLER(runtime_node_select_reset_camera_2d);
  433. #ifndef _3D_DISABLED
  434. HANDLER(runtime_node_select_reset_camera_3d);
  435. #endif
  436. #undef HANDLER
  437. }
  438. void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
  439. Node *node = ObjectDB::get_instance<Node>(id);
  440. ERR_FAIL_NULL(node);
  441. #ifdef TOOLS_ENABLED
  442. HashMap<const Node *, Node *> duplimap;
  443. Node *copy = node->duplicate_from_editor(duplimap);
  444. #else
  445. Node *copy = node->duplicate();
  446. #endif // TOOLS_ENABLED
  447. // Handle Unique Nodes.
  448. for (int i = 0; i < copy->get_child_count(false); i++) {
  449. _set_node_owner_recursive(copy->get_child(i, false), copy);
  450. }
  451. // Root node cannot ever be unique name in its own Scene!
  452. copy->set_unique_name_in_owner(false);
  453. Ref<PackedScene> ps = memnew(PackedScene);
  454. ps->pack(copy);
  455. ResourceSaver::save(ps, p_path);
  456. memdelete(copy);
  457. }
  458. void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
  459. if (!p_node->get_owner()) {
  460. p_node->set_owner(p_owner);
  461. }
  462. for (int i = 0; i < p_node->get_child_count(false); i++) {
  463. _set_node_owner_recursive(p_node->get_child(i, false), p_owner);
  464. }
  465. }
  466. void SceneDebugger::_send_object_ids(const Vector<ObjectID> &p_ids, bool p_update_selection) {
  467. Vector<ObjectID> ids = p_ids;
  468. if (ids.size() > RuntimeNodeSelect::get_singleton()->max_selection) {
  469. ids.resize(RuntimeNodeSelect::get_singleton()->max_selection);
  470. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  471. }
  472. LocalVector<Node *> nodes;
  473. Array objs;
  474. bool objs_missing = false;
  475. for (const ObjectID &id : ids) {
  476. SceneDebuggerObject obj(id);
  477. if (obj.id.is_null()) {
  478. objs_missing = true;
  479. continue;
  480. }
  481. if (p_update_selection) {
  482. if (Node *node = ObjectDB::get_instance<Node>(id)) {
  483. nodes.push_back(node);
  484. }
  485. }
  486. Array arr;
  487. obj.serialize(arr);
  488. objs.append(arr);
  489. }
  490. if (p_update_selection) {
  491. RuntimeNodeSelect::get_singleton()->_set_selected_nodes(nodes);
  492. }
  493. if (objs_missing) {
  494. Array invalid_selection;
  495. for (const ObjectID &id : ids) {
  496. invalid_selection.append(id);
  497. }
  498. Array arr;
  499. arr.append(invalid_selection);
  500. EngineDebugger::get_singleton()->send_message("remote_selection_invalidated", arr);
  501. EngineDebugger::get_singleton()->send_message(objs.is_empty() ? "remote_nothing_selected" : "remote_objects_selected", objs);
  502. } else {
  503. EngineDebugger::get_singleton()->send_message(p_update_selection ? "remote_objects_selected" : "scene:inspect_objects", objs);
  504. }
  505. }
  506. void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field) {
  507. Object *obj = ObjectDB::get_instance(p_id);
  508. if (!obj) {
  509. return;
  510. }
  511. String prop_name = p_property;
  512. if (p_property.begins_with("Members/")) {
  513. Vector<String> ss = p_property.split("/");
  514. prop_name = ss[ss.size() - 1];
  515. }
  516. Variant value;
  517. if (p_field.is_empty()) {
  518. // Whole value.
  519. value = p_value;
  520. } else {
  521. // Only one field.
  522. value = fieldwise_assign(obj->get(prop_name), p_value, p_field);
  523. }
  524. obj->set(prop_name, value);
  525. }
  526. void SceneDebugger::_next_frame() {
  527. SceneTree *scene_tree = SceneTree::get_singleton();
  528. if (!scene_tree->is_suspended()) {
  529. return;
  530. }
  531. scene_tree->set_suspend(false);
  532. RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
  533. }
  534. void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
  535. LiveEditor *debugger = LiveEditor::get_singleton();
  536. if (!debugger) {
  537. return;
  538. }
  539. if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
  540. debugger->live_scene_edit_cache[p_filename].insert(p_node);
  541. }
  542. }
  543. void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
  544. LiveEditor *debugger = LiveEditor::get_singleton();
  545. if (!debugger) {
  546. return;
  547. }
  548. HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
  549. HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
  550. if (E) {
  551. E->value.erase(p_node);
  552. if (E->value.is_empty()) {
  553. edit_cache.remove(E);
  554. }
  555. }
  556. HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
  557. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
  558. if (F) {
  559. for (const KeyValue<ObjectID, Node *> &G : F->value) {
  560. memdelete(G.value);
  561. }
  562. remove_list.remove(F);
  563. }
  564. }
  565. void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) {
  566. for (const String &file : p_files) {
  567. Ref<Resource> res = ResourceCache::get_ref(file);
  568. if (res.is_valid()) {
  569. res->reload_from_file();
  570. }
  571. }
  572. }
  573. /// SceneDebuggerObject
  574. SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
  575. id = ObjectID();
  576. Object *obj = ObjectDB::get_instance(p_id);
  577. if (!obj) {
  578. return;
  579. }
  580. id = p_id;
  581. class_name = obj->get_class();
  582. if (ScriptInstance *si = obj->get_script_instance()) {
  583. // Read script instance constants and variables
  584. if (!si->get_script().is_null()) {
  585. Script *s = si->get_script().ptr();
  586. _parse_script_properties(s, si);
  587. }
  588. }
  589. if (Node *node = Object::cast_to<Node>(obj)) {
  590. // For debugging multiplayer.
  591. {
  592. PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
  593. properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
  594. }
  595. // Add specialized NodePath info (if inside tree).
  596. if (node->is_inside_tree()) {
  597. PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
  598. properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
  599. } else { // Can't ask for path if a node is not in tree.
  600. PropertyInfo pi(Variant::STRING, String("Node/path"));
  601. properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
  602. }
  603. } else if (Script *s = Object::cast_to<Script>(obj)) {
  604. // Add script constants (no instance).
  605. _parse_script_properties(s, nullptr);
  606. }
  607. // Add base object properties.
  608. List<PropertyInfo> pinfo;
  609. obj->get_property_list(&pinfo, true);
  610. for (const PropertyInfo &E : pinfo) {
  611. if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
  612. properties.push_back(SceneDebuggerProperty(E, obj->get(E.name)));
  613. }
  614. }
  615. }
  616. void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
  617. typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
  618. typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
  619. ScriptMemberMap members;
  620. if (p_instance) {
  621. members[p_script] = HashSet<StringName>();
  622. p_script->get_members(&(members[p_script]));
  623. }
  624. ScriptConstantsMap constants;
  625. constants[p_script] = HashMap<StringName, Variant>();
  626. p_script->get_constants(&(constants[p_script]));
  627. Ref<Script> base = p_script->get_base_script();
  628. while (base.is_valid()) {
  629. if (p_instance) {
  630. members[base.ptr()] = HashSet<StringName>();
  631. base->get_members(&(members[base.ptr()]));
  632. }
  633. constants[base.ptr()] = HashMap<StringName, Variant>();
  634. base->get_constants(&(constants[base.ptr()]));
  635. base = base->get_base_script();
  636. }
  637. // Members
  638. for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
  639. for (const StringName &E : sm.value) {
  640. Variant m;
  641. if (p_instance->get(E, m)) {
  642. String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
  643. PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
  644. properties.push_back(SceneDebuggerProperty(pi, m));
  645. }
  646. }
  647. }
  648. // Constants
  649. for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
  650. for (const KeyValue<StringName, Variant> &E : sc.value) {
  651. String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
  652. if (E.value.get_type() == Variant::OBJECT) {
  653. Variant inst_id = ((Object *)E.value)->get_instance_id();
  654. PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
  655. properties.push_back(SceneDebuggerProperty(pi, inst_id));
  656. } else {
  657. PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
  658. properties.push_back(SceneDebuggerProperty(pi, E.value));
  659. }
  660. }
  661. }
  662. }
  663. void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
  664. Array send_props;
  665. for (SceneDebuggerObject::SceneDebuggerProperty &property : properties) {
  666. const PropertyInfo &pi = property.first;
  667. Variant &var = property.second;
  668. Ref<Resource> res = var;
  669. Array prop = { pi.name, pi.type };
  670. PropertyHint hint = pi.hint;
  671. String hint_string = pi.hint_string;
  672. if (res.is_valid() && !res->get_path().is_empty()) {
  673. var = res->get_path();
  674. } else { //only send information that can be sent..
  675. int len = 0; //test how big is this to encode
  676. encode_variant(var, nullptr, len);
  677. if (len > p_max_size) { //limit to max size
  678. hint = PROPERTY_HINT_OBJECT_TOO_BIG;
  679. hint_string = "";
  680. var = Variant();
  681. }
  682. }
  683. prop.push_back(hint);
  684. prop.push_back(hint_string);
  685. prop.push_back(pi.usage);
  686. prop.push_back(var);
  687. send_props.push_back(prop);
  688. }
  689. r_arr.push_back(uint64_t(id));
  690. r_arr.push_back(class_name);
  691. r_arr.push_back(send_props);
  692. }
  693. void SceneDebuggerObject::deserialize(const Array &p_arr) {
  694. #define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
  695. ERR_FAIL_COND(p_arr.size() < 3);
  696. CHECK_TYPE(p_arr[0], INT);
  697. CHECK_TYPE(p_arr[1], STRING);
  698. CHECK_TYPE(p_arr[2], ARRAY);
  699. id = uint64_t(p_arr[0]);
  700. class_name = p_arr[1];
  701. Array props = p_arr[2];
  702. for (int i = 0; i < props.size(); i++) {
  703. CHECK_TYPE(props[i], ARRAY);
  704. Array prop = props[i];
  705. ERR_FAIL_COND(prop.size() != 6);
  706. CHECK_TYPE(prop[0], STRING);
  707. CHECK_TYPE(prop[1], INT);
  708. CHECK_TYPE(prop[2], INT);
  709. CHECK_TYPE(prop[3], STRING);
  710. CHECK_TYPE(prop[4], INT);
  711. PropertyInfo pinfo;
  712. pinfo.name = prop[0];
  713. pinfo.type = Variant::Type(int(prop[1]));
  714. pinfo.hint = PropertyHint(int(prop[2]));
  715. pinfo.hint_string = prop[3];
  716. pinfo.usage = PropertyUsageFlags(int(prop[4]));
  717. Variant var = prop[5];
  718. if (pinfo.type == Variant::OBJECT) {
  719. if (var.is_zero()) {
  720. var = Ref<Resource>();
  721. } else if (var.get_type() == Variant::OBJECT) {
  722. if (((Object *)var)->is_class("EncodedObjectAsID")) {
  723. var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
  724. pinfo.type = var.get_type();
  725. pinfo.hint = PROPERTY_HINT_OBJECT_ID;
  726. pinfo.hint_string = "Object";
  727. }
  728. }
  729. }
  730. properties.push_back(SceneDebuggerProperty(pinfo, var));
  731. }
  732. }
  733. /// SceneDebuggerTree
  734. SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
  735. // Flatten tree into list, depth first, use stack to avoid recursion.
  736. List<Node *> stack;
  737. stack.push_back(p_root);
  738. bool is_root = true;
  739. const StringName &is_visible_sn = SNAME("is_visible");
  740. const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
  741. while (stack.size()) {
  742. Node *n = stack.front()->get();
  743. stack.pop_front();
  744. int count = n->get_child_count();
  745. for (int i = 0; i < count; i++) {
  746. stack.push_front(n->get_child(count - i - 1));
  747. }
  748. int view_flags = 0;
  749. if (is_root) {
  750. // Prevent root window visibility from being changed.
  751. is_root = false;
  752. } else if (n->has_method(is_visible_sn)) {
  753. const Variant visible = n->call(is_visible_sn);
  754. if (visible.get_type() == Variant::BOOL) {
  755. view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
  756. view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
  757. }
  758. if (n->has_method(is_visible_in_tree_sn)) {
  759. const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
  760. if (visible_in_tree.get_type() == Variant::BOOL) {
  761. view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
  762. }
  763. }
  764. }
  765. String class_name;
  766. ScriptInstance *script_instance = n->get_script_instance();
  767. if (script_instance) {
  768. Ref<Script> script = script_instance->get_script();
  769. if (script.is_valid()) {
  770. class_name = script->get_global_name();
  771. if (class_name.is_empty()) {
  772. // If there is no class_name in this script we just take the script path.
  773. class_name = script->get_path();
  774. }
  775. }
  776. }
  777. nodes.push_back(RemoteNode(count, n->get_name(), class_name.is_empty() ? n->get_class() : class_name, n->get_instance_id(), n->get_scene_file_path(), view_flags));
  778. }
  779. }
  780. void SceneDebuggerTree::serialize(Array &p_arr) {
  781. for (const RemoteNode &n : nodes) {
  782. p_arr.push_back(n.child_count);
  783. p_arr.push_back(n.name);
  784. p_arr.push_back(n.type_name);
  785. p_arr.push_back(n.id);
  786. p_arr.push_back(n.scene_file_path);
  787. p_arr.push_back(n.view_flags);
  788. }
  789. }
  790. void SceneDebuggerTree::deserialize(const Array &p_arr) {
  791. int idx = 0;
  792. while (p_arr.size() > idx) {
  793. ERR_FAIL_COND(p_arr.size() < 6);
  794. CHECK_TYPE(p_arr[idx], INT); // child_count.
  795. CHECK_TYPE(p_arr[idx + 1], STRING); // name.
  796. CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
  797. CHECK_TYPE(p_arr[idx + 3], INT); // id.
  798. CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
  799. CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
  800. nodes.push_back(RemoteNode(p_arr[idx], p_arr[idx + 1], p_arr[idx + 2], p_arr[idx + 3], p_arr[idx + 4], p_arr[idx + 5]));
  801. idx += 6;
  802. }
  803. }
  804. /// LiveEditor
  805. LiveEditor *LiveEditor::get_singleton() {
  806. return singleton;
  807. }
  808. void LiveEditor::_send_tree() {
  809. SceneTree *scene_tree = SceneTree::get_singleton();
  810. if (!scene_tree) {
  811. return;
  812. }
  813. Array arr;
  814. // Encoded as a flat list depth first.
  815. SceneDebuggerTree tree(scene_tree->root);
  816. tree.serialize(arr);
  817. EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
  818. }
  819. void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
  820. live_edit_node_path_cache[p_id] = p_path;
  821. }
  822. void LiveEditor::_res_path_func(const String &p_path, int p_id) {
  823. live_edit_resource_cache[p_id] = p_path;
  824. }
  825. void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  826. SceneTree *scene_tree = SceneTree::get_singleton();
  827. if (!scene_tree) {
  828. return;
  829. }
  830. if (!live_edit_node_path_cache.has(p_id)) {
  831. return;
  832. }
  833. NodePath np = live_edit_node_path_cache[p_id];
  834. Node *base = nullptr;
  835. if (scene_tree->root->has_node(live_edit_root)) {
  836. base = scene_tree->root->get_node(live_edit_root);
  837. }
  838. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  839. if (!E) {
  840. return; //scene not editable
  841. }
  842. for (Node *F : E->value) {
  843. Node *n = F;
  844. if (base && !base->is_ancestor_of(n)) {
  845. continue;
  846. }
  847. if (!n->has_node(np)) {
  848. continue;
  849. }
  850. Node *n2 = n->get_node(np);
  851. // Do not change transform of edited scene root, unless it's the scene being played.
  852. // See GH-86659 for additional context.
  853. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  854. Variant orig_tf;
  855. if (keep_transform) {
  856. if (n2->is_class("Node3D")) {
  857. orig_tf = n2->call("get_transform");
  858. } else if (n2->is_class("CanvasItem")) {
  859. orig_tf = n2->call("_edit_get_state");
  860. }
  861. }
  862. n2->set(p_prop, p_value);
  863. if (keep_transform) {
  864. if (n2->is_class("Node3D")) {
  865. Variant new_tf = n2->call("get_transform");
  866. if (new_tf != orig_tf) {
  867. n2->call("set_transform", orig_tf);
  868. }
  869. } else if (n2->is_class("CanvasItem")) {
  870. Variant new_tf = n2->call("_edit_get_state");
  871. if (new_tf != orig_tf) {
  872. n2->call("_edit_set_state", orig_tf);
  873. }
  874. }
  875. }
  876. }
  877. }
  878. void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  879. Ref<Resource> r = ResourceLoader::load(p_value);
  880. if (r.is_null()) {
  881. return;
  882. }
  883. _node_set_func(p_id, p_prop, r);
  884. }
  885. void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  886. SceneTree *scene_tree = SceneTree::get_singleton();
  887. if (!scene_tree) {
  888. return;
  889. }
  890. if (!live_edit_node_path_cache.has(p_id)) {
  891. return;
  892. }
  893. NodePath np = live_edit_node_path_cache[p_id];
  894. Node *base = nullptr;
  895. if (scene_tree->root->has_node(live_edit_root)) {
  896. base = scene_tree->root->get_node(live_edit_root);
  897. }
  898. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  899. if (!E) {
  900. return; //scene not editable
  901. }
  902. for (Node *F : E->value) {
  903. Node *n = F;
  904. if (base && !base->is_ancestor_of(n)) {
  905. continue;
  906. }
  907. if (!n->has_node(np)) {
  908. continue;
  909. }
  910. Node *n2 = n->get_node(np);
  911. // Do not change transform of edited scene root, unless it's the scene being played.
  912. // See GH-86659 for additional context.
  913. bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
  914. Variant orig_tf;
  915. if (keep_transform) {
  916. if (n2->is_class("Node3D")) {
  917. orig_tf = n2->call("get_transform");
  918. } else if (n2->is_class("CanvasItem")) {
  919. orig_tf = n2->call("_edit_get_state");
  920. }
  921. }
  922. Callable::CallError ce;
  923. n2->callp(p_method, p_args, p_argcount, ce);
  924. if (keep_transform) {
  925. if (n2->is_class("Node3D")) {
  926. Variant new_tf = n2->call("get_transform");
  927. if (new_tf != orig_tf) {
  928. n2->call("set_transform", orig_tf);
  929. }
  930. } else if (n2->is_class("CanvasItem")) {
  931. Variant new_tf = n2->call("_edit_get_state");
  932. if (new_tf != orig_tf) {
  933. n2->call("_edit_set_state", orig_tf);
  934. }
  935. }
  936. }
  937. }
  938. }
  939. void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
  940. if (!live_edit_resource_cache.has(p_id)) {
  941. return;
  942. }
  943. String resp = live_edit_resource_cache[p_id];
  944. if (!ResourceCache::has(resp)) {
  945. return;
  946. }
  947. Ref<Resource> r = ResourceCache::get_ref(resp);
  948. if (r.is_null()) {
  949. return;
  950. }
  951. r->set(p_prop, p_value);
  952. }
  953. void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
  954. Ref<Resource> r = ResourceLoader::load(p_value);
  955. if (r.is_null()) {
  956. return;
  957. }
  958. _res_set_func(p_id, p_prop, r);
  959. }
  960. void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
  961. if (!live_edit_resource_cache.has(p_id)) {
  962. return;
  963. }
  964. String resp = live_edit_resource_cache[p_id];
  965. if (!ResourceCache::has(resp)) {
  966. return;
  967. }
  968. Ref<Resource> r = ResourceCache::get_ref(resp);
  969. if (r.is_null()) {
  970. return;
  971. }
  972. Callable::CallError ce;
  973. r->callp(p_method, p_args, p_argcount, ce);
  974. }
  975. void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
  976. live_edit_root = p_scene_path;
  977. live_edit_scene = p_scene_from;
  978. }
  979. void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
  980. SceneTree *scene_tree = SceneTree::get_singleton();
  981. if (!scene_tree) {
  982. return;
  983. }
  984. Node *base = nullptr;
  985. if (scene_tree->root->has_node(live_edit_root)) {
  986. base = scene_tree->root->get_node(live_edit_root);
  987. }
  988. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  989. if (!E) {
  990. return; //scene not editable
  991. }
  992. for (Node *F : E->value) {
  993. Node *n = F;
  994. if (base && !base->is_ancestor_of(n)) {
  995. continue;
  996. }
  997. if (!n->has_node(p_parent)) {
  998. continue;
  999. }
  1000. Node *n2 = n->get_node(p_parent);
  1001. Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
  1002. if (!no) {
  1003. continue;
  1004. }
  1005. no->set_name(p_name);
  1006. n2->add_child(no);
  1007. }
  1008. }
  1009. void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
  1010. SceneTree *scene_tree = SceneTree::get_singleton();
  1011. if (!scene_tree) {
  1012. return;
  1013. }
  1014. Ref<PackedScene> ps = ResourceLoader::load(p_path);
  1015. if (ps.is_null()) {
  1016. return;
  1017. }
  1018. Node *base = nullptr;
  1019. if (scene_tree->root->has_node(live_edit_root)) {
  1020. base = scene_tree->root->get_node(live_edit_root);
  1021. }
  1022. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1023. if (!E) {
  1024. return; //scene not editable
  1025. }
  1026. for (Node *F : E->value) {
  1027. Node *n = F;
  1028. if (base && !base->is_ancestor_of(n)) {
  1029. continue;
  1030. }
  1031. if (!n->has_node(p_parent)) {
  1032. continue;
  1033. }
  1034. Node *n2 = n->get_node(p_parent);
  1035. Node *no = ps->instantiate();
  1036. if (!no) {
  1037. continue;
  1038. }
  1039. no->set_name(p_name);
  1040. n2->add_child(no);
  1041. }
  1042. }
  1043. void LiveEditor::_remove_node_func(const NodePath &p_at) {
  1044. SceneTree *scene_tree = SceneTree::get_singleton();
  1045. if (!scene_tree) {
  1046. return;
  1047. }
  1048. Node *base = nullptr;
  1049. if (scene_tree->root->has_node(live_edit_root)) {
  1050. base = scene_tree->root->get_node(live_edit_root);
  1051. }
  1052. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1053. if (!E) {
  1054. return; //scene not editable
  1055. }
  1056. Vector<Node *> to_delete;
  1057. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  1058. Node *n = *F;
  1059. if (base && !base->is_ancestor_of(n)) {
  1060. continue;
  1061. }
  1062. if (!n->has_node(p_at)) {
  1063. continue;
  1064. }
  1065. Node *n2 = n->get_node(p_at);
  1066. to_delete.push_back(n2);
  1067. }
  1068. for (int i = 0; i < to_delete.size(); i++) {
  1069. memdelete(to_delete[i]);
  1070. }
  1071. }
  1072. void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
  1073. SceneTree *scene_tree = SceneTree::get_singleton();
  1074. if (!scene_tree) {
  1075. return;
  1076. }
  1077. Node *base = nullptr;
  1078. if (scene_tree->root->has_node(live_edit_root)) {
  1079. base = scene_tree->root->get_node(live_edit_root);
  1080. }
  1081. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1082. if (!E) {
  1083. return; //scene not editable
  1084. }
  1085. Vector<Node *> to_remove;
  1086. for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
  1087. Node *n = *F;
  1088. if (base && !base->is_ancestor_of(n)) {
  1089. continue;
  1090. }
  1091. if (!n->has_node(p_at)) {
  1092. continue;
  1093. }
  1094. to_remove.push_back(n);
  1095. }
  1096. for (int i = 0; i < to_remove.size(); i++) {
  1097. Node *n = to_remove[i];
  1098. Node *n2 = n->get_node(p_at);
  1099. n2->get_parent()->remove_child(n2);
  1100. live_edit_remove_list[n][p_keep_id] = n2;
  1101. }
  1102. }
  1103. void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
  1104. SceneTree *scene_tree = SceneTree::get_singleton();
  1105. if (!scene_tree) {
  1106. return;
  1107. }
  1108. Node *base = nullptr;
  1109. if (scene_tree->root->has_node(live_edit_root)) {
  1110. base = scene_tree->root->get_node(live_edit_root);
  1111. }
  1112. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1113. if (!E) {
  1114. return; //scene not editable
  1115. }
  1116. for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
  1117. HashSet<Node *>::Iterator N = F;
  1118. ++N;
  1119. Node *n = *F;
  1120. if (base && !base->is_ancestor_of(n)) {
  1121. continue;
  1122. }
  1123. if (!n->has_node(p_at)) {
  1124. continue;
  1125. }
  1126. Node *n2 = n->get_node(p_at);
  1127. HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
  1128. if (!EN) {
  1129. continue;
  1130. }
  1131. HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
  1132. if (!FN) {
  1133. continue;
  1134. }
  1135. n2->add_child(FN->value);
  1136. EN->value.remove(FN);
  1137. if (EN->value.is_empty()) {
  1138. live_edit_remove_list.remove(EN);
  1139. }
  1140. F = N;
  1141. }
  1142. }
  1143. void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
  1144. SceneTree *scene_tree = SceneTree::get_singleton();
  1145. if (!scene_tree) {
  1146. return;
  1147. }
  1148. Node *base = nullptr;
  1149. if (scene_tree->root->has_node(live_edit_root)) {
  1150. base = scene_tree->root->get_node(live_edit_root);
  1151. }
  1152. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1153. if (!E) {
  1154. return; //scene not editable
  1155. }
  1156. for (Node *F : E->value) {
  1157. Node *n = F;
  1158. if (base && !base->is_ancestor_of(n)) {
  1159. continue;
  1160. }
  1161. if (!n->has_node(p_at)) {
  1162. continue;
  1163. }
  1164. Node *n2 = n->get_node(p_at);
  1165. Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
  1166. if (!dup) {
  1167. continue;
  1168. }
  1169. dup->set_name(p_new_name);
  1170. n2->get_parent()->add_child(dup);
  1171. }
  1172. }
  1173. void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
  1174. SceneTree *scene_tree = SceneTree::get_singleton();
  1175. if (!scene_tree) {
  1176. return;
  1177. }
  1178. Node *base = nullptr;
  1179. if (scene_tree->root->has_node(live_edit_root)) {
  1180. base = scene_tree->root->get_node(live_edit_root);
  1181. }
  1182. HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
  1183. if (!E) {
  1184. return; //scene not editable
  1185. }
  1186. for (Node *F : E->value) {
  1187. Node *n = F;
  1188. if (base && !base->is_ancestor_of(n)) {
  1189. continue;
  1190. }
  1191. if (!n->has_node(p_at)) {
  1192. continue;
  1193. }
  1194. Node *nfrom = n->get_node(p_at);
  1195. if (!n->has_node(p_new_place)) {
  1196. continue;
  1197. }
  1198. Node *nto = n->get_node(p_new_place);
  1199. nfrom->get_parent()->remove_child(nfrom);
  1200. nfrom->set_name(p_new_name);
  1201. nto->add_child(nfrom);
  1202. if (p_at_pos >= 0) {
  1203. nto->move_child(nfrom, p_at_pos);
  1204. }
  1205. }
  1206. }
  1207. /// RuntimeNodeSelect
  1208. RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
  1209. return singleton;
  1210. }
  1211. RuntimeNodeSelect::~RuntimeNodeSelect() {
  1212. if (selection_list && !selection_list->is_visible()) {
  1213. memdelete(selection_list);
  1214. }
  1215. if (draw_canvas.is_valid()) {
  1216. RS::get_singleton()->free(sel_drag_ci);
  1217. RS::get_singleton()->free(sbox_2d_ci);
  1218. RS::get_singleton()->free(draw_canvas);
  1219. }
  1220. }
  1221. void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {
  1222. Window *root = SceneTree::get_singleton()->get_root();
  1223. ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
  1224. root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
  1225. root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
  1226. max_selection = p_settings.get("debugger/max_node_selection", 1);
  1227. panner.instantiate();
  1228. panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
  1229. ViewPanner::ControlScheme panning_scheme = (ViewPanner::ControlScheme)p_settings.get("editors/panning/2d_editor_panning_scheme", 0).operator int();
  1230. bool simple_panning = p_settings.get("editors/panning/simple_panning", false);
  1231. int pan_speed = p_settings.get("editors/panning/2d_editor_pan_speed", 20);
  1232. Array keys = p_settings.get("canvas_item_editor/pan_view", Array()).operator Array();
  1233. panner->setup(panning_scheme, DebuggerMarshalls::deserialize_key_shortcut(keys), simple_panning);
  1234. panner->setup_warped_panning(root, p_settings.get("editors/panning/warped_mouse_panning", true));
  1235. panner->set_scroll_speed(pan_speed);
  1236. sel_2d_grab_dist = p_settings.get("editors/polygon_editor/point_grab_radius", 0);
  1237. selection_area_fill = p_settings.get("box_selection_fill_color", Color());
  1238. selection_area_outline = p_settings.get("box_selection_stroke_color", Color());
  1239. draw_canvas = RS::get_singleton()->canvas_create();
  1240. sel_drag_ci = RS::get_singleton()->canvas_item_create();
  1241. /// 2D Selection Box Generation
  1242. sbox_2d_ci = RS::get_singleton()->canvas_item_create();
  1243. RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), draw_canvas);
  1244. RS::get_singleton()->canvas_item_set_parent(sel_drag_ci, draw_canvas);
  1245. RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, draw_canvas);
  1246. #ifndef _3D_DISABLED
  1247. cursor = Cursor();
  1248. camera_fov = p_settings.get("editors/3d/default_fov", 70);
  1249. camera_znear = p_settings.get("editors/3d/default_z_near", 0.05);
  1250. camera_zfar = p_settings.get("editors/3d/default_z_far", 4'000);
  1251. invert_x_axis = p_settings.get("editors/3d/navigation/invert_x_axis", false);
  1252. invert_y_axis = p_settings.get("editors/3d/navigation/invert_y_axis", false);
  1253. warped_mouse_panning_3d = p_settings.get("editors/3d/navigation/warped_mouse_panning", true);
  1254. freelook_base_speed = p_settings.get("editors/3d/freelook/freelook_base_speed", 5);
  1255. freelook_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/freelook/freelook_sensitivity", 0.25));
  1256. orbit_sensitivity = Math::deg_to_rad((real_t)p_settings.get("editors/3d/navigation_feel/orbit_sensitivity", 0.004));
  1257. translation_sensitivity = p_settings.get("editors/3d/navigation_feel/translation_sensitivity", 1);
  1258. /// 3D Selection Box Generation
  1259. // Copied from the Node3DEditor implementation.
  1260. sbox_3d_color = p_settings.get("editors/3d/selection_box_color", Color());
  1261. // Use two AABBs to create the illusion of a slightly thicker line.
  1262. AABB aabb(Vector3(), Vector3(1, 1, 1));
  1263. // Create a x-ray (visible through solid surfaces) and standard version of the selection box.
  1264. // Both will be drawn at the same position, but with different opacity.
  1265. // This lets the user see where the selection is while still having a sense of depth.
  1266. Ref<SurfaceTool> st = memnew(SurfaceTool);
  1267. Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
  1268. st->begin(Mesh::PRIMITIVE_LINES);
  1269. st_xray->begin(Mesh::PRIMITIVE_LINES);
  1270. for (int i = 0; i < 12; i++) {
  1271. Vector3 a, b;
  1272. aabb.get_edge(i, a, b);
  1273. st->add_vertex(a);
  1274. st->add_vertex(b);
  1275. st_xray->add_vertex(a);
  1276. st_xray->add_vertex(b);
  1277. }
  1278. Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
  1279. mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1280. mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1281. mat->set_albedo(sbox_3d_color);
  1282. mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1283. st->set_material(mat);
  1284. sbox_3d_mesh = st->commit();
  1285. Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
  1286. mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  1287. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  1288. mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
  1289. mat_xray->set_albedo(sbox_3d_color * Color(1, 1, 1, 0.15));
  1290. mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
  1291. st_xray->set_material(mat_xray);
  1292. sbox_3d_mesh_xray = st_xray->commit();
  1293. #endif // _3D_DISABLED
  1294. SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
  1295. SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
  1296. // This function will be called before the root enters the tree at first when the Game view is passing its settings to
  1297. // the debugger, so queue the update for after it enters.
  1298. root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
  1299. }
  1300. void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
  1301. node_select_type = p_type;
  1302. _update_input_state();
  1303. }
  1304. void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
  1305. node_select_mode = p_mode;
  1306. }
  1307. void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
  1308. camera_override = p_enabled;
  1309. if (p_enabled) {
  1310. _update_view_2d();
  1311. }
  1312. #ifndef _3D_DISABLED
  1313. if (camera_first_override) {
  1314. _reset_camera_2d();
  1315. _reset_camera_3d();
  1316. camera_first_override = false;
  1317. } else if (p_enabled) {
  1318. _update_view_2d();
  1319. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1320. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  1321. }
  1322. #endif // _3D_DISABLED
  1323. }
  1324. void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
  1325. Window *root = SceneTree::get_singleton()->get_root();
  1326. if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) {
  1327. // Workaround for platforms that don't allow subwindows.
  1328. if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) {
  1329. root->set_disable_input_override(false);
  1330. selection_list->push_input(p_event);
  1331. callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
  1332. }
  1333. return;
  1334. }
  1335. bool is_dragging_camera = false;
  1336. if (camera_override) {
  1337. if (node_select_type == NODE_TYPE_2D) {
  1338. is_dragging_camera = panner->gui_input(p_event, Rect2(Vector2(), root->get_visible_rect().get_size()));
  1339. } else if (node_select_type == NODE_TYPE_3D && selection_drag_state == SELECTION_DRAG_NONE) {
  1340. #ifndef _3D_DISABLED
  1341. if (_handle_3d_input(p_event)) {
  1342. return;
  1343. }
  1344. #endif // _3D_DISABLED
  1345. }
  1346. }
  1347. Ref<InputEventMouseButton> b = p_event;
  1348. if (selection_drag_state == SELECTION_DRAG_MOVE) {
  1349. Ref<InputEventMouseMotion> m = p_event;
  1350. if (m.is_valid()) {
  1351. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(m->get_position()));
  1352. return;
  1353. } else if (b.is_valid()) {
  1354. // Account for actions like zooming.
  1355. _update_selection_drag(root->get_screen_transform().affine_inverse().xform(b->get_position()));
  1356. }
  1357. }
  1358. if (b.is_null()) {
  1359. return;
  1360. }
  1361. // Ignore mouse wheel inputs.
  1362. if (b->get_button_index() != MouseButton::LEFT && b->get_button_index() != MouseButton::RIGHT) {
  1363. return;
  1364. }
  1365. if (selection_drag_state == SELECTION_DRAG_MOVE && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) {
  1366. selection_drag_state = SELECTION_DRAG_END;
  1367. selection_drag_area = selection_drag_area.abs();
  1368. _update_selection_drag();
  1369. // Trigger a selection in the position on release.
  1370. if (multi_shortcut_pressed) {
  1371. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1372. }
  1373. }
  1374. if (!is_dragging_camera && b->is_pressed()) {
  1375. multi_shortcut_pressed = b->is_shift_pressed();
  1376. list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
  1377. if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
  1378. selection_position = root->get_screen_transform().affine_inverse().xform(b->get_position());
  1379. }
  1380. }
  1381. }
  1382. void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
  1383. Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
  1384. if (obj) {
  1385. Vector<Node *> node;
  1386. node.append(Object::cast_to<Node>(obj));
  1387. _send_ids(node);
  1388. }
  1389. }
  1390. void RuntimeNodeSelect::_update_input_state() {
  1391. SceneTree *scene_tree = SceneTree::get_singleton();
  1392. // This function can be called at the very beginning, when the root hasn't entered the tree yet.
  1393. // So check first to avoid a crash.
  1394. if (!scene_tree->get_root()->is_inside_tree()) {
  1395. return;
  1396. }
  1397. bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
  1398. Input::get_singleton()->set_disable_input(disable_input);
  1399. Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
  1400. scene_tree->get_root()->set_disable_input_override(disable_input);
  1401. }
  1402. void RuntimeNodeSelect::_process_frame() {
  1403. #ifndef _3D_DISABLED
  1404. if (camera_freelook) {
  1405. Transform3D transform = _get_cursor_transform();
  1406. Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
  1407. const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
  1408. Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
  1409. Vector3 direction;
  1410. Input *input = Input::get_singleton();
  1411. bool was_input_disabled = input->is_input_disabled();
  1412. if (was_input_disabled) {
  1413. input->set_disable_input(false);
  1414. }
  1415. if (input->is_physical_key_pressed(Key::A)) {
  1416. direction -= right;
  1417. }
  1418. if (input->is_physical_key_pressed(Key::D)) {
  1419. direction += right;
  1420. }
  1421. if (input->is_physical_key_pressed(Key::W)) {
  1422. direction += forward;
  1423. }
  1424. if (input->is_physical_key_pressed(Key::S)) {
  1425. direction -= forward;
  1426. }
  1427. if (input->is_physical_key_pressed(Key::E)) {
  1428. direction += up;
  1429. }
  1430. if (input->is_physical_key_pressed(Key::Q)) {
  1431. direction -= up;
  1432. }
  1433. real_t speed = freelook_base_speed;
  1434. if (input->is_physical_key_pressed(Key::SHIFT)) {
  1435. speed *= 3.0;
  1436. }
  1437. if (input->is_physical_key_pressed(Key::ALT)) {
  1438. speed *= 0.333333;
  1439. }
  1440. if (was_input_disabled) {
  1441. input->set_disable_input(true);
  1442. }
  1443. if (direction != Vector3()) {
  1444. // Calculate the process time manually, as the time scale is frozen.
  1445. const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
  1446. const Vector3 motion = direction * speed * process_time;
  1447. cursor.pos += motion;
  1448. cursor.eye_pos += motion;
  1449. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  1450. }
  1451. }
  1452. #endif // _3D_DISABLED
  1453. if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
  1454. selection_update_queued = false;
  1455. if (has_selection) {
  1456. _update_selection();
  1457. }
  1458. }
  1459. }
  1460. void RuntimeNodeSelect::_physics_frame() {
  1461. if (selection_drag_state != SELECTION_DRAG_END && (selection_drag_state == SELECTION_DRAG_MOVE || Math::is_inf(selection_position.x))) {
  1462. return;
  1463. }
  1464. Window *root = SceneTree::get_singleton()->get_root();
  1465. bool selection_drag_valid = selection_drag_state == SELECTION_DRAG_END && selection_drag_area.get_area() > SELECTION_MIN_AREA;
  1466. Vector<SelectResult> items;
  1467. if (node_select_type == NODE_TYPE_2D) {
  1468. if (selection_drag_valid) {
  1469. for (int i = 0; i < root->get_child_count(); i++) {
  1470. _find_canvas_items_at_rect(selection_drag_area, root->get_child(i), items);
  1471. }
  1472. } else if (!Math::is_inf(selection_position.x)) {
  1473. for (int i = 0; i < root->get_child_count(); i++) {
  1474. _find_canvas_items_at_pos(selection_position, root->get_child(i), items);
  1475. }
  1476. }
  1477. // Remove possible duplicates.
  1478. for (int i = 0; i < items.size(); i++) {
  1479. Node *item = items[i].item;
  1480. for (int j = 0; j < i; j++) {
  1481. if (items[j].item == item) {
  1482. items.remove_at(i);
  1483. i--;
  1484. break;
  1485. }
  1486. }
  1487. }
  1488. } else if (node_select_type == NODE_TYPE_3D) {
  1489. #ifndef _3D_DISABLED
  1490. if (selection_drag_valid) {
  1491. _find_3d_items_at_rect(selection_drag_area, items);
  1492. } else {
  1493. _find_3d_items_at_pos(selection_position, items);
  1494. }
  1495. #endif // _3D_DISABLED
  1496. }
  1497. items.sort();
  1498. switch (selection_drag_state) {
  1499. case SELECTION_DRAG_END: {
  1500. selection_position = Point2(Math::INF, Math::INF);
  1501. selection_drag_state = SELECTION_DRAG_NONE;
  1502. if (selection_drag_area.get_area() > SELECTION_MIN_AREA) {
  1503. if (!items.is_empty()) {
  1504. Vector<Node *> nodes;
  1505. for (const SelectResult item : items) {
  1506. nodes.append(item.item);
  1507. }
  1508. _send_ids(nodes, false);
  1509. }
  1510. _update_selection_drag();
  1511. return;
  1512. }
  1513. _update_selection_drag();
  1514. } break;
  1515. case SELECTION_DRAG_NONE: {
  1516. if (node_select_mode == SELECT_MODE_LIST) {
  1517. break;
  1518. }
  1519. if (multi_shortcut_pressed) {
  1520. // Allow forcing box selection when an item was clicked.
  1521. selection_drag_state = SELECTION_DRAG_MOVE;
  1522. } else if (items.is_empty()) {
  1523. #ifdef _3D_DISABLED
  1524. if (!selected_ci_nodes.is_empty()) {
  1525. #else
  1526. if (!selected_ci_nodes.is_empty() || !selected_3d_nodes.is_empty()) {
  1527. #endif // _3D_DISABLED
  1528. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", Array());
  1529. _clear_selection();
  1530. }
  1531. selection_drag_state = SELECTION_DRAG_MOVE;
  1532. } else {
  1533. break;
  1534. }
  1535. [[fallthrough]];
  1536. }
  1537. case SELECTION_DRAG_MOVE: {
  1538. selection_drag_area.position = selection_position;
  1539. // Stop selection on click, so it can happen on release if the selection area doesn't pass the threshold.
  1540. if (multi_shortcut_pressed) {
  1541. return;
  1542. }
  1543. }
  1544. }
  1545. if (items.is_empty()) {
  1546. selection_position = Point2(Math::INF, Math::INF);
  1547. return;
  1548. }
  1549. if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
  1550. selection_position = Point2(Math::INF, Math::INF);
  1551. Vector<Node *> node;
  1552. node.append(items[0].item);
  1553. _send_ids(node);
  1554. return;
  1555. }
  1556. if (!selection_list && (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST)) {
  1557. _open_selection_list(items, selection_position);
  1558. }
  1559. selection_position = Point2(Math::INF, Math::INF);
  1560. }
  1561. void RuntimeNodeSelect::_send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections) {
  1562. ERR_FAIL_COND(p_picked_nodes.is_empty());
  1563. Vector<Node *> picked_nodes = p_picked_nodes;
  1564. Array message;
  1565. if (!multi_shortcut_pressed) {
  1566. if (picked_nodes.size() > max_selection) {
  1567. picked_nodes.resize(max_selection);
  1568. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1569. }
  1570. for (const Node *node : picked_nodes) {
  1571. SceneDebuggerObject obj(node->get_instance_id());
  1572. Array arr;
  1573. obj.serialize(arr);
  1574. message.append(arr);
  1575. }
  1576. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1577. _set_selected_nodes(picked_nodes);
  1578. return;
  1579. }
  1580. int limit = max_selection - selected_ci_nodes.size();
  1581. #ifndef _3D_DISABLED
  1582. limit -= selected_3d_nodes.size();
  1583. #endif // _3D_DISABLED
  1584. if (limit <= 0) {
  1585. return;
  1586. }
  1587. if (picked_nodes.size() > limit) {
  1588. picked_nodes.resize(limit);
  1589. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1590. }
  1591. LocalVector<Node *> nodes;
  1592. LocalVector<ObjectID> ids;
  1593. for (Node *node : picked_nodes) {
  1594. ObjectID id = node->get_instance_id();
  1595. if (CanvasItem *ci = Object::cast_to<CanvasItem>(node)) {
  1596. if (selected_ci_nodes.has(id)) {
  1597. if (p_invert_new_selections) {
  1598. selected_ci_nodes.erase(id);
  1599. }
  1600. } else {
  1601. ids.push_back(id);
  1602. nodes.push_back(ci);
  1603. }
  1604. } else {
  1605. #ifndef _3D_DISABLED
  1606. if (Node3D *node3d = Object::cast_to<Node3D>(node)) {
  1607. if (selected_3d_nodes.has(id)) {
  1608. if (p_invert_new_selections) {
  1609. selected_3d_nodes.erase(id);
  1610. }
  1611. } else {
  1612. ids.push_back(id);
  1613. nodes.push_back(node3d);
  1614. }
  1615. }
  1616. #endif // _3D_DISABLED
  1617. }
  1618. }
  1619. for (ObjectID id : selected_ci_nodes) {
  1620. ids.push_back(id);
  1621. nodes.push_back(ObjectDB::get_instance<Node>(id));
  1622. }
  1623. #ifndef _3D_DISABLED
  1624. for (const KeyValue<ObjectID, Ref<SelectionBox3D>> &KV : selected_3d_nodes) {
  1625. ids.push_back(KV.key);
  1626. nodes.push_back(ObjectDB::get_instance<Node>(KV.key));
  1627. }
  1628. #endif // _3D_DISABLED
  1629. if (ids.size() > (unsigned)max_selection) {
  1630. ids.resize(max_selection);
  1631. EngineDebugger::get_singleton()->send_message("show_selection_limit_warning", Array());
  1632. }
  1633. if (ids.is_empty()) {
  1634. EngineDebugger::get_singleton()->send_message("remote_nothing_selected", message);
  1635. } else {
  1636. for (const ObjectID &id : ids) {
  1637. SceneDebuggerObject obj(id);
  1638. Array arr;
  1639. obj.serialize(arr);
  1640. message.append(arr);
  1641. }
  1642. EngineDebugger::get_singleton()->send_message("remote_objects_selected", message);
  1643. }
  1644. _set_selected_nodes(nodes);
  1645. }
  1646. void RuntimeNodeSelect::_set_selected_nodes(const Vector<Node *> &p_nodes) {
  1647. if (p_nodes.is_empty()) {
  1648. _clear_selection();
  1649. return;
  1650. }
  1651. bool changed = false;
  1652. LocalVector<ObjectID> nodes_ci;
  1653. #ifndef _3D_DISABLED
  1654. HashMap<ObjectID, Ref<SelectionBox3D>> nodes_3d;
  1655. #endif // _3D_DISABLED
  1656. for (Node *node : p_nodes) {
  1657. ObjectID id = node->get_instance_id();
  1658. if (Object::cast_to<CanvasItem>(node)) {
  1659. if (!changed || !selected_ci_nodes.has(id)) {
  1660. changed = true;
  1661. }
  1662. nodes_ci.push_back(id);
  1663. } else {
  1664. #ifndef _3D_DISABLED
  1665. Node3D *node_3d = Object::cast_to<Node3D>(node);
  1666. if (!node_3d || !node_3d->is_inside_world()) {
  1667. continue;
  1668. }
  1669. if (!changed || !selected_3d_nodes.has(id)) {
  1670. changed = true;
  1671. }
  1672. if (selected_3d_nodes.has(id)) {
  1673. // Assign an already available visual instance.
  1674. nodes_3d[id] = selected_3d_nodes.get(id);
  1675. continue;
  1676. }
  1677. if (sbox_3d_mesh.is_null() || sbox_3d_mesh_xray.is_null()) {
  1678. continue;
  1679. }
  1680. Ref<SelectionBox3D> sb;
  1681. sb.instantiate();
  1682. nodes_3d[id] = sb;
  1683. RID scenario = node_3d->get_world_3d()->get_scenario();
  1684. sb->instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1685. sb->instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), scenario);
  1686. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance, RS::SHADOW_CASTING_SETTING_OFF);
  1687. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1688. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1689. RS::get_singleton()->instance_geometry_set_flag(sb->instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1690. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1691. RS::get_singleton()->instance_geometry_set_flag(sb->instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1692. sb->instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1693. sb->instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), scenario);
  1694. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
  1695. RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sb->instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
  1696. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1697. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1698. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
  1699. RS::get_singleton()->instance_geometry_set_flag(sb->instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
  1700. #endif // _3D_DISABLED
  1701. }
  1702. }
  1703. #ifdef _3D_DISABLED
  1704. if (!changed && nodes_ci.size() == selected_ci_nodes.size()) {
  1705. return;
  1706. }
  1707. #else
  1708. if (!changed && nodes_ci.size() == selected_ci_nodes.size() && nodes_3d.size() == selected_3d_nodes.size()) {
  1709. return;
  1710. }
  1711. #endif // _3D_DISABLED
  1712. _clear_selection();
  1713. selected_ci_nodes = nodes_ci;
  1714. has_selection = !nodes_ci.is_empty();
  1715. #ifndef _3D_DISABLED
  1716. if (!nodes_3d.is_empty()) {
  1717. selected_3d_nodes = nodes_3d;
  1718. has_selection = true;
  1719. }
  1720. #endif // _3D_DISABLED
  1721. _queue_selection_update();
  1722. }
  1723. void RuntimeNodeSelect::_queue_selection_update() {
  1724. if (has_selection && selection_visible) {
  1725. if (SceneTree::get_singleton()->is_suspended()) {
  1726. _update_selection();
  1727. } else {
  1728. selection_update_queued = true;
  1729. }
  1730. }
  1731. }
  1732. void RuntimeNodeSelect::_update_selection() {
  1733. Window *root = SceneTree::get_singleton()->get_root();
  1734. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1735. RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
  1736. for (LocalVector<ObjectID>::Iterator E = selected_ci_nodes.begin(); E != selected_ci_nodes.end(); ++E) {
  1737. ObjectID id = *E;
  1738. CanvasItem *ci = ObjectDB::get_instance<CanvasItem>(id);
  1739. if (!ci) {
  1740. selected_ci_nodes.erase(id);
  1741. --E;
  1742. continue;
  1743. }
  1744. if (!ci->is_inside_tree()) {
  1745. continue;
  1746. }
  1747. Transform2D xform;
  1748. // Cameras (overridden or not) don't affect `CanvasLayer`s.
  1749. if (root->is_canvas_transform_override_enabled() && !(ci->get_canvas_layer_node() && !ci->get_canvas_layer_node()->is_following_viewport())) {
  1750. xform = root->get_canvas_transform_override() * ci->get_global_transform();
  1751. } else {
  1752. xform = ci->get_global_transform_with_canvas();
  1753. }
  1754. // Fallback.
  1755. Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
  1756. if (ci->_edit_use_rect()) {
  1757. rect = ci->_edit_get_rect();
  1758. } else {
  1759. #ifndef PHYSICS_2D_DISABLED
  1760. CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
  1761. if (collision_shape) {
  1762. Ref<Shape2D> shape = collision_shape->get_shape();
  1763. if (shape.is_valid()) {
  1764. rect = shape->get_rect();
  1765. }
  1766. }
  1767. #endif // PHYSICS_2D_DISABLED
  1768. }
  1769. const Vector2 endpoints[4] = {
  1770. xform.xform(rect.position),
  1771. xform.xform(rect.position + Point2(rect.size.x, 0)),
  1772. xform.xform(rect.position + rect.size),
  1773. xform.xform(rect.position + Point2(0, rect.size.y))
  1774. };
  1775. const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
  1776. for (int i = 0; i < 4; i++) {
  1777. RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, 2);
  1778. }
  1779. }
  1780. #ifndef _3D_DISABLED
  1781. for (HashMap<ObjectID, Ref<SelectionBox3D>>::ConstIterator KV = selected_3d_nodes.begin(); KV != selected_3d_nodes.end(); ++KV) {
  1782. ObjectID id = KV->key;
  1783. Node3D *node_3d = ObjectDB::get_instance<Node3D>(id);
  1784. if (!node_3d) {
  1785. selected_3d_nodes.erase(id);
  1786. --KV;
  1787. continue;
  1788. }
  1789. if (!node_3d->is_inside_tree()) {
  1790. continue;
  1791. }
  1792. // Fallback.
  1793. AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
  1794. VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
  1795. if (visual_instance) {
  1796. bounds = visual_instance->get_aabb();
  1797. } else {
  1798. #ifndef PHYSICS_2D_DISABLED
  1799. CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
  1800. if (collision_shape) {
  1801. Ref<Shape3D> shape = collision_shape->get_shape();
  1802. if (shape.is_valid()) {
  1803. bounds = shape->get_debug_mesh()->get_aabb();
  1804. }
  1805. }
  1806. #endif // PHYSICS_2D_DISABLED
  1807. }
  1808. Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
  1809. bounds = xform_to_top_level_parent_space.xform(bounds);
  1810. Transform3D t = node_3d->get_global_transform();
  1811. Ref<SelectionBox3D> sb = KV->value;
  1812. if (t == sb->transform && bounds == sb->bounds) {
  1813. continue; // Nothing changed.
  1814. }
  1815. sb->transform = t;
  1816. sb->bounds = bounds;
  1817. Transform3D t_offset = t;
  1818. // Apply AABB scaling before item's global transform.
  1819. {
  1820. const Vector3 offset(0.005, 0.005, 0.005);
  1821. Basis aabb_s;
  1822. aabb_s.scale(bounds.size + offset);
  1823. t.translate_local(bounds.position - offset / 2);
  1824. t.basis = t.basis * aabb_s;
  1825. }
  1826. {
  1827. const Vector3 offset(0.01, 0.01, 0.01);
  1828. Basis aabb_s;
  1829. aabb_s.scale(bounds.size + offset);
  1830. t_offset.translate_local(bounds.position - offset / 2);
  1831. t_offset.basis = t_offset.basis * aabb_s;
  1832. }
  1833. RS::get_singleton()->instance_set_visible(sb->instance, selection_visible);
  1834. RS::get_singleton()->instance_set_visible(sb->instance_ofs, selection_visible);
  1835. RS::get_singleton()->instance_set_visible(sb->instance_xray, selection_visible);
  1836. RS::get_singleton()->instance_set_visible(sb->instance_xray_ofs, selection_visible);
  1837. RS::get_singleton()->instance_set_transform(sb->instance, t);
  1838. RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset);
  1839. RS::get_singleton()->instance_set_transform(sb->instance_xray, t);
  1840. RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset);
  1841. }
  1842. #endif // _3D_DISABLED
  1843. }
  1844. void RuntimeNodeSelect::_clear_selection() {
  1845. selected_ci_nodes.clear();
  1846. if (draw_canvas.is_valid()) {
  1847. RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
  1848. }
  1849. #ifndef _3D_DISABLED
  1850. selected_3d_nodes.clear();
  1851. #endif // _3D_DISABLED
  1852. has_selection = false;
  1853. }
  1854. void RuntimeNodeSelect::_update_selection_drag(const Point2 &p_end_pos) {
  1855. RS::get_singleton()->canvas_item_clear(sel_drag_ci);
  1856. if (selection_drag_state != SELECTION_DRAG_MOVE) {
  1857. return;
  1858. }
  1859. selection_drag_area.size = p_end_pos - selection_drag_area.position;
  1860. if (selection_drag_state == SELECTION_DRAG_END) {
  1861. return;
  1862. }
  1863. Window *root = SceneTree::get_singleton()->get_root();
  1864. Rect2 selection_drawing;
  1865. int thickness;
  1866. if (root->is_canvas_transform_override_enabled()) {
  1867. Transform2D xform = root->get_canvas_transform_override();
  1868. RS::get_singleton()->canvas_item_set_transform(sel_drag_ci, xform);
  1869. RS::get_singleton()->canvas_item_reset_physics_interpolation(sel_drag_ci);
  1870. selection_drawing.position = xform.affine_inverse().xform(selection_drag_area.position);
  1871. selection_drawing.size = xform.affine_inverse().xform(p_end_pos);
  1872. thickness = MAX(1, Math::ceil(1 / view_2d_zoom));
  1873. } else {
  1874. RS::get_singleton()->canvas_item_set_transform(sel_drag_ci, Transform2D());
  1875. RS::get_singleton()->canvas_item_reset_physics_interpolation(sel_drag_ci);
  1876. selection_drawing.position = selection_drag_area.position;
  1877. selection_drawing.size = p_end_pos;
  1878. thickness = 1;
  1879. }
  1880. selection_drawing.size -= selection_drawing.position;
  1881. selection_drawing = selection_drawing.abs();
  1882. const Vector2 endpoints[4] = {
  1883. selection_drawing.position,
  1884. selection_drawing.position + Point2(selection_drawing.size.x, 0),
  1885. selection_drawing.position + selection_drawing.size,
  1886. selection_drawing.position + Point2(0, selection_drawing.size.y)
  1887. };
  1888. // Draw fill.
  1889. RS::get_singleton()->canvas_item_add_rect(sel_drag_ci, selection_drawing, selection_area_fill);
  1890. // Draw outline.
  1891. for (int i = 0; i < 4; i++) {
  1892. RS::get_singleton()->canvas_item_add_line(sel_drag_ci, endpoints[i], endpoints[(i + 1) % 4], selection_area_outline, thickness);
  1893. }
  1894. }
  1895. void RuntimeNodeSelect::_open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos) {
  1896. Window *root = SceneTree::get_singleton()->get_root();
  1897. selection_list = memnew(PopupMenu);
  1898. selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
  1899. selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
  1900. selection_list->set_force_native(true);
  1901. selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
  1902. selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list));
  1903. root->add_child(selection_list);
  1904. for (const SelectResult &I : p_items) {
  1905. selection_list->add_item(I.item->get_name());
  1906. selection_list->set_item_metadata(-1, I.item);
  1907. }
  1908. selection_list->set_position(selection_list->is_embedded() ? p_pos : (Input::get_singleton()->get_mouse_position() + root->get_position()));
  1909. selection_list->reset_size();
  1910. selection_list->popup();
  1911. // FIXME: Ugly hack that stops the popup from hiding when the button is released.
  1912. selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
  1913. }
  1914. void RuntimeNodeSelect::_close_selection_list() {
  1915. selection_list->queue_free();
  1916. selection_list = nullptr;
  1917. }
  1918. void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
  1919. selection_visible = p_visible;
  1920. if (has_selection) {
  1921. _update_selection();
  1922. }
  1923. }
  1924. // Copied and trimmed from the CanvasItemEditor implementation.
  1925. void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
  1926. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  1927. return;
  1928. }
  1929. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1930. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  1931. if (ci) {
  1932. if (!ci->is_set_as_top_level()) {
  1933. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  1934. } else {
  1935. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  1936. }
  1937. } else {
  1938. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  1939. _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  1940. }
  1941. }
  1942. if (!ci || !ci->is_visible_in_tree()) {
  1943. return;
  1944. }
  1945. Transform2D xform = p_canvas_xform;
  1946. if (!ci->is_set_as_top_level()) {
  1947. xform *= p_parent_xform;
  1948. }
  1949. Window *root = SceneTree::get_singleton()->get_root();
  1950. Point2 pos;
  1951. // Cameras (overridden or not) don't affect `CanvasLayer`s.
  1952. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  1953. pos = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_pos);
  1954. } else {
  1955. pos = p_pos;
  1956. }
  1957. xform = (xform * ci->get_transform()).affine_inverse();
  1958. const real_t local_grab_distance = xform.basis_xform(Vector2(sel_2d_grab_dist, 0)).length() / view_2d_zoom;
  1959. if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
  1960. SelectResult res;
  1961. res.item = ci;
  1962. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  1963. r_items.push_back(res);
  1964. #ifndef PHYSICS_2D_DISABLED
  1965. // If it's a shape, get the collision object it's from.
  1966. // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
  1967. if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
  1968. CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
  1969. if (collision_object) {
  1970. SelectResult res_col;
  1971. res_col.item = ci->get_parent();
  1972. res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
  1973. r_items.push_back(res_col);
  1974. }
  1975. }
  1976. #endif // PHYSICS_2D_DISABLED
  1977. }
  1978. }
  1979. // Copied and trimmed from the CanvasItemEditor implementation.
  1980. void RuntimeNodeSelect::_find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
  1981. if (!p_node || Object::cast_to<Viewport>(p_node)) {
  1982. return;
  1983. }
  1984. CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
  1985. for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
  1986. if (ci) {
  1987. if (!ci->is_set_as_top_level()) {
  1988. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
  1989. } else {
  1990. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
  1991. }
  1992. } else {
  1993. CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
  1994. _find_canvas_items_at_rect(p_rect, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
  1995. }
  1996. }
  1997. if (!ci || !ci->is_visible_in_tree()) {
  1998. return;
  1999. }
  2000. Transform2D xform = p_canvas_xform;
  2001. if (!ci->is_set_as_top_level()) {
  2002. xform *= p_parent_xform;
  2003. }
  2004. Window *root = SceneTree::get_singleton()->get_root();
  2005. Rect2 rect;
  2006. // Cameras (overridden or not) don't affect `CanvasLayer`s.
  2007. if (!ci->get_canvas_layer_node() || ci->get_canvas_layer_node()->is_following_viewport()) {
  2008. rect = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_rect);
  2009. } else {
  2010. rect = p_rect;
  2011. }
  2012. rect = (xform * ci->get_transform()).affine_inverse().xform(rect);
  2013. bool selected = false;
  2014. if (ci->_edit_use_rect()) {
  2015. Rect2 ci_rect = ci->_edit_get_rect();
  2016. if (rect.has_point(ci_rect.position) &&
  2017. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, 0)) &&
  2018. rect.has_point(ci_rect.position + Vector2(ci_rect.size.x, ci_rect.size.y)) &&
  2019. rect.has_point(ci_rect.position + Vector2(0, ci_rect.size.y))) {
  2020. selected = true;
  2021. }
  2022. } else if (rect.has_point(Point2())) {
  2023. selected = true;
  2024. }
  2025. if (selected) {
  2026. SelectResult res;
  2027. res.item = ci;
  2028. res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
  2029. r_items.push_back(res);
  2030. }
  2031. }
  2032. void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
  2033. Vector2 scroll = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_scroll_vec);
  2034. view_2d_offset.x -= scroll.x / view_2d_zoom;
  2035. view_2d_offset.y -= scroll.y / view_2d_zoom;
  2036. _update_view_2d();
  2037. }
  2038. // A very shallow copy of the same function inside CanvasItemEditor.
  2039. void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
  2040. real_t prev_zoom = view_2d_zoom;
  2041. view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
  2042. Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
  2043. view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
  2044. // We want to align in-scene pixels to screen pixels, this prevents blurry rendering
  2045. // of small details (texts, lines).
  2046. // This correction adds a jitter movement when zooming, so we correct only when the
  2047. // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
  2048. const real_t closest_zoom_factor = Math::round(view_2d_zoom);
  2049. if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
  2050. // Make sure scene pixel at view_offset is aligned on a screen pixel.
  2051. Vector2 view_offset_int = view_2d_offset.floor();
  2052. Vector2 view_offset_frac = view_2d_offset - view_offset_int;
  2053. view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
  2054. }
  2055. _update_view_2d();
  2056. }
  2057. void RuntimeNodeSelect::_reset_camera_2d() {
  2058. view_2d_offset = -SceneTree::get_singleton()->get_root()->get_canvas_transform().get_origin();
  2059. view_2d_zoom = 1;
  2060. _update_view_2d();
  2061. }
  2062. void RuntimeNodeSelect::_update_view_2d() {
  2063. Transform2D transform = Transform2D();
  2064. transform.scale_basis(Size2(view_2d_zoom, view_2d_zoom));
  2065. transform.columns[2] = -view_2d_offset * view_2d_zoom;
  2066. SceneTree::get_singleton()->get_root()->set_canvas_transform_override(transform);
  2067. _queue_selection_update();
  2068. }
  2069. #ifndef _3D_DISABLED
  2070. void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
  2071. Window *root = SceneTree::get_singleton()->get_root();
  2072. Vector3 ray, pos, to;
  2073. if (root->is_camera_3d_override_enabled()) {
  2074. ray = root->camera_3d_override_project_ray_normal(p_pos);
  2075. pos = root->camera_3d_override_project_ray_origin(p_pos);
  2076. to = pos + ray * root->get_camera_3d_override_properties()["z_far"];
  2077. } else {
  2078. Camera3D *camera = root->get_camera_3d();
  2079. if (!camera) {
  2080. return;
  2081. }
  2082. ray = camera->project_ray_normal(p_pos);
  2083. pos = camera->project_ray_origin(p_pos);
  2084. to = pos + ray * camera->get_far();
  2085. }
  2086. #ifndef PHYSICS_3D_DISABLED
  2087. // Start with physical objects.
  2088. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2089. PhysicsDirectSpaceState3D::RayResult result;
  2090. HashSet<RID> excluded;
  2091. PhysicsDirectSpaceState3D::RayParameters ray_params;
  2092. ray_params.from = pos;
  2093. ray_params.to = to;
  2094. ray_params.collide_with_areas = true;
  2095. while (true) {
  2096. ray_params.exclude = excluded;
  2097. if (ss->intersect_ray(ray_params, result)) {
  2098. SelectResult res;
  2099. res.item = Object::cast_to<Node>(result.collider);
  2100. res.order = -pos.distance_to(result.position);
  2101. // Fetch collision shapes.
  2102. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2103. if (collision) {
  2104. List<uint32_t> owners;
  2105. collision->get_shape_owners(&owners);
  2106. for (uint32_t &I : owners) {
  2107. SelectResult res_shape;
  2108. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2109. res_shape.order = res.order;
  2110. r_items.push_back(res_shape);
  2111. }
  2112. }
  2113. r_items.push_back(res);
  2114. excluded.insert(result.rid);
  2115. } else {
  2116. break;
  2117. }
  2118. }
  2119. #endif // PHYSICS_3D_DISABLED
  2120. // Then go for the meshes.
  2121. Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
  2122. for (int i = 0; i < items.size(); i++) {
  2123. Object *obj = ObjectDB::get_instance(items[i]);
  2124. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2125. if (geo_instance) {
  2126. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2127. if (mesh_collision.is_valid()) {
  2128. Transform3D gt = geo_instance->get_global_transform();
  2129. Transform3D ai = gt.affine_inverse();
  2130. Vector3 point, normal;
  2131. if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
  2132. SelectResult res;
  2133. res.item = Object::cast_to<Node>(obj);
  2134. res.order = -pos.distance_to(gt.xform(point));
  2135. r_items.push_back(res);
  2136. continue;
  2137. }
  2138. }
  2139. }
  2140. items.remove_at(i);
  2141. i--;
  2142. }
  2143. }
  2144. void RuntimeNodeSelect::_find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items) {
  2145. Window *root = SceneTree::get_singleton()->get_root();
  2146. Camera3D *camera = root->get_camera_3d();
  2147. if (!camera) {
  2148. return;
  2149. }
  2150. bool cam_override = root->is_camera_3d_override_enabled();
  2151. Vector3 cam_pos;
  2152. Vector3 dist_pos;
  2153. if (cam_override) {
  2154. cam_pos = root->get_camera_3d_override_transform().origin;
  2155. dist_pos = root->camera_3d_override_project_ray_origin(p_rect.position + p_rect.size / 2);
  2156. } else {
  2157. cam_pos = camera->get_global_position();
  2158. dist_pos = camera->project_ray_origin(p_rect.position + p_rect.size / 2);
  2159. }
  2160. real_t znear, zfar = 0;
  2161. real_t zofs = 5.0;
  2162. if (cam_override) {
  2163. HashMap<StringName, real_t> override_props = root->get_camera_3d_override_properties();
  2164. znear = override_props["z_near"];
  2165. zfar = override_props["z_far"];
  2166. zofs -= znear;
  2167. } else {
  2168. znear = camera->get_near();
  2169. zfar = camera->get_far();
  2170. zofs -= znear;
  2171. }
  2172. zofs = MAX(0.0, zofs);
  2173. const Point2 pos_end = p_rect.position + p_rect.size;
  2174. Vector3 box[4] = {
  2175. Vector3(
  2176. MIN(p_rect.position.x, pos_end.x),
  2177. MIN(p_rect.position.y, pos_end.y),
  2178. zofs),
  2179. Vector3(
  2180. MAX(p_rect.position.x, pos_end.x),
  2181. MIN(p_rect.position.y, pos_end.y),
  2182. zofs),
  2183. Vector3(
  2184. MAX(p_rect.position.x, pos_end.x),
  2185. MAX(p_rect.position.y, pos_end.y),
  2186. zofs),
  2187. Vector3(
  2188. MIN(p_rect.position.x, pos_end.x),
  2189. MAX(p_rect.position.y, pos_end.y),
  2190. zofs)
  2191. };
  2192. Vector<Plane> frustum;
  2193. for (int i = 0; i < 4; i++) {
  2194. Vector3 a = _get_screen_to_space(box[i]);
  2195. Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
  2196. frustum.push_back(Plane(a, b, cam_pos));
  2197. }
  2198. Plane near_plane;
  2199. // Get the camera normal.
  2200. if (cam_override) {
  2201. near_plane = Plane(root->get_camera_3d_override_transform().basis.get_column(2), cam_pos);
  2202. } else {
  2203. near_plane = Plane(camera->get_global_transform().basis.get_column(2), cam_pos);
  2204. }
  2205. near_plane.d -= znear;
  2206. frustum.push_back(near_plane);
  2207. Plane far_plane = -near_plane;
  2208. far_plane.d += zfar;
  2209. frustum.push_back(far_plane);
  2210. #ifndef PHYSICS_3D_DISABLED
  2211. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&frustum[0], frustum.size());
  2212. Ref<ConvexPolygonShape3D> shape;
  2213. shape.instantiate();
  2214. shape->set_points(points);
  2215. // Start with physical objects.
  2216. PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
  2217. PhysicsDirectSpaceState3D::ShapeResult result;
  2218. PhysicsDirectSpaceState3D::ShapeParameters shape_params;
  2219. shape_params.shape_rid = shape->get_rid();
  2220. shape_params.collide_with_areas = true;
  2221. if (ss->intersect_shape(shape_params, &result, 32)) {
  2222. SelectResult res;
  2223. res.item = Object::cast_to<Node>(result.collider);
  2224. res.order = -dist_pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().origin);
  2225. // Fetch collision shapes.
  2226. CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
  2227. if (collision) {
  2228. List<uint32_t> owners;
  2229. collision->get_shape_owners(&owners);
  2230. for (uint32_t &I : owners) {
  2231. SelectResult res_shape;
  2232. res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
  2233. res_shape.order = res.order;
  2234. r_items.push_back(res_shape);
  2235. }
  2236. }
  2237. r_items.push_back(res);
  2238. }
  2239. #endif // PHYSICS_3D_DISABLED
  2240. // Then go for the meshes.
  2241. Vector<ObjectID> items = RS::get_singleton()->instances_cull_convex(frustum, root->get_world_3d()->get_scenario());
  2242. for (int i = 0; i < items.size(); i++) {
  2243. Object *obj = ObjectDB::get_instance(items[i]);
  2244. GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
  2245. if (geo_instance) {
  2246. Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
  2247. if (mesh_collision.is_valid()) {
  2248. Transform3D gt = geo_instance->get_global_transform();
  2249. Vector3 mesh_scale = gt.get_basis().get_scale();
  2250. gt.orthonormalize();
  2251. Transform3D it = gt.affine_inverse();
  2252. Vector<Plane> transformed_frustum;
  2253. int plane_count = frustum.size();
  2254. transformed_frustum.resize(plane_count);
  2255. for (int j = 0; j < plane_count; j++) {
  2256. transformed_frustum.write[j] = it.xform(frustum[j]);
  2257. }
  2258. Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(transformed_frustum.ptr(), plane_count);
  2259. if (mesh_collision->inside_convex_shape(transformed_frustum.ptr(), transformed_frustum.size(), convex_points.ptr(), convex_points.size(), mesh_scale)) {
  2260. SelectResult res;
  2261. res.item = Object::cast_to<Node>(obj);
  2262. res.order = -dist_pos.distance_to(gt.origin);
  2263. r_items.push_back(res);
  2264. continue;
  2265. }
  2266. }
  2267. }
  2268. items.remove_at(i);
  2269. i--;
  2270. }
  2271. }
  2272. Vector3 RuntimeNodeSelect::_get_screen_to_space(const Vector3 &p_vector3) {
  2273. Window *root = SceneTree::get_singleton()->get_root();
  2274. Camera3D *camera = root->get_camera_3d();
  2275. Size2 size = root->get_size();
  2276. real_t znear = 0;
  2277. Projection cm;
  2278. Transform3D camera_transform;
  2279. if (root->is_camera_3d_override_enabled()) {
  2280. HashMap<StringName, real_t> override_props = root->get_camera_3d_override_properties();
  2281. znear = override_props["z_near"];
  2282. cm.set_perspective(override_props["fov"], size.aspect(), znear + p_vector3.z, override_props["z_far"]);
  2283. camera_transform.translate_local(cursor.pos);
  2284. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2285. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2286. camera_transform.translate_local(0, 0, cursor.distance);
  2287. } else {
  2288. znear = camera->get_near();
  2289. cm.set_perspective(camera->get_fov(), size.aspect(), znear + p_vector3.z, camera->get_far());
  2290. camera_transform = camera->get_camera_transform();
  2291. }
  2292. Vector2 screen_he = cm.get_viewport_half_extents();
  2293. return camera_transform.xform(Vector3(((p_vector3.x / size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (p_vector3.y / size.height)) * 2.0 - 1.0) * screen_he.y, -(znear + p_vector3.z)));
  2294. }
  2295. bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
  2296. Ref<InputEventMouseButton> b = p_event;
  2297. if (b.is_valid()) {
  2298. const real_t zoom_factor = 1.08 * b->get_factor();
  2299. switch (b->get_button_index()) {
  2300. case MouseButton::WHEEL_UP: {
  2301. if (!camera_freelook) {
  2302. _cursor_scale_distance(1.0 / zoom_factor);
  2303. } else {
  2304. _scale_freelook_speed(zoom_factor);
  2305. }
  2306. return true;
  2307. } break;
  2308. case MouseButton::WHEEL_DOWN: {
  2309. if (!camera_freelook) {
  2310. _cursor_scale_distance(zoom_factor);
  2311. } else {
  2312. _scale_freelook_speed(1.0 / zoom_factor);
  2313. }
  2314. return true;
  2315. } break;
  2316. case MouseButton::RIGHT: {
  2317. _set_camera_freelook_enabled(b->is_pressed());
  2318. return true;
  2319. } break;
  2320. default: {
  2321. }
  2322. }
  2323. }
  2324. Ref<InputEventMouseMotion> m = p_event;
  2325. if (m.is_valid()) {
  2326. if (camera_freelook) {
  2327. _cursor_look(m);
  2328. } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
  2329. if (m->is_shift_pressed()) {
  2330. _cursor_pan(m);
  2331. } else {
  2332. _cursor_orbit(m);
  2333. }
  2334. }
  2335. return true;
  2336. }
  2337. Ref<InputEventKey> k = p_event;
  2338. if (k.is_valid()) {
  2339. if (k->get_physical_keycode() == Key::ESCAPE) {
  2340. _set_camera_freelook_enabled(false);
  2341. return true;
  2342. } else if (k->is_ctrl_pressed()) {
  2343. switch (k->get_physical_keycode()) {
  2344. case Key::EQUAL: {
  2345. cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2346. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2347. return true;
  2348. } break;
  2349. case Key::MINUS: {
  2350. cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2351. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2352. return true;
  2353. } break;
  2354. case Key::KEY_0: {
  2355. cursor.fov_scale = 1;
  2356. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(camera_fov, camera_znear, camera_zfar);
  2357. return true;
  2358. } break;
  2359. default: {
  2360. }
  2361. }
  2362. }
  2363. }
  2364. // TODO: Handle magnify and pan input gestures.
  2365. return false;
  2366. }
  2367. void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
  2368. camera_freelook = p_enabled;
  2369. if (p_enabled) {
  2370. // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
  2371. Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
  2372. cursor.eye_pos = cursor.pos - cursor.distance * forward;
  2373. previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
  2374. // Hide mouse like in an FPS (warping doesn't work).
  2375. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
  2376. } else {
  2377. // Restore mouse.
  2378. Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
  2379. // Restore the previous mouse position when leaving freelook mode.
  2380. // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
  2381. // due to OS limitations.
  2382. Input::get_singleton()->warp_mouse(previous_mouse_position);
  2383. }
  2384. }
  2385. void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
  2386. real_t min_distance = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2387. real_t max_distance = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2388. cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
  2389. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  2390. }
  2391. void RuntimeNodeSelect::_scale_freelook_speed(real_t p_scale) {
  2392. real_t min_speed = MAX(camera_znear * 4, VIEW_3D_MIN_ZOOM);
  2393. real_t max_speed = MIN(camera_zfar / 4, VIEW_3D_MAX_ZOOM);
  2394. if (unlikely(min_speed > max_speed)) {
  2395. freelook_base_speed = (min_speed + max_speed) / 2;
  2396. } else {
  2397. freelook_base_speed = CLAMP(freelook_base_speed * p_scale, min_speed, max_speed);
  2398. }
  2399. }
  2400. void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
  2401. Window *root = SceneTree::get_singleton()->get_root();
  2402. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
  2403. const Transform3D prev_camera_transform = _get_cursor_transform();
  2404. if (invert_y_axis) {
  2405. cursor.x_rot -= relative.y * freelook_sensitivity;
  2406. } else {
  2407. cursor.x_rot += relative.y * freelook_sensitivity;
  2408. }
  2409. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2410. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2411. cursor.y_rot += relative.x * freelook_sensitivity;
  2412. // Look is like the opposite of Orbit: the focus point rotates around the camera.
  2413. Transform3D camera_transform = _get_cursor_transform();
  2414. Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
  2415. Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
  2416. Vector3 diff = prev_pos - pos;
  2417. cursor.pos += diff;
  2418. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  2419. }
  2420. void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
  2421. Window *root = SceneTree::get_singleton()->get_root();
  2422. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2423. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2424. const real_t pan_speed = translation_sensitivity / 150.0;
  2425. Transform3D camera_transform;
  2426. camera_transform.translate_local(cursor.pos);
  2427. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2428. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2429. Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
  2430. translation *= cursor.distance / 4;
  2431. camera_transform.translate_local(translation);
  2432. cursor.pos = camera_transform.origin;
  2433. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  2434. }
  2435. void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
  2436. Window *root = SceneTree::get_singleton()->get_root();
  2437. // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
  2438. const Vector2 relative = _get_warped_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
  2439. if (invert_y_axis) {
  2440. cursor.x_rot -= relative.y * orbit_sensitivity;
  2441. } else {
  2442. cursor.x_rot += relative.y * orbit_sensitivity;
  2443. }
  2444. // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
  2445. cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
  2446. if (invert_x_axis) {
  2447. cursor.y_rot -= relative.x * orbit_sensitivity;
  2448. } else {
  2449. cursor.y_rot += relative.x * orbit_sensitivity;
  2450. }
  2451. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  2452. }
  2453. Point2 RuntimeNodeSelect::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_area) const {
  2454. ERR_FAIL_COND_V(p_event.is_null(), Point2());
  2455. if (warped_mouse_panning_3d) {
  2456. return Input::get_singleton()->warp_mouse_motion(p_event, p_area);
  2457. }
  2458. return p_event->get_relative();
  2459. }
  2460. Transform3D RuntimeNodeSelect::_get_cursor_transform() {
  2461. Transform3D camera_transform;
  2462. camera_transform.translate_local(cursor.pos);
  2463. camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
  2464. camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
  2465. camera_transform.translate_local(0, 0, cursor.distance);
  2466. return camera_transform;
  2467. }
  2468. void RuntimeNodeSelect::_reset_camera_3d() {
  2469. camera_first_override = true;
  2470. cursor = Cursor();
  2471. Window *root = SceneTree::get_singleton()->get_root();
  2472. Camera3D *camera = root->get_camera_3d();
  2473. if (camera) {
  2474. Transform3D transform = camera->get_global_transform();
  2475. transform.translate_local(0, 0, -cursor.distance);
  2476. cursor.pos = transform.origin;
  2477. cursor.x_rot = -camera->get_global_rotation().x;
  2478. cursor.y_rot = -camera->get_global_rotation().y;
  2479. cursor.fov_scale = CLAMP(camera->get_fov() / camera_fov, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
  2480. } else {
  2481. cursor.fov_scale = 1.0;
  2482. }
  2483. SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
  2484. SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(camera_fov * cursor.fov_scale, camera_znear, camera_zfar);
  2485. }
  2486. #endif // _3D_DISABLED
  2487. #endif // DEBUG_ENABLED