virtualx-engine/scene/main/scene_tree.cpp
lawnjelly df7fab51a3 Physics Interpolation - Flush transforms after physics tick
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.

This PR flushes the transforms at the end of the physics tick when physics interpolation is active.
2022-05-04 20:30:46 +01:00

2303 lines
68 KiB
C++

/*************************************************************************/
/* scene_tree.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene_tree.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/message_queue.h"
#include "core/os/dir_access.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "core/project_settings.h"
#include "main/input_default.h"
#include "node.h"
#include "scene/animation/scene_tree_tween.h"
#include "scene/debugger/script_debugger_remote.h"
#include "scene/resources/dynamic_font.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
#include "servers/navigation_server.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "viewport.h"
#include "modules/modules_enabled.gen.h" // For freetype.
#include <stdio.h>
#include <stdlib.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
ignore_time_scale = p_ignore;
}
bool SceneTreeTimer::is_ignore_time_scale() {
return ignore_time_scale;
}
void SceneTreeTimer::release_connections() {
List<Connection> connections;
get_all_signal_connections(&connections);
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
Connection const &connection = E->get();
disconnect(connection.signal, connection.target, connection.method);
}
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
// This should be called once per physics tick, to make sure the transform previous and current
// is kept up to date on the few spatials that are using client side physics interpolation
void SceneTree::ClientPhysicsInterpolation::physics_process() {
for (SelfList<Spatial> *E = _spatials_list.first(); E;) {
Spatial *spatial = E->self();
SelfList<Spatial> *current = E;
// get the next element here BEFORE we potentially delete one
E = E->next();
// This will return false if the spatial has timed out ..
// i.e. If get_global_transform_interpolated() has not been called
// for a few seconds, we can delete from the list to keep processing
// to a minimum.
if (!spatial->update_client_physics_interpolation_data()) {
_spatials_list.remove(current);
}
}
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
if (current_scene == p_node) {
current_scene = nullptr;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0) {
call_skip.insert(p_node);
}
}
void SceneTree::node_renamed(Node *p_node) {
emit_signal(node_renamed_name, p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.empty()) {
group_map.erase(E);
}
}
void SceneTree::make_group_changed(const StringName &p_group) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (E) {
E->get().changed = true;
}
}
void SceneTree::flush_transform_notifications() {
SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
Map<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++) {
v[i] = E->get()[i];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
if (!g.changed) {
return;
}
if (g.nodes.empty()) {
return;
}
Node **nodes = g.nodes.ptrw();
int node_count = g.nodes.size();
if (p_use_priority) {
SortArray<Node *, Node::ComparatorWithPriority> node_sort;
node_sort.sort(nodes, node_count);
} else {
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(nodes, node_count);
}
g.changed = false;
}
void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug)) {
return;
}
VARIANT_ARGPTRS;
Vector<Variant> args;
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
if (argptr[i]->get_type() == Variant::NIL) {
break;
}
args.push_back(*argptr[i]);
}
unique_group_calls[ug] = args;
return;
}
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(0, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(0, p_group, p_name, p_value);
}
void SceneTree::set_input_as_handled() {
input_handled = true;
}
void SceneTree::input_text(const String &p_text) {
root_lock++;
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
root_lock--;
}
bool SceneTree::is_input_handled() {
return input_handled;
}
void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event))) {
return; //avoid joy input on editor
}
current_event++;
root_lock++;
input_handled = false;
// Don't make const ref unless you can find and fix what caused GH-34691.
Ref<InputEvent> ev = p_event;
MainLoop::input_event(ev);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) {
ScriptDebugger::get_singleton()->request_quit();
}
}
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
if (!input_handled) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
_flush_ugc();
// input_handled = true; - no reason to set this as handled
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
// input_handled = true; - no reason to set this as handled
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
ERR_FAIL_COND(!root);
initialized = true;
root->_set_tree(this);
MainLoop::init();
}
void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
// disallow interpolation in editor
if (Engine::get_singleton()->is_editor_hint()) {
p_enabled = false;
}
if (p_enabled == _physics_interpolation_enabled) {
return;
}
_physics_interpolation_enabled = p_enabled;
VisualServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
}
bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
void SceneTree::client_physics_interpolation_add_spatial(SelfList<Spatial> *p_elem) {
// This ensures that _update_physics_interpolation_data() will be called at least once every
// physics tick, to ensure the previous and current transforms are kept up to date.
_client_physics_interpolation._spatials_list.add(p_elem);
}
void SceneTree::client_physics_interpolation_remove_spatial(SelfList<Spatial> *p_elem) {
_client_physics_interpolation._spatials_list.remove(p_elem);
}
void SceneTree::iteration_end() {
// When physics interpolation is active, we want all pending transforms
// to be flushed to the VisualServer before finishing a physics tick.
if (_physics_interpolation_enabled) {
flush_transform_notifications();
}
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
if (_physics_interpolation_enabled) {
VisualServer::get_singleton()->tick();
}
// Any objects performing client physics interpolation
// should be given an opportunity to keep their previous transforms
// up to take before each new physics tick.
_client_physics_interpolation.physics_process();
flush_transform_notifications();
MainLoop::iteration(p_time);
physics_process_time = p_time;
emit_signal("physics_frame");
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true);
}
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
process_tweens(p_time, true);
flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
void SceneTree::_update_font_oversampling(float p_ratio) {
#ifdef MODULE_FREETYPE_ENABLED
if (use_font_oversampling) {
DynamicFontAtSize::font_oversampling = p_ratio;
DynamicFont::update_oversampling();
}
#endif // MODULE_FREETYPE_ENABLED
}
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED)));
root_lock++;
MainLoop::idle(p_time);
idle_process_time = p_time;
if (multiplayer_poll) {
multiplayer->poll();
}
emit_signal("idle_frame");
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
Size2 win_size = OS::get_singleton()->get_window_size();
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
emit_signal("screen_resized");
}
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
//go through timers
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer>>::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
continue;
}
float time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_idle_frame_step();
} else {
time_left -= p_time;
}
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
}
process_tweens(p_time, false);
flush_transform_notifications(); //additional transforms after timers update
_call_idle_callbacks();
ProjectSettings::get_singleton()->update();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (env_path != String()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world()->set_fallback_environment(fallback);
}
}
#endif
if (_physics_interpolation_enabled) {
VisualServer::get_singleton()->pre_draw(true);
}
return _quit;
}
void SceneTree::process_tweens(float p_delta, bool p_physics) {
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<SceneTreeTween>>::Element *L = tweens.back();
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E;) {
List<Ref<SceneTreeTween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
if (!E->get()->can_process(pause) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
if (E == L) {
break;
}
E = N;
continue;
}
if (!E->get()->step(p_delta)) {
E->get()->clear();
tweens.erase(E);
}
if (E == L) {
break;
}
E = N;
}
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root); //delete root
root = nullptr;
}
// In case deletion of some objects was queued when destructing the `root`.
// E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
_flush_delete_queue();
// Cleanup timers.
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
E->get()->release_connections();
}
timers.clear();
}
void SceneTree::quit(int p_exit_code) {
if (p_exit_code >= 0) {
// Override the exit code if a positive argument is given (the default is `-1`).
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
OS::get_singleton()->set_exit_code(p_exit_code);
} else if (!OS::get_singleton()->is_custom_exit_code()) {
// Must customize exit code, otherwise it will default to a non-zero value
OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
}
_quit = true;
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_WM_QUIT_REQUEST: {
get_root()->propagate_notification(p_notification);
if (accept_quit) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_GO_BACK_REQUEST: {
get_root()->propagate_notification(p_notification);
if (quit_on_go_back) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_FOCUS_IN: {
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
if (id) {
id->ensure_touch_mouse_raised();
}
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(p_notification);
}
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_OS_IME_UPDATE:
case NOTIFICATION_WM_MOUSE_ENTER:
case NOTIFICATION_WM_MOUSE_EXIT:
case NOTIFICATION_WM_FOCUS_OUT:
case NOTIFICATION_WM_ABOUT:
case NOTIFICATION_CRASH:
case NOTIFICATION_APP_RESUMED:
case NOTIFICATION_APP_PAUSED: {
get_root()->propagate_notification(p_notification);
} break;
default:
break;
};
};
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
}
#endif
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_navigation_color(const Color &p_color) {
debug_navigation_color = p_color;
}
Color SceneTree::get_debug_navigation_color() const {
return debug_navigation_color;
}
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
debug_navigation_disabled_color = p_color;
}
Color SceneTree::get_debug_navigation_disabled_color() const {
return debug_navigation_disabled_color;
}
Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid()) {
return navigation_material;
}
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_color());
navigation_material = line_material;
return navigation_material;
}
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
if (navigation_disabled_material.is_valid()) {
return navigation_disabled_material;
}
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_disabled_color());
navigation_disabled_material = line_material;
return navigation_disabled_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
if (collision_material.is_valid()) {
return collision_material;
}
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
if (debug_contact_mesh.is_valid()) {
return debug_contact_mesh;
}
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
/* clang-format off */
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
/* clang-format on */
PoolVector<int> indices;
for (int i = 0; i < 8 * 3; i++) {
indices.push_back(diamond_faces[i]);
}
PoolVector<Vector3> vertices;
for (int i = 0; i < 6; i++) {
vertices.push_back(diamond[i] * 0.1);
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
debug_contact_mesh->surface_set_material(0, mat);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
if (p_enabled == pause) {
return;
}
pause = p_enabled;
NavigationServer::get_singleton()->set_active(!p_enabled);
PhysicsServer::get_singleton()->set_active(!p_enabled);
Physics2DServer::get_singleton()->set_active(!p_enabled);
if (get_root()) {
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
}
}
bool SceneTree::is_paused() const {
return pause;
}
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
Variant arg = p_input;
const Variant *v[1] = { &arg };
call_lock++;
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
n->call_multilevel(p_method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
call_lock++;
for (int i = 0; i < node_count; i++) {
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
if (!n->can_process_notification(p_notification)) {
continue;
}
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
/*
void SceneMainLoop::_update_listener_2d() {
if (listener_2d.is_valid()) {
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
}
}
*/
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 3, Variant());
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING, Variant());
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 3, VARIANT_ARG_MAX); i++) {
v[i] = *p_args[i + 3];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
return Variant();
}
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 2, Variant());
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
StringName group = *p_args[0];
StringName method = *p_args[1];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
v[i] = *p_args[i + 2];
}
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
int64_t SceneTree::get_event_count() const {
return current_event;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
Array ret;
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return ret;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return ret;
}
ret.resize(nc);
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
return group_map.has(p_identifier);
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
void SceneTree::_flush_delete_queue() {
_THREAD_SAFE_METHOD_
while (delete_queue.size()) {
Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
if (obj) {
memdelete(obj);
}
delete_queue.pop_front();
}
}
void SceneTree::queue_delete(Object *p_object) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
p_object->_is_queued_for_deletion = true;
delete_queue.push_back(p_object->get_instance_id());
}
int SceneTree::get_node_count() const {
return node_count;
}
void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
_update_font_oversampling(stretch_scale);
root->set_size(last_screen_size.floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (last_screen_size / stretch_scale).floor());
root->update_canvas_items();
return; //user will take care
}
//actual screen video mode
Size2 video_mode = OS::get_singleton()->get_window_size();
Size2 desired_res = stretch_min;
Size2 viewport_size;
Size2 screen_size;
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
//same aspect or ignore aspect
viewport_size = desired_res;
screen_size = video_mode;
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
viewport_size.y = desired_res.y;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.y * viewport_aspect;
screen_size.y = video_mode.y;
}
} else {
//screen ratio is smaller horizontally
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
viewport_size.y = desired_res.x / video_mode_aspect;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.x;
screen_size.y = video_mode.x / viewport_aspect;
}
}
screen_size = screen_size.floor();
viewport_size = viewport_size.floor();
Size2 margin;
Size2 offset;
//black bars and margin
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
} else {
VisualServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
}
switch (stretch_mode) {
case STRETCH_MODE_DISABLED: {
// Already handled above
} break;
case STRETCH_MODE_2D: {
_update_font_oversampling((screen_size.x / viewport_size.x) * stretch_scale); //screen / viewport ratio drives oversampling
root->set_size(screen_size.floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_scale).floor());
root->update_canvas_items(); //force them to update just in case
} break;
case STRETCH_MODE_VIEWPORT: {
_update_font_oversampling(1.0);
root->set_size((viewport_size / stretch_scale).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
root->update_canvas_items(); //force them to update just in case
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
stretch_scale = p_scale;
_update_root_rect();
}
void SceneTree::set_edited_scene_root(Node *p_node) {
#ifdef TOOLS_ENABLED
edited_scene_root = p_node;
#endif
}
Node *SceneTree::get_edited_scene_root() const {
#ifdef TOOLS_ENABLED
return edited_scene_root;
#else
return NULL;
#endif
}
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
void SceneTree::_change_scene(Node *p_to) {
if (current_scene) {
memdelete(current_scene);
current_scene = nullptr;
}
// If we're quitting, abort.
if (unlikely(_quit)) {
if (p_to) { // Prevent memory leak.
memdelete(p_to);
}
return;
}
if (p_to) {
current_scene = p_to;
root->add_child(p_to);
}
}
Error SceneTree::change_scene(const String &p_path) {
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null()) {
return ERR_CANT_OPEN;
}
return change_scene_to(new_scene);
}
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
Node *new_scene = nullptr;
if (p_scene.is_valid()) {
new_scene = p_scene->instance();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred("_change_scene", new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_filename();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
current_scene = p_current;
root->add_child(p_current);
}
#ifdef DEBUG_ENABLED
static void _fill_array(Node *p_node, Array &array, int p_level) {
array.push_back(p_node->get_child_count());
array.push_back(p_node->get_name());
array.push_back(p_node->get_class());
array.push_back(p_node->get_instance_id());
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_array(p_node->get_child(i), array, p_level + 1);
}
}
void SceneTree::_debugger_request_tree() {
Array arr;
_fill_array(root, arr, 0);
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
}
void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) {
live_edit_node_path_cache[p_id] = p_path;
}
void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) {
live_edit_resource_cache[p_id] = p_path;
}
void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
n2->set(p_prop, p_value);
}
}
void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_live_edit_node_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
n2->call(p_method, VARIANT_ARG_PASS);
}
}
void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_resource_cache.has(p_id)) {
return;
}
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp)) {
return;
}
RES r = ResourceCache::get(resp);
if (!r.is_valid()) {
return;
}
r->set(p_prop, p_value);
}
void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_live_edit_res_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_resource_cache.has(p_id)) {
return;
}
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp)) {
return;
}
RES r = ResourceCache::get(resp);
if (!r.is_valid()) {
return;
}
r->call(p_method, VARIANT_ARG_PASS);
}
void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
live_edit_root = p_scene_path;
live_edit_scene = p_scene_from;
}
void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
Ref<PackedScene> ps = ResourceLoader::load(p_path);
if (!ps.is_valid()) {
return;
}
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = ps->instance();
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
memdelete(n2);
F = N;
}
}
void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
n2->get_parent()->remove_child(n2);
live_edit_remove_list[n][p_keep_id] = n2;
F = N;
}
}
void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
Map<Node *, Map<ObjectID, Node *>>::Element *EN = live_edit_remove_list.find(n);
if (!EN) {
continue;
}
Map<ObjectID, Node *>::Element *FN = EN->get().find(p_id);
if (!FN) {
continue;
}
n2->add_child(FN->get());
EN->get().erase(FN);
if (EN->get().size() == 0) {
live_edit_remove_list.erase(EN);
}
F = N;
}
}
void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
if (!dup) {
continue;
}
dup->set_name(p_new_name);
n2->get_parent()->add_child(dup);
}
}
void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
Node *base = nullptr;
if (root->has_node(live_edit_root)) {
base = root->get_node(live_edit_root);
}
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *nfrom = n->get_node(p_at);
if (!n->has_node(p_new_place)) {
continue;
}
Node *nto = n->get_node(p_new_place);
nfrom->get_parent()->remove_child(nfrom);
nfrom->set_name(p_new_name);
nto->add_child(nfrom);
if (p_at_pos >= 0) {
nto->move_child(nfrom, p_at_pos);
}
}
}
#endif
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
emit_signal("files_dropped", p_files, p_from_screen);
MainLoop::drop_files(p_files, p_from_screen);
}
void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) {
emit_signal("global_menu_action", p_id, p_meta);
MainLoop::global_menu_action(p_id, p_meta);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
Ref<SceneTreeTimer> stt;
stt.instance();
stt->set_pause_mode_process(p_process_pause);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
Ref<SceneTreeTween> SceneTree::create_tween() {
Ref<SceneTreeTween> tween = memnew(SceneTreeTween(true));
tweens.push_back(tween);
return tween;
}
Array SceneTree::get_processed_tweens() {
Array ret;
ret.resize(tweens.size());
for (int i = 0; i < tweens.size(); i++) {
ret[i] = tweens[i];
}
return ret;
}
void SceneTree::_network_peer_connected(int p_id) {
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
emit_signal("network_peer_disconnected", p_id);
}
void SceneTree::_connected_to_server() {
emit_signal("connected_to_server");
}
void SceneTree::_connection_failed() {
emit_signal("connection_failed");
}
void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
return multiplayer;
}
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
return multiplayer_poll;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer.is_valid()) {
multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer->disconnect("connection_failed", this, "_connection_failed");
multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
}
multiplayer = p_multiplayer;
multiplayer->set_root_node(root);
multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->connect("connected_to_server", this, "_connected_to_server");
multiplayer->connect("connection_failed", this, "_connection_failed");
multiplayer->connect("server_disconnected", this, "_server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
multiplayer->set_network_peer(p_network_peer);
}
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
return multiplayer->get_network_peer();
}
bool SceneTree::is_network_server() const {
return multiplayer->is_network_server();
}
bool SceneTree::has_network_peer() const {
return multiplayer->has_network_peer();
}
int SceneTree::get_network_unique_id() const {
return multiplayer->get_network_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
return multiplayer->get_network_connected_peers();
}
int SceneTree::get_rpc_sender_id() const {
return multiplayer->get_rpc_sender_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
multiplayer->set_refuse_new_network_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
return multiplayer->is_refusing_new_network_connections();
}
void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "scale"), &SceneTree::set_screen_stretch, DEFVAL(1));
ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
ADD_SIGNAL(MethodInfo("global_menu_action",
PropertyInfo(Variant::NIL, "id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT),
PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
}
SceneTree *SceneTree::singleton = nullptr;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
if (use_font_oversampling == p_oversampling) {
return;
}
use_font_oversampling = p_oversampling;
_update_root_rect();
}
bool SceneTree::is_using_font_oversampling() const {
return use_font_oversampling;
}
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
if (p_function == "change_scene") {
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
List<String> directories;
directories.push_back(dir_access->get_current_dir());
while (!directories.empty()) {
dir_access->change_dir(directories.back()->get());
directories.pop_back();
dir_access->list_dir_begin();
String filename = dir_access->get_next();
while (filename != "") {
if (filename == "." || filename == "..") {
filename = dir_access->get_next();
continue;
}
if (dir_access->dir_exists(filename)) {
directories.push_back(dir_access->get_current_dir().plus_file(filename));
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
}
filename = dir_access->get_next();
}
}
}
}
SceneTree::SceneTree() {
if (singleton == nullptr) {
singleton = this;
}
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
use_font_oversampling = false;
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
tree_version = 1;
physics_process_time = 1;
idle_process_time = 1;
root = nullptr;
input_handled = false;
pause = false;
current_frame = 0;
current_event = 0;
tree_changed_name = "tree_changed";
node_added_name = "node_added";
node_removed_name = "node_removed";
node_renamed_name = "node_renamed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
_physics_interpolation_enabled = false;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
root->set_handle_input_locally(false);
if (!root->get_world().is_valid()) {
root->set_world(Ref<World>(memnew(World)));
}
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
// Always disable jitter fix if physics interpolation is enabled -
// Jitter fix will interfere with interpolation, and is not necessary
// when interpolation is active.
if (is_physics_interpolation_enabled()) {
Engine::get_singleton()->set_physics_jitter_fix(0);
}
// Initialize network state
multiplayer_poll = true;
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
root->set_as_audio_listener(true);
root->set_as_audio_listener_2d(true);
current_scene = nullptr;
int ref_atlas_size = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_size", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); // next_power_of_2 will return a 0 as min value.
int ref_atlas_subdiv = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_subdiv", 8);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,1,or_greater")); // next_power_of_2 will return a 0 as min value.
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false);
root->set_use_fxaa(use_fxaa);
const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
root->set_use_debanding(use_debanding);
const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity");
root->set_sharpen_intensity(sharpen_intensity);
GLOBAL_DEF("rendering/quality/depth/hdr", true);
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
const bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
root->set_hdr(hdr);
GLOBAL_DEF("rendering/quality/depth/use_32_bpc_depth", false);
const bool use_32_bpc_depth = GLOBAL_GET("rendering/quality/depth/use_32_bpc_depth");
root->set_use_32_bpc_depth(use_32_bpc_depth);
VS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world()->get_scenario(), ref_atlas_size, ref_atlas_subdiv);
{ //load default fallback environment
//get possible extensions
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
String ext_hint;
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
if (ext_hint != String()) {
ext_hint += ",";
}
ext_hint += "*." + E->get();
}
//get path
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
//setup property
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (env_path != String()) {
Ref<Environment> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
root->get_world()->set_fallback_environment(env);
} else {
if (Engine::get_singleton()->is_editor_hint()) {
//file was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
} else {
//file was erased, notify user.
ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
}
}
}
}
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
stretch_scale = 1.0;
last_screen_size = OS::get_singleton()->get_window_size();
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
if (ScriptDebugger::get_singleton()->is_remote()) {
ScriptDebuggerRemote *remote_debugger = static_cast<ScriptDebuggerRemote *>(ScriptDebugger::get_singleton());
remote_debugger->set_scene_tree(this);
}
ScriptDebugger::get_singleton()->set_multiplayer(multiplayer);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
#ifdef TOOLS_ENABLED
edited_scene_root = nullptr;
#endif
#ifdef DEBUG_ENABLED
live_edit_root = NodePath("/root");
#endif
}
SceneTree::~SceneTree() {
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root);
}
if (singleton == this) {
singleton = nullptr;
}
}