virtualx-engine/scene/main/scene_tree.cpp
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00

1556 lines
50 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*************************************************************************/
/* 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/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
#include "core/input/input.h"
#include "core/io/dir_access.h"
#include "core/io/image_loader.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/multiplayer/multiplayer_api.h"
#include "core/object/message_queue.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "node.h"
#include "scene/animation/tween.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/main/viewport.h"
#include "scene/resources/font.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/world_2d.h"
#include "scene/resources/world_3d.h"
#include "scene/scene_string_names.h"
#include "servers/display_server.h"
#include "servers/navigation_server_3d.h"
#include "servers/physics_server_2d.h"
#include "servers/physics_server_3d.h"
#include "window.h"
#include <stdio.h>
#include <stdlib.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "suffix:s"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(double p_time) {
time_left = p_time;
}
double SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_process_always(bool p_process_always) {
process_always = p_process_always;
}
bool SceneTreeTimer::is_process_always() {
return process_always;
}
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 (const Connection &connection : connections) {
disconnect(connection.signal.get_name(), connection.callable);
}
}
SceneTreeTimer::SceneTreeTimer() {}
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) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
E->value.nodes.push_back(p_node);
//E->value.last_tree_version=0;
E->value.changed = true;
return &E->value;
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->value.nodes.erase(p_node);
if (E->value.nodes.is_empty()) {
group_map.remove(E);
}
}
void SceneTree::make_group_changed(const StringName &p_group) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (E) {
E->value.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()) {
HashMap<UGCall, Vector<Variant>, UGCall>::Iterator E = unique_group_calls.begin();
const Variant **argptrs = (const Variant **)alloca(E->value.size() * sizeof(Variant *));
for (int i = 0; i < E->value.size(); i++) {
argptrs[i] = &E->value[i];
}
call_group_flagsp(GROUP_CALL_DEFAULT, E->key.group, E->key.call, argptrs, E->value.size());
unique_group_calls.remove(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
if (!g.changed) {
return;
}
if (g.nodes.is_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_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_empty()) {
return;
}
if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug)) {
return;
}
Vector<Variant> args;
for (int i = 0; i < p_argcount; i++) {
args.push_back(*p_args[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_DEFERRED)) {
Callable::CallError ce;
nodes[i]->callp(p_function, p_args, p_argcount, ce);
} else {
MessageQueue::get_singleton()->push_callp(nodes[i], p_function, p_args, p_argcount);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
Callable::CallError ce;
nodes[i]->callp(p_function, p_args, p_argcount, ce);
} else {
MessageQueue::get_singleton()->push_callp(nodes[i], p_function, p_args, p_argcount);
}
}
}
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) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_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_DEFERRED)) {
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_DEFERRED)) {
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) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_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_DEFERRED)) {
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_DEFERRED)) {
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::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(GROUP_CALL_DEFAULT, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
}
void SceneTree::initialize() {
ERR_FAIL_COND(!root);
initialized = true;
root->_set_tree(this);
MainLoop::initialize();
}
bool SceneTree::physics_process(double p_time) {
root_lock++;
current_frame++;
flush_transform_notifications();
MainLoop::physics_process(p_time);
physics_process_time = p_time;
emit_signal(SNAME("physics_frame"));
_notify_group_pause(SNAME("_physics_process_internal"), Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
_notify_group_pause(SNAME("_physics_process"), Node::NOTIFICATION_PHYSICS_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
process_tweens(p_time, true);
flush_transform_notifications();
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
bool SceneTree::process(double p_time) {
root_lock++;
MainLoop::process(p_time);
process_time = p_time;
if (multiplayer_poll) {
multiplayer->poll();
for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
E.value->poll();
}
}
emit_signal(SNAME("process_frame"));
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
_notify_group_pause(SNAME("_process_internal"), Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause(SNAME("_process"), Node::NOTIFICATION_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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 (paused && !E->get()->is_process_always()) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
continue;
}
double time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_process_step();
} else {
time_left -= p_time;
}
E->get()->set_time_left(time_left);
if (time_left <= 0) {
E->get()->emit_signal(SNAME("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();
#ifdef TOOLS_ENABLED
#ifndef _3D_DISABLED
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(SNAME("rendering/environment/defaults/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_3d()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (!env_path.is_empty()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world_3d()->set_fallback_environment(fallback);
}
}
#endif // _3D_DISABLED
#endif // TOOLS_ENABLED
return _quit;
}
void SceneTree::process_tweens(float p_delta, bool p_physics) {
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<Tween>>::Element *L = tweens.back();
for (List<Ref<Tween>>::Element *E = tweens.front(); E;) {
List<Ref<Tween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
if (!E->get()->can_process(paused) || (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::finalize() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finalize();
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_tree();
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 (Ref<SceneTreeTimer> &timer : timers) {
timer->release_connections();
}
timers.clear();
}
void SceneTree::quit(int p_exit_code) {
OS::get_singleton()->set_exit_code(p_exit_code);
_quit = true;
}
void SceneTree::_main_window_close() {
if (accept_quit) {
_quit = true;
}
}
void SceneTree::_main_window_go_back() {
if (quit_on_go_back) {
_quit = true;
}
}
void SceneTree::_main_window_focus_in() {
Input *id = Input::get_singleton();
if (id) {
id->ensure_touch_mouse_raised();
}
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(p_notification);
}
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_OS_IME_UPDATE:
case NOTIFICATION_WM_ABOUT:
case NOTIFICATION_CRASH:
case NOTIFICATION_APPLICATION_RESUMED:
case NOTIFICATION_APPLICATION_PAUSED:
case NOTIFICATION_APPLICATION_FOCUS_IN:
case NOTIFICATION_APPLICATION_FOCUS_OUT: {
// Pass these to nodes, since they are mirrored.
get_root()->propagate_notification(p_notification);
} break;
}
}
bool SceneTree::is_auto_accept_quit() const {
return accept_quit;
}
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
bool SceneTree::is_quit_on_go_back() const {
return quit_on_go_back;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_ancestor_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_paths_hint(bool p_enabled) {
debug_paths_hint = p_enabled;
}
bool SceneTree::is_debugging_paths_hint() const {
return debug_paths_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_paths_color(const Color &p_color) {
debug_paths_color = p_color;
}
Color SceneTree::get_debug_paths_color() const {
return debug_paths_color;
}
void SceneTree::set_debug_paths_width(float p_width) {
debug_paths_width = p_width;
}
float SceneTree::get_debug_paths_width() const {
return debug_paths_width;
}
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_paths_material() {
if (debug_paths_material.is_valid()) {
return debug_paths_material;
}
Ref<StandardMaterial3D> _debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
_debug_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
_debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
_debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
_debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
_debug_material->set_albedo(get_debug_paths_color());
debug_paths_material = _debug_material;
return debug_paths_material;
}
Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid()) {
return navigation_material;
}
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::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<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::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<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::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<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::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 */
Vector<int> indices;
for (int i = 0; i < 8 * 3; i++) {
indices.push_back(diamond_faces[i]);
}
Vector<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 == paused) {
return;
}
paused = p_enabled;
NavigationServer3D::get_singleton()->set_active(!p_enabled);
PhysicsServer3D::get_singleton()->set_active(!p_enabled);
PhysicsServer2D::get_singleton()->set_active(!p_enabled);
if (get_root()) {
get_root()->_propagate_pause_notification(p_enabled);
}
}
bool SceneTree::is_paused() const {
return paused;
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_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 SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->value;
if (g.nodes.is_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();
call_lock++;
for (int i = node_count - 1; i >= 0; i--) {
if (p_viewport->is_input_handled()) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
switch (p_call_type) {
case CALL_INPUT_TYPE_INPUT:
n->_call_input(p_input);
break;
case CALL_INPUT_TYPE_SHORTCUT_INPUT:
n->_call_shortcut_input(p_input);
break;
case CALL_INPUT_TYPE_UNHANDLED_INPUT:
n->_call_unhandled_input(p_input);
break;
case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
n->_call_unhandled_key_input(p_input);
break;
}
}
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
}
void SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_OK;
ERR_FAIL_COND(p_argcount < 3);
ERR_FAIL_COND(!p_args[0]->is_num());
ERR_FAIL_COND(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING);
ERR_FAIL_COND(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING);
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
call_group_flagsp(flags, group, method, p_args + 3, p_argcount - 3);
}
void SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_OK;
ERR_FAIL_COND(p_argcount < 2);
ERR_FAIL_COND(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING);
ERR_FAIL_COND(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING);
StringName group = *p_args[0];
StringName method = *p_args[1];
call_group_flagsp(GROUP_CALL_DEFAULT, group, method, p_args + 2, p_argcount - 2);
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
Array ret;
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return ret;
}
_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
return ret;
}
ret.resize(nc);
Node **ptr = E->value.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);
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return nullptr; // No group.
}
_update_group_order(E->value); // Update order just in case.
if (E->value.nodes.is_empty()) {
return nullptr;
}
return E->value.nodes[0];
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
if (!E) {
return;
}
_update_group_order(E->value); //update order just in case
int nc = E->value.nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->value.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::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 nullptr;
#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->instantiate();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred(SNAME("_change_scene"), new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_scene_file_path();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
current_scene = p_current;
root->add_child(p_current);
}
Ref<SceneTreeTimer> SceneTree::create_timer(double p_delay_sec, bool p_process_always) {
Ref<SceneTreeTimer> stt;
stt.instantiate();
stt->set_process_always(p_process_always);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
Ref<Tween> SceneTree::create_tween() {
Ref<Tween> tween = memnew(Tween(true));
tweens.push_back(tween);
return tween;
}
Array SceneTree::get_processed_tweens() {
Array ret;
ret.resize(tweens.size());
int i = 0;
for (const Ref<Tween> &tween : tweens) {
ret[i] = tween;
i++;
}
return ret;
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {
Ref<MultiplayerAPI> out = multiplayer;
for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
const Vector<StringName> snames = E.key.get_names();
const Vector<StringName> tnames = p_for_path.get_names();
if (tnames.size() < snames.size()) {
continue;
}
const StringName *sptr = snames.ptr();
const StringName *nptr = tnames.ptr();
bool valid = true;
for (int i = 0; i < snames.size(); i++) {
if (sptr[i] != nptr[i]) {
valid = false;
break;
}
}
if (valid) {
out = E.value;
break;
}
}
return out;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {
if (p_root_path.is_empty()) {
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer.is_valid()) {
multiplayer->set_root_path(NodePath());
}
multiplayer = p_multiplayer;
multiplayer->set_root_path("/" + root->get_name());
} else {
if (p_multiplayer.is_valid()) {
custom_multiplayers[p_root_path] = p_multiplayer;
p_multiplayer->set_root_path(p_root_path);
} else {
if (custom_multiplayers.has(p_root_path)) {
custom_multiplayers[p_root_path]->set_root_path(NodePath());
custom_multiplayers.erase(p_root_path);
}
}
}
}
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::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
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_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
ClassDB::bind_method(D_METHOD("set_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("create_timer", "time_sec", "process_always"), &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(EXIT_SUCCESS));
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer", "root_path"), &SceneTree::set_multiplayer, DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("get_multiplayer", "for_path"), &SceneTree::get_multiplayer, DEFVAL(NodePath()));
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);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_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::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_edited_scene_root", "get_edited_scene_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it can't be removed in run-time
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("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("process_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
}
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::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
if (p_function == "change_scene") {
Ref<DirAccess> dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
List<String> directories;
directories.push_back(dir_access->get_current_dir());
while (!directories.is_empty()) {
dir_access->change_dir(directories.back()->get());
directories.pop_back();
dir_access->list_dir_begin();
String filename = dir_access->get_next();
while (!filename.is_empty()) {
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;
}
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
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);
Math::randomize();
// Create with mainloop.
root = memnew(Window);
root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
root->set_name("root");
root->set_title(ProjectSettings::get_singleton()->get("application/config/name"));
#ifndef _3D_DISABLED
if (!root->get_world_3d().is_valid()) {
root->set_world_3d(Ref<World3D>(memnew(World3D)));
}
root->set_as_audio_listener_3d(true);
#endif // _3D_DISABLED
// Initialize network state.
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
root->set_as_audio_listener_2d(true);
current_scene = nullptr;
const int msaa_mode = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")));
root->set_msaa(Viewport::MSAA(msaa_mode));
const int ssaa_mode = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/screen_space_aa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/screen_space_aa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"));
root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
root->set_use_taa(use_taa);
const bool use_debanding = GLOBAL_DEF("rendering/anti_aliasing/quality/use_debanding", false);
root->set_use_debanding(use_debanding);
const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
root->set_use_occlusion_culling(use_occlusion_culling);
float mesh_lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"));
root->set_mesh_lod_threshold(mesh_lod_threshold);
bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
// We setup VRS for the main viewport here, in the editor this will have little effect.
const int vrs_mode = GLOBAL_DEF("rendering/vrs/mode", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/mode", PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")));
root->set_vrs_mode(Viewport::VRSMode(vrs_mode));
const String vrs_texture_path = String(GLOBAL_DEF("rendering/vrs/texture", String())).strip_edges();
ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/texture",
PropertyInfo(Variant::STRING,
"rendering/vrs/texture",
PROPERTY_HINT_FILE, "*.png"));
if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
Ref<Image> vrs_image;
vrs_image.instantiate();
Error load_err = ImageLoader::load_image(vrs_texture_path, vrs_image);
if (load_err) {
ERR_PRINT("Non-existing or invalid VRS texture at '" + vrs_texture_path + "'.");
} else {
Ref<ImageTexture> vrs_texture;
vrs_texture.instantiate();
vrs_texture->create_from_image(vrs_image);
root->set_vrs_texture(vrs_texture);
}
}
int shadowmap_size = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_size", 4096);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/atlas_size", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_size.mobile", 2048);
bool shadowmap_16_bits = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_16_bits", true);
int atlas_q0 = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv", 2);
int atlas_q1 = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv", 2);
int atlas_q2 = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv", 3);
int atlas_q3 = GLOBAL_DEF("rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
root->set_positional_shadow_atlas_size(shadowmap_size);
root->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
root->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
root->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
root->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
root->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF("rendering/2d/sdf/oversize", 1)));
root->set_sdf_oversize(sdf_oversize);
Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF("rendering/2d/sdf/scale", 1)));
root->set_sdf_scale(sdf_scale);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/oversize", PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/scale", PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"));
#ifndef _3D_DISABLED
{ // Load default fallback environment.
// Get possible extensions.
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
String ext_hint;
for (const String &E : exts) {
if (!ext_hint.is_empty()) {
ext_hint += ",";
}
ext_hint += "*." + E;
}
// Get path.
String env_path = GLOBAL_DEF("rendering/environment/defaults/default_environment", "");
// Setup property.
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/defaults/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (!env_path.is_empty()) {
Ref<Environment> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
root->get_world_3d()->set_fallback_environment(env);
} else {
if (Engine::get_singleton()->is_editor_hint()) {
// File was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/defaults/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."));
}
}
}
}
#endif // _3D_DISABLED
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
root->connect("close_requested", callable_mp(this, &SceneTree::_main_window_close));
root->connect("go_back_requested", callable_mp(this, &SceneTree::_main_window_go_back));
root->connect("focus_entered", callable_mp(this, &SceneTree::_main_window_focus_in));
#ifdef TOOLS_ENABLED
edited_scene_root = nullptr;
#endif
}
SceneTree::~SceneTree() {
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_tree();
memdelete(root);
}
if (singleton == this) {
singleton = nullptr;
}
}