virtualx-engine/scene/main/scene_main_loop.cpp
Juan Linietsky 5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00

2427 lines
66 KiB
C++

/*************************************************************************/
/* scene_main_loop.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_main_loop.h"
#include "global_config.h"
#include "message_queue.h"
#include "node.h"
#include "os/keyboard.h"
#include "os/os.h"
#include "print_string.h"
#include <stdio.h>
//#include "servers/spatial_sound_2d_server.h"
#include "io/marshalls.h"
#include "io/resource_loader.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/physics_2d_server.h"
#include "servers/physics_server.h"
#include "viewport.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_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) {
if (process_pause != p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_removed(Node *p_node) {
if (current_scene == p_node) {
current_scene = NULL;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0)
call_skip.insert(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());
}
if (E->get().nodes.find(p_node) != -1) {
ERR_EXPLAIN("Already in group: " + p_group);
ERR_FAIL_V(&E->get());
}
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::_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];
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g) {
if (!g.changed)
return;
if (g.nodes.empty())
return;
Node **nodes = &g.nodes[0];
int node_count = g.nodes.size();
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[0];
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[0];
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[0];
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, 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 (is_editor_hint() && (p_event->cast_to<InputEventJoypadButton>() || p_event->cast_to<InputEventJoypadMotion>()))
return; //avoid joy input on editor
root_lock++;
//last_id=p_event.ID;
input_handled = false;
Ref<InputEvent> ev = p_event;
ev->set_id(++last_id); //this should work better
#if 0
switch(ev.type) {
case InputEvent::MOUSE_BUTTON: {
Matrix32 ai = root->get_final_transform().affine_inverse();
Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
Vector2 l = ai.xform(Vector2(ev->get_pos().x,ev->get_pos().y));
ev->get_pos().x=l.x;
ev->get_pos().y=l.y;
ev.mouse_button.global_x=g.x;
ev.mouse_button.global_y=g.y;
} break;
case InputEvent::MOUSE_MOTION: {
Matrix32 ai = root->get_final_transform().affine_inverse();
Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
Vector2 r = ai.xform(Vector2(ev->get_relative().x,ev->get_relative().y));
ev.mouse_motion.x=l.x;
ev.mouse_motion.y=l.y;
ev.mouse_motion.global_x=g.x;
ev.mouse_motion.global_y=g.y;
ev->get_relative().x=r.x;
ev->get_relative().y=r.y;
} break;
case InputEvent::SCREEN_TOUCH: {
Matrix32 ai = root->get_final_transform().affine_inverse();
Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
ev.screen_touch.x=t.x;
ev.screen_touch.y=t.y;
} break;
case InputEvent::SCREEN_DRAG: {
Matrix32 ai = root->get_final_transform().affine_inverse();
Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
Vector2 r = ai.xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
Vector2 s = ai.xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
ev.screen_drag.x=t.x;
ev.screen_drag.y=t.y;
ev.screen_drag.relative_x=r.x;
ev.screen_drag.relative_y=r.y;
ev.screen_drag.speed_x=s.x;
ev.screen_drag.speed_y=s.y;
} break;
}
#endif
MainLoop::input_event(ev);
#if 0
_call_input_pause("input","_input",ev);
call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"_gui_input","_gui_input",p_event); //special one for GUI, as controls use their own process check
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"input","_input",ev);
/*
if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F12) {
print_line("RAM: "+itos(Memory::get_static_mem_usage()));
print_line("DRAM: "+itos(Memory::get_dynamic_mem_usage()));
}
if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F11) {
Memory::dump_static_mem_to_file("memdump.txt");
}
*/
//transform for the rest
#else
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
#endif
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(); //small little hack
root_lock++;
if (!input_handled) {
#if 0
_call_input_pause("unhandled_input","_unhandled_input",ev);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_input","_unhandled_input",ev);
if (!input_handled && ev.type==InputEvent::KEY) {
_call_input_pause("unhandled_key_input","_unhandled_key_input",ev);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_key_input","_unhandled_key_input",ev);
}
#else
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
#endif
input_handled = true;
_flush_ugc();
root_lock--;
MessageQueue::get_singleton()->flush(); //small little hack
} else {
input_handled = true;
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
//_quit=false;
initialized = true;
input_handled = false;
pause = false;
root->_set_tree(this);
MainLoop::init();
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
_flush_transform_notifications();
MainLoop::iteration(p_time);
fixed_process_time = p_time;
emit_signal("fixed_frame");
_notify_group_pause("fixed_process_internal", Node::NOTIFICATION_INTERNAL_FIXED_PROCESS);
_notify_group_pause("fixed_process", Node::NOTIFICATION_FIXED_PROCESS);
_flush_ugc();
_flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
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;
_network_poll();
emit_signal("idle_frame");
_flush_transform_notifications();
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
Size2 win_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
emit_signal("screen_resized");
}
_flush_ugc();
_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
for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer> >::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
E = N;
continue;
}
float time_left = E->get()->get_time_left();
time_left -= p_time;
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
E = N;
}
_call_idle_callbacks();
#ifdef TOOLS_ENABLED
if (is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = GlobalConfig::get_singleton()->get("rendering/viewport/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);
} else {
fallback.unref();
}
get_root()->get_world()->set_fallback_environment(fallback);
}
}
#endif
return _quit;
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(NULL);
memdelete(root); //delete root
}
}
void SceneTree::quit() {
_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_OS_MEMORY_WARNING:
case NOTIFICATION_WM_FOCUS_IN:
case NOTIFICATION_WM_FOCUS_OUT: {
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
get_root()->propagate_notification(Node::NOTIFICATION_TRANSLATION_CHANGED);
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
} 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
void SceneTree::set_editor_hint(bool p_enabled) {
editor_hint = p_enabled;
}
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return editor_hint && edited_scene_root && edited_scene_root->is_a_parent_of(p_node);
}
bool SceneTree::is_editor_hint() const {
return editor_hint;
}
#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(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,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(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,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(Material::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,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 = memnew(SpatialMaterial);
/*mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
mat->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA,true);
mat->set_parameter(SpatialMaterial::PARAM_DIFFUSE,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)
};
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,
};
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;
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[0];
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;
Variant::CallError ce;
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);
//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[0];
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;
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() );
}
}
*/
uint32_t SceneTree::get_last_event_id() const {
return last_id;
}
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, 5); i++) {
v[i] = *p_args[i + 3];
}
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]);
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;
}
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.ptr();
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.ptr();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
static void _fill_array(Node *p_node, Array &array, int p_level) {
array.push_back(p_level);
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(void *self) {
SceneTree *sml = (SceneTree *)self;
Array arr;
_fill_array(sml->root, arr, 0);
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
}
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) {
root->set_size(last_screen_size);
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
return; //user will take care
}
//actual screen video mode
Size2 video_mode = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
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 || ABS(viewport_aspect - video_mode_aspect) < CMP_EPSILON) {
//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) {
//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) {
//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 (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 (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);
}
//print_line("VP SIZE: "+viewport_size+" OFFSET: "+offset+" = "+(offset*2+viewport_size));
//print_line("SS: "+video_mode);
switch (stretch_mode) {
case STRETCH_MODE_2D: {
root->set_size(screen_size);
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, viewport_size);
} break;
case STRETCH_MODE_VIEWPORT: {
root->set_size(viewport_size);
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
_update_root_rect();
}
#ifdef TOOLS_ENABLED
void SceneTree::set_edited_scene_root(Node *p_node) {
edited_scene_root = p_node;
}
Node *SceneTree::get_edited_scene_root() const {
return edited_scene_root;
}
#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 = NULL;
}
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 = NULL;
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
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 = NULL;
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 = NULL;
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 = NULL;
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);
Object *o = ClassDB::instance(p_type);
if (!o)
continue;
Node *no = o->cast_to<Node>();
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 = NULL;
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();
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
Node *base = NULL;
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 = NULL;
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 = NULL;
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 = NULL;
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(true);
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 = NULL;
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);
}
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;
}
void SceneTree::_network_peer_connected(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
connected_peers.erase(p_id);
path_get_cache.erase(p_id); //I no longer need your cache, sorry
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");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", this, "_network_peer_connected");
network_peer->disconnect("peer_disconnected", this, "_network_peer_disconnected");
network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
network_peer->disconnect("connection_failed", this, "_connection_failed");
network_peer->disconnect("server_disconnected", this, "_server_disconnected");
connected_peers.clear();
path_get_cache.clear();
path_send_cache.clear();
last_send_cache_id = 1;
}
ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected.");
ERR_FAIL_COND(p_network_peer.is_valid() && p_network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
network_peer = p_network_peer;
if (network_peer.is_valid()) {
network_peer->connect("peer_connected", this, "_network_peer_connected");
network_peer->connect("peer_disconnected", this, "_network_peer_disconnected");
network_peer->connect("connection_succeeded", this, "_connected_to_server");
network_peer->connect("connection_failed", this, "_connection_failed");
network_peer->connect("server_disconnected", this, "_server_disconnected");
}
}
bool SceneTree::is_network_server() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_server();
}
bool SceneTree::has_network_peer() const {
return network_peer.is_valid();
}
int SceneTree::get_network_unique_id() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
return network_peer->get_unique_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND(!network_peer.is_valid());
network_peer->set_refuse_new_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_refusing_new_connections();
}
void SceneTree::_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
if (network_peer.is_null()) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected.");
ERR_FAIL();
}
if (p_argcount > 255) {
ERR_EXPLAIN("Too many arguments >255.");
ERR_FAIL();
}
if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
if (p_to == get_network_unique_id()) {
ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(get_network_unique_id()));
} else {
ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to));
}
ERR_FAIL();
}
NodePath from_path = p_from->get_path();
ERR_FAIL_COND(from_path.is_empty());
//see if the path is cached
PathSentCache *psc = path_send_cache.getptr(from_path);
if (!psc) {
//path is not cached, create
path_send_cache[from_path] = PathSentCache();
psc = path_send_cache.getptr(from_path);
psc->id = last_send_cache_id++;
}
//create base packet, lots of harcode because it must be tight
int ofs = 0;
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
//encode type
MAKE_ROOM(1);
packet_cache[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
ofs += 1;
//encode ID
MAKE_ROOM(ofs + 4);
encode_uint32(psc->id, &packet_cache[ofs]);
ofs += 4;
//encode function name
CharString name = String(p_name).utf8();
int len = encode_cstring(name.get_data(), NULL);
MAKE_ROOM(ofs + len);
encode_cstring(name.get_data(), &packet_cache[ofs]);
ofs += len;
if (p_set) {
//set argument
Error err = encode_variant(*p_arg[0], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[0], &packet_cache[ofs], len);
ofs += len;
} else {
//call arguments
MAKE_ROOM(ofs + 1);
packet_cache[ofs] = p_argcount;
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
Error err = encode_variant(*p_arg[i], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[i], &packet_cache[ofs], len);
ofs += len;
}
}
//see if all peers have cached path (is so, call can be fast)
bool has_all_peers = true;
List<int> peers_to_add; //if one is missing, take note to add it
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; //continue, excluded
if (p_to > 0 && E->get() != p_to)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
if (!F || F->get() == false) {
//path was not cached, or was cached but is unconfirmed
if (!F) {
//not cached at all, take note
peers_to_add.push_back(E->get());
}
has_all_peers = false;
}
}
//those that need to be added, send a message for this
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
//encode function name
CharString pname = String(from_path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + 4 + len);
packet[0] = NETWORK_COMMAND_SIMPLIFY_PATH;
encode_uint32(psc->id, &packet[1]);
encode_cstring(pname.get_data(), &packet[5]);
network_peer->set_target_peer(E->get()); //to all of you
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed
}
//take chance and set transfer mode, since all send methods will use it
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
//they all have verified paths, so send fast
network_peer->set_target_peer(p_to); //to all of you
network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love
} else {
//not all verified path, so send one by one
//apend path at the end, since we will need it for some packets
CharString pname = String(from_path).utf8();
int path_len = encode_cstring(pname.get_data(), NULL);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &packet_cache[ofs]);
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; //continue, excluded
if (p_to > 0 && E->get() != p_to)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
ERR_CONTINUE(!F); //should never happen
network_peer->set_target_peer(E->get()); //to this one specifically
if (F->get() == true) {
//this one confirmed path, so use id
encode_uint32(psc->id, &packet_cache[1]);
network_peer->put_packet(packet_cache.ptr(), ofs);
} else {
//this one did not confirm path yet, so use entire path (sorry!)
encode_uint32(0x80000000 | ofs, &packet_cache[1]); //offset to path and flag
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
}
}
}
}
void SceneTree::_network_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND(p_packet_len < 5);
uint8_t packet_type = p_packet[0];
switch (packet_type) {
case NETWORK_COMMAND_REMOTE_CALL:
case NETWORK_COMMAND_REMOTE_SET: {
ERR_FAIL_COND(p_packet_len < 5);
uint32_t target = decode_uint32(&p_packet[1]);
Node *node = NULL;
if (target & 0x80000000) {
int ofs = target & 0x7FFFFFFF;
ERR_FAIL_COND(ofs >= p_packet_len);
String paths;
paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
NodePath np = paths;
node = get_root()->get_node(np);
if (node == NULL) {
ERR_EXPLAIN("Failed to get path from RPC: " + String(np));
ERR_FAIL_COND(node == NULL);
}
} else {
int id = target;
Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
ERR_FAIL_COND(!E);
Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
ERR_FAIL_COND(!F);
PathGetCache::NodeInfo *ni = &F->get();
//do proper caching later
node = get_root()->get_node(ni->path);
if (node == NULL) {
ERR_EXPLAIN("Failed to get cached path from RPC: " + String(ni->path));
ERR_FAIL_COND(node == NULL);
}
}
ERR_FAIL_COND(p_packet_len < 6);
//detect cstring end
int len_end = 5;
for (; len_end < p_packet_len; len_end++) {
if (p_packet[len_end] == 0) {
break;
}
}
ERR_FAIL_COND(len_end >= p_packet_len);
StringName name = String::utf8((const char *)&p_packet[5]);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
if (!node->can_call_rpc(name))
return;
int ofs = len_end + 1;
ERR_FAIL_COND(ofs >= p_packet_len);
int argc = p_packet[ofs];
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
argp.resize(argc);
ofs++;
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND(ofs >= p_packet_len);
int vlen;
Error err = decode_variant(args[i], &p_packet[ofs], p_packet_len - ofs, &vlen);
ERR_FAIL_COND(err != OK);
//args[i]=p_packet[3+i];
argp[i] = &args[i];
ofs += vlen;
}
Variant::CallError ce;
node->call(name, argp.ptr(), argc, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String error = Variant::get_call_error_text(node, name, argp.ptr(), argc, ce);
error = "RPC - " + error;
ERR_PRINTS(error);
}
} else {
if (!node->can_call_rset(name))
return;
int ofs = len_end + 1;
ERR_FAIL_COND(ofs >= p_packet_len);
Variant value;
decode_variant(value, &p_packet[ofs], p_packet_len - ofs);
bool valid;
node->set(name, value, &valid);
if (!valid) {
String error = "Error setting remote property '" + String(name) + "', not found in object of type " + node->get_class();
ERR_PRINTS(error);
}
}
} break;
case NETWORK_COMMAND_SIMPLIFY_PATH: {
ERR_FAIL_COND(p_packet_len < 5);
int id = decode_uint32(&p_packet[1]);
String paths;
paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5);
NodePath path = paths;
if (!path_get_cache.has(p_from)) {
path_get_cache[p_from] = PathGetCache();
}
PathGetCache::NodeInfo ni;
ni.path = path;
ni.instance = 0;
path_get_cache[p_from].nodes[id] = ni;
{
//send ack
//encode path
CharString pname = String(path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + len);
packet[0] = NETWORK_COMMAND_CONFIRM_PATH;
encode_cstring(pname.get_data(), &packet[1]);
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_target_peer(p_from);
network_peer->put_packet(packet.ptr(), packet.size());
}
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
String paths;
paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
NodePath path = paths;
PathSentCache *psc = path_send_cache.getptr(path);
ERR_FAIL_COND(!psc);
Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
ERR_FAIL_COND(!E);
E->get() = true;
} break;
}
}
void SceneTree::_network_poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
return;
network_peer->poll();
if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here
return;
while (network_peer->get_available_packet_count()) {
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = network_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
}
_network_process_packet(sender, packet, len);
if (!network_peer.is_valid()) {
break; //it's also possible that a packet or RPC caused a disconnection, so also check here
}
}
}
void SceneTree::_bind_methods() {
//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_root:Viewport"), &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_editor_hint", "enable"), &SceneTree::set_editor_hint);
ClassDB::bind_method(D_METHOD("is_editor_hint"), &SceneTree::is_editor_hint);
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);
#ifdef TOOLS_ENABLED
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);
#endif
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:SceneTreeTimer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
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"), &SceneTree::quit);
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize"), &SceneTree::set_screen_stretch);
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", "call_flags", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "call_flags", "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:Node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene:Node"), &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:PackedScene"), &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_network_peer", "peer:NetworkedMultiplayerPeer"), &SceneTree::set_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_unique_id"), &SceneTree::get_network_unique_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);
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("fixed_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
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_CONSTANT(GROUP_CALL_DEFAULT);
BIND_CONSTANT(GROUP_CALL_REVERSE);
BIND_CONSTANT(GROUP_CALL_REALTIME);
BIND_CONSTANT(GROUP_CALL_UNIQUE);
BIND_CONSTANT(STRETCH_MODE_DISABLED);
BIND_CONSTANT(STRETCH_MODE_2D);
BIND_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
}
SceneTree *SceneTree::singleton = NULL;
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;
}
SceneTree::SceneTree() {
singleton = this;
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
#ifdef TOOLS_ENABLED
editor_hint = false;
#endif
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/collision/shape_color", Color(0.0, 0.6, 0.7, 0.5));
debug_collision_contact_color = GLOBAL_DEF("debug/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_navigation_color = GLOBAL_DEF("debug/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_navigation_disabled_color = GLOBAL_DEF("debug/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
collision_debug_contacts = GLOBAL_DEF("debug/collision/max_contacts_displayed", 10000);
tree_version = 1;
fixed_process_time = 1;
idle_process_time = 1;
last_id = 1;
root = NULL;
current_frame = 0;
tree_changed_name = "tree_changed";
node_removed_name = "node_removed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
if (!root->get_world().is_valid())
root->set_world(Ref<World>(memnew(World)));
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
root->set_as_audio_listener(true);
root->set_as_audio_listener_2d(true);
current_scene = NULL;
int ref_atlas_size = GLOBAL_DEF("rendering/reflections/atlas_size", 2048);
int ref_atlas_subdiv = GLOBAL_DEF("rendering/reflections/atlas_subdiv", 8);
int msaa_mode = GLOBAL_DEF("rendering/quality/msaa", 0);
GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/msaa", PropertyInfo(Variant::INT, "rendering/quality/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
bool hdr = GLOBAL_DEF("rendering/quality/hdr", true);
root->set_hdr(hdr);
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/viewport/default_environment", "");
//setup property
GlobalConfig::get_singleton()->set_custom_property_info("rendering/viewport/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 (is_editor_hint()) {
//file was erased, clear the field.
GlobalConfig::get_singleton()->set("rendering/viewport/default_environment", "");
} else {
//file was erased, notify user.
ERR_PRINTS(RTR("Default Environment as specified in Project Setings (Rendering -> Viewport -> Default Environment) could not be loaded."));
}
}
}
}
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
last_screen_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_request_scene_tree_message_func(_debugger_request_tree, this);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
#ifdef TOOLS_ENABLED
edited_scene_root = NULL;
#endif
#ifdef DEBUG_ENABLED
live_edit_funcs.udata = this;
live_edit_funcs.node_path_func = _live_edit_node_path_funcs;
live_edit_funcs.res_path_func = _live_edit_res_path_funcs;
live_edit_funcs.node_set_func = _live_edit_node_set_funcs;
live_edit_funcs.node_set_res_func = _live_edit_node_set_res_funcs;
live_edit_funcs.node_call_func = _live_edit_node_call_funcs;
live_edit_funcs.res_set_func = _live_edit_res_set_funcs;
live_edit_funcs.res_set_res_func = _live_edit_res_set_res_funcs;
live_edit_funcs.res_call_func = _live_edit_res_call_funcs;
live_edit_funcs.root_func = _live_edit_root_funcs;
live_edit_funcs.tree_create_node_func = _live_edit_create_node_funcs;
live_edit_funcs.tree_instance_node_func = _live_edit_instance_node_funcs;
live_edit_funcs.tree_remove_node_func = _live_edit_remove_node_funcs;
live_edit_funcs.tree_remove_and_keep_node_func = _live_edit_remove_and_keep_node_funcs;
live_edit_funcs.tree_restore_node_func = _live_edit_restore_node_funcs;
live_edit_funcs.tree_duplicate_node_func = _live_edit_duplicate_node_funcs;
live_edit_funcs.tree_reparent_node_func = _live_edit_reparent_node_funcs;
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_live_edit_funcs(&live_edit_funcs);
}
live_edit_root = NodePath("/root");
last_send_cache_id = 1;
#endif
}
SceneTree::~SceneTree() {
}