godot/scene/debugger/scene_debugger.cpp
2024-10-30 11:42:17 -03:00

2127 lines
66 KiB
C++

/**************************************************************************/
/* scene_debugger.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "scene_debugger.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/collision_polygon_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#ifndef _3D_DISABLED
#include "scene/3d/label_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_object_3d.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/resources/surface_tool.h"
#endif // _3D_DISABLED
#include "scene/gui/popup_menu.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "scene/theme/theme_db.h"
SceneDebugger::SceneDebugger() {
singleton = this;
#ifdef DEBUG_ENABLED
LiveEditor::singleton = memnew(LiveEditor);
RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect);
EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message));
#endif
}
SceneDebugger::~SceneDebugger() {
#ifdef DEBUG_ENABLED
if (LiveEditor::singleton) {
EngineDebugger::unregister_message_capture("scene");
memdelete(LiveEditor::singleton);
LiveEditor::singleton = nullptr;
}
if (RuntimeNodeSelect::singleton) {
memdelete(RuntimeNodeSelect::singleton);
RuntimeNodeSelect::singleton = nullptr;
}
#endif
singleton = nullptr;
}
void SceneDebugger::initialize() {
if (EngineDebugger::is_active()) {
memnew(SceneDebugger);
}
}
void SceneDebugger::deinitialize() {
if (singleton) {
memdelete(singleton);
}
}
#ifdef DEBUG_ENABLED
Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return ERR_UNCONFIGURED;
}
LiveEditor *live_editor = LiveEditor::get_singleton();
if (!live_editor) {
return ERR_UNCONFIGURED;
}
RuntimeNodeSelect *runtime_node_select = RuntimeNodeSelect::get_singleton();
if (!runtime_node_select) {
return ERR_UNCONFIGURED;
}
r_captured = true;
if (p_msg == "request_scene_tree") { // Scene tree
live_editor->_send_tree();
} else if (p_msg == "save_node") { // Save node.
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
_save_node(p_args[0], p_args[1]);
Array arr;
arr.append(p_args[1]);
EngineDebugger::get_singleton()->send_message("filesystem:update_file", { arr });
} else if (p_msg == "inspect_object") { // Object Inspect
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
ObjectID id = p_args[0];
_send_object_id(id);
} else if (p_msg == "suspend_changed") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
bool suspended = p_args[0];
scene_tree->set_suspend(suspended);
runtime_node_select->_update_input_state();
} else if (p_msg == "next_frame") {
_next_frame();
} else if (p_msg == "override_cameras") { // Camera
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
bool enable = p_args[0];
bool from_editor = p_args[1];
scene_tree->get_root()->enable_canvas_transform_override(enable);
#ifndef _3D_DISABLED
scene_tree->get_root()->enable_camera_3d_override(enable);
#endif // _3D_DISABLED
runtime_node_select->_set_camera_override_enabled(enable && !from_editor);
} else if (p_msg == "transform_camera_2d") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
Transform2D transform = p_args[0];
scene_tree->get_root()->set_canvas_transform_override(transform);
runtime_node_select->_queue_selection_update();
#ifndef _3D_DISABLED
} else if (p_msg == "transform_camera_3d") {
ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA);
Transform3D transform = p_args[0];
bool is_perspective = p_args[1];
float size_or_fov = p_args[2];
float depth_near = p_args[3];
float depth_far = p_args[4];
if (is_perspective) {
scene_tree->get_root()->set_camera_3d_override_perspective(size_or_fov, depth_near, depth_far);
} else {
scene_tree->get_root()->set_camera_3d_override_orthogonal(size_or_fov, depth_near, depth_far);
}
scene_tree->get_root()->set_camera_3d_override_transform(transform);
runtime_node_select->_queue_selection_update();
#endif // _3D_DISABLED
} else if (p_msg == "set_object_property") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
_set_object_property(p_args[0], p_args[1], p_args[2]);
runtime_node_select->_queue_selection_update();
} else if (p_msg.begins_with("live_")) { /// Live Edit
if (p_msg == "live_set_root") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
live_editor->_root_func(p_args[0], p_args[1]);
} else if (p_msg == "live_node_path") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
live_editor->_node_path_func(p_args[0], p_args[1]);
} else if (p_msg == "live_res_path") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
live_editor->_res_path_func(p_args[0], p_args[1]);
} else if (p_msg == "live_node_prop_res") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_node_prop") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_res_prop_res") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_res_prop") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_node_call") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
LocalVector<Variant> args;
LocalVector<Variant *> argptrs;
args.resize(p_args.size() - 2);
argptrs.resize(args.size());
for (uint32_t i = 0; i < args.size(); i++) {
args[i] = p_args[i + 2];
argptrs[i] = &args[i];
}
live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
} else if (p_msg == "live_res_call") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
LocalVector<Variant> args;
LocalVector<Variant *> argptrs;
args.resize(p_args.size() - 2);
argptrs.resize(args.size());
for (uint32_t i = 0; i < args.size(); i++) {
args[i] = p_args[i + 2];
argptrs[i] = &args[i];
}
live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size());
} else if (p_msg == "live_create_node") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_instantiate_node") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_remove_node") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
live_editor->_remove_node_func(p_args[0]);
if (!runtime_node_select->has_selection) {
runtime_node_select->_clear_selection();
}
} else if (p_msg == "live_remove_and_keep_node") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]);
if (!runtime_node_select->has_selection) {
runtime_node_select->_clear_selection();
}
} else if (p_msg == "live_restore_node") {
ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA);
live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]);
} else if (p_msg == "live_duplicate_node") {
ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA);
live_editor->_duplicate_node_func(p_args[0], p_args[1]);
} else if (p_msg == "live_reparent_node") {
ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA);
live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]);
} else {
return ERR_SKIP;
}
} else if (p_msg.begins_with("runtime_node_select_")) { /// Runtime Node Selection
if (p_msg == "runtime_node_select_setup") {
runtime_node_select->_setup();
} else if (p_msg == "runtime_node_select_set_type") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0];
runtime_node_select->_node_set_type(type);
} else if (p_msg == "runtime_node_select_set_mode") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0];
runtime_node_select->_select_set_mode(mode);
} else if (p_msg == "runtime_node_select_set_visible") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
bool visible = p_args[0];
runtime_node_select->_set_selection_visible(visible);
} else if (p_msg == "runtime_node_select_reset_camera_2d") {
runtime_node_select->_reset_camera_2d();
} else if (p_msg == "runtime_node_select_reset_camera_3d") {
runtime_node_select->_reset_camera_3d();
} else {
return ERR_SKIP;
}
} else {
r_captured = false;
}
return OK;
}
void SceneDebugger::_save_node(ObjectID id, const String &p_path) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
ERR_FAIL_NULL(node);
#ifdef TOOLS_ENABLED
HashMap<const Node *, Node *> duplimap;
Node *copy = node->duplicate_from_editor(duplimap);
#else
Node *copy = node->duplicate();
#endif
// Handle Unique Nodes.
for (int i = 0; i < copy->get_child_count(false); i++) {
_set_node_owner_recursive(copy->get_child(i, false), copy);
}
// Root node cannot ever be unique name in its own Scene!
copy->set_unique_name_in_owner(false);
Ref<PackedScene> ps = memnew(PackedScene);
ps->pack(copy);
ResourceSaver::save(ps, p_path);
memdelete(copy);
}
void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {
if (!p_node->get_owner()) {
p_node->set_owner(p_owner);
}
for (int i = 0; i < p_node->get_child_count(false); i++) {
_set_node_owner_recursive(p_node->get_child(i, false), p_owner);
}
}
void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) {
SceneDebuggerObject obj(p_id);
if (obj.id.is_null()) {
return;
}
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
RuntimeNodeSelect::get_singleton()->_select_node(node);
Array arr;
obj.serialize(arr);
EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr);
}
void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value) {
Object *obj = ObjectDB::get_instance(p_id);
if (!obj) {
return;
}
String prop_name = p_property;
if (p_property.begins_with("Members/")) {
Vector<String> ss = p_property.split("/");
prop_name = ss[ss.size() - 1];
}
obj->set(prop_name, p_value);
}
void SceneDebugger::_next_frame() {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree->is_suspended()) {
return;
}
scene_tree->set_suspend(false);
RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT);
}
void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {
LiveEditor *debugger = LiveEditor::get_singleton();
if (!debugger) {
return;
}
if (EngineDebugger::get_script_debugger() && !p_filename.is_empty()) {
debugger->live_scene_edit_cache[p_filename].insert(p_node);
}
}
void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {
LiveEditor *debugger = LiveEditor::get_singleton();
if (!debugger) {
return;
}
HashMap<String, HashSet<Node *>> &edit_cache = debugger->live_scene_edit_cache;
HashMap<String, HashSet<Node *>>::Iterator E = edit_cache.find(p_filename);
if (E) {
E->value.erase(p_node);
if (E->value.size() == 0) {
edit_cache.remove(E);
}
}
HashMap<Node *, HashMap<ObjectID, Node *>> &remove_list = debugger->live_edit_remove_list;
HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator F = remove_list.find(p_node);
if (F) {
for (const KeyValue<ObjectID, Node *> &G : F->value) {
memdelete(G.value);
}
remove_list.remove(F);
}
}
/// SceneDebuggerObject
SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
id = ObjectID();
Object *obj = ObjectDB::get_instance(p_id);
if (!obj) {
return;
}
id = p_id;
class_name = obj->get_class();
if (ScriptInstance *si = obj->get_script_instance()) {
// Read script instance constants and variables
if (!si->get_script().is_null()) {
Script *s = si->get_script().ptr();
_parse_script_properties(s, si);
}
}
if (Node *node = Object::cast_to<Node>(obj)) {
// For debugging multiplayer.
{
PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
properties.push_back(SceneDebuggerProperty(pi, node->get_multiplayer_authority()));
}
// Add specialized NodePath info (if inside tree).
if (node->is_inside_tree()) {
PropertyInfo pi(Variant::NODE_PATH, String("Node/path"));
properties.push_back(SceneDebuggerProperty(pi, node->get_path()));
} else { // Can't ask for path if a node is not in tree.
PropertyInfo pi(Variant::STRING, String("Node/path"));
properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
}
} else if (Script *s = Object::cast_to<Script>(obj)) {
// Add script constants (no instance).
_parse_script_properties(s, nullptr);
}
// Add base object properties.
List<PropertyInfo> pinfo;
obj->get_property_list(&pinfo, true);
for (const PropertyInfo &E : pinfo) {
if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
properties.push_back(SceneDebuggerProperty(E, obj->get(E.name)));
}
}
}
void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {
typedef HashMap<const Script *, HashSet<StringName>> ScriptMemberMap;
typedef HashMap<const Script *, HashMap<StringName, Variant>> ScriptConstantsMap;
ScriptMemberMap members;
if (p_instance) {
members[p_script] = HashSet<StringName>();
p_script->get_members(&(members[p_script]));
}
ScriptConstantsMap constants;
constants[p_script] = HashMap<StringName, Variant>();
p_script->get_constants(&(constants[p_script]));
Ref<Script> base = p_script->get_base_script();
while (base.is_valid()) {
if (p_instance) {
members[base.ptr()] = HashSet<StringName>();
base->get_members(&(members[base.ptr()]));
}
constants[base.ptr()] = HashMap<StringName, Variant>();
base->get_constants(&(constants[base.ptr()]));
base = base->get_base_script();
}
// Members
for (KeyValue<const Script *, HashSet<StringName>> sm : members) {
for (const StringName &E : sm.value) {
Variant m;
if (p_instance->get(E, m)) {
String script_path = sm.key == p_script ? "" : sm.key->get_path().get_file() + "/";
PropertyInfo pi(m.get_type(), "Members/" + script_path + E);
properties.push_back(SceneDebuggerProperty(pi, m));
}
}
}
// Constants
for (KeyValue<const Script *, HashMap<StringName, Variant>> &sc : constants) {
for (const KeyValue<StringName, Variant> &E : sc.value) {
String script_path = sc.key == p_script ? "" : sc.key->get_path().get_file() + "/";
if (E.value.get_type() == Variant::OBJECT) {
Variant inst_id = ((Object *)E.value)->get_instance_id();
PropertyInfo pi(inst_id.get_type(), "Constants/" + E.key, PROPERTY_HINT_OBJECT_ID, "Object");
properties.push_back(SceneDebuggerProperty(pi, inst_id));
} else {
PropertyInfo pi(E.value.get_type(), "Constants/" + script_path + E.key);
properties.push_back(SceneDebuggerProperty(pi, E.value));
}
}
}
}
void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {
Array send_props;
for (SceneDebuggerObject::SceneDebuggerProperty &property : properties) {
const PropertyInfo &pi = property.first;
Variant &var = property.second;
Ref<Resource> res = var;
Array prop;
prop.push_back(pi.name);
prop.push_back(pi.type);
PropertyHint hint = pi.hint;
String hint_string = pi.hint_string;
if (!res.is_null() && !res->get_path().is_empty()) {
var = res->get_path();
} else { //only send information that can be sent..
int len = 0; //test how big is this to encode
encode_variant(var, nullptr, len);
if (len > p_max_size) { //limit to max size
hint = PROPERTY_HINT_OBJECT_TOO_BIG;
hint_string = "";
var = Variant();
}
}
prop.push_back(hint);
prop.push_back(hint_string);
prop.push_back(pi.usage);
prop.push_back(var);
send_props.push_back(prop);
}
r_arr.push_back(uint64_t(id));
r_arr.push_back(class_name);
r_arr.push_back(send_props);
}
void SceneDebuggerObject::deserialize(const Array &p_arr) {
#define CHECK_TYPE(p_what, p_type) ERR_FAIL_COND(p_what.get_type() != Variant::p_type);
ERR_FAIL_COND(p_arr.size() < 3);
CHECK_TYPE(p_arr[0], INT);
CHECK_TYPE(p_arr[1], STRING);
CHECK_TYPE(p_arr[2], ARRAY);
id = uint64_t(p_arr[0]);
class_name = p_arr[1];
Array props = p_arr[2];
for (int i = 0; i < props.size(); i++) {
CHECK_TYPE(props[i], ARRAY);
Array prop = props[i];
ERR_FAIL_COND(prop.size() != 6);
CHECK_TYPE(prop[0], STRING);
CHECK_TYPE(prop[1], INT);
CHECK_TYPE(prop[2], INT);
CHECK_TYPE(prop[3], STRING);
CHECK_TYPE(prop[4], INT);
PropertyInfo pinfo;
pinfo.name = prop[0];
pinfo.type = Variant::Type(int(prop[1]));
pinfo.hint = PropertyHint(int(prop[2]));
pinfo.hint_string = prop[3];
pinfo.usage = PropertyUsageFlags(int(prop[4]));
Variant var = prop[5];
if (pinfo.type == Variant::OBJECT) {
if (var.is_zero()) {
var = Ref<Resource>();
} else if (var.get_type() == Variant::OBJECT) {
if (((Object *)var)->is_class("EncodedObjectAsID")) {
var = Object::cast_to<EncodedObjectAsID>(var)->get_object_id();
pinfo.type = var.get_type();
pinfo.hint = PROPERTY_HINT_OBJECT_ID;
pinfo.hint_string = "Object";
}
}
}
properties.push_back(SceneDebuggerProperty(pinfo, var));
}
}
/// SceneDebuggerTree
SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {
// Flatten tree into list, depth first, use stack to avoid recursion.
List<Node *> stack;
stack.push_back(p_root);
bool is_root = true;
const StringName &is_visible_sn = SNAME("is_visible");
const StringName &is_visible_in_tree_sn = SNAME("is_visible_in_tree");
while (stack.size()) {
Node *n = stack.front()->get();
stack.pop_front();
int count = n->get_child_count();
for (int i = 0; i < count; i++) {
stack.push_front(n->get_child(count - i - 1));
}
int view_flags = 0;
if (is_root) {
// Prevent root window visibility from being changed.
is_root = false;
} else if (n->has_method(is_visible_sn)) {
const Variant visible = n->call(is_visible_sn);
if (visible.get_type() == Variant::BOOL) {
view_flags = RemoteNode::VIEW_HAS_VISIBLE_METHOD;
view_flags |= uint8_t(visible) * RemoteNode::VIEW_VISIBLE;
}
if (n->has_method(is_visible_in_tree_sn)) {
const Variant visible_in_tree = n->call(is_visible_in_tree_sn);
if (visible_in_tree.get_type() == Variant::BOOL) {
view_flags |= uint8_t(visible_in_tree) * RemoteNode::VIEW_VISIBLE_IN_TREE;
}
}
}
String class_name;
ScriptInstance *script_instance = n->get_script_instance();
if (script_instance) {
Ref<Script> script = script_instance->get_script();
if (script.is_valid()) {
class_name = script->get_global_name();
if (class_name.is_empty()) {
// If there is no class_name in this script we just take the script path.
class_name = script->get_path();
}
}
}
nodes.push_back(RemoteNode(count, n->get_name(), class_name.is_empty() ? n->get_class() : class_name, n->get_instance_id(), n->get_scene_file_path(), view_flags));
}
}
void SceneDebuggerTree::serialize(Array &p_arr) {
for (const RemoteNode &n : nodes) {
p_arr.push_back(n.child_count);
p_arr.push_back(n.name);
p_arr.push_back(n.type_name);
p_arr.push_back(n.id);
p_arr.push_back(n.scene_file_path);
p_arr.push_back(n.view_flags);
}
}
void SceneDebuggerTree::deserialize(const Array &p_arr) {
int idx = 0;
while (p_arr.size() > idx) {
ERR_FAIL_COND(p_arr.size() < 6);
CHECK_TYPE(p_arr[idx], INT); // child_count.
CHECK_TYPE(p_arr[idx + 1], STRING); // name.
CHECK_TYPE(p_arr[idx + 2], STRING); // type_name.
CHECK_TYPE(p_arr[idx + 3], INT); // id.
CHECK_TYPE(p_arr[idx + 4], STRING); // scene_file_path.
CHECK_TYPE(p_arr[idx + 5], INT); // view_flags.
nodes.push_back(RemoteNode(p_arr[idx], p_arr[idx + 1], p_arr[idx + 2], p_arr[idx + 3], p_arr[idx + 4], p_arr[idx + 5]));
idx += 6;
}
}
/// LiveEditor
LiveEditor *LiveEditor::get_singleton() {
return singleton;
}
void LiveEditor::_send_tree() {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Array arr;
// Encoded as a flat list depth first.
SceneDebuggerTree tree(scene_tree->root);
tree.serialize(arr);
EngineDebugger::get_singleton()->send_message("scene:scene_tree", arr);
}
void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {
live_edit_node_path_cache[p_id] = p_path;
}
void LiveEditor::_res_path_func(const String &p_path, int p_id) {
live_edit_resource_cache[p_id] = p_path;
}
void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
// Do not change transform of edited scene root, unless it's the scene being played.
// See GH-86659 for additional context.
bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
Variant orig_tf;
if (keep_transform) {
if (n2->is_class("Node3D")) {
orig_tf = n2->call("get_transform");
} else if (n2->is_class("CanvasItem")) {
orig_tf = n2->call("_edit_get_state");
}
}
n2->set(p_prop, p_value);
if (keep_transform) {
if (n2->is_class("Node3D")) {
Variant new_tf = n2->call("get_transform");
if (new_tf != orig_tf) {
n2->call("set_transform", orig_tf);
}
} else if (n2->is_class("CanvasItem")) {
Variant new_tf = n2->call("_edit_get_state");
if (new_tf != orig_tf) {
n2->call("_edit_set_state", orig_tf);
}
}
}
}
}
void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
Ref<Resource> r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_node_set_func(p_id, p_prop, r);
}
void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
if (!live_edit_node_path_cache.has(p_id)) {
return;
}
NodePath np = live_edit_node_path_cache[p_id];
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(np)) {
continue;
}
Node *n2 = n->get_node(np);
// Do not change transform of edited scene root, unless it's the scene being played.
// See GH-86659 for additional context.
bool keep_transform = (n2 == n) && (n2->get_parent() != scene_tree->root);
Variant orig_tf;
if (keep_transform) {
if (n2->is_class("Node3D")) {
orig_tf = n2->call("get_transform");
} else if (n2->is_class("CanvasItem")) {
orig_tf = n2->call("_edit_get_state");
}
}
Callable::CallError ce;
n2->callp(p_method, p_args, p_argcount, ce);
if (keep_transform) {
if (n2->is_class("Node3D")) {
Variant new_tf = n2->call("get_transform");
if (new_tf != orig_tf) {
n2->call("set_transform", orig_tf);
}
} else if (n2->is_class("CanvasItem")) {
Variant new_tf = n2->call("_edit_get_state");
if (new_tf != orig_tf) {
n2->call("_edit_set_state", orig_tf);
}
}
}
}
}
void LiveEditor::_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;
}
Ref<Resource> r = ResourceCache::get_ref(resp);
if (!r.is_valid()) {
return;
}
r->set(p_prop, p_value);
}
void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
Ref<Resource> r = ResourceLoader::load(p_value);
if (!r.is_valid()) {
return;
}
_res_set_func(p_id, p_prop, r);
}
void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {
if (!live_edit_resource_cache.has(p_id)) {
return;
}
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp)) {
return;
}
Ref<Resource> r = ResourceCache::get_ref(resp);
if (!r.is_valid()) {
return;
}
Callable::CallError ce;
r->callp(p_method, p_args, p_argcount, ce);
}
void LiveEditor::_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 LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = Object::cast_to<Node>(ClassDB::instantiate(p_type));
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Ref<PackedScene> ps = ResourceLoader::load(p_path);
if (!ps.is_valid()) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_parent)) {
continue;
}
Node *n2 = n->get_node(p_parent);
Node *no = ps->instantiate();
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void LiveEditor::_remove_node_func(const NodePath &p_at) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
Vector<Node *> to_delete;
for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
Node *n = *F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
to_delete.push_back(n2);
}
for (int i = 0; i < to_delete.size(); i++) {
memdelete(to_delete[i]);
}
}
void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
Vector<Node *> to_remove;
for (HashSet<Node *>::Iterator F = E->value.begin(); F; ++F) {
Node *n = *F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
to_remove.push_back(n);
}
for (int i = 0; i < to_remove.size(); i++) {
Node *n = to_remove[i];
Node *n2 = n->get_node(p_at);
n2->get_parent()->remove_child(n2);
live_edit_remove_list[n][p_keep_id] = n2;
}
}
void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (HashSet<Node *>::Iterator F = E->value.begin(); F;) {
HashSet<Node *>::Iterator N = F;
++N;
Node *n = *F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
HashMap<Node *, HashMap<ObjectID, Node *>>::Iterator EN = live_edit_remove_list.find(n);
if (!EN) {
continue;
}
HashMap<ObjectID, Node *>::Iterator FN = EN->value.find(p_id);
if (!FN) {
continue;
}
n2->add_child(FN->value);
EN->value.remove(FN);
if (EN->value.size() == 0) {
live_edit_remove_list.remove(EN);
}
F = N;
}
}
void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_of(n)) {
continue;
}
if (!n->has_node(p_at)) {
continue;
}
Node *n2 = n->get_node(p_at);
Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
if (!dup) {
continue;
}
dup->set_name(p_new_name);
n2->get_parent()->add_child(dup);
}
}
void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
SceneTree *scene_tree = SceneTree::get_singleton();
if (!scene_tree) {
return;
}
Node *base = nullptr;
if (scene_tree->root->has_node(live_edit_root)) {
base = scene_tree->root->get_node(live_edit_root);
}
HashMap<String, HashSet<Node *>>::Iterator E = live_scene_edit_cache.find(live_edit_scene);
if (!E) {
return; //scene not editable
}
for (Node *F : E->value) {
Node *n = F;
if (base && !base->is_ancestor_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);
}
}
}
/// RuntimeNodeSelect
RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {
return singleton;
}
RuntimeNodeSelect::~RuntimeNodeSelect() {
if (selection_list && !selection_list->is_visible()) {
memdelete(selection_list);
}
if (sbox_2d_canvas.is_valid()) {
RS::get_singleton()->free(sbox_2d_canvas);
RS::get_singleton()->free(sbox_2d_ci);
}
#ifndef _3D_DISABLED
if (sbox_3d_instance.is_valid()) {
RS::get_singleton()->free(sbox_3d_instance);
RS::get_singleton()->free(sbox_3d_instance_ofs);
RS::get_singleton()->free(sbox_3d_instance_xray);
RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
}
#endif // _3D_DISABLED
}
void RuntimeNodeSelect::_setup() {
Window *root = SceneTree::get_singleton()->get_root();
ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)));
root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
selection_list = memnew(PopupMenu);
selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
selection_list->set_force_native(true);
selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
selection_list->connect("popup_hide", callable_mp(Object::cast_to<Node>(root), &Node::remove_child).bind(selection_list));
panner.instantiate();
panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
/// 2D Selection Box Generation
sbox_2d_canvas = RS::get_singleton()->canvas_create();
sbox_2d_ci = RS::get_singleton()->canvas_item_create();
RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), sbox_2d_canvas);
RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, sbox_2d_canvas);
#ifndef _3D_DISABLED
cursor = Cursor();
/// 3D Selection Box Generation
// Copied from the Node3DEditor implementation.
// Use two AABBs to create the illusion of a slightly thicker line.
AABB aabb(Vector3(), Vector3(1, 1, 1));
// Create a x-ray (visible through solid surfaces) and standard version of the selection box.
// Both will be drawn at the same position, but with different opacity.
// This lets the user see where the selection is while still having a sense of depth.
Ref<SurfaceTool> st = memnew(SurfaceTool);
Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
st->begin(Mesh::PRIMITIVE_LINES);
st_xray->begin(Mesh::PRIMITIVE_LINES);
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb.get_edge(i, a, b);
st->add_vertex(a);
st->add_vertex(b);
st_xray->add_vertex(a);
st_xray->add_vertex(b);
}
Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
// In the original Node3DEditor, this value would be fetched from the "editors/3d/selection_box_color" editor property,
// but since this is not accessible from here, we will just use the default value.
const Color selection_color_3d = Color(1, 0.5, 0);
mat->set_albedo(selection_color_3d);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
st->set_material(mat);
sbox_3d_mesh = st->commit();
Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
mat_xray->set_albedo(selection_color_3d * Color(1, 1, 1, 0.15));
mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
st_xray->set_material(mat_xray);
sbox_3d_mesh_xray = st_xray->commit();
#endif // _3D_DISABLED
SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame));
SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame));
// This function will be called before the root enters the tree at first when the Game view is passing its settings to
// the debugger, so queue the update for after it enters.
root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT);
}
void RuntimeNodeSelect::_node_set_type(NodeType p_type) {
node_select_type = p_type;
_update_input_state();
}
void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {
node_select_mode = p_mode;
}
void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
camera_override = p_enabled;
if (p_enabled) {
_update_view_2d();
}
#ifndef _3D_DISABLED
if (camera_first_override) {
_reset_camera_2d();
_reset_camera_3d();
camera_first_override = false;
} else if (p_enabled) {
_update_view_2d();
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
}
#endif // _3D_DISABLED
}
void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
Window *root = SceneTree::get_singleton()->get_root();
if (node_select_type == NODE_TYPE_NONE || selection_list->is_visible()) {
// Workaround for platforms that don't allow subwindows.
if (selection_list->is_visible() && selection_list->is_embedded()) {
root->set_disable_input_override(false);
selection_list->push_input(p_event);
callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
}
return;
}
if (camera_override) {
if (node_select_type == NODE_TYPE_2D) {
if (panner->gui_input(p_event, Rect2(Vector2(), root->get_size()))) {
return;
}
} else if (node_select_type == NODE_TYPE_3D) {
#ifndef _3D_DISABLED
if (root->get_camera_3d() && _handle_3d_input(p_event)) {
return;
}
#endif // _3D_DISABLED
}
}
Ref<InputEventMouseButton> b = p_event;
if (!b.is_valid() || !b->is_pressed()) {
return;
}
list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed();
if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) {
selection_position = b->get_position();
}
}
void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {
Object *obj = p_popup->get_item_metadata(p_index).get_validated_object();
if (!obj) {
return;
}
Array message;
message.append(obj->get_instance_id());
EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
}
void RuntimeNodeSelect::_update_input_state() {
SceneTree *scene_tree = SceneTree::get_singleton();
// This function can be called at the very beginning, when the root hasn't entered the tree yet.
// So check first to avoid a crash.
if (!scene_tree->get_root()->is_inside_tree()) {
return;
}
bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE;
Input::get_singleton()->set_disable_input(disable_input);
Input::get_singleton()->set_mouse_mode_override_enabled(disable_input);
scene_tree->get_root()->set_disable_input_override(disable_input);
}
void RuntimeNodeSelect::_process_frame() {
#ifndef _3D_DISABLED
if (camera_freelook) {
Transform3D transform = _get_cursor_transform();
Vector3 forward = transform.basis.xform(Vector3(0, 0, -1));
const Vector3 right = transform.basis.xform(Vector3(1, 0, 0));
Vector3 up = transform.basis.xform(Vector3(0, 1, 0));
Vector3 direction;
Input *input = Input::get_singleton();
bool was_input_disabled = input->is_input_disabled();
if (was_input_disabled) {
input->set_disable_input(false);
}
if (input->is_physical_key_pressed(Key::A)) {
direction -= right;
}
if (input->is_physical_key_pressed(Key::D)) {
direction += right;
}
if (input->is_physical_key_pressed(Key::W)) {
direction += forward;
}
if (input->is_physical_key_pressed(Key::S)) {
direction -= forward;
}
if (input->is_physical_key_pressed(Key::E)) {
direction += up;
}
if (input->is_physical_key_pressed(Key::Q)) {
direction -= up;
}
real_t speed = FREELOOK_BASE_SPEED;
if (input->is_physical_key_pressed(Key::SHIFT)) {
speed *= 3.0;
}
if (input->is_physical_key_pressed(Key::ALT)) {
speed *= 0.333333;
}
if (was_input_disabled) {
input->set_disable_input(true);
}
if (direction != Vector3()) {
// Calculate the process time manually, as the time scale is frozen.
const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale();
const Vector3 motion = direction * speed * process_time;
cursor.pos += motion;
cursor.eye_pos += motion;
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
}
}
#endif // _3D_DISABLED
if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) {
selection_update_queued = false;
if (has_selection) {
_update_selection();
}
}
}
void RuntimeNodeSelect::_physics_frame() {
if (!Math::is_inf(selection_position.x) || !Math::is_inf(selection_position.y)) {
_click_point();
selection_position = Point2(INFINITY, INFINITY);
}
}
void RuntimeNodeSelect::_click_point() {
Window *root = SceneTree::get_singleton()->get_root();
Point2 pos = root->get_screen_transform().affine_inverse().xform(selection_position);
Vector<SelectResult> items;
if (node_select_type == NODE_TYPE_2D) {
for (int i = 0; i < root->get_child_count(); i++) {
_find_canvas_items_at_pos(pos, root->get_child(i), items);
}
// Remove possible duplicates.
for (int i = 0; i < items.size(); i++) {
Node *item = items[i].item;
for (int j = 0; j < i; j++) {
if (items[j].item == item) {
items.remove_at(i);
i--;
break;
}
}
}
} else if (node_select_type == NODE_TYPE_3D) {
#ifndef _3D_DISABLED
_find_3d_items_at_pos(pos, items);
#endif // _3D_DISABLED
}
if (items.is_empty()) {
return;
}
items.sort();
if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) {
Array message;
message.append(items[0].item->get_instance_id());
EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
} else if (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST) {
if (!selection_list->is_inside_tree()) {
root->add_child(selection_list);
}
selection_list->clear();
for (const SelectResult &I : items) {
selection_list->add_item(I.item->get_name());
selection_list->set_item_metadata(-1, I.item);
}
selection_list->set_position(selection_list->is_embedded() ? pos : selection_position + root->get_position());
selection_list->reset_size();
selection_list->popup();
// FIXME: Ugly hack that stops the popup from hiding when the button is released.
selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
}
}
void RuntimeNodeSelect::_select_node(Node *p_node) {
if (p_node == selected_node) {
return;
}
_clear_selection();
CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
if (ci) {
selected_node = p_node;
} else {
#ifndef _3D_DISABLED
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
if (!node_3d->is_inside_world()) {
return;
}
selected_node = p_node;
sbox_3d_instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
sbox_3d_instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_ofs, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
sbox_3d_instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
sbox_3d_instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
}
#endif // _3D_DISABLED
}
has_selection = selected_node;
_queue_selection_update();
}
void RuntimeNodeSelect::_queue_selection_update() {
if (has_selection && selection_visible) {
if (SceneTree::get_singleton()->is_suspended()) {
_update_selection();
} else {
selection_update_queued = true;
}
}
}
void RuntimeNodeSelect::_update_selection() {
if (has_selection && (!selected_node || !selected_node->is_inside_tree())) {
_clear_selection();
return;
}
CanvasItem *ci = Object::cast_to<CanvasItem>(selected_node);
if (ci) {
Window *root = SceneTree::get_singleton()->get_root();
Transform2D xform;
if (root->is_canvas_transform_override_enabled() && !ci->get_canvas_layer_node()) {
RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, (root->get_canvas_transform_override()));
xform = ci->get_global_transform();
} else {
RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, Transform2D());
xform = ci->get_global_transform_with_canvas();
}
// Fallback.
Rect2 rect = Rect2(Vector2(), Vector2(10, 10));
if (ci->_edit_use_rect()) {
rect = ci->_edit_get_rect();
} else {
CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci);
if (collision_shape) {
Ref<Shape2D> shape = collision_shape->get_shape();
if (shape.is_valid()) {
rect = shape->get_rect();
}
}
}
RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible);
if (xform == sbox_2d_xform && rect == sbox_2d_rect) {
return; // Nothing changed.
}
sbox_2d_xform = xform;
sbox_2d_rect = rect;
RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
const Vector2 endpoints[4] = {
xform.xform(rect.position),
xform.xform(rect.position + Vector2(rect.size.x, 0)),
xform.xform(rect.position + rect.size),
xform.xform(rect.position + Vector2(0, rect.size.y))
};
const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7);
for (int i = 0; i < 4; i++) {
RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, Math::round(2.f));
}
} else {
#ifndef _3D_DISABLED
Node3D *node_3d = Object::cast_to<Node3D>(selected_node);
// Fallback.
AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1));
VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
if (visual_instance) {
bounds = visual_instance->get_aabb();
} else {
CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d);
if (collision_shape) {
Ref<Shape3D> shape = collision_shape->get_shape();
if (shape.is_valid()) {
bounds = shape->get_debug_mesh()->get_aabb();
}
}
}
RS::get_singleton()->instance_set_visible(sbox_3d_instance, selection_visible);
RS::get_singleton()->instance_set_visible(sbox_3d_instance_ofs, selection_visible);
RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray, selection_visible);
RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray_ofs, selection_visible);
Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform();
bounds = xform_to_top_level_parent_space.xform(bounds);
Transform3D t = node_3d->get_global_transform();
if (t == sbox_3d_xform && bounds == sbox_3d_bounds) {
return; // Nothing changed.
}
sbox_3d_xform = t;
sbox_3d_bounds = bounds;
Transform3D t_offset = t;
// Apply AABB scaling before item's global transform.
{
const Vector3 offset(0.005, 0.005, 0.005);
Basis aabb_s;
aabb_s.scale(bounds.size + offset);
t.translate_local(bounds.position - offset / 2);
t.basis = t.basis * aabb_s;
}
{
const Vector3 offset(0.01, 0.01, 0.01);
Basis aabb_s;
aabb_s.scale(bounds.size + offset);
t_offset.translate_local(bounds.position - offset / 2);
t_offset.basis = t_offset.basis * aabb_s;
}
RS::get_singleton()->instance_set_transform(sbox_3d_instance, t);
RS::get_singleton()->instance_set_transform(sbox_3d_instance_ofs, t_offset);
RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray, t);
RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray_ofs, t_offset);
#endif // _3D_DISABLED
}
}
void RuntimeNodeSelect::_clear_selection() {
selected_node = nullptr;
has_selection = false;
if (sbox_2d_canvas.is_valid()) {
RS::get_singleton()->canvas_item_clear(sbox_2d_ci);
}
#ifndef _3D_DISABLED
if (sbox_3d_instance.is_valid()) {
RS::get_singleton()->free(sbox_3d_instance);
RS::get_singleton()->free(sbox_3d_instance_ofs);
RS::get_singleton()->free(sbox_3d_instance_xray);
RS::get_singleton()->free(sbox_3d_instance_xray_ofs);
}
#endif // _3D_DISABLED
}
void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
selection_visible = p_visible;
if (has_selection) {
_update_selection();
}
}
// Copied and trimmed from the CanvasItemEditor implementation.
void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
if (!p_node || Object::cast_to<Viewport>(p_node)) {
return;
}
// In the original CanvasItemEditor, this value would be fetched from the "editors/polygon_editor/point_grab_radius" editor property,
// but since this is not accessible from here, we will just use the default value.
const real_t grab_distance = 8;
CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
if (ci) {
if (!ci->is_set_as_top_level()) {
_find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
} else {
_find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform);
}
} else {
CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node);
_find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform);
}
}
if (ci && ci->is_visible_in_tree()) {
Transform2D xform = p_canvas_xform;
if (!ci->is_set_as_top_level()) {
xform *= p_parent_xform;
}
Vector2 pos;
// Cameras (overridden or not) don't affect `CanvasLayer`s.
if (!ci->get_canvas_layer_node()) {
Window *root = SceneTree::get_singleton()->get_root();
pos = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_pos);
} else {
pos = p_pos;
}
xform = (xform * ci->get_transform()).affine_inverse();
const real_t local_grab_distance = xform.basis_xform(Vector2(grab_distance, 0)).length() / view_2d_zoom;
if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) {
SelectResult res;
res.item = ci;
res.order = ci->get_effective_z_index() + ci->get_canvas_layer();
r_items.push_back(res);
// If it's a shape, get the collision object it's from.
// FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list.
if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) {
CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent());
if (collision_object) {
SelectResult res_col;
res_col.item = ci->get_parent();
res_col.order = collision_object->get_z_index() + ci->get_canvas_layer();
r_items.push_back(res_col);
}
}
}
}
}
void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
view_2d_offset.x -= p_scroll_vec.x / view_2d_zoom;
view_2d_offset.y -= p_scroll_vec.y / view_2d_zoom;
_update_view_2d();
}
// A very shallow copy of the same function inside CanvasItemEditor.
void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
real_t prev_zoom = view_2d_zoom;
view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM);
Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin);
view_2d_offset += pos / prev_zoom - pos / view_2d_zoom;
// We want to align in-scene pixels to screen pixels, this prevents blurry rendering
// of small details (texts, lines).
// This correction adds a jitter movement when zooming, so we correct only when the
// zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
const real_t closest_zoom_factor = Math::round(view_2d_zoom);
if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) {
// Make sure scene pixel at view_offset is aligned on a screen pixel.
Vector2 view_offset_int = view_2d_offset.floor();
Vector2 view_offset_frac = view_2d_offset - view_offset_int;
view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
}
_update_view_2d();
}
void RuntimeNodeSelect::_reset_camera_2d() {
view_2d_offset = -SceneTree::get_singleton()->get_root()->get_canvas_transform().get_origin();
view_2d_zoom = 1;
_update_view_2d();
}
void RuntimeNodeSelect::_update_view_2d() {
Transform2D transform = Transform2D();
transform.scale_basis(Size2(view_2d_zoom, view_2d_zoom));
transform.columns[2] = -view_2d_offset * view_2d_zoom;
SceneTree::get_singleton()->get_root()->set_canvas_transform_override(transform);
_queue_selection_update();
}
#ifndef _3D_DISABLED
void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {
Window *root = SceneTree::get_singleton()->get_root();
Camera3D *camera = root->get_viewport()->get_camera_3d();
if (!camera) {
return;
}
Vector3 ray, pos, to;
if (root->get_viewport()->is_camera_3d_override_enabled()) {
Viewport *vp = root->get_viewport();
ray = vp->camera_3d_override_project_ray_normal(p_pos);
pos = vp->camera_3d_override_project_ray_origin(p_pos);
to = pos + ray * vp->get_camera_3d_override_properties()["z_far"];
} else {
ray = camera->project_ray_normal(p_pos);
pos = camera->project_ray_origin(p_pos);
to = pos + ray * camera->get_far();
}
// Start with physical objects.
PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state();
PhysicsDirectSpaceState3D::RayResult result;
HashSet<RID> excluded;
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = pos;
ray_params.to = to;
ray_params.collide_with_areas = true;
while (true) {
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
SelectResult res;
res.item = Object::cast_to<Node>(result.collider);
res.order = -pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().xform(result.position));
// Fetch collision shapes.
CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
if (collision) {
List<uint32_t> owners;
collision->get_shape_owners(&owners);
for (const uint32_t &I : owners) {
SelectResult res_shape;
res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I));
res_shape.order = res.order;
r_items.push_back(res_shape);
}
}
r_items.push_back(res);
excluded.insert(result.rid);
} else {
break;
}
}
// Then go for the meshes.
Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
for (int i = 0; i < items.size(); i++) {
Object *obj = ObjectDB::get_instance(items[i]);
GeometryInstance3D *geo_instance = nullptr;
Ref<TriangleMesh> mesh_collision;
MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(obj);
if (mesh_instance) {
if (mesh_instance->get_mesh().is_valid()) {
geo_instance = mesh_instance;
mesh_collision = mesh_instance->get_mesh()->generate_triangle_mesh();
}
} else {
Label3D *label = Object::cast_to<Label3D>(obj);
if (label) {
geo_instance = label;
mesh_collision = label->generate_triangle_mesh();
} else {
Sprite3D *sprite = Object::cast_to<Sprite3D>(obj);
if (sprite) {
geo_instance = sprite;
mesh_collision = sprite->generate_triangle_mesh();
}
}
}
if (mesh_collision.is_valid()) {
Transform3D gt = geo_instance->get_global_transform();
Transform3D ai = gt.affine_inverse();
Vector3 point, normal;
if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
SelectResult res;
res.item = Object::cast_to<Node>(obj);
res.order = -pos.distance_to(gt.xform(point));
r_items.push_back(res);
continue;
}
}
items.remove_at(i);
i--;
}
}
bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> b = p_event;
if (b.is_valid()) {
const real_t zoom_factor = 1.08 * b->get_factor();
switch (b->get_button_index()) {
case MouseButton::WHEEL_UP: {
if (!camera_freelook) {
_cursor_scale_distance(1.0 / zoom_factor);
}
return true;
} break;
case MouseButton::WHEEL_DOWN: {
if (!camera_freelook) {
_cursor_scale_distance(zoom_factor);
}
return true;
} break;
case MouseButton::RIGHT: {
_set_camera_freelook_enabled(b->is_pressed());
return true;
} break;
default: {
}
}
}
Ref<InputEventMouseMotion> m = p_event;
if (m.is_valid()) {
if (camera_freelook) {
_cursor_look(m);
} else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
if (m->is_shift_pressed()) {
_cursor_pan(m);
} else {
_cursor_orbit(m);
}
}
return true;
}
Ref<InputEventKey> k = p_event;
if (k.is_valid()) {
if (k->get_physical_keycode() == Key::ESCAPE) {
_set_camera_freelook_enabled(false);
return true;
} else if (k->is_ctrl_pressed()) {
switch (k->get_physical_keycode()) {
case Key::EQUAL: {
cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
return true;
} break;
case Key::MINUS: {
cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
return true;
} break;
case Key::KEY_0: {
cursor.fov_scale = 1;
SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV, CAMERA_ZNEAR, CAMERA_ZFAR);
return true;
} break;
default: {
}
}
}
}
// TODO: Handle magnify and pan input gestures.
return false;
}
void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {
camera_freelook = p_enabled;
if (p_enabled) {
// Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1));
cursor.eye_pos = cursor.pos - cursor.distance * forward;
previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position();
// Hide mouse like in an FPS (warping doesn't work).
Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED);
} else {
// Restore mouse.
Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE);
// Restore the previous mouse position when leaving freelook mode.
// This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
// due to OS limitations.
Input::get_singleton()->warp_mouse(previous_mouse_position);
}
}
void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {
real_t min_distance = MAX(CAMERA_ZNEAR * 4, VIEW_3D_MIN_ZOOM);
real_t max_distance = MIN(CAMERA_ZFAR / 4, VIEW_3D_MAX_ZOOM);
cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance);
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
}
void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {
Window *root = SceneTree::get_singleton()->get_root();
const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(), root->get_size()));
const Transform3D prev_camera_transform = _get_cursor_transform();
cursor.x_rot += relative.y * RADS_PER_PIXEL;
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
cursor.y_rot += relative.x * RADS_PER_PIXEL;
// Look is like the opposite of Orbit: the focus point rotates around the camera.
Transform3D camera_transform = _get_cursor_transform();
Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
Vector3 diff = prev_pos - pos;
cursor.pos += diff;
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
}
void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {
Window *root = SceneTree::get_singleton()->get_root();
// Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
const real_t pan_speed = 1 / 150.0;
Transform3D camera_transform;
camera_transform.translate_local(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0);
translation *= cursor.distance / 4;
camera_transform.translate_local(translation);
cursor.pos = camera_transform.origin;
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
}
void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {
Window *root = SceneTree::get_singleton()->get_root();
// Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen.
const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2)));
cursor.x_rot += relative.y * RADS_PER_PIXEL;
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
cursor.y_rot += relative.x * RADS_PER_PIXEL;
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
}
Transform3D RuntimeNodeSelect::_get_cursor_transform() {
Transform3D camera_transform;
camera_transform.translate_local(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
camera_transform.translate_local(0, 0, cursor.distance);
return camera_transform;
}
void RuntimeNodeSelect::_reset_camera_3d() {
camera_first_override = true;
Window *root = SceneTree::get_singleton()->get_root();
Camera3D *camera = root->get_camera_3d();
if (!camera) {
return;
}
cursor = Cursor();
Transform3D transform = camera->get_global_transform();
transform.translate_local(0, 0, -cursor.distance);
cursor.pos = transform.origin;
cursor.x_rot = -camera->get_global_rotation().x;
cursor.y_rot = -camera->get_global_rotation().y;
cursor.fov_scale = CLAMP(camera->get_fov() / CAMERA_BASE_FOV, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE);
SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform());
SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR);
}
#endif // _3D_DISABLED
#endif