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- /**************************************************************************/
- /* scene_tree.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_tree.h"
- #include "core/config/project_settings.h"
- #include "core/input/input.h"
- #include "core/io/image_loader.h"
- #include "core/io/resource_loader.h"
- #include "core/object/message_queue.h"
- #include "core/object/worker_thread_pool.h"
- #include "core/os/os.h"
- #include "node.h"
- #include "scene/animation/tween.h"
- #include "scene/debugger/scene_debugger.h"
- #include "scene/gui/control.h"
- #include "scene/main/multiplayer_api.h"
- #include "scene/main/viewport.h"
- #include "scene/resources/environment.h"
- #include "scene/resources/image_texture.h"
- #include "scene/resources/material.h"
- #include "scene/resources/mesh.h"
- #include "scene/resources/packed_scene.h"
- #include "scene/resources/world_2d.h"
- #include "servers/physics_server_2d.h"
- #ifndef _3D_DISABLED
- #include "scene/3d/node_3d.h"
- #include "scene/resources/3d/world_3d.h"
- #include "servers/physics_server_3d.h"
- #endif // _3D_DISABLED
- #include "window.h"
- void SceneTreeTimer::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
- ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "suffix:s"), "set_time_left", "get_time_left");
- ADD_SIGNAL(MethodInfo("timeout"));
- }
- void SceneTreeTimer::set_time_left(double p_time) {
- time_left = p_time;
- }
- double SceneTreeTimer::get_time_left() const {
- return MAX(time_left, 0.0);
- }
- void SceneTreeTimer::set_process_always(bool p_process_always) {
- process_always = p_process_always;
- }
- bool SceneTreeTimer::is_process_always() {
- return process_always;
- }
- void SceneTreeTimer::set_process_in_physics(bool p_process_in_physics) {
- process_in_physics = p_process_in_physics;
- }
- bool SceneTreeTimer::is_process_in_physics() {
- return process_in_physics;
- }
- void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
- ignore_time_scale = p_ignore;
- }
- bool SceneTreeTimer::is_ignoring_time_scale() {
- return ignore_time_scale;
- }
- void SceneTreeTimer::release_connections() {
- List<Connection> signal_connections;
- get_all_signal_connections(&signal_connections);
- for (const Connection &connection : signal_connections) {
- disconnect(connection.signal.get_name(), connection.callable);
- }
- }
- SceneTreeTimer::SceneTreeTimer() {}
- #ifndef _3D_DISABLED
- // This should be called once per physics tick, to make sure the transform previous and current
- // is kept up to date on the few Node3Ds that are using client side physics interpolation.
- void SceneTree::ClientPhysicsInterpolation::physics_process() {
- for (SelfList<Node3D> *E = _node_3d_list.first(); E;) {
- Node3D *node_3d = E->self();
- SelfList<Node3D> *current = E;
- // Get the next element here BEFORE we potentially delete one.
- E = E->next();
- // This will return false if the Node3D has timed out ..
- // i.e. if get_global_transform_interpolated() has not been called
- // for a few seconds, we can delete from the list to keep processing
- // to a minimum.
- if (!node_3d->update_client_physics_interpolation_data()) {
- _node_3d_list.remove(current);
- }
- }
- }
- #endif
- void SceneTree::tree_changed() {
- emit_signal(tree_changed_name);
- }
- void SceneTree::node_added(Node *p_node) {
- emit_signal(node_added_name, p_node);
- }
- void SceneTree::node_removed(Node *p_node) {
- // Nodes can only be removed from the main thread.
- if (current_scene == p_node) {
- current_scene = nullptr;
- }
- emit_signal(node_removed_name, p_node);
- if (nodes_removed_on_group_call_lock) {
- nodes_removed_on_group_call.insert(p_node);
- }
- }
- void SceneTree::node_renamed(Node *p_node) {
- emit_signal(node_renamed_name, p_node);
- }
- SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- E = group_map.insert(p_group, Group());
- }
- ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
- E->value.nodes.push_back(p_node);
- E->value.changed = true;
- return &E->value;
- }
- void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- ERR_FAIL_COND(!E);
- E->value.nodes.erase(p_node);
- if (E->value.nodes.is_empty()) {
- group_map.remove(E);
- }
- }
- void SceneTree::make_group_changed(const StringName &p_group) {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (E) {
- E->value.changed = true;
- }
- }
- void SceneTree::flush_transform_notifications() {
- _THREAD_SAFE_METHOD_
- SelfList<Node> *n = xform_change_list.first();
- while (n) {
- Node *node = n->self();
- SelfList<Node> *nx = n->next();
- xform_change_list.remove(n);
- n = nx;
- node->notification(NOTIFICATION_TRANSFORM_CHANGED);
- }
- }
- void SceneTree::_flush_ugc() {
- ugc_locked = true;
- while (unique_group_calls.size()) {
- HashMap<UGCall, Vector<Variant>, UGCall>::Iterator E = unique_group_calls.begin();
- const Variant **argptrs = (const Variant **)alloca(E->value.size() * sizeof(Variant *));
- for (int i = 0; i < E->value.size(); i++) {
- argptrs[i] = &E->value[i];
- }
- call_group_flagsp(GROUP_CALL_DEFAULT, E->key.group, E->key.call, argptrs, E->value.size());
- unique_group_calls.remove(E);
- }
- ugc_locked = false;
- }
- void SceneTree::_update_group_order(Group &g) {
- if (!g.changed) {
- return;
- }
- if (g.nodes.is_empty()) {
- return;
- }
- Node **gr_nodes = g.nodes.ptrw();
- int gr_node_count = g.nodes.size();
- SortArray<Node *, Node::Comparator> node_sort;
- node_sort.sort(gr_nodes, gr_node_count);
- g.changed = false;
- }
- void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {
- Vector<Node *> nodes_copy;
- {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return;
- }
- Group &g = E->value;
- if (g.nodes.is_empty()) {
- return;
- }
- if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
- ERR_FAIL_COND(ugc_locked);
- UGCall ug;
- ug.call = p_function;
- ug.group = p_group;
- if (unique_group_calls.has(ug)) {
- return;
- }
- Vector<Variant> args;
- for (int i = 0; i < p_argcount; i++) {
- args.push_back(*p_args[i]);
- }
- unique_group_calls[ug] = args;
- return;
- }
- _update_group_order(g);
- nodes_copy = g.nodes;
- }
- Node **gr_nodes = nodes_copy.ptrw();
- int gr_node_count = nodes_copy.size();
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock++;
- }
- if (p_call_flags & GROUP_CALL_REVERSE) {
- for (int i = gr_node_count - 1; i >= 0; i--) {
- if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- Node *node = gr_nodes[i];
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- Callable::CallError ce;
- node->callp(p_function, p_args, p_argcount, ce);
- if (unlikely(ce.error != Callable::CallError::CALL_OK && ce.error != Callable::CallError::CALL_ERROR_INVALID_METHOD)) {
- ERR_PRINT(vformat("Error calling group method on node \"%s\": %s.", node->get_name(), Variant::get_callable_error_text(Callable(node, p_function), p_args, p_argcount, ce)));
- }
- } else {
- MessageQueue::get_singleton()->push_callp(node, p_function, p_args, p_argcount);
- }
- }
- } else {
- for (int i = 0; i < gr_node_count; i++) {
- if (nodes_removed_on_group_call_lock && nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- Node *node = gr_nodes[i];
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- Callable::CallError ce;
- node->callp(p_function, p_args, p_argcount, ce);
- if (unlikely(ce.error != Callable::CallError::CALL_OK && ce.error != Callable::CallError::CALL_ERROR_INVALID_METHOD)) {
- ERR_PRINT(vformat("Error calling group method on node \"%s\": %s.", node->get_name(), Variant::get_callable_error_text(Callable(node, p_function), p_args, p_argcount, ce)));
- }
- } else {
- MessageQueue::get_singleton()->push_callp(node, p_function, p_args, p_argcount);
- }
- }
- }
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock--;
- if (nodes_removed_on_group_call_lock == 0) {
- nodes_removed_on_group_call.clear();
- }
- }
- }
- void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
- Vector<Node *> nodes_copy;
- {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return;
- }
- Group &g = E->value;
- if (g.nodes.is_empty()) {
- return;
- }
- _update_group_order(g);
- nodes_copy = g.nodes;
- }
- Node **gr_nodes = nodes_copy.ptrw();
- int gr_node_count = nodes_copy.size();
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock++;
- }
- if (p_call_flags & GROUP_CALL_REVERSE) {
- for (int i = gr_node_count - 1; i >= 0; i--) {
- if (nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- gr_nodes[i]->notification(p_notification, true);
- } else {
- MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
- }
- }
- } else {
- for (int i = 0; i < gr_node_count; i++) {
- if (nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- gr_nodes[i]->notification(p_notification);
- } else {
- MessageQueue::get_singleton()->push_notification(gr_nodes[i], p_notification);
- }
- }
- }
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock--;
- if (nodes_removed_on_group_call_lock == 0) {
- nodes_removed_on_group_call.clear();
- }
- }
- }
- void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
- Vector<Node *> nodes_copy;
- {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return;
- }
- Group &g = E->value;
- if (g.nodes.is_empty()) {
- return;
- }
- _update_group_order(g);
- nodes_copy = g.nodes;
- }
- Node **gr_nodes = nodes_copy.ptrw();
- int gr_node_count = nodes_copy.size();
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock++;
- }
- if (p_call_flags & GROUP_CALL_REVERSE) {
- for (int i = gr_node_count - 1; i >= 0; i--) {
- if (nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- gr_nodes[i]->set(p_name, p_value);
- } else {
- MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
- }
- }
- } else {
- for (int i = 0; i < gr_node_count; i++) {
- if (nodes_removed_on_group_call.has(gr_nodes[i])) {
- continue;
- }
- if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
- gr_nodes[i]->set(p_name, p_value);
- } else {
- MessageQueue::get_singleton()->push_set(gr_nodes[i], p_name, p_value);
- }
- }
- }
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock--;
- if (nodes_removed_on_group_call_lock == 0) {
- nodes_removed_on_group_call.clear();
- }
- }
- }
- void SceneTree::notify_group(const StringName &p_group, int p_notification) {
- notify_group_flags(GROUP_CALL_DEFAULT, p_group, p_notification);
- }
- void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
- set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
- }
- void SceneTree::initialize() {
- ERR_FAIL_NULL(root);
- MainLoop::initialize();
- root->_set_tree(this);
- }
- void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
- // We never want interpolation in the editor.
- if (Engine::get_singleton()->is_editor_hint()) {
- p_enabled = false;
- }
- if (p_enabled == _physics_interpolation_enabled) {
- return;
- }
- _physics_interpolation_enabled = p_enabled;
- RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
- }
- bool SceneTree::is_physics_interpolation_enabled() const {
- return _physics_interpolation_enabled;
- }
- #ifndef _3D_DISABLED
- void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
- // This ensures that _update_physics_interpolation_data() will be called at least once every
- // physics tick, to ensure the previous and current transforms are kept up to date.
- _client_physics_interpolation._node_3d_list.add(p_elem);
- }
- void SceneTree::client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem) {
- _client_physics_interpolation._node_3d_list.remove(p_elem);
- }
- #endif
- void SceneTree::iteration_prepare() {
- if (_physics_interpolation_enabled) {
- // Make sure any pending transforms from the last tick / frame
- // are flushed before pumping the interpolation prev and currents.
- flush_transform_notifications();
- RenderingServer::get_singleton()->tick();
- #ifndef _3D_DISABLED
- // Any objects performing client physics interpolation
- // should be given an opportunity to keep their previous transforms
- // up to date before each new physics tick.
- _client_physics_interpolation.physics_process();
- #endif
- }
- }
- bool SceneTree::physics_process(double p_time) {
- current_frame++;
- flush_transform_notifications();
- if (MainLoop::physics_process(p_time)) {
- _quit = true;
- }
- physics_process_time = p_time;
- emit_signal(SNAME("physics_frame"));
- call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
- _process(true);
- _flush_ugc();
- MessageQueue::get_singleton()->flush(); //small little hack
- process_timers(p_time, true); //go through timers
- process_tweens(p_time, true);
- flush_transform_notifications();
- // This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
- _flush_delete_queue();
- _call_idle_callbacks();
- return _quit;
- }
- void SceneTree::iteration_end() {
- // When physics interpolation is active, we want all pending transforms
- // to be flushed to the RenderingServer before finishing a physics tick.
- if (_physics_interpolation_enabled) {
- flush_transform_notifications();
- }
- }
- bool SceneTree::process(double p_time) {
- if (MainLoop::process(p_time)) {
- _quit = true;
- }
- process_time = p_time;
- if (multiplayer_poll) {
- multiplayer->poll();
- for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
- E.value->poll();
- }
- }
- emit_signal(SNAME("process_frame"));
- MessageQueue::get_singleton()->flush(); //small little hack
- flush_transform_notifications();
- _process(false);
- _flush_ugc();
- MessageQueue::get_singleton()->flush(); //small little hack
- flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
- if (unlikely(pending_new_scene)) {
- _flush_scene_change();
- }
- process_timers(p_time, false); //go through timers
- process_tweens(p_time, false);
- flush_transform_notifications(); // Additional transforms after timers update.
- // This should happen last because any processing that deletes something beforehand might expect the object to be removed in the same frame.
- _flush_delete_queue();
- _call_idle_callbacks();
- #ifdef TOOLS_ENABLED
- #ifndef _3D_DISABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
- env_path = env_path.strip_edges(); // User may have added a space or two.
- bool can_load = true;
- if (env_path.begins_with("uid://")) {
- // If an uid path, ensure it is mapped to a resource which could not be
- // the case if the editor is still scanning the filesystem.
- ResourceUID::ID id = ResourceUID::get_singleton()->text_to_id(env_path);
- can_load = ResourceUID::get_singleton()->has_id(id);
- if (can_load) {
- env_path = ResourceUID::get_singleton()->get_id_path(id);
- }
- }
- if (can_load) {
- String cpath;
- Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
- if (fallback.is_valid()) {
- cpath = fallback->get_path();
- }
- if (cpath != env_path) {
- if (!env_path.is_empty()) {
- fallback = ResourceLoader::load(env_path);
- if (fallback.is_null()) {
- //could not load fallback, set as empty
- ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
- }
- } else {
- fallback.unref();
- }
- get_root()->get_world_3d()->set_fallback_environment(fallback);
- }
- }
- }
- #endif // _3D_DISABLED
- #endif // TOOLS_ENABLED
- if (_physics_interpolation_enabled) {
- RenderingServer::get_singleton()->pre_draw(true);
- }
- return _quit;
- }
- void SceneTree::process_timers(double p_delta, bool p_physics_frame) {
- _THREAD_SAFE_METHOD_
- const List<Ref<SceneTreeTimer>>::Element *L = timers.back(); // Last element.
- const double unscaled_delta = Engine::get_singleton()->get_process_step();
- for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
- List<Ref<SceneTreeTimer>>::Element *N = E->next();
- Ref<SceneTreeTimer> timer = E->get();
- if ((paused && !timer->is_process_always()) || (timer->is_process_in_physics() != p_physics_frame)) {
- if (E == L) {
- break; // Break on last, so if new timers were added during list traversal, ignore them.
- }
- E = N;
- continue;
- }
- double time_left = timer->get_time_left();
- time_left -= timer->is_ignoring_time_scale() ? unscaled_delta : p_delta;
- timer->set_time_left(time_left);
- if (time_left <= 0) {
- E->get()->emit_signal(SNAME("timeout"));
- timers.erase(E);
- }
- if (E == L) {
- break; // Break on last, so if new timers were added during list traversal, ignore them.
- }
- E = N;
- }
- }
- void SceneTree::process_tweens(double p_delta, bool p_physics) {
- _THREAD_SAFE_METHOD_
- // This methods works similarly to how SceneTreeTimers are handled.
- const List<Ref<Tween>>::Element *L = tweens.back();
- const double unscaled_delta = Engine::get_singleton()->get_process_step();
- for (List<Ref<Tween>>::Element *E = tweens.front(); E;) {
- List<Ref<Tween>>::Element *N = E->next();
- Ref<Tween> &tween = E->get();
- // Don't process if paused or process mode doesn't match.
- if (!tween->can_process(paused) || (p_physics == (tween->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
- if (E == L) {
- break;
- }
- E = N;
- continue;
- }
- if (!tween->step(tween->is_ignoring_time_scale() ? unscaled_delta : p_delta)) {
- tween->clear();
- tweens.erase(E);
- }
- if (E == L) {
- break;
- }
- E = N;
- }
- }
- void SceneTree::finalize() {
- _flush_delete_queue();
- _flush_ugc();
- if (root) {
- root->_set_tree(nullptr);
- root->_propagate_after_exit_tree();
- memdelete(root); //delete root
- root = nullptr;
- // In case deletion of some objects was queued when destructing the `root`.
- // E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
- _flush_delete_queue();
- }
- MainLoop::finalize();
- // Cleanup timers.
- for (Ref<SceneTreeTimer> &timer : timers) {
- timer->release_connections();
- }
- timers.clear();
- // Cleanup tweens.
- for (Ref<Tween> &tween : tweens) {
- tween->clear();
- }
- tweens.clear();
- }
- void SceneTree::quit(int p_exit_code) {
- _THREAD_SAFE_METHOD_
- OS::get_singleton()->set_exit_code(p_exit_code);
- _quit = true;
- }
- void SceneTree::_main_window_close() {
- if (accept_quit) {
- _quit = true;
- }
- }
- void SceneTree::_main_window_go_back() {
- if (quit_on_go_back) {
- _quit = true;
- }
- }
- void SceneTree::_main_window_focus_in() {
- Input *id = Input::get_singleton();
- if (id) {
- id->ensure_touch_mouse_raised();
- }
- }
- void SceneTree::_notification(int p_notification) {
- switch (p_notification) {
- case NOTIFICATION_TRANSLATION_CHANGED: {
- if (!Engine::get_singleton()->is_editor_hint()) {
- get_root()->propagate_notification(p_notification);
- }
- } break;
- case NOTIFICATION_OS_MEMORY_WARNING:
- case NOTIFICATION_OS_IME_UPDATE:
- case NOTIFICATION_WM_ABOUT:
- case NOTIFICATION_CRASH:
- case NOTIFICATION_APPLICATION_RESUMED:
- case NOTIFICATION_APPLICATION_PAUSED:
- case NOTIFICATION_APPLICATION_FOCUS_IN:
- case NOTIFICATION_APPLICATION_FOCUS_OUT: {
- // Pass these to nodes, since they are mirrored.
- get_root()->propagate_notification(p_notification);
- } break;
- }
- }
- bool SceneTree::is_auto_accept_quit() const {
- return accept_quit;
- }
- void SceneTree::set_auto_accept_quit(bool p_enable) {
- accept_quit = p_enable;
- }
- bool SceneTree::is_quit_on_go_back() const {
- return quit_on_go_back;
- }
- void SceneTree::set_quit_on_go_back(bool p_enable) {
- quit_on_go_back = p_enable;
- }
- #ifdef DEBUG_ENABLED
- void SceneTree::set_debug_collisions_hint(bool p_enabled) {
- debug_collisions_hint = p_enabled;
- }
- bool SceneTree::is_debugging_collisions_hint() const {
- return debug_collisions_hint;
- }
- void SceneTree::set_debug_paths_hint(bool p_enabled) {
- debug_paths_hint = p_enabled;
- }
- bool SceneTree::is_debugging_paths_hint() const {
- return debug_paths_hint;
- }
- void SceneTree::set_debug_navigation_hint(bool p_enabled) {
- debug_navigation_hint = p_enabled;
- }
- bool SceneTree::is_debugging_navigation_hint() const {
- return debug_navigation_hint;
- }
- #endif
- void SceneTree::set_debug_collisions_color(const Color &p_color) {
- debug_collisions_color = p_color;
- }
- Color SceneTree::get_debug_collisions_color() const {
- return debug_collisions_color;
- }
- void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
- debug_collision_contact_color = p_color;
- }
- Color SceneTree::get_debug_collision_contact_color() const {
- return debug_collision_contact_color;
- }
- void SceneTree::set_debug_paths_color(const Color &p_color) {
- debug_paths_color = p_color;
- }
- Color SceneTree::get_debug_paths_color() const {
- return debug_paths_color;
- }
- void SceneTree::set_debug_paths_width(float p_width) {
- debug_paths_width = p_width;
- }
- float SceneTree::get_debug_paths_width() const {
- return debug_paths_width;
- }
- Ref<Material> SceneTree::get_debug_paths_material() {
- _THREAD_SAFE_METHOD_
- if (debug_paths_material.is_valid()) {
- return debug_paths_material;
- }
- Ref<StandardMaterial3D> _debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
- _debug_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- _debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
- _debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
- _debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- _debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- _debug_material->set_albedo(get_debug_paths_color());
- debug_paths_material = _debug_material;
- return debug_paths_material;
- }
- Ref<Material> SceneTree::get_debug_collision_material() {
- _THREAD_SAFE_METHOD_
- if (collision_material.is_valid()) {
- return collision_material;
- }
- Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
- line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
- line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
- line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- line_material->set_albedo(get_debug_collisions_color());
- collision_material = line_material;
- return collision_material;
- }
- Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
- _THREAD_SAFE_METHOD_
- if (debug_contact_mesh.is_valid()) {
- return debug_contact_mesh;
- }
- debug_contact_mesh.instantiate();
- Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
- mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
- mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
- mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- mat->set_albedo(get_debug_collision_contact_color());
- Vector3 diamond[6] = {
- Vector3(-1, 0, 0),
- Vector3(1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, 1)
- };
- /* clang-format off */
- int diamond_faces[8 * 3] = {
- 0, 2, 4,
- 0, 3, 4,
- 1, 2, 4,
- 1, 3, 4,
- 0, 2, 5,
- 0, 3, 5,
- 1, 2, 5,
- 1, 3, 5,
- };
- /* clang-format on */
- Vector<int> indices;
- for (int i = 0; i < 8 * 3; i++) {
- indices.push_back(diamond_faces[i]);
- }
- Vector<Vector3> vertices;
- for (int i = 0; i < 6; i++) {
- vertices.push_back(diamond[i] * 0.1);
- }
- Array arr;
- arr.resize(Mesh::ARRAY_MAX);
- arr[Mesh::ARRAY_VERTEX] = vertices;
- arr[Mesh::ARRAY_INDEX] = indices;
- debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
- debug_contact_mesh->surface_set_material(0, mat);
- return debug_contact_mesh;
- }
- void SceneTree::set_pause(bool p_enabled) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread.");
- ERR_FAIL_COND_MSG(suspended, "Pause state cannot be modified while suspended.");
- if (p_enabled == paused) {
- return;
- }
- paused = p_enabled;
- #ifndef _3D_DISABLED
- PhysicsServer3D::get_singleton()->set_active(!p_enabled);
- #endif // _3D_DISABLED
- PhysicsServer2D::get_singleton()->set_active(!p_enabled);
- if (get_root()) {
- get_root()->_propagate_pause_notification(p_enabled);
- }
- }
- bool SceneTree::is_paused() const {
- return paused;
- }
- void SceneTree::set_suspend(bool p_enabled) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Suspend can only be set from the main thread.");
- if (p_enabled == suspended) {
- return;
- }
- suspended = p_enabled;
- Engine::get_singleton()->set_freeze_time_scale(p_enabled);
- #ifndef _3D_DISABLED
- PhysicsServer3D::get_singleton()->set_active(!p_enabled && !paused);
- #endif // _3D_DISABLED
- PhysicsServer2D::get_singleton()->set_active(!p_enabled && !paused);
- if (get_root()) {
- get_root()->_propagate_suspend_notification(p_enabled);
- }
- }
- bool SceneTree::is_suspended() const {
- return suspended;
- }
- void SceneTree::_process_group(ProcessGroup *p_group, bool p_physics) {
- // When reading this function, keep in mind that this code must work in a way where
- // if any node is removed, this needs to continue working.
- p_group->call_queue.flush(); // Flush messages before processing.
- Vector<Node *> &nodes = p_physics ? p_group->physics_nodes : p_group->nodes;
- if (nodes.is_empty()) {
- return;
- }
- if (p_physics) {
- if (p_group->physics_node_order_dirty) {
- nodes.sort_custom<Node::ComparatorWithPhysicsPriority>();
- p_group->physics_node_order_dirty = false;
- }
- } else {
- if (p_group->node_order_dirty) {
- nodes.sort_custom<Node::ComparatorWithPriority>();
- p_group->node_order_dirty = false;
- }
- }
- // Make a copy, so if nodes are added/removed from process, this does not break
- Vector<Node *> nodes_copy = nodes;
- uint32_t node_count = nodes_copy.size();
- Node **nodes_ptr = (Node **)nodes_copy.ptr(); // Force cast, pointer will not change.
- for (uint32_t i = 0; i < node_count; i++) {
- Node *n = nodes_ptr[i];
- if (nodes_removed_on_group_call.has(n)) {
- // Node may have been removed during process, skip it.
- // Keep in mind removals can only happen on the main thread.
- continue;
- }
- if (!n->can_process() || !n->is_inside_tree()) {
- continue;
- }
- if (p_physics) {
- if (n->is_physics_processing_internal()) {
- n->notification(Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
- }
- if (n->is_physics_processing()) {
- n->notification(Node::NOTIFICATION_PHYSICS_PROCESS);
- }
- } else {
- if (n->is_processing_internal()) {
- n->notification(Node::NOTIFICATION_INTERNAL_PROCESS);
- }
- if (n->is_processing()) {
- n->notification(Node::NOTIFICATION_PROCESS);
- }
- }
- }
- p_group->call_queue.flush(); // Flush messages also after processing (for potential deferred calls).
- }
- void SceneTree::_process_groups_thread(uint32_t p_index, bool p_physics) {
- Node::current_process_thread_group = local_process_group_cache[p_index]->owner;
- _process_group(local_process_group_cache[p_index], p_physics);
- Node::current_process_thread_group = nullptr;
- }
- void SceneTree::_process(bool p_physics) {
- if (process_groups_dirty) {
- {
- // First, remove dirty groups.
- // This needs to be done when not processing to avoid problems.
- ProcessGroup **pg_ptr = (ProcessGroup **)process_groups.ptr(); // discard constness.
- uint32_t pg_count = process_groups.size();
- for (uint32_t i = 0; i < pg_count; i++) {
- if (pg_ptr[i]->removed) {
- // Replace removed with last.
- pg_ptr[i] = pg_ptr[pg_count - 1];
- // Retry
- i--;
- pg_count--;
- }
- }
- if (pg_count != process_groups.size()) {
- process_groups.resize(pg_count);
- }
- }
- {
- // Then, re-sort groups.
- process_groups.sort_custom<ProcessGroupSort>();
- }
- process_groups_dirty = false;
- }
- // Cache the group count, because during processing new groups may be added.
- // They will be added at the end, hence for consistency they will be ignored by this process loop.
- // No group will be removed from the array during processing (this is done earlier in this function by marking the groups dirty).
- uint32_t group_count = process_groups.size();
- if (group_count == 0) {
- return;
- }
- process_last_pass++; // Increment pass
- uint32_t from = 0;
- uint32_t process_count = 0;
- nodes_removed_on_group_call_lock++;
- int current_order = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group_order : 0;
- bool current_threaded = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
- for (uint32_t i = 0; i <= group_count; i++) {
- int order = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group_order : 0;
- bool threaded = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
- if (i == group_count || current_order != order || current_threaded != threaded) {
- if (process_count > 0) {
- // Proceed to process the group.
- bool using_threads = process_groups[from]->owner && process_groups[from]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD && !node_threading_disabled;
- if (using_threads) {
- local_process_group_cache.clear();
- }
- for (uint32_t j = from; j < i; j++) {
- if (process_groups[j]->last_pass == process_last_pass) {
- if (using_threads) {
- local_process_group_cache.push_back(process_groups[j]);
- } else {
- _process_group(process_groups[j], p_physics);
- }
- }
- }
- if (using_threads) {
- WorkerThreadPool::GroupID id = WorkerThreadPool::get_singleton()->add_template_group_task(this, &SceneTree::_process_groups_thread, p_physics, local_process_group_cache.size(), -1, true);
- WorkerThreadPool::get_singleton()->wait_for_group_task_completion(id);
- }
- }
- if (i == group_count) {
- // This one is invalid, no longer process
- break;
- }
- from = i;
- current_threaded = threaded;
- current_order = order;
- }
- if (process_groups[i]->removed) {
- continue;
- }
- ProcessGroup *pg = process_groups[i];
- // Validate group for processing
- bool process_valid = false;
- if (p_physics) {
- if (!pg->physics_nodes.is_empty()) {
- process_valid = true;
- } else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES_PHYSICS))) && pg->call_queue.has_messages()) {
- process_valid = true;
- }
- } else {
- if (!pg->nodes.is_empty()) {
- process_valid = true;
- } else if ((pg == &default_process_group || (pg->owner != nullptr && pg->owner->data.process_thread_messages.has_flag(Node::FLAG_PROCESS_THREAD_MESSAGES))) && pg->call_queue.has_messages()) {
- process_valid = true;
- }
- }
- if (process_valid) {
- pg->last_pass = process_last_pass; // Enable for processing
- process_count++;
- }
- }
- nodes_removed_on_group_call_lock--;
- if (nodes_removed_on_group_call_lock == 0) {
- nodes_removed_on_group_call.clear();
- }
- }
- bool SceneTree::ProcessGroupSort::operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const {
- int left_order = p_left->owner ? p_left->owner->data.process_thread_group_order : 0;
- int right_order = p_right->owner ? p_right->owner->data.process_thread_group_order : 0;
- if (left_order == right_order) {
- int left_threaded = p_left->owner != nullptr && p_left->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
- int right_threaded = p_right->owner != nullptr && p_right->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD ? 0 : 1;
- return left_threaded < right_threaded;
- } else {
- return left_order < right_order;
- }
- }
- void SceneTree::_remove_process_group(Node *p_node) {
- _THREAD_SAFE_METHOD_
- ProcessGroup *pg = (ProcessGroup *)p_node->data.process_group;
- ERR_FAIL_NULL(pg);
- ERR_FAIL_COND(pg->removed);
- pg->removed = true;
- pg->owner = nullptr;
- p_node->data.process_group = nullptr;
- process_groups_dirty = true;
- }
- void SceneTree::_add_process_group(Node *p_node) {
- _THREAD_SAFE_METHOD_
- ERR_FAIL_NULL(p_node);
- ProcessGroup *pg = memnew(ProcessGroup);
- pg->owner = p_node;
- p_node->data.process_group = pg;
- process_groups.push_back(pg);
- process_groups_dirty = true;
- }
- void SceneTree::_remove_node_from_process_group(Node *p_node, Node *p_owner) {
- _THREAD_SAFE_METHOD_
- ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
- if (p_node->is_processing() || p_node->is_processing_internal()) {
- bool found = pg->nodes.erase(p_node);
- ERR_FAIL_COND(!found);
- }
- if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
- bool found = pg->physics_nodes.erase(p_node);
- ERR_FAIL_COND(!found);
- }
- }
- void SceneTree::_add_node_to_process_group(Node *p_node, Node *p_owner) {
- _THREAD_SAFE_METHOD_
- ProcessGroup *pg = p_owner ? (ProcessGroup *)p_owner->data.process_group : &default_process_group;
- if (p_node->is_processing() || p_node->is_processing_internal()) {
- pg->nodes.push_back(p_node);
- pg->node_order_dirty = true;
- }
- if (p_node->is_physics_processing() || p_node->is_physics_processing_internal()) {
- pg->physics_nodes.push_back(p_node);
- pg->physics_node_order_dirty = true;
- }
- }
- void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport) {
- Vector<Node *> nodes_copy;
- {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return;
- }
- Group &g = E->value;
- if (g.nodes.is_empty()) {
- return;
- }
- _update_group_order(g);
- //copy, so copy on write happens in case something is removed from process while being called
- //performance is not lost because only if something is added/removed the vector is copied.
- nodes_copy = g.nodes;
- }
- int gr_node_count = nodes_copy.size();
- Node **gr_nodes = nodes_copy.ptrw();
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock++;
- }
- Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
- for (int i = gr_node_count - 1; i >= 0; i--) {
- if (p_viewport->is_input_handled()) {
- break;
- }
- Node *n = gr_nodes[i];
- if (nodes_removed_on_group_call.has(n)) {
- continue;
- }
- if (!n->can_process()) {
- continue;
- }
- switch (p_call_type) {
- case CALL_INPUT_TYPE_INPUT:
- n->_call_input(p_input);
- break;
- case CALL_INPUT_TYPE_SHORTCUT_INPUT: {
- const Control *c = Object::cast_to<Control>(n);
- if (c) {
- // If calling shortcut input on a control, ensure it respects the shortcut context.
- // Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
- if (c->get_shortcut_context() == nullptr) {
- no_context_node_ids.append(n->get_instance_id());
- continue;
- }
- if (!c->is_focus_owner_in_shortcut_context()) {
- continue;
- }
- }
- n->_call_shortcut_input(p_input);
- break;
- }
- case CALL_INPUT_TYPE_UNHANDLED_INPUT:
- n->_call_unhandled_input(p_input);
- break;
- case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
- n->_call_unhandled_key_input(p_input);
- break;
- }
- }
- for (const ObjectID &id : no_context_node_ids) {
- if (p_viewport->is_input_handled()) {
- break;
- }
- Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
- if (n) {
- n->_call_shortcut_input(p_input);
- }
- }
- {
- _THREAD_SAFE_METHOD_
- nodes_removed_on_group_call_lock--;
- if (nodes_removed_on_group_call_lock == 0) {
- nodes_removed_on_group_call.clear();
- }
- }
- }
- void SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
- r_error.error = Callable::CallError::CALL_OK;
- ERR_FAIL_COND(p_argcount < 3);
- ERR_FAIL_COND(!p_args[0]->is_num());
- ERR_FAIL_COND(!p_args[1]->is_string());
- ERR_FAIL_COND(!p_args[2]->is_string());
- int flags = *p_args[0];
- StringName group = *p_args[1];
- StringName method = *p_args[2];
- call_group_flagsp(flags, group, method, p_args + 3, p_argcount - 3);
- }
- void SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
- r_error.error = Callable::CallError::CALL_OK;
- ERR_FAIL_COND(p_argcount < 2);
- ERR_FAIL_COND(!p_args[0]->is_string());
- ERR_FAIL_COND(!p_args[1]->is_string());
- StringName group = *p_args[0];
- StringName method = *p_args[1];
- call_group_flagsp(GROUP_CALL_DEFAULT, group, method, p_args + 2, p_argcount - 2);
- }
- int64_t SceneTree::get_frame() const {
- return current_frame;
- }
- TypedArray<Node> SceneTree::_get_nodes_in_group(const StringName &p_group) {
- _THREAD_SAFE_METHOD_
- TypedArray<Node> ret;
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return ret;
- }
- _update_group_order(E->value); //update order just in case
- int nc = E->value.nodes.size();
- if (nc == 0) {
- return ret;
- }
- ret.resize(nc);
- Node **ptr = E->value.nodes.ptrw();
- for (int i = 0; i < nc; i++) {
- ret[i] = ptr[i];
- }
- return ret;
- }
- bool SceneTree::has_group(const StringName &p_identifier) const {
- _THREAD_SAFE_METHOD_
- return group_map.has(p_identifier);
- }
- int SceneTree::get_node_count_in_group(const StringName &p_group) const {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::ConstIterator E = group_map.find(p_group);
- if (!E) {
- return 0;
- }
- return E->value.nodes.size();
- }
- Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return nullptr; // No group.
- }
- _update_group_order(E->value); // Update order just in case.
- if (E->value.nodes.is_empty()) {
- return nullptr;
- }
- return E->value.nodes[0];
- }
- void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
- _THREAD_SAFE_METHOD_
- HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
- if (!E) {
- return;
- }
- _update_group_order(E->value); //update order just in case
- int nc = E->value.nodes.size();
- if (nc == 0) {
- return;
- }
- Node **ptr = E->value.nodes.ptrw();
- for (int i = 0; i < nc; i++) {
- p_list->push_back(ptr[i]);
- }
- }
- void SceneTree::_flush_delete_queue() {
- _THREAD_SAFE_METHOD_
- while (delete_queue.size()) {
- Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
- if (obj) {
- memdelete(obj);
- }
- delete_queue.pop_front();
- }
- }
- void SceneTree::queue_delete(Object *p_object) {
- _THREAD_SAFE_METHOD_
- ERR_FAIL_NULL(p_object);
- p_object->_is_queued_for_deletion = true;
- delete_queue.push_back(p_object->get_instance_id());
- }
- int SceneTree::get_node_count() const {
- return nodes_in_tree_count;
- }
- void SceneTree::set_edited_scene_root(Node *p_node) {
- #ifdef TOOLS_ENABLED
- edited_scene_root = p_node;
- #endif
- }
- Node *SceneTree::get_edited_scene_root() const {
- #ifdef TOOLS_ENABLED
- return edited_scene_root;
- #else
- return nullptr;
- #endif
- }
- void SceneTree::set_current_scene(Node *p_scene) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
- 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::_flush_scene_change() {
- if (prev_scene) {
- memdelete(prev_scene);
- prev_scene = nullptr;
- }
- current_scene = pending_new_scene;
- root->add_child(pending_new_scene);
- pending_new_scene = nullptr;
- // Update display for cursor instantly.
- root->update_mouse_cursor_state();
- }
- Error SceneTree::change_scene_to_file(const String &p_path) {
- ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread.");
- Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
- if (new_scene.is_null()) {
- return ERR_CANT_OPEN;
- }
- return change_scene_to_packed(new_scene);
- }
- Error SceneTree::change_scene_to_packed(const Ref<PackedScene> &p_scene) {
- ERR_FAIL_COND_V_MSG(p_scene.is_null(), ERR_INVALID_PARAMETER, "Can't change to a null scene. Use unload_current_scene() if you wish to unload it.");
- Node *new_scene = p_scene->instantiate();
- ERR_FAIL_NULL_V(new_scene, ERR_CANT_CREATE);
- // If called again while a change is pending.
- if (pending_new_scene) {
- queue_delete(pending_new_scene);
- pending_new_scene = nullptr;
- }
- prev_scene = current_scene;
- if (current_scene) {
- // Let as many side effects as possible happen or be queued now,
- // so they are run before the scene is actually deleted.
- root->remove_child(current_scene);
- }
- DEV_ASSERT(!current_scene);
- pending_new_scene = new_scene;
- return OK;
- }
- Error SceneTree::reload_current_scene() {
- ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread.");
- ERR_FAIL_NULL_V(current_scene, ERR_UNCONFIGURED);
- String fname = current_scene->get_scene_file_path();
- return change_scene_to_file(fname);
- }
- void SceneTree::unload_current_scene() {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Unloading the current scene can only be done from the main thread.");
- if (current_scene) {
- memdelete(current_scene);
- current_scene = nullptr;
- }
- }
- void SceneTree::add_current_scene(Node *p_current) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread.");
- current_scene = p_current;
- root->add_child(p_current);
- }
- Ref<SceneTreeTimer> SceneTree::create_timer(double p_delay_sec, bool p_process_always, bool p_process_in_physics, bool p_ignore_time_scale) {
- _THREAD_SAFE_METHOD_
- Ref<SceneTreeTimer> stt;
- stt.instantiate();
- stt->set_process_always(p_process_always);
- stt->set_time_left(p_delay_sec);
- stt->set_process_in_physics(p_process_in_physics);
- stt->set_ignore_time_scale(p_ignore_time_scale);
- timers.push_back(stt);
- return stt;
- }
- Ref<Tween> SceneTree::create_tween() {
- _THREAD_SAFE_METHOD_
- Ref<Tween> tween;
- tween.instantiate(this);
- tweens.push_back(tween);
- return tween;
- }
- void SceneTree::remove_tween(const Ref<Tween> &p_tween) {
- _THREAD_SAFE_METHOD_
- for (List<Ref<Tween>>::Element *E = tweens.back(); E; E = E->prev()) {
- if (E->get() == p_tween) {
- E->erase();
- break;
- }
- }
- }
- TypedArray<Tween> SceneTree::get_processed_tweens() {
- _THREAD_SAFE_METHOD_
- TypedArray<Tween> ret;
- ret.resize(tweens.size());
- int i = 0;
- for (const Ref<Tween> &tween : tweens) {
- ret[i] = tween;
- i++;
- }
- return ret;
- }
- Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {
- ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
- if (p_for_path.is_empty()) {
- return multiplayer;
- }
- const Vector<StringName> tnames = p_for_path.get_names();
- const StringName *nptr = tnames.ptr();
- for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
- const Vector<StringName> snames = E.key.get_names();
- if (tnames.size() < snames.size()) {
- continue;
- }
- const StringName *sptr = snames.ptr();
- bool valid = true;
- for (int i = 0; i < snames.size(); i++) {
- if (sptr[i] != nptr[i]) {
- valid = false;
- break;
- }
- }
- if (valid) {
- return E.value;
- }
- }
- return multiplayer;
- }
- void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
- if (p_root_path.is_empty()) {
- ERR_FAIL_COND(p_multiplayer.is_null());
- if (multiplayer.is_valid()) {
- multiplayer->object_configuration_remove(nullptr, NodePath("/" + root->get_name()));
- }
- multiplayer = p_multiplayer;
- multiplayer->object_configuration_add(nullptr, NodePath("/" + root->get_name()));
- } else {
- if (custom_multiplayers.has(p_root_path)) {
- custom_multiplayers[p_root_path]->object_configuration_remove(nullptr, p_root_path);
- } else if (p_multiplayer.is_valid()) {
- const Vector<StringName> tnames = p_root_path.get_names();
- const StringName *nptr = tnames.ptr();
- for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
- const Vector<StringName> snames = E.key.get_names();
- if (tnames.size() < snames.size()) {
- continue;
- }
- const StringName *sptr = snames.ptr();
- bool valid = true;
- for (int i = 0; i < snames.size(); i++) {
- if (sptr[i] != nptr[i]) {
- valid = false;
- break;
- }
- }
- ERR_FAIL_COND_MSG(valid, "Multiplayer is already configured for a parent of this path: '" + p_root_path + "' in '" + E.key + "'.");
- }
- }
- if (p_multiplayer.is_valid()) {
- custom_multiplayers[p_root_path] = p_multiplayer;
- p_multiplayer->object_configuration_add(nullptr, p_root_path);
- } else {
- custom_multiplayers.erase(p_root_path);
- }
- }
- }
- void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
- ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
- multiplayer_poll = p_enabled;
- }
- bool SceneTree::is_multiplayer_poll_enabled() const {
- return multiplayer_poll;
- }
- void SceneTree::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
- ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
- ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
- ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
- ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
- ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
- ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
- ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
- ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
- ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
- ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
- ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
- ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
- ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
- ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
- ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
- ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always", "process_in_physics", "ignore_time_scale"), &SceneTree::create_timer, DEFVAL(true), DEFVAL(false), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
- ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
- ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
- ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
- ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(EXIT_SUCCESS));
- ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
- ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
- ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
- MethodInfo mi;
- mi.name = "call_group_flags";
- mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
- mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
- mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
- ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
- ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
- ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
- MethodInfo mi2;
- mi2.name = "call_group";
- mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
- mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
- ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
- ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
- ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
- ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
- ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
- ClassDB::bind_method(D_METHOD("get_node_count_in_group", "group"), &SceneTree::get_node_count_in_group);
- ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
- ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
- ClassDB::bind_method(D_METHOD("change_scene_to_file", "path"), &SceneTree::change_scene_to_file);
- ClassDB::bind_method(D_METHOD("change_scene_to_packed", "packed_scene"), &SceneTree::change_scene_to_packed);
- ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
- ClassDB::bind_method(D_METHOD("unload_current_scene"), &SceneTree::unload_current_scene);
- ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer", "root_path"), &SceneTree::set_multiplayer, DEFVAL(NodePath()));
- ClassDB::bind_method(D_METHOD("get_multiplayer", "for_path"), &SceneTree::get_multiplayer, DEFVAL(NodePath()));
- ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
- ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_edited_scene_root", "get_edited_scene_root");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_current_scene", "get_current_scene");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "", "get_root");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
- ADD_SIGNAL(MethodInfo("tree_changed"));
- ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); //editor only signal, but due to API hash it can't be removed in run-time
- ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
- ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
- ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
- ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
- ADD_SIGNAL(MethodInfo("process_frame"));
- ADD_SIGNAL(MethodInfo("physics_frame"));
- BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
- BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
- BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
- BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
- }
- SceneTree *SceneTree::singleton = nullptr;
- SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
- int SceneTree::idle_callback_count = 0;
- void SceneTree::_call_idle_callbacks() {
- for (int i = 0; i < idle_callback_count; i++) {
- idle_callbacks[i]();
- }
- }
- void SceneTree::add_idle_callback(IdleCallback p_callback) {
- ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
- idle_callbacks[idle_callback_count++] = p_callback;
- }
- #ifdef TOOLS_ENABLED
- void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
- const String pf = p_function;
- bool add_options = false;
- if (p_idx == 0) {
- add_options = pf == "get_nodes_in_group" || pf == "has_group" || pf == "get_first_node_in_group" || pf == "set_group" || pf == "notify_group" || pf == "call_group" || pf == "add_to_group";
- } else if (p_idx == 1) {
- add_options = pf == "set_group_flags" || pf == "call_group_flags" || pf == "notify_group_flags";
- }
- if (add_options) {
- HashMap<StringName, String> global_groups = ProjectSettings::get_singleton()->get_global_groups_list();
- for (const KeyValue<StringName, String> &E : global_groups) {
- r_options->push_back(E.key.operator String().quote());
- }
- }
- MainLoop::get_argument_options(p_function, p_idx, r_options);
- }
- #endif
- void SceneTree::set_disable_node_threading(bool p_disable) {
- node_threading_disabled = p_disable;
- }
- SceneTree::SceneTree() {
- if (singleton == nullptr) {
- singleton = this;
- }
- debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
- debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
- debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
- debug_paths_width = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "debug/shapes/paths/geometry_width", PROPERTY_HINT_RANGE, "0.01,10,0.001,or_greater"), 2.0);
- collision_debug_contacts = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1"), 10000);
- GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
- process_group_call_queue_allocator = memnew(CallQueue::Allocator(64));
- Math::randomize();
- // Create with mainloop.
- root = memnew(Window);
- root->set_min_size(Size2i(64, 64)); // Define a very small minimum window size to prevent bugs such as GH-37242.
- root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
- root->set_auto_translate_mode(GLOBAL_GET("internationalization/rendering/root_node_auto_translate") ? Node::AUTO_TRANSLATE_MODE_ALWAYS : Node::AUTO_TRANSLATE_MODE_DISABLED);
- root->set_name("root");
- root->set_title(GLOBAL_GET("application/config/name"));
- if (Engine::get_singleton()->is_editor_hint()) {
- root->set_wrap_controls(true);
- }
- #ifndef _3D_DISABLED
- if (root->get_world_3d().is_null()) {
- root->set_world_3d(Ref<World3D>(memnew(World3D)));
- }
- root->set_as_audio_listener_3d(true);
- #endif // _3D_DISABLED
- set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
- // Always disable jitter fix if physics interpolation is enabled -
- // Jitter fix will interfere with interpolation, and is not necessary
- // when interpolation is active.
- if (is_physics_interpolation_enabled()) {
- Engine::get_singleton()->set_physics_jitter_fix(0);
- }
- // Initialize network state.
- set_multiplayer(MultiplayerAPI::create_default_interface());
- root->set_as_audio_listener_2d(true);
- current_scene = nullptr;
- const int msaa_mode_2d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
- root->set_msaa_2d(Viewport::MSAA(msaa_mode_2d));
- const int msaa_mode_3d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
- root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
- const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
- root->set_transparent_background(transparent_background);
- const bool use_hdr_2d = GLOBAL_DEF_RST_BASIC("rendering/viewport/hdr_2d", false);
- root->set_use_hdr_2d(use_hdr_2d);
- const int ssaa_mode = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), 0);
- root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
- const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
- root->set_use_taa(use_taa);
- const bool use_debanding = GLOBAL_DEF("rendering/anti_aliasing/quality/use_debanding", false);
- root->set_use_debanding(use_debanding);
- const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
- root->set_use_occlusion_culling(use_occlusion_culling);
- float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
- root->set_mesh_lod_threshold(mesh_lod_threshold);
- bool snap_2d_transforms = GLOBAL_DEF_BASIC("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
- root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
- bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
- root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
- // We setup VRS for the main viewport here, in the editor this will have little effect.
- const int vrs_mode = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")), 0);
- root->set_vrs_mode(Viewport::VRSMode(vrs_mode));
- const String vrs_texture_path = String(GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/vrs/texture", PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"), String())).strip_edges();
- if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
- Ref<Image> vrs_image;
- vrs_image.instantiate();
- Error load_err = ImageLoader::load_image(vrs_texture_path, vrs_image);
- if (load_err) {
- ERR_PRINT("Non-existing or invalid VRS texture at '" + vrs_texture_path + "'.");
- } else {
- Ref<ImageTexture> vrs_texture;
- vrs_texture.instantiate();
- vrs_texture->create_from_image(vrs_image);
- root->set_vrs_texture(vrs_texture);
- }
- }
- int shadowmap_size = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
- GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_size.mobile", 2048);
- bool shadowmap_16_bits = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_16_bits", true);
- int atlas_q0 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
- int atlas_q1 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
- int atlas_q2 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 3);
- int atlas_q3 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 4);
- root->set_positional_shadow_atlas_size(shadowmap_size);
- root->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
- root->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
- root->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
- root->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
- root->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
- Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"), 1)));
- root->set_sdf_oversize(sdf_oversize);
- Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"), 1)));
- root->set_sdf_scale(sdf_scale);
- #ifndef _3D_DISABLED
- { // Load default fallback environment.
- // Get possible extensions.
- List<String> exts;
- ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
- String ext_hint;
- for (const String &E : exts) {
- if (!ext_hint.is_empty()) {
- ext_hint += ",";
- }
- ext_hint += "*." + E;
- }
- // Get path.
- String env_path = GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/environment/defaults/default_environment", PROPERTY_HINT_FILE, ext_hint), "");
- // Setup property.
- env_path = env_path.strip_edges();
- if (!env_path.is_empty()) {
- Ref<Environment> env = ResourceLoader::load(env_path);
- if (env.is_valid()) {
- root->get_world_3d()->set_fallback_environment(env);
- } else {
- if (Engine::get_singleton()->is_editor_hint()) {
- // File was erased, clear the field.
- ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
- } else {
- // File was erased, notify user.
- ERR_PRINT("Default Environment as specified in the project setting \"rendering/environment/defaults/default_environment\" could not be loaded.");
- }
- }
- }
- }
- #endif // _3D_DISABLED
- root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
- root->connect("close_requested", callable_mp(this, &SceneTree::_main_window_close));
- root->connect("go_back_requested", callable_mp(this, &SceneTree::_main_window_go_back));
- root->connect(SceneStringName(focus_entered), callable_mp(this, &SceneTree::_main_window_focus_in));
- #ifdef TOOLS_ENABLED
- edited_scene_root = nullptr;
- #endif
- process_groups.push_back(&default_process_group);
- }
- SceneTree::~SceneTree() {
- if (prev_scene) {
- memdelete(prev_scene);
- prev_scene = nullptr;
- }
- if (pending_new_scene) {
- memdelete(pending_new_scene);
- pending_new_scene = nullptr;
- }
- if (root) {
- root->_set_tree(nullptr);
- root->_propagate_after_exit_tree();
- memdelete(root);
- }
- // Process groups are not deleted immediately, they may remain around. Delete them now.
- for (uint32_t i = 0; i < process_groups.size(); i++) {
- if (process_groups[i] != &default_process_group) {
- memdelete(process_groups[i]);
- }
- }
- memdelete(process_group_call_queue_allocator);
- if (singleton == this) {
- singleton = nullptr;
- }
- }
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