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scene_tree.cpp
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scene_tree.cpp
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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/debugger/engine_debugger.h"
#include "core/input/input.h"
#include "core/io/dir_access.h"
#include "core/io/image_loader.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/object/worker_thread_pool.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
#include "node.h"
#include "scene/animation/tween.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/gui/control.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment.h"
#include "scene/resources/font.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/display_server.h"
#include "servers/navigation_server_3d.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"
#include <stdio.h>
#include <stdlib.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "suffix:s"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(double p_time) {
time_left = p_time;
}
double SceneTreeTimer::get_time_left() const {
return 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_ignore_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();
_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
_flush_delete_queue();
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
_call_idle_callbacks();
#ifdef TOOLS_ENABLED
#ifndef _3D_DISABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (!env_path.is_empty()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world_3d()->set_fallback_environment(fallback);
}
}
#endif // _3D_DISABLED
#endif // TOOLS_ENABLED
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_
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer>>::Element *N = E->next();
if ((paused && !E->get()->is_process_always()) || (E->get()->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 = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_process_step();
} else {
time_left -= p_delta;
}
E->get()->set_time_left(time_left);
if (time_left <= 0) {
E->get()->emit_signal(SNAME("timeout"));
timers.erase(E);
}
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
}
}
void SceneTree::process_tweens(double p_delta, bool p_physics) {
_THREAD_SAFE_METHOD_
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<Tween>>::Element *L = tweens.back();
for (List<Ref<Tween>>::Element *E = tweens.front(); E;) {
List<Ref<Tween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
if (!E->get()->can_process(paused) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
if (E == L) {
break;
}
E = N;
continue;
}
if (!E->get()->step(p_delta)) {
E->get()->clear();
tweens.erase(E);
}
if (E == L) {
break;
}
E = N;
}
}
void SceneTree::finalize() {
_flush_delete_queue();
_flush_ugc();
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 = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_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;
}