Add "Game" editor for better runtime debugging

This commit is contained in:
Michael Alexsander 2024-09-18 18:07:18 -03:00
parent 8004c7524f
commit 16524a8a01
No known key found for this signature in database
GPG key ID: A9C91EE110F4EABA
45 changed files with 2378 additions and 274 deletions

View file

@ -3123,7 +3123,7 @@ void Viewport::push_input(const Ref<InputEvent> &p_event, bool p_local_coords) {
ERR_FAIL_COND(!is_inside_tree());
ERR_FAIL_COND(p_event.is_null());
if (disable_input) {
if (disable_input || disable_input_override) {
return;
}
@ -3195,7 +3195,7 @@ void Viewport::push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local
local_input_handled = false;
if (disable_input || !_can_consume_input_events()) {
if (disable_input || disable_input_override || !_can_consume_input_events()) {
return;
}
@ -3298,7 +3298,7 @@ void Viewport::set_disable_input(bool p_disable) {
if (p_disable == disable_input) {
return;
}
if (p_disable) {
if (p_disable && !disable_input_override) {
_drop_mouse_focus();
_mouse_leave_viewport();
_gui_cancel_tooltip();
@ -3311,6 +3311,19 @@ bool Viewport::is_input_disabled() const {
return disable_input;
}
void Viewport::set_disable_input_override(bool p_disable) {
ERR_MAIN_THREAD_GUARD;
if (p_disable == disable_input_override) {
return;
}
if (p_disable && !disable_input) {
_drop_mouse_focus();
_mouse_leave_viewport();
_gui_cancel_tooltip();
}
disable_input_override = p_disable;
}
Variant Viewport::gui_get_drag_data() const {
ERR_READ_THREAD_GUARD_V(Variant());
return get_section_root_viewport()->gui.drag_data;
@ -4237,6 +4250,22 @@ void Viewport::set_camera_3d_override_orthogonal(real_t p_size, real_t p_z_near,
}
}
HashMap<StringName, real_t> Viewport::get_camera_3d_override_properties() const {
HashMap<StringName, real_t> props;
props["size"] = 0;
props["fov"] = 0;
props["z_near"] = 0;
props["z_far"] = 0;
ERR_READ_THREAD_GUARD_V(props);
props["size"] = camera_3d_override.size;
props["fov"] = camera_3d_override.fov;
props["z_near"] = camera_3d_override.z_near;
props["z_far"] = camera_3d_override.z_far;
return props;
}
void Viewport::set_disable_3d(bool p_disable) {
ERR_MAIN_THREAD_GUARD;
disable_3d = p_disable;
@ -4270,6 +4299,54 @@ Transform3D Viewport::get_camera_3d_override_transform() const {
return Transform3D();
}
Vector3 Viewport::camera_3d_override_project_ray_normal(const Point2 &p_pos) const {
ERR_READ_THREAD_GUARD_V(Vector3());
Vector3 ray = camera_3d_override_project_local_ray_normal(p_pos);
return camera_3d_override.transform.basis.xform(ray).normalized();
}
Vector3 Viewport::camera_3d_override_project_local_ray_normal(const Point2 &p_pos) const {
ERR_READ_THREAD_GUARD_V(Vector3());
Size2 viewport_size = get_camera_rect_size();
Vector2 cpos = get_camera_coords(p_pos);
Vector3 ray;
if (camera_3d_override.projection == Camera3DOverrideData::PROJECTION_ORTHOGONAL) {
ray = Vector3(0, 0, -1);
} else {
Projection cm;
cm.set_perspective(camera_3d_override.fov, get_visible_rect().size.aspect(), camera_3d_override.z_near, camera_3d_override.z_far, false);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -camera_3d_override.z_near).normalized();
}
return ray;
}
Vector3 Viewport::camera_3d_override_project_ray_origin(const Point2 &p_pos) const {
ERR_READ_THREAD_GUARD_V(Vector3());
Size2 viewport_size = get_camera_rect_size();
Vector2 cpos = get_camera_coords(p_pos);
ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());
if (camera_3d_override.projection == Camera3DOverrideData::PROJECTION_ORTHOGONAL) {
Vector2 pos = cpos / viewport_size;
real_t vsize, hsize;
hsize = camera_3d_override.size * viewport_size.aspect();
vsize = camera_3d_override.size;
Vector3 ray;
ray.x = pos.x * (hsize)-hsize / 2;
ray.y = (1.0 - pos.y) * (vsize)-vsize / 2;
ray.z = -camera_3d_override.z_near;
ray = camera_3d_override.transform.xform(ray);
return ray;
} else {
return camera_3d_override.transform.origin;
};
}
Ref<World3D> Viewport::get_world_3d() const {
ERR_READ_THREAD_GUARD_V(Ref<World3D>());
return world_3d;