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Optimize scene tree groups
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@@ -246,12 +246,12 @@ void NavMeshGenerator2D::set_generator_parsers(LocalVector<NavMeshGeometryParser
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}
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void NavMeshGenerator2D::generator_parse_source_geometry_data(Ref<NavigationPolygon> p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_root_node) {
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List<Node *> parse_nodes;
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Vector<Node *> parse_nodes;
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if (p_navigation_mesh->get_source_geometry_mode() == NavigationPolygon::SOURCE_GEOMETRY_ROOT_NODE_CHILDREN) {
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parse_nodes.push_back(p_root_node);
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} else {
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p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_geometry_group_name(), &parse_nodes);
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parse_nodes = p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_geometry_group_name());
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}
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Transform2D root_node_transform = Transform2D();
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@@ -278,12 +278,12 @@ void NavMeshGenerator3D::set_generator_parsers(LocalVector<NavMeshGeometryParser
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}
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void NavMeshGenerator3D::generator_parse_source_geometry_data(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_root_node) {
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List<Node *> parse_nodes;
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Vector<Node *> parse_nodes;
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if (p_navigation_mesh->get_source_geometry_mode() == NavigationMesh::SOURCE_GEOMETRY_ROOT_NODE_CHILDREN) {
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parse_nodes.push_back(p_root_node);
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} else {
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p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_group_name(), &parse_nodes);
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parse_nodes = p_root_node->get_tree()->get_nodes_in_group(p_navigation_mesh->get_source_group_name());
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}
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Transform3D root_node_transform = Transform3D();
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@@ -117,8 +117,7 @@ PackedStringArray CanvasModulate::get_configuration_warnings() const {
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PackedStringArray warnings = Node2D::get_configuration_warnings();
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if (is_in_canvas && is_visible_in_tree()) {
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List<Node *> nodes;
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get_tree()->get_nodes_in_group("_canvas_modulate_" + itos(get_canvas().get_id()), &nodes);
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Vector<Node *> nodes = get_tree()->get_nodes_in_group("_canvas_modulate_" + itos(get_canvas().get_id()));
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if (nodes.size() > 1) {
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warnings.push_back(RTR("Only one visible CanvasModulate is allowed per canvas.\nWhen there are more than one, only one of them will be active. Which one is undefined."));
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@@ -1565,22 +1565,20 @@ Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
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return E->value.nodes[0];
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}
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void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
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Vector<Node *> SceneTree::get_nodes_in_group(const StringName &p_group) {
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_THREAD_SAFE_METHOD_
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HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
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if (!E) {
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return;
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return {};
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}
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_update_group_order(E->value); //update order just in case
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int nc = E->value.nodes.size();
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if (nc == 0) {
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return;
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}
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Node **ptr = E->value.nodes.ptrw();
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for (int i = 0; i < nc; i++) {
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p_list->push_back(ptr[i]);
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return {};
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}
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return E->value.nodes;
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}
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void SceneTree::_flush_delete_queue() {
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@@ -408,7 +408,7 @@ public:
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void queue_delete(Object *p_object);
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void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
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Vector<Node *> get_nodes_in_group(const StringName &p_group);
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Node *get_first_node_in_group(const StringName &p_group);
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bool has_group(const StringName &p_identifier) const;
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int get_node_count_in_group(const StringName &p_group) const;
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@@ -226,8 +226,7 @@ void ShaderGlobalsOverride::_get_property_list(List<PropertyInfo> *p_list) const
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void ShaderGlobalsOverride::_activate() {
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ERR_FAIL_NULL(get_tree());
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List<Node *> nodes;
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get_tree()->get_nodes_in_group(SceneStringName(shader_overrides_group_active), &nodes);
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Vector<Node *> nodes = get_tree()->get_nodes_in_group(SceneStringName(shader_overrides_group_active));
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if (nodes.is_empty()) {
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//good we are the only override, enable all
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active = true;
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@@ -4302,8 +4302,7 @@ Camera2D *Viewport::get_camera_2d() const {
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void Viewport::assign_next_enabled_camera_2d(const StringName &p_camera_group) {
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ERR_MAIN_THREAD_GUARD;
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List<Node *> camera_list;
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get_tree()->get_nodes_in_group(p_camera_group, &camera_list);
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Vector<Node *> camera_list = get_tree()->get_nodes_in_group(p_camera_group);
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Camera2D *new_camera = nullptr;
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for (Node *E : camera_list) {
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@@ -160,16 +160,15 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tr
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}
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SUBCASE("Node should be accessible via group") {
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List<Node *> nodes;
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK(nodes.is_empty());
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node->add_to_group("nodes");
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK_EQ(nodes.size(), 1);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node);
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Node *E = nodes.get(0);
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CHECK_EQ(E, node);
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}
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SUBCASE("Node should be possible to find") {
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@@ -394,11 +393,10 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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}
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SUBCASE("Nodes should be accessible via their groups") {
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List<Node *> nodes;
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK(nodes.is_empty());
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SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
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nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
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CHECK(nodes.is_empty());
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node1->add_to_group("nodes");
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@@ -406,34 +404,34 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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node1_1->add_to_group("nodes");
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node1_1->add_to_group("other_nodes");
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK_EQ(nodes.size(), 2);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node1);
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E = E->next();
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CHECK_EQ(E->get(), node1_1);
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Node *E = nodes.get(0);
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CHECK_EQ(E, node1);
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E = nodes.get(1);
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CHECK_EQ(E, node1_1);
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// Clear and try again with the other group.
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nodes.clear();
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SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
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nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
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CHECK_EQ(nodes.size(), 2);
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E = nodes.front();
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CHECK_EQ(E->get(), node1_1);
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E = E->next();
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CHECK_EQ(E->get(), node2);
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E = nodes.get(0);
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CHECK_EQ(E, node1_1);
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E = nodes.get(1);
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CHECK_EQ(E, node2);
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// Clear and try again with the other group and one node removed.
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nodes.clear();
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node1->remove_from_group("nodes");
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK_EQ(nodes.size(), 1);
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E = nodes.front();
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CHECK_EQ(E->get(), node1_1);
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E = nodes.get(0);
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CHECK_EQ(E, node1_1);
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}
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SUBCASE("Nodes added as siblings of another node should be right next to it") {
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@@ -472,12 +470,11 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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node1->add_to_group("nodes");
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node1->replace_by(node2, true);
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List<Node *> nodes;
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
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CHECK_EQ(nodes.size(), 1);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node2);
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Node *E = nodes.get(0);
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CHECK_EQ(E, node2);
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}
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SUBCASE("Duplicating a node should also duplicate the children") {
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