class_name PankuModuleEngineTools extends PankuModule func toggle_fullscreen() -> void: if DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_WINDOWED: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) core.notify("Fullscreen: " + str(DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN)) func set_time_scale(val:float) -> void: Engine.time_scale = val func get_performance_info() -> String: return "FPS: %d | Mem: %.2fMB | Objs: %d" % [Engine.get_frames_per_second(), OS.get_static_memory_usage()/1048576.0, Performance.get_monitor(Performance.OBJECT_COUNT)] func take_screenshot() -> void: var image = core.get_viewport().get_texture().get_image() var time = str(int(Time.get_unix_time_from_system() * 1000.0)) var file_name = "screenshot_%s.png" % time var path = "user://".path_join(file_name) var real_path = OS.get_user_data_dir().path_join(file_name) image.save_png(path) core.notify("[b]Screenshot[/b] saved at [color=green][url=%s]%s[/url][/color]" % [real_path, real_path]) func quit() -> void: core.get_tree().root.propagate_notification(core.NOTIFICATION_WM_CLOSE_REQUEST) core.get_tree().quit() # Currently godot can't toggle visibility of 2D collision shapes at runtime, this is a workaround. # See https://github.com/godotengine/godot-proposals/issues/2072 func toggle_2d_collision_shape_visibility() -> void: var tree := core.get_tree() tree.debug_collisions_hint = not tree.debug_collisions_hint # Traverse tree to call queue_redraw on instances of # CollisionShape2D and CollisionPolygon2D. var node_stack: Array[Node] = [tree.get_root()] while not node_stack.is_empty(): var node: Node = node_stack.pop_back() if is_instance_valid(node): if node is CollisionShape2D or node is CollisionPolygon2D: node.queue_redraw() node_stack.append_array(node.get_children()) core.notify("2D Debug Draw: " + str(tree.debug_collisions_hint)) # Currently godot can't toggle visibility of 3D collision shapes at runtime, this is a workaround. # See https://github.com/godotengine/godot-proposals/issues/2072 func toggle_3d_collision_shape_visibility() -> void: var tree: SceneTree = get_tree() # https://github.com/godotengine/godot-proposals/issues/2072 tree.debug_collisions_hint = not tree.debug_collisions_hint print("Set show_debug_collisions_hint: ", tree.debug_collisions_hint) # Traverse tree to call toggle collision visibility var node_stack: Array[Node] = [tree.get_root()] while not node_stack.is_empty(): var node: Node = node_stack.pop_back() if is_instance_valid(node): if node is RayCast3D \ or node is CollisionShape3D \ or node is CollisionPolygon3D \ #or node is CollisionObject3D \ (Doesn't work well with police-mans (they utilize exit_tree()). or node is GPUParticlesCollision3D \ or node is GPUParticlesCollisionBox3D \ or node is GPUParticlesCollisionHeightField3D \ or node is GPUParticlesCollisionSDF3D \ or node is GPUParticlesCollisionSphere3D:# \ #or node is CSGPrimitive3D: # remove and re-add the node to the tree to force a redraw # https://github.com/godotengine/godot/blob/26b1fd0d842fa3c2f090ead47e8ea7cd2d6515e1/scene/3d/collision_object_3d.cpp#L39 var parent: Node = node.get_parent() if parent: parent.remove_child(node) parent.add_child(node) node_stack.append_array(node.get_children()) func reload_current_scene() -> void: core.get_tree().reload_current_scene() core.notify("Scene reloaded")