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/**************************************************************************/
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/* node_3d.h */
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/**************************************************************************/
/* 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. */
/**************************************************************************/
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# ifndef NODE_3D_H
# define NODE_3D_H
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# include "scene/main/node.h"
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# include "scene/resources/3d/world_3d.h"
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class Node3DGizmo : public RefCounted {
GDCLASS ( Node3DGizmo , RefCounted ) ;
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public :
virtual void create ( ) = 0 ;
virtual void transform ( ) = 0 ;
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virtual void clear ( ) = 0 ;
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virtual void redraw ( ) = 0 ;
virtual void free ( ) = 0 ;
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Node3DGizmo ( ) ;
virtual ~ Node3DGizmo ( ) { }
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} ;
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class Node3D : public Node {
GDCLASS ( Node3D , Node ) ;
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public :
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// Edit mode for the rotation.
// THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
// IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
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enum RotationEditMode {
ROTATION_EDIT_MODE_EULER ,
ROTATION_EDIT_MODE_QUATERNION ,
ROTATION_EDIT_MODE_BASIS ,
} ;
private :
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// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
// Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
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// Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
// editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
// "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
//
// As such, the system works in a way where if the local transform is set (via transform/basis/quaternion), the EULER rotation and scale becomes dirty.
// It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
// will become dirty (and again, will not become valid again until read).
//
// All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
//
// Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
//
// NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
// (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
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enum TransformDirty {
DIRTY_NONE = 0 ,
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DIRTY_EULER_ROTATION_AND_SCALE = 1 ,
DIRTY_LOCAL_TRANSFORM = 2 ,
DIRTY_GLOBAL_TRANSFORM = 4
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} ;
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struct ClientPhysicsInterpolationData {
Transform3D global_xform_curr ;
Transform3D global_xform_prev ;
uint64_t current_physics_tick = 0 ;
uint64_t timeout_physics_tick = 0 ;
} ;
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mutable SelfList < Node > xform_change ;
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SelfList < Node3D > _client_physics_interpolation_node_3d_list ;
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// This Data struct is to avoid namespace pollution in derived classes.
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struct Data {
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mutable Transform3D global_transform ;
mutable Transform3D local_transform ;
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mutable EulerOrder euler_rotation_order = EulerOrder : : YXZ ;
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mutable Vector3 euler_rotation ;
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mutable Vector3 scale = Vector3 ( 1 , 1 , 1 ) ;
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mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER ;
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mutable MTNumeric < uint32_t > dirty ;
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Viewport * viewport = nullptr ;
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bool top_level : 1 ;
bool inside_world : 1 ;
// This is cached, and only currently kept up to date in visual instances.
// This is set if a visual instance is (a) in the tree AND (b) visible via is_visible_in_tree() call.
bool vi_visible : 1 ;
bool ignore_notification : 1 ;
bool notify_local_transform : 1 ;
bool notify_transform : 1 ;
bool visible : 1 ;
bool disable_scale : 1 ;
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RID visibility_parent ;
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Node3D * parent = nullptr ;
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List < Node3D * > children ;
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List < Node3D * > : : Element * C = nullptr ;
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ClientPhysicsInterpolationData * client_physics_interpolation_data = nullptr ;
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# ifdef TOOLS_ENABLED
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Vector < Ref < Node3DGizmo > > gizmos ;
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bool gizmos_disabled : 1 ;
bool gizmos_dirty : 1 ;
bool transform_gizmo_visible : 1 ;
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# endif
} data ;
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NodePath visibility_parent_path ;
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_FORCE_INLINE_ uint32_t _read_dirty_mask ( ) const { return is_group_processing ( ) ? data . dirty . mt . get ( ) : data . dirty . st ; }
_FORCE_INLINE_ bool _test_dirty_bits ( uint32_t p_bits ) const { return is_group_processing ( ) ? data . dirty . mt . bit_and ( p_bits ) : ( data . dirty . st & p_bits ) ; }
void _replace_dirty_mask ( uint32_t p_mask ) const ;
void _set_dirty_bits ( uint32_t p_bits ) const ;
void _clear_dirty_bits ( uint32_t p_bits ) const ;
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void _update_gizmos ( ) ;
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void _notify_dirty ( ) ;
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void _propagate_transform_changed ( Node3D * p_origin ) ;
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void _propagate_visibility_changed ( ) ;
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void _propagate_visibility_parent ( ) ;
void _update_visibility_parent ( bool p_update_root ) ;
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void _propagate_transform_changed_deferred ( ) ;
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protected :
_FORCE_INLINE_ void set_ignore_transform_notification ( bool p_ignore ) { data . ignore_notification = p_ignore ; }
_FORCE_INLINE_ void _update_local_transform ( ) const ;
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_FORCE_INLINE_ void _update_rotation_and_scale ( ) const ;
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void _set_vi_visible ( bool p_visible ) { data . vi_visible = p_visible ; }
bool _is_vi_visible ( ) const { return data . vi_visible ; }
Transform3D _get_global_transform_interpolated ( real_t p_interpolation_fraction ) ;
void _disable_client_physics_interpolation ( ) ;
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void _notification ( int p_what ) ;
static void _bind_methods ( ) ;
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void _validate_property ( PropertyInfo & p_property ) const ;
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bool _property_can_revert ( const StringName & p_name ) const ;
bool _property_get_revert ( const StringName & p_name , Variant & r_property ) const ;
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public :
enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree : : NOTIFICATION_TRANSFORM_CHANGED ,
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NOTIFICATION_ENTER_WORLD = 41 ,
NOTIFICATION_EXIT_WORLD = 42 ,
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NOTIFICATION_VISIBILITY_CHANGED = 43 ,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44 ,
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} ;
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Node3D * get_parent_node_3d ( ) const ;
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Ref < World3D > get_world_3d ( ) const ;
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void set_position ( const Vector3 & p_position ) ;
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void set_rotation_edit_mode ( RotationEditMode p_mode ) ;
RotationEditMode get_rotation_edit_mode ( ) const ;
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void set_rotation_order ( EulerOrder p_order ) ;
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void set_rotation ( const Vector3 & p_euler_rad ) ;
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void set_rotation_degrees ( const Vector3 & p_euler_degrees ) ;
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void set_scale ( const Vector3 & p_scale ) ;
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void set_global_position ( const Vector3 & p_position ) ;
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void set_global_basis ( const Basis & p_basis ) ;
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void set_global_rotation ( const Vector3 & p_euler_rad ) ;
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void set_global_rotation_degrees ( const Vector3 & p_euler_degrees ) ;
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Vector3 get_position ( ) const ;
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EulerOrder get_rotation_order ( ) const ;
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Vector3 get_rotation ( ) const ;
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Vector3 get_rotation_degrees ( ) const ;
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Vector3 get_scale ( ) const ;
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Vector3 get_global_position ( ) const ;
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Basis get_global_basis ( ) const ;
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Vector3 get_global_rotation ( ) const ;
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Vector3 get_global_rotation_degrees ( ) const ;
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void set_transform ( const Transform3D & p_transform ) ;
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void set_basis ( const Basis & p_basis ) ;
void set_quaternion ( const Quaternion & p_quaternion ) ;
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void set_global_transform ( const Transform3D & p_transform ) ;
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Transform3D get_transform ( ) const ;
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Basis get_basis ( ) const ;
Quaternion get_quaternion ( ) const ;
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Transform3D get_global_transform ( ) const ;
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Transform3D get_global_transform_interpolated ( ) ;
bool update_client_physics_interpolation_data ( ) ;
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# ifdef TOOLS_ENABLED
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virtual Transform3D get_global_gizmo_transform ( ) const ;
virtual Transform3D get_local_gizmo_transform ( ) const ;
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virtual void set_transform_gizmo_visible ( bool p_enabled ) { data . transform_gizmo_visible = p_enabled ; } ;
virtual bool is_transform_gizmo_visible ( ) const { return data . transform_gizmo_visible ; } ;
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# endif
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virtual void reparent ( Node * p_parent , bool p_keep_global_transform = true ) override ;
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void set_disable_gizmos ( bool p_enabled ) ;
void update_gizmos ( ) ;
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void set_subgizmo_selection ( Ref < Node3DGizmo > p_gizmo , int p_id , Transform3D p_transform = Transform3D ( ) ) ;
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void clear_subgizmo_selection ( ) ;
Vector < Ref < Node3DGizmo > > get_gizmos ( ) const ;
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TypedArray < Node3DGizmo > get_gizmos_bind ( ) const ;
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void add_gizmo ( Ref < Node3DGizmo > p_gizmo ) ;
void remove_gizmo ( Ref < Node3DGizmo > p_gizmo ) ;
void clear_gizmos ( ) ;
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void set_as_top_level ( bool p_enabled ) ;
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void set_as_top_level_keep_local ( bool p_enabled ) ;
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bool is_set_as_top_level ( ) const ;
void set_disable_scale ( bool p_enabled ) ;
bool is_scale_disabled ( ) const ;
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_FORCE_INLINE_ bool is_inside_world ( ) const { return data . inside_world ; }
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Transform3D get_relative_transform ( const Node * p_parent ) const ;
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void rotate ( const Vector3 & p_axis , real_t p_angle ) ;
void rotate_x ( real_t p_angle ) ;
void rotate_y ( real_t p_angle ) ;
void rotate_z ( real_t p_angle ) ;
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void translate ( const Vector3 & p_offset ) ;
void scale ( const Vector3 & p_ratio ) ;
Restore the behavior of Spatial rotations recently changed in c1153f5.
That change was borne out of a confusion regarding the meaning of "local" in #14569.
Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.
To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.
This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.
This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
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void rotate_object_local ( const Vector3 & p_axis , real_t p_angle ) ;
Restore the behavior of Spatial rotations recently changed in c1153f5.
That change was borne out of a confusion regarding the meaning of "local" in #14569.
Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.
To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.
This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.
This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
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void scale_object_local ( const Vector3 & p_scale ) ;
void translate_object_local ( const Vector3 & p_offset ) ;
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void global_rotate ( const Vector3 & p_axis , real_t p_angle ) ;
Restore the behavior of Spatial rotations recently changed in c1153f5.
That change was borne out of a confusion regarding the meaning of "local" in #14569.
Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.
To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.
This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.
This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
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void global_scale ( const Vector3 & p_scale ) ;
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void global_translate ( const Vector3 & p_offset ) ;
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void look_at ( const Vector3 & p_target , const Vector3 & p_up = Vector3 ( 0 , 1 , 0 ) , bool p_use_model_front = false ) ;
void look_at_from_position ( const Vector3 & p_pos , const Vector3 & p_target , const Vector3 & p_up = Vector3 ( 0 , 1 , 0 ) , bool p_use_model_front = false ) ;
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Vector3 to_local ( Vector3 p_global ) const ;
Vector3 to_global ( Vector3 p_local ) const ;
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void set_notify_transform ( bool p_enabled ) ;
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bool is_transform_notification_enabled ( ) const ;
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void set_notify_local_transform ( bool p_enabled ) ;
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bool is_local_transform_notification_enabled ( ) const ;
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void orthonormalize ( ) ;
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void set_identity ( ) ;
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void set_visible ( bool p_visible ) ;
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void show ( ) ;
void hide ( ) ;
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bool is_visible ( ) const ;
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bool is_visible_in_tree ( ) const ;
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void force_update_transform ( ) ;
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void set_visibility_parent ( const NodePath & p_path ) ;
NodePath get_visibility_parent ( ) const ;
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Node3D ( ) ;
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~ Node3D ( ) ;
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} ;
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VARIANT_ENUM_CAST ( Node3D : : RotationEditMode )
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# endif // NODE_3D_H