godot/scene/3d/node_3d.h

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/*************************************************************************/
/* node_3d.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#ifndef NODE_3D_H
#define NODE_3D_H
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#include "scene/main/node.h"
#include "scene/main/scene_tree.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;
virtual void clear() = 0;
virtual void redraw() = 0;
virtual void free() = 0;
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Node3DGizmo();
virtual ~Node3DGizmo() {}
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};
class Node3D : public Node {
GDCLASS(Node3D, Node);
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OBJ_CATEGORY("3D");
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enum TransformDirty {
DIRTY_NONE = 0,
DIRTY_VECTORS = 1,
DIRTY_LOCAL = 2,
DIRTY_GLOBAL = 4
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};
mutable SelfList<Node> xform_change;
struct Data {
mutable Transform3D global_transform;
mutable Transform3D local_transform;
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mutable Vector3 rotation;
mutable Vector3 scale = Vector3(1, 1, 1);
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mutable int dirty = DIRTY_NONE;
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Viewport *viewport = nullptr;
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bool top_level_active = false;
bool top_level = false;
bool inside_world = false;
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RID visibility_parent;
int children_lock = 0;
Node3D *parent = nullptr;
List<Node3D *> children;
List<Node3D *>::Element *C = nullptr;
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bool ignore_notification = false;
bool notify_local_transform = false;
bool notify_transform = false;
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bool visible = true;
bool disable_scale = false;
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#ifdef TOOLS_ENABLED
Ref<Node3DGizmo> gizmo;
bool gizmo_disabled = false;
bool gizmo_dirty = false;
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#endif
} data;
NodePath visibility_parent_path;
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void _update_gizmo();
void _notify_dirty();
void _propagate_transform_changed(Node3D *p_origin);
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void _propagate_visibility_changed();
void _propagate_visibility_parent();
void _update_visibility_parent(bool p_update_root);
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protected:
_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
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_FORCE_INLINE_ void _update_local_transform() const;
void _notification(int p_what);
static void _bind_methods();
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public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
NOTIFICATION_ENTER_WORLD = 41,
NOTIFICATION_EXIT_WORLD = 42,
NOTIFICATION_VISIBILITY_CHANGED = 43,
NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
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};
Node3D *get_parent_spatial() const;
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Ref<World3D> get_world_3d() const;
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void set_position(const Vector3 &p_position);
void set_rotation(const Vector3 &p_euler_rad);
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void set_rotation_degrees(const Vector3 &p_euler_deg);
void set_scale(const Vector3 &p_scale);
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Vector3 get_position() 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;
void set_transform(const Transform3D &p_transform);
void set_global_transform(const Transform3D &p_transform);
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Transform3D get_transform() const;
Transform3D get_global_transform() const;
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#ifdef TOOLS_ENABLED
virtual Transform3D get_global_gizmo_transform() const;
virtual Transform3D get_local_gizmo_transform() const;
#endif
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void set_as_top_level(bool p_enabled);
bool is_set_as_top_level() const;
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void set_disable_scale(bool p_enabled);
bool is_scale_disabled() const;
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void set_disable_gizmo(bool p_enabled);
void update_gizmo();
void set_gizmo(const Ref<Node3DGizmo> &p_gizmo);
Ref<Node3DGizmo> get_gizmo() const;
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_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
Transform3D get_relative_transform(const Node *p_parent) const;
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void rotate(const Vector3 &p_axis, float p_angle);
void rotate_x(float p_angle);
void rotate_y(float p_angle);
void rotate_z(float p_angle);
void translate(const Vector3 &p_offset);
void scale(const Vector3 &p_ratio);
void rotate_object_local(const Vector3 &p_axis, float p_angle);
void scale_object_local(const Vector3 &p_scale);
void translate_object_local(const Vector3 &p_offset);
void global_rotate(const Vector3 &p_axis, float p_angle);
void global_scale(const Vector3 &p_scale);
void global_translate(const Vector3 &p_offset);
void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
void set_notify_transform(bool p_enable);
bool is_transform_notification_enabled() const;
void set_notify_local_transform(bool p_enable);
bool is_local_transform_notification_enabled() const;
void orthonormalize();
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void set_identity();
void set_visible(bool p_visible);
bool is_visible() const;
void show();
void hide();
bool is_visible_in_tree() const;
void force_update_transform();
void set_visibility_parent(const NodePath &p_path);
NodePath get_visibility_parent() const;
Node3D();
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};
#endif // NODE_3D_H