godot/scene/3d/spatial.h

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/*************************************************************************/
/* spatial.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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 SPATIAL_H
#define SPATIAL_H
#include "scene/main/node.h"
#include "scene/main/scene_main_loop.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SpatialGizmo : public Reference {
OBJ_TYPE(SpatialGizmo,Reference);
public:
virtual void create()=0;
virtual void transform()=0;
virtual void clear()=0;
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virtual void redraw()=0;
virtual void free()=0;
SpatialGizmo();
};
class Spatial : public Node {
OBJ_TYPE( Spatial, Node );
OBJ_CATEGORY("3D");
enum TransformDirty {
DIRTY_NONE=0,
DIRTY_VECTORS=1,
DIRTY_LOCAL=2,
DIRTY_GLOBAL=4
};
mutable SelfList<Node> xform_change;
struct Data {
mutable Transform global_transform;
mutable Transform local_transform;
mutable Vector3 rotation;
mutable Vector3 scale;
mutable int dirty;
Viewport *viewport;
bool toplevel_active;
bool toplevel;
bool inside_world;
int children_lock;
Spatial *parent;
List<Spatial*> children;
List<Spatial*>::Element *C;
bool ignore_notification;
bool visible;
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#ifdef TOOLS_ENABLED
Ref<SpatialGizmo> gizmo;
bool gizmo_disabled;
bool gizmo_dirty;
Transform import_transform;
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#endif
} data;
#ifdef TOOLS_ENABLED
void _update_gizmo();
#endif
void _notify_dirty();
void _propagate_transform_changed(Spatial *p_origin);
void _set_rotation_deg(const Vector3& p_deg);
Vector3 _get_rotation_deg() const;
void _propagate_visibility_changed();
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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;
void _notification(int p_what);
static void _bind_methods();
void _set_visible_(bool p_visible);
bool _is_visible_() const;
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public:
enum {
NOTIFICATION_TRANSFORM_CHANGED=SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
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NOTIFICATION_ENTER_WORLD=41,
NOTIFICATION_EXIT_WORLD=42,
NOTIFICATION_VISIBILITY_CHANGED=43,
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};
Spatial *get_parent_spatial() const;
Ref<World> get_world() const;
void set_translation(const Vector3& p_translation);
void set_rotation(const Vector3& p_euler);
void set_scale(const Vector3& p_scale);
Vector3 get_translation() const;
Vector3 get_rotation() const;
Vector3 get_scale() const;
void set_transform(const Transform& p_transform);
void set_global_transform(const Transform& p_transform);
Transform get_transform() const;
Transform get_global_transform() const;
void set_as_toplevel(bool p_enabled);
bool is_set_as_toplevel() const;
void set_disable_gizmo(bool p_enabled);
void update_gizmo();
void set_gizmo(const Ref<SpatialGizmo>& p_gizmo);
Ref<SpatialGizmo> get_gizmo() const;
_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
Transform get_relative_transform(const Node *p_parent) const;
void rotate(const Vector3& p_normal,float p_radians);
void rotate_x(float p_radians);
void rotate_y(float p_radians);
void rotate_z(float p_radians);
void translate(const Vector3& p_offset);
void scale(const Vector3& p_ratio);
void global_rotate(const Vector3& p_normal,float p_radians);
void global_translate(const Vector3& p_offset);
void look_at(const Vector3& p_target, const Vector3& p_up_normal);
void look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal);
void orthonormalize();
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void set_identity();
void show();
void hide();
bool is_visible() const;
bool is_hidden() const;
#ifdef TOOLS_ENABLED
void set_import_transform(const Transform& p_transform) ;
Transform get_import_transform() const;
#endif
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Spatial();
~Spatial();
};
#endif