2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-03-26 21:49:16 +00:00
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/* node_3d.h */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2020-03-26 21:49:16 +00:00
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#ifndef NODE_3D_H
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#define NODE_3D_H
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2014-02-10 01:10:30 +00:00
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#include "scene/main/node.h"
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2017-06-27 01:58:03 +00:00
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#include "scene/main/scene_tree.h"
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2014-02-10 01:10:30 +00:00
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2021-06-04 16:03:15 +00:00
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class Node3DGizmo : public RefCounted {
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GDCLASS(Node3DGizmo, RefCounted);
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2014-02-10 01:10:30 +00:00
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public:
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2017-03-05 15:44:50 +00:00
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virtual void create() = 0;
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virtual void transform() = 0;
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virtual void clear() = 0;
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virtual void redraw() = 0;
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virtual void free() = 0;
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2014-02-10 01:10:30 +00:00
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2020-03-26 21:49:16 +00:00
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Node3DGizmo();
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virtual ~Node3DGizmo() {}
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2014-02-10 01:10:30 +00:00
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};
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2020-03-26 21:49:16 +00:00
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class Node3D : public Node {
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GDCLASS(Node3D, Node);
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2014-02-10 01:10:30 +00:00
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OBJ_CATEGORY("3D");
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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enum TransformDirty {
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2017-03-05 15:44:50 +00:00
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DIRTY_NONE = 0,
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DIRTY_VECTORS = 1,
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DIRTY_LOCAL = 2,
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DIRTY_GLOBAL = 4
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2014-02-10 01:10:30 +00:00
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};
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mutable SelfList<Node> xform_change;
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struct Data {
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2020-10-17 05:08:21 +00:00
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mutable Transform3D global_transform;
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mutable Transform3D local_transform;
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2014-02-10 01:10:30 +00:00
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mutable Vector3 rotation;
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2020-12-11 14:54:03 +00:00
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mutable Vector3 scale = Vector3(1, 1, 1);
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2014-02-10 01:10:30 +00:00
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2020-12-11 14:54:03 +00:00
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mutable int dirty = DIRTY_NONE;
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2014-02-10 01:10:30 +00:00
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2020-12-11 14:54:03 +00:00
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Viewport *viewport = nullptr;
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2014-02-10 01:10:30 +00:00
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2020-12-11 14:54:03 +00:00
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bool top_level_active = false;
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bool top_level = false;
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bool inside_world = false;
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2016-03-08 23:00:52 +00:00
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2021-05-09 16:23:20 +00:00
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RID visibility_parent;
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2020-12-11 14:54:03 +00:00
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int children_lock = 0;
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Node3D *parent = nullptr;
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2020-03-26 21:49:16 +00:00
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List<Node3D *> children;
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2020-12-11 14:54:03 +00:00
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List<Node3D *>::Element *C = nullptr;
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2016-03-08 23:00:52 +00:00
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2020-12-11 14:54:03 +00:00
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bool ignore_notification = false;
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bool notify_local_transform = false;
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bool notify_transform = false;
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2014-02-10 01:10:30 +00:00
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2020-12-11 14:54:03 +00:00
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bool visible = true;
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bool disable_scale = false;
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2014-08-14 13:31:38 +00:00
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2014-02-10 01:10:30 +00:00
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#ifdef TOOLS_ENABLED
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2021-06-23 14:49:50 +00:00
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Vector<Ref<Node3DGizmo>> gizmos;
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bool gizmos_disabled = false;
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bool gizmos_dirty = false;
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2014-02-10 01:10:30 +00:00
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#endif
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} data;
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2021-05-09 16:23:20 +00:00
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NodePath visibility_parent_path;
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2021-06-23 14:49:50 +00:00
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void _update_gizmos();
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2014-02-10 01:10:30 +00:00
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void _notify_dirty();
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2020-03-26 21:49:16 +00:00
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void _propagate_transform_changed(Node3D *p_origin);
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2014-02-10 01:10:30 +00:00
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2014-08-14 13:31:38 +00:00
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void _propagate_visibility_changed();
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2021-05-09 16:23:20 +00:00
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void _propagate_visibility_parent();
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void _update_visibility_parent(bool p_update_root);
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2014-02-10 01:10:30 +00:00
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protected:
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2017-03-05 15:44:50 +00:00
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_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
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2014-02-10 01:10:30 +00:00
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_FORCE_INLINE_ void _update_local_transform() const;
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void _notification(int p_what);
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static void _bind_methods();
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2014-08-14 13:31:38 +00:00
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2014-02-10 01:10:30 +00:00
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public:
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enum {
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2017-03-05 15:44:50 +00:00
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
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NOTIFICATION_ENTER_WORLD = 41,
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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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2014-02-10 01:10:30 +00:00
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};
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2021-06-09 11:06:38 +00:00
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Node3D *get_parent_node_3d() const;
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2014-02-10 01:10:30 +00:00
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2020-04-18 09:00:51 +00:00
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Ref<World3D> get_world_3d() const;
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2014-02-10 01:10:30 +00:00
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2020-12-08 17:35:30 +00:00
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void set_position(const Vector3 &p_position);
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2017-03-05 15:44:50 +00:00
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void set_rotation(const Vector3 &p_euler_rad);
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void set_scale(const Vector3 &p_scale);
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2014-02-10 01:10:30 +00:00
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2020-12-08 17:35:30 +00:00
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Vector3 get_position() const;
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2014-02-10 01:10:30 +00:00
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Vector3 get_rotation() const;
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Vector3 get_scale() const;
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2020-10-17 05:08:21 +00:00
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void set_transform(const Transform3D &p_transform);
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void set_global_transform(const Transform3D &p_transform);
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2016-03-08 23:00:52 +00:00
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2020-10-17 05:08:21 +00:00
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Transform3D get_transform() const;
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Transform3D get_global_transform() const;
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2014-02-10 01:10:30 +00:00
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2017-10-03 16:49:32 +00:00
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#ifdef TOOLS_ENABLED
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2020-10-17 05:08:21 +00:00
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virtual Transform3D get_global_gizmo_transform() const;
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virtual Transform3D get_local_gizmo_transform() const;
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2017-10-03 16:49:32 +00:00
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#endif
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2020-10-01 07:17:33 +00:00
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void set_as_top_level(bool p_enabled);
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bool is_set_as_top_level() const;
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2014-02-10 01:10:30 +00:00
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2018-07-18 16:47:42 +00:00
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void set_disable_scale(bool p_enabled);
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bool is_scale_disabled() const;
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2021-06-23 14:49:50 +00:00
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void set_disable_gizmos(bool p_enabled);
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void update_gizmos();
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void clear_subgizmo_selection();
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Vector<Ref<Node3DGizmo>> get_gizmos() const;
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Array get_gizmos_bind() const;
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void add_gizmo(Ref<Node3DGizmo> p_gizmo);
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void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
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void clear_gizmos();
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2014-02-10 01:10:30 +00:00
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_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
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2020-10-17 05:08:21 +00:00
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Transform3D get_relative_transform(const Node *p_parent) const;
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2014-02-10 01:10:30 +00:00
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2021-01-30 00:55:54 +00:00
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void rotate(const Vector3 &p_axis, real_t p_angle);
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void rotate_x(real_t p_angle);
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void rotate_y(real_t p_angle);
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void rotate_z(real_t p_angle);
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2017-03-05 15:44:50 +00:00
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void translate(const Vector3 &p_offset);
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void scale(const Vector3 &p_ratio);
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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.
2017-12-27 00:15:20 +00:00
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2021-01-30 00:55:54 +00:00
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void rotate_object_local(const Vector3 &p_axis, real_t p_angle);
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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.
2017-12-27 00:15:20 +00:00
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void scale_object_local(const Vector3 &p_scale);
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void translate_object_local(const Vector3 &p_offset);
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2021-01-30 00:55:54 +00:00
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void global_rotate(const Vector3 &p_axis, real_t p_angle);
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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.
2017-12-27 00:15:20 +00:00
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void global_scale(const Vector3 &p_scale);
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2017-03-05 15:44:50 +00:00
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void global_translate(const Vector3 &p_offset);
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2015-03-22 13:33:58 +00:00
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2021-01-30 09:22:20 +00:00
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void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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2015-03-22 13:33:58 +00:00
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2017-07-23 11:37:26 +00:00
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Vector3 to_local(Vector3 p_global) const;
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Vector3 to_global(Vector3 p_local) const;
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2017-01-12 23:35:46 +00:00
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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2015-09-16 01:07:03 +00:00
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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2015-03-22 13:33:58 +00:00
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void orthonormalize();
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2015-03-22 14:52:07 +00:00
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void set_identity();
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2015-03-22 13:33:58 +00:00
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2017-01-13 13:45:50 +00:00
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void set_visible(bool p_visible);
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bool is_visible() const;
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2014-08-14 13:31:38 +00:00
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void show();
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void hide();
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2017-01-13 13:45:50 +00:00
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bool is_visible_in_tree() const;
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2014-08-14 13:31:38 +00:00
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2018-09-06 23:38:16 +00:00
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void force_update_transform();
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2021-05-09 16:23:20 +00:00
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void set_visibility_parent(const NodePath &p_path);
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NodePath get_visibility_parent() const;
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2020-03-26 21:49:16 +00:00
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Node3D();
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2014-02-10 01:10:30 +00:00
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};
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2020-03-26 21:49:16 +00:00
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#endif // NODE_3D_H
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