/**************************************************************************/ /* node_3d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "node_3d.h" #include "core/math/transform_interpolator.h" #include "scene/3d/visual_instance_3d.h" #include "scene/main/viewport.h" #include "scene/property_utils.h" /* possible algorithms: Algorithm 1: (current) definition of invalidation: global is invalid 1) If a node sets a LOCAL, it produces an invalidation of everything above . a) If above is invalid, don't keep invalidating upwards 2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below) drawback: setting/reading globals is useful and used very often, and using affine inverses is slow --- Algorithm 2: (no longer current) definition of invalidation: NONE dirty, LOCAL dirty, GLOBAL dirty 1) If a node sets a LOCAL, it must climb the tree and set it as GLOBAL dirty . a) marking GLOBALs as dirty up all the tree must be done always 2) If a node sets a GLOBAL, it marks local as dirty, and that's all? //is clearing the dirty state correct in this case? drawback: setting a local down the tree forces many tree walks often -- future: no idea */ Node3DGizmo::Node3DGizmo() { } void Node3D::_notify_dirty() { #ifdef TOOLS_ENABLED if ((!data.gizmos.is_empty() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) { #else if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) { #endif get_tree()->xform_change_list.add(&xform_change); } } void Node3D::_update_local_transform() const { // This function is called when the local transform (data.local_transform) is dirty and the right value is contained in the Euler rotation and scale. data.local_transform.basis.set_euler_scale(data.euler_rotation, data.scale, data.euler_rotation_order); _clear_dirty_bits(DIRTY_LOCAL_TRANSFORM); } void Node3D::_update_rotation_and_scale() const { // This function is called when the Euler rotation (data.euler_rotation) is dirty and the right value is contained in the local transform data.scale = data.local_transform.basis.get_scale(); data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order); _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE); } void Node3D::_propagate_transform_changed_deferred() { if (is_inside_tree() && !xform_change.in_list()) { get_tree()->xform_change_list.add(&xform_change); } } void Node3D::_propagate_transform_changed(Node3D *p_origin) { if (!is_inside_tree()) { return; } for (Node3D *&E : data.children) { if (E->data.top_level) { continue; //don't propagate to a top_level } E->_propagate_transform_changed(p_origin); } #ifdef TOOLS_ENABLED if ((!data.gizmos.is_empty() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) { #else if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) { #endif if (likely(is_accessible_from_caller_thread())) { get_tree()->xform_change_list.add(&xform_change); } else { // This should very rarely happen, but if it does at least make sure the notification is received eventually. callable_mp(this, &Node3D::_propagate_transform_changed_deferred).call_deferred(); } } _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM); } void Node3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { ERR_MAIN_THREAD_GUARD; ERR_FAIL_NULL(get_tree()); Node *p = get_parent(); if (p) { data.parent = Object::cast_to(p); } if (data.parent) { data.C = data.parent->data.children.push_back(this); } else { data.C = nullptr; } if (data.top_level && !Engine::get_singleton()->is_editor_hint()) { if (data.parent) { if (!data.top_level) { data.local_transform = data.parent->get_global_transform() * get_transform(); } else { data.local_transform = get_transform(); } _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // As local transform was updated, rot/scale should be dirty. } } _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM); // Global is always dirty upon entering a scene. _notify_dirty(); notification(NOTIFICATION_ENTER_WORLD); _update_visibility_parent(true); } break; case NOTIFICATION_EXIT_TREE: { ERR_MAIN_THREAD_GUARD; notification(NOTIFICATION_EXIT_WORLD, true); if (xform_change.in_list()) { get_tree()->xform_change_list.remove(&xform_change); } if (data.C) { data.parent->data.children.erase(data.C); } data.parent = nullptr; data.C = nullptr; _update_visibility_parent(true); _disable_client_physics_interpolation(); } break; case NOTIFICATION_ENTER_WORLD: { ERR_MAIN_THREAD_GUARD; data.inside_world = true; data.viewport = nullptr; Node *parent = get_parent(); while (parent && !data.viewport) { data.viewport = Object::cast_to(parent); parent = parent->get_parent(); } ERR_FAIL_NULL(data.viewport); if (get_script_instance()) { get_script_instance()->call(SNAME("_enter_world")); } #ifdef TOOLS_ENABLED if (is_part_of_edited_scene()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id()); } #endif } break; case NOTIFICATION_EXIT_WORLD: { ERR_MAIN_THREAD_GUARD; #ifdef TOOLS_ENABLED clear_gizmos(); #endif if (get_script_instance()) { get_script_instance()->call(SNAME("_exit_world")); } data.viewport = nullptr; data.inside_world = false; } break; case NOTIFICATION_TRANSFORM_CHANGED: { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED for (int i = 0; i < data.gizmos.size(); i++) { data.gizmos.write[i]->transform(); } #endif } break; case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: { if (data.client_physics_interpolation_data) { data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr; } } break; } } void Node3D::set_basis(const Basis &p_basis) { ERR_THREAD_GUARD; set_transform(Transform3D(p_basis, data.local_transform.origin)); } void Node3D::set_quaternion(const Quaternion &p_quaternion) { ERR_THREAD_GUARD; if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { // We need the scale part, so if these are dirty, update it data.scale = data.local_transform.basis.get_scale(); _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE); } data.local_transform.basis = Basis(p_quaternion, data.scale); // Rotscale should not be marked dirty because that would cause precision loss issues with the scale. Instead reconstruct rotation now. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order); _replace_dirty_mask(DIRTY_NONE); _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } Vector3 Node3D::get_global_position() const { ERR_READ_THREAD_GUARD_V(Vector3()); return get_global_transform().get_origin(); } Basis Node3D::get_global_basis() const { ERR_READ_THREAD_GUARD_V(Basis()); return get_global_transform().get_basis(); } void Node3D::set_global_position(const Vector3 &p_position) { ERR_THREAD_GUARD; Transform3D transform = get_global_transform(); transform.set_origin(p_position); set_global_transform(transform); } void Node3D::set_global_basis(const Basis &p_basis) { ERR_THREAD_GUARD; Transform3D transform = get_global_transform(); transform.set_basis(p_basis); set_global_transform(transform); } Vector3 Node3D::get_global_rotation() const { ERR_READ_THREAD_GUARD_V(Vector3()); return get_global_transform().get_basis().get_euler(); } Vector3 Node3D::get_global_rotation_degrees() const { ERR_READ_THREAD_GUARD_V(Vector3()); Vector3 radians = get_global_rotation(); return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z)); } void Node3D::set_global_rotation(const Vector3 &p_euler_rad) { ERR_THREAD_GUARD; Transform3D transform = get_global_transform(); transform.basis = Basis::from_euler(p_euler_rad) * Basis::from_scale(transform.basis.get_scale()); set_global_transform(transform); } void Node3D::set_global_rotation_degrees(const Vector3 &p_euler_degrees) { ERR_THREAD_GUARD; Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z)); set_global_rotation(radians); } void Node3D::set_transform(const Transform3D &p_transform) { ERR_THREAD_GUARD; data.local_transform = p_transform; _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // Make rot/scale dirty. _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } Basis Node3D::get_basis() const { ERR_READ_THREAD_GUARD_V(Basis()); return get_transform().basis; } Quaternion Node3D::get_quaternion() const { return get_transform().basis.get_rotation_quaternion(); } void Node3D::set_global_transform(const Transform3D &p_transform) { ERR_THREAD_GUARD; Transform3D xform = (data.parent && !data.top_level) ? data.parent->get_global_transform().affine_inverse() * p_transform : p_transform; set_transform(xform); } Transform3D Node3D::get_transform() const { ERR_READ_THREAD_GUARD_V(Transform3D()); if (_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) { // This update can happen if needed over multiple threads. _update_local_transform(); } return data.local_transform; } // Return false to timeout and remove from the client interpolation list. bool Node3D::update_client_physics_interpolation_data() { if (!is_inside_tree() || !_is_physics_interpolated_client_side()) { return false; } ERR_FAIL_NULL_V(data.client_physics_interpolation_data, false); ClientPhysicsInterpolationData &pid = *data.client_physics_interpolation_data; uint64_t tick = Engine::get_singleton()->get_physics_frames(); // Has this update been done already this tick? // (For instance, get_global_transform_interpolated() could be called multiple times.) if (pid.current_physics_tick != tick) { // Timeout? if (tick >= pid.timeout_physics_tick) { return false; } if (pid.current_physics_tick == (tick - 1)) { // Normal interpolation situation, there is a continuous flow of data // from one tick to the next... pid.global_xform_prev = pid.global_xform_curr; } else { // There has been a gap, we cannot sensibly offer interpolation over // a multitick gap, so we will teleport. pid.global_xform_prev = get_global_transform(); } pid.current_physics_tick = tick; } pid.global_xform_curr = get_global_transform(); return true; } void Node3D::_disable_client_physics_interpolation() { // Disable any current client side interpolation. // (This can always restart as normal if you later re-attach the node to the SceneTree.) if (data.client_physics_interpolation_data) { memdelete(data.client_physics_interpolation_data); data.client_physics_interpolation_data = nullptr; SceneTree *tree = get_tree(); if (tree && _client_physics_interpolation_node_3d_list.in_list()) { tree->client_physics_interpolation_remove_node_3d(&_client_physics_interpolation_node_3d_list); } } _set_physics_interpolated_client_side(false); } Transform3D Node3D::_get_global_transform_interpolated(real_t p_interpolation_fraction) { ERR_FAIL_COND_V(!is_inside_tree(), Transform3D()); // Set in motion the mechanisms for client side interpolation if not already active. if (!_is_physics_interpolated_client_side()) { _set_physics_interpolated_client_side(true); ERR_FAIL_COND_V(data.client_physics_interpolation_data != nullptr, Transform3D()); data.client_physics_interpolation_data = memnew(ClientPhysicsInterpolationData); data.client_physics_interpolation_data->global_xform_curr = get_global_transform(); data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr; data.client_physics_interpolation_data->current_physics_tick = Engine::get_singleton()->get_physics_frames(); } // Storing the last tick we requested client interpolation allows us to timeout // and remove client interpolated nodes from the list to save processing. // We use some arbitrary timeout here, but this could potentially be user defined. // Note: This timeout has to be larger than the number of ticks in a frame, otherwise the interpolated // data will stop flowing before the next frame is drawn. This should only be relevant at high tick rates. // We could alternatively do this by frames rather than ticks and avoid this problem, but then the behavior // would be machine dependent. data.client_physics_interpolation_data->timeout_physics_tick = Engine::get_singleton()->get_physics_frames() + 256; // Make sure data is up to date. update_client_physics_interpolation_data(); // Interpolate the current data. const Transform3D &xform_curr = data.client_physics_interpolation_data->global_xform_curr; const Transform3D &xform_prev = data.client_physics_interpolation_data->global_xform_prev; Transform3D res; TransformInterpolator::interpolate_transform_3d(xform_prev, xform_curr, res, p_interpolation_fraction); SceneTree *tree = get_tree(); // This should not happen, as is_inside_tree() is checked earlier. ERR_FAIL_NULL_V(tree, res); if (!_client_physics_interpolation_node_3d_list.in_list()) { tree->client_physics_interpolation_add_node_3d(&_client_physics_interpolation_node_3d_list); } return res; } Transform3D Node3D::get_global_transform_interpolated() { // Pass through if physics interpolation is switched off. // This is a convenience, as it allows you to easy turn off interpolation // without changing any code. if (!is_physics_interpolated_and_enabled()) { return get_global_transform(); } // If we are in the physics frame, the interpolated global transform is meaningless. // However, there is an exception, we may want to use this as a means of starting off the client // interpolation pump if not already started (when _is_physics_interpolated_client_side() is false). if (Engine::get_singleton()->is_in_physics_frame() && _is_physics_interpolated_client_side()) { return get_global_transform(); } return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction()); } Transform3D Node3D::get_global_transform() const { ERR_FAIL_COND_V(!is_inside_tree(), Transform3D()); /* Due to how threads work at scene level, while this global transform won't be able to be changed from outside a thread, * it is possible that multiple threads can access it while it's dirty from previous work. Due to this, we must ensure that * the dirty/update process is thread safe by utilizing atomic copies. */ uint32_t dirty = _read_dirty_mask(); if (dirty & DIRTY_GLOBAL_TRANSFORM) { if (dirty & DIRTY_LOCAL_TRANSFORM) { _update_local_transform(); // Update local transform atomically. } Transform3D new_global; if (data.parent && !data.top_level) { new_global = data.parent->get_global_transform() * data.local_transform; } else { new_global = data.local_transform; } if (data.disable_scale) { new_global.basis.orthonormalize(); } data.global_transform = new_global; _clear_dirty_bits(DIRTY_GLOBAL_TRANSFORM); } return data.global_transform; } #ifdef TOOLS_ENABLED Transform3D Node3D::get_global_gizmo_transform() const { return get_global_transform(); } Transform3D Node3D::get_local_gizmo_transform() const { return get_transform(); } #endif Node3D *Node3D::get_parent_node_3d() const { ERR_READ_THREAD_GUARD_V(nullptr); // This can't be changed on threads anyway. if (data.top_level) { return nullptr; } return Object::cast_to(get_parent()); } Transform3D Node3D::get_relative_transform(const Node *p_parent) const { ERR_READ_THREAD_GUARD_V(Transform3D()); if (p_parent == this) { return Transform3D(); } ERR_FAIL_NULL_V(data.parent, Transform3D()); if (p_parent == data.parent) { return get_transform(); } else { return data.parent->get_relative_transform(p_parent) * get_transform(); } } void Node3D::set_position(const Vector3 &p_position) { ERR_THREAD_GUARD; data.local_transform.origin = p_position; _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void Node3D::set_rotation_edit_mode(RotationEditMode p_mode) { ERR_THREAD_GUARD; if (data.rotation_edit_mode == p_mode) { return; } bool transform_changed = false; if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && !_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) { data.local_transform.orthogonalize(); transform_changed = true; } data.rotation_edit_mode = p_mode; if (p_mode == ROTATION_EDIT_MODE_EULER && _test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { // If going to Euler mode, ensure that vectors are _not_ dirty, else the retrieved value may be wrong. // Otherwise keep what is there, so switching back and forth between modes does not break the vectors. _update_rotation_and_scale(); } if (transform_changed) { _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } notify_property_list_changed(); } Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const { ERR_READ_THREAD_GUARD_V(ROTATION_EDIT_MODE_EULER); return data.rotation_edit_mode; } void Node3D::set_rotation_order(EulerOrder p_order) { ERR_THREAD_GUARD; if (data.euler_rotation_order == p_order) { return; } ERR_FAIL_INDEX(int32_t(p_order), 6); bool transform_changed = false; uint32_t dirty = _read_dirty_mask(); if ((dirty & DIRTY_EULER_ROTATION_AND_SCALE)) { _update_rotation_and_scale(); } else if ((dirty & DIRTY_LOCAL_TRANSFORM)) { data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order); transform_changed = true; } else { _set_dirty_bits(DIRTY_LOCAL_TRANSFORM); transform_changed = true; } data.euler_rotation_order = p_order; if (transform_changed) { _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } notify_property_list_changed(); // Will change the rotation property. } EulerOrder Node3D::get_rotation_order() const { ERR_READ_THREAD_GUARD_V(EulerOrder::XYZ); return data.euler_rotation_order; } void Node3D::set_rotation(const Vector3 &p_euler_rad) { ERR_THREAD_GUARD; if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { // Update scale only if rotation and scale are dirty, as rotation will be overridden. data.scale = data.local_transform.basis.get_scale(); _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE); } data.euler_rotation = p_euler_rad; _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM); _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void Node3D::set_rotation_degrees(const Vector3 &p_euler_degrees) { ERR_THREAD_GUARD; Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z)); set_rotation(radians); } void Node3D::set_scale(const Vector3 &p_scale) { ERR_THREAD_GUARD; if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { // Update rotation only if rotation and scale are dirty, as scale will be overridden. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order); _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE); } data.scale = p_scale; _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM); _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } Vector3 Node3D::get_position() const { ERR_READ_THREAD_GUARD_V(Vector3()); return data.local_transform.origin; } Vector3 Node3D::get_rotation() const { ERR_READ_THREAD_GUARD_V(Vector3()); if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { _update_rotation_and_scale(); } return data.euler_rotation; } Vector3 Node3D::get_rotation_degrees() const { ERR_READ_THREAD_GUARD_V(Vector3()); Vector3 radians = get_rotation(); return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z)); } Vector3 Node3D::get_scale() const { ERR_READ_THREAD_GUARD_V(Vector3()); if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) { _update_rotation_and_scale(); } return data.scale; } void Node3D::update_gizmos() { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED if (!is_inside_world()) { return; } if (data.gizmos.is_empty()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id()); return; } if (data.gizmos_dirty) { return; } data.gizmos_dirty = true; callable_mp(this, &Node3D::_update_gizmos).call_deferred(); #endif } void Node3D::set_subgizmo_selection(Ref p_gizmo, int p_id, Transform3D p_transform) { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED if (!is_inside_world()) { return; } if (is_part_of_edited_scene()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_set_subgizmo_selection"), this, p_gizmo, p_id, p_transform); } #endif } void Node3D::clear_subgizmo_selection() { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED if (!is_inside_world()) { return; } if (data.gizmos.is_empty()) { return; } if (is_part_of_edited_scene()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_clear_subgizmo_selection"), this); } #endif } void Node3D::add_gizmo(Ref p_gizmo) { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED if (data.gizmos_disabled || p_gizmo.is_null()) { return; } data.gizmos.push_back(p_gizmo); if (p_gizmo.is_valid() && is_inside_world()) { p_gizmo->create(); if (is_visible_in_tree()) { p_gizmo->redraw(); } p_gizmo->transform(); } #endif } void Node3D::remove_gizmo(Ref p_gizmo) { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED int idx = data.gizmos.find(p_gizmo); if (idx != -1) { p_gizmo->free(); data.gizmos.remove_at(idx); } #endif } void Node3D::clear_gizmos() { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED for (int i = 0; i < data.gizmos.size(); i++) { data.gizmos.write[i]->free(); } data.gizmos.clear(); #endif } TypedArray Node3D::get_gizmos_bind() const { ERR_THREAD_GUARD_V(TypedArray()); TypedArray ret; #ifdef TOOLS_ENABLED for (int i = 0; i < data.gizmos.size(); i++) { ret.push_back(Variant(data.gizmos[i].ptr())); } #endif return ret; } Vector> Node3D::get_gizmos() const { ERR_THREAD_GUARD_V(Vector>()); #ifdef TOOLS_ENABLED return data.gizmos; #else return Vector>(); #endif } void Node3D::_replace_dirty_mask(uint32_t p_mask) const { if (is_group_processing()) { data.dirty.mt.set(p_mask); } else { data.dirty.st = p_mask; } } void Node3D::_set_dirty_bits(uint32_t p_bits) const { if (is_group_processing()) { data.dirty.mt.bit_or(p_bits); } else { data.dirty.st |= p_bits; } } void Node3D::_clear_dirty_bits(uint32_t p_bits) const { if (is_group_processing()) { data.dirty.mt.bit_and(~p_bits); } else { data.dirty.st &= ~p_bits; } } void Node3D::_update_gizmos() { #ifdef TOOLS_ENABLED if (data.gizmos_disabled || !is_inside_world() || !data.gizmos_dirty) { data.gizmos_dirty = false; return; } data.gizmos_dirty = false; for (int i = 0; i < data.gizmos.size(); i++) { if (is_visible_in_tree()) { data.gizmos.write[i]->redraw(); } else { data.gizmos.write[i]->clear(); } } #endif } void Node3D::set_disable_gizmos(bool p_enabled) { ERR_THREAD_GUARD; #ifdef TOOLS_ENABLED data.gizmos_disabled = p_enabled; if (!p_enabled) { clear_gizmos(); } #endif } void Node3D::reparent(Node *p_parent, bool p_keep_global_transform) { ERR_THREAD_GUARD; if (p_keep_global_transform) { Transform3D temp = get_global_transform(); Node::reparent(p_parent); set_global_transform(temp); } else { Node::reparent(p_parent); } } void Node3D::set_disable_scale(bool p_enabled) { ERR_THREAD_GUARD; data.disable_scale = p_enabled; } bool Node3D::is_scale_disabled() const { ERR_READ_THREAD_GUARD_V(false); return data.disable_scale; } void Node3D::set_as_top_level(bool p_enabled) { ERR_THREAD_GUARD; if (data.top_level == p_enabled) { return; } if (is_inside_tree()) { if (p_enabled) { set_transform(get_global_transform()); } else if (data.parent) { set_transform(data.parent->get_global_transform().affine_inverse() * get_global_transform()); } } data.top_level = p_enabled; } void Node3D::set_as_top_level_keep_local(bool p_enabled) { ERR_THREAD_GUARD; if (data.top_level == p_enabled) { return; } data.top_level = p_enabled; _propagate_transform_changed(this); } bool Node3D::is_set_as_top_level() const { ERR_READ_THREAD_GUARD_V(false); return data.top_level; } Ref Node3D::get_world_3d() const { ERR_READ_THREAD_GUARD_V(Ref()); // World3D can only be set from main thread, so it's safe to obtain on threads. ERR_FAIL_COND_V(!is_inside_world(), Ref()); ERR_FAIL_NULL_V(data.viewport, Ref()); return data.viewport->find_world_3d(); } void Node3D::_propagate_visibility_changed() { notification(NOTIFICATION_VISIBILITY_CHANGED); emit_signal(SceneStringName(visibility_changed)); #ifdef TOOLS_ENABLED if (!data.gizmos.is_empty()) { data.gizmos_dirty = true; _update_gizmos(); } #endif for (Node3D *c : data.children) { if (!c || !c->data.visible) { continue; } c->_propagate_visibility_changed(); } } void Node3D::show() { ERR_MAIN_THREAD_GUARD; set_visible(true); } void Node3D::hide() { ERR_MAIN_THREAD_GUARD; set_visible(false); } void Node3D::set_visible(bool p_visible) { ERR_MAIN_THREAD_GUARD; if (data.visible == p_visible) { return; } data.visible = p_visible; if (!is_inside_tree()) { return; } _propagate_visibility_changed(); } bool Node3D::is_visible() const { ERR_READ_THREAD_GUARD_V(false); return data.visible; } bool Node3D::is_visible_in_tree() const { ERR_READ_THREAD_GUARD_V(false); // Since visibility can only be changed from main thread, this is safe to call. const Node3D *s = this; while (s) { if (!s->data.visible) { return false; } s = s->data.parent; } return true; } void Node3D::rotate_object_local(const Vector3 &p_axis, real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.rotate_local(p_axis, p_angle); set_transform(t); } void Node3D::rotate(const Vector3 &p_axis, real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.rotate(p_axis, p_angle); set_transform(t); } void Node3D::rotate_x(real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.rotate(Vector3(1, 0, 0), p_angle); set_transform(t); } void Node3D::rotate_y(real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.rotate(Vector3(0, 1, 0), p_angle); set_transform(t); } void Node3D::rotate_z(real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.rotate(Vector3(0, 0, 1), p_angle); set_transform(t); } void Node3D::translate(const Vector3 &p_offset) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.translate_local(p_offset); set_transform(t); } void Node3D::translate_object_local(const Vector3 &p_offset) { ERR_THREAD_GUARD; Transform3D t = get_transform(); Transform3D s; s.translate_local(p_offset); set_transform(t * s); } void Node3D::scale(const Vector3 &p_ratio) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.scale(p_ratio); set_transform(t); } void Node3D::scale_object_local(const Vector3 &p_scale) { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.basis.scale_local(p_scale); set_transform(t); } void Node3D::global_rotate(const Vector3 &p_axis, real_t p_angle) { ERR_THREAD_GUARD; Transform3D t = get_global_transform(); t.basis.rotate(p_axis, p_angle); set_global_transform(t); } void Node3D::global_scale(const Vector3 &p_scale) { ERR_THREAD_GUARD; Transform3D t = get_global_transform(); t.basis.scale(p_scale); set_global_transform(t); } void Node3D::global_translate(const Vector3 &p_offset) { ERR_THREAD_GUARD; Transform3D t = get_global_transform(); t.origin += p_offset; set_global_transform(t); } void Node3D::orthonormalize() { ERR_THREAD_GUARD; Transform3D t = get_transform(); t.orthonormalize(); set_transform(t); } void Node3D::set_identity() { ERR_THREAD_GUARD; set_transform(Transform3D()); } void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) { ERR_THREAD_GUARD; ERR_FAIL_COND_MSG(!is_inside_tree(), "Node not inside tree. Use look_at_from_position() instead."); Vector3 origin = get_global_transform().origin; look_at_from_position(origin, p_target, p_up, p_use_model_front); } void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) { ERR_THREAD_GUARD; ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed."); ERR_FAIL_COND_MSG(p_up.is_zero_approx(), "The up vector can't be zero, look_at() failed."); ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos).is_zero_approx(), "Up vector and direction between node origin and target are aligned, look_at() failed."); Vector3 forward = p_target - p_pos; Basis lookat_basis = Basis::looking_at(forward, p_up, p_use_model_front); Vector3 original_scale = get_scale(); set_global_transform(Transform3D(lookat_basis, p_pos)); set_scale(original_scale); } Vector3 Node3D::to_local(Vector3 p_global) const { ERR_READ_THREAD_GUARD_V(Vector3()); return get_global_transform().affine_inverse().xform(p_global); } Vector3 Node3D::to_global(Vector3 p_local) const { ERR_READ_THREAD_GUARD_V(Vector3()); return get_global_transform().xform(p_local); } void Node3D::set_notify_transform(bool p_enabled) { ERR_THREAD_GUARD; data.notify_transform = p_enabled; } bool Node3D::is_transform_notification_enabled() const { ERR_READ_THREAD_GUARD_V(false); return data.notify_transform; } void Node3D::set_notify_local_transform(bool p_enabled) { ERR_THREAD_GUARD; data.notify_local_transform = p_enabled; } bool Node3D::is_local_transform_notification_enabled() const { ERR_READ_THREAD_GUARD_V(false); return data.notify_local_transform; } void Node3D::force_update_transform() { ERR_THREAD_GUARD; ERR_FAIL_COND(!is_inside_tree()); if (!xform_change.in_list()) { return; //nothing to update } get_tree()->xform_change_list.remove(&xform_change); notification(NOTIFICATION_TRANSFORM_CHANGED); } void Node3D::_update_visibility_parent(bool p_update_root) { RID new_parent; if (!visibility_parent_path.is_empty()) { if (!p_update_root) { return; } Node *parent = get_node_or_null(visibility_parent_path); ERR_FAIL_NULL_MSG(parent, "Can't find visibility parent node at path: " + visibility_parent_path); ERR_FAIL_COND_MSG(parent == this, "The visibility parent can't be the same node."); GeometryInstance3D *gi = Object::cast_to(parent); ERR_FAIL_NULL_MSG(gi, "The visibility parent node must be a GeometryInstance3D, at path: " + visibility_parent_path); new_parent = gi ? gi->get_instance() : RID(); } else if (data.parent) { new_parent = data.parent->data.visibility_parent; } if (new_parent == data.visibility_parent) { return; } data.visibility_parent = new_parent; VisualInstance3D *vi = Object::cast_to(this); if (vi) { RS::get_singleton()->instance_set_visibility_parent(vi->get_instance(), data.visibility_parent); } for (Node3D *c : data.children) { c->_update_visibility_parent(false); } } void Node3D::set_visibility_parent(const NodePath &p_path) { ERR_MAIN_THREAD_GUARD; visibility_parent_path = p_path; if (is_inside_tree()) { _update_visibility_parent(true); } } NodePath Node3D::get_visibility_parent() const { ERR_READ_THREAD_GUARD_V(NodePath()); return visibility_parent_path; } void Node3D::_validate_property(PropertyInfo &p_property) const { if (data.rotation_edit_mode != ROTATION_EDIT_MODE_BASIS && p_property.name == "basis") { p_property.usage = 0; } if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && p_property.name == "scale") { p_property.usage = 0; } if (data.rotation_edit_mode != ROTATION_EDIT_MODE_QUATERNION && p_property.name == "quaternion") { p_property.usage = 0; } if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation") { p_property.usage = 0; } if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation_order") { p_property.usage = 0; } } bool Node3D::_property_can_revert(const StringName &p_name) const { if (p_name == "basis") { return true; } else if (p_name == "scale") { return true; } else if (p_name == "quaternion") { return true; } else if (p_name == "rotation") { return true; } else if (p_name == "position") { return true; } return false; } bool Node3D::_property_get_revert(const StringName &p_name, Variant &r_property) const { bool valid = false; if (p_name == "basis") { Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid); if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) { r_property = Transform3D(variant).get_basis(); } else { r_property = Basis(); } } else if (p_name == "scale") { Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid); if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) { r_property = Transform3D(variant).get_basis().get_scale(); } else { r_property = Vector3(1.0, 1.0, 1.0); } } else if (p_name == "quaternion") { Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid); if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) { r_property = Quaternion(Transform3D(variant).get_basis().get_rotation_quaternion()); } else { r_property = Quaternion(); } } else if (p_name == "rotation") { Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid); if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) { r_property = Transform3D(variant).get_basis().get_euler_normalized(data.euler_rotation_order); } else { r_property = Vector3(); } } else if (p_name == "position") { Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid); if (valid) { r_property = Transform3D(variant).get_origin(); } else { r_property = Vector3(); } } else { return false; } return true; } void Node3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_transform", "local"), &Node3D::set_transform); ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform); ClassDB::bind_method(D_METHOD("set_position", "position"), &Node3D::set_position); ClassDB::bind_method(D_METHOD("get_position"), &Node3D::get_position); ClassDB::bind_method(D_METHOD("set_rotation", "euler_radians"), &Node3D::set_rotation); ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation); ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees); ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees); ClassDB::bind_method(D_METHOD("set_rotation_order", "order"), &Node3D::set_rotation_order); ClassDB::bind_method(D_METHOD("get_rotation_order"), &Node3D::get_rotation_order); ClassDB::bind_method(D_METHOD("set_rotation_edit_mode", "edit_mode"), &Node3D::set_rotation_edit_mode); ClassDB::bind_method(D_METHOD("get_rotation_edit_mode"), &Node3D::get_rotation_edit_mode); ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node3D::set_scale); ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale); ClassDB::bind_method(D_METHOD("set_quaternion", "quaternion"), &Node3D::set_quaternion); ClassDB::bind_method(D_METHOD("get_quaternion"), &Node3D::get_quaternion); ClassDB::bind_method(D_METHOD("set_basis", "basis"), &Node3D::set_basis); ClassDB::bind_method(D_METHOD("get_basis"), &Node3D::get_basis); ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform); ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform); ClassDB::bind_method(D_METHOD("get_global_transform_interpolated"), &Node3D::get_global_transform_interpolated); ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position); ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position); ClassDB::bind_method(D_METHOD("set_global_basis", "basis"), &Node3D::set_global_basis); ClassDB::bind_method(D_METHOD("get_global_basis"), &Node3D::get_global_basis); ClassDB::bind_method(D_METHOD("set_global_rotation", "euler_radians"), &Node3D::set_global_rotation); ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node3D::get_global_rotation); ClassDB::bind_method(D_METHOD("set_global_rotation_degrees", "euler_degrees"), &Node3D::set_global_rotation_degrees); ClassDB::bind_method(D_METHOD("get_global_rotation_degrees"), &Node3D::get_global_rotation_degrees); ClassDB::bind_method(D_METHOD("get_parent_node_3d"), &Node3D::get_parent_node_3d); ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification); ClassDB::bind_method(D_METHOD("set_as_top_level", "enable"), &Node3D::set_as_top_level); ClassDB::bind_method(D_METHOD("is_set_as_top_level"), &Node3D::is_set_as_top_level); ClassDB::bind_method(D_METHOD("set_disable_scale", "disable"), &Node3D::set_disable_scale); ClassDB::bind_method(D_METHOD("is_scale_disabled"), &Node3D::is_scale_disabled); ClassDB::bind_method(D_METHOD("get_world_3d"), &Node3D::get_world_3d); ClassDB::bind_method(D_METHOD("force_update_transform"), &Node3D::force_update_transform); ClassDB::bind_method(D_METHOD("set_visibility_parent", "path"), &Node3D::set_visibility_parent); ClassDB::bind_method(D_METHOD("get_visibility_parent"), &Node3D::get_visibility_parent); ClassDB::bind_method(D_METHOD("update_gizmos"), &Node3D::update_gizmos); ClassDB::bind_method(D_METHOD("add_gizmo", "gizmo"), &Node3D::add_gizmo); ClassDB::bind_method(D_METHOD("get_gizmos"), &Node3D::get_gizmos_bind); ClassDB::bind_method(D_METHOD("clear_gizmos"), &Node3D::clear_gizmos); ClassDB::bind_method(D_METHOD("set_subgizmo_selection", "gizmo", "id", "transform"), &Node3D::set_subgizmo_selection); ClassDB::bind_method(D_METHOD("clear_subgizmo_selection"), &Node3D::clear_subgizmo_selection); ClassDB::bind_method(D_METHOD("set_visible", "visible"), &Node3D::set_visible); ClassDB::bind_method(D_METHOD("is_visible"), &Node3D::is_visible); ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &Node3D::is_visible_in_tree); ClassDB::bind_method(D_METHOD("show"), &Node3D::show); ClassDB::bind_method(D_METHOD("hide"), &Node3D::hide); ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &Node3D::set_notify_local_transform); ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &Node3D::is_local_transform_notification_enabled); ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Node3D::set_notify_transform); ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Node3D::is_transform_notification_enabled); ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Node3D::rotate); ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Node3D::global_rotate); ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Node3D::global_scale); ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node3D::global_translate); ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Node3D::rotate_object_local); ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Node3D::scale_object_local); ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Node3D::translate_object_local); ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Node3D::rotate_x); ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Node3D::rotate_y); ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Node3D::rotate_z); ClassDB::bind_method(D_METHOD("translate", "offset"), &Node3D::translate); ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize); ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity); ClassDB::bind_method(D_METHOD("look_at", "target", "up", "use_model_front"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false)); ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up", "use_model_front"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false)); ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local); ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global); BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED); BIND_CONSTANT(NOTIFICATION_ENTER_WORLD); BIND_CONSTANT(NOTIFICATION_EXIT_WORLD); BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED); BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_EULER); BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_QUATERNION); BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_BASIS); ADD_GROUP("Transform", ""); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_RANGE, "-99999,99999,0.001,or_greater,or_less,hide_slider,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees", PROPERTY_USAGE_EDITOR), "set_rotation", "get_rotation"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_rotation_degrees", "get_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "quaternion", PROPERTY_HINT_HIDE_QUATERNION_EDIT, "", PROPERTY_USAGE_EDITOR), "set_quaternion", "get_quaternion"); ADD_PROPERTY(PropertyInfo(Variant::BASIS, "basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_basis", "get_basis"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_edit_mode", PROPERTY_HINT_ENUM, "Euler,Quaternion,Basis"), "set_rotation_edit_mode", "get_rotation_edit_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_order", PROPERTY_HINT_ENUM, "XYZ,XZY,YXZ,YZX,ZXY,ZYX"), "set_rotation_order", "get_rotation_order"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position"); ADD_PROPERTY(PropertyInfo(Variant::BASIS, "global_basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_basis", "get_global_basis"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation_degrees", "get_global_rotation_degrees"); ADD_GROUP("Visibility", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "visibility_parent", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GeometryInstance3D"), "set_visibility_parent", "get_visibility_parent"); ADD_SIGNAL(MethodInfo("visibility_changed")); } Node3D::Node3D() : xform_change(this), _client_physics_interpolation_node_3d_list(this) { // Default member initializer for bitfield is a C++20 extension, so: data.top_level = false; data.inside_world = false; data.ignore_notification = false; data.notify_local_transform = false; data.notify_transform = false; data.visible = true; data.disable_scale = false; data.vi_visible = true; #ifdef TOOLS_ENABLED data.gizmos_disabled = false; data.gizmos_dirty = false; data.transform_gizmo_visible = true; #endif } Node3D::~Node3D() { _disable_client_physics_interpolation(); }