/**************************************************************************/ /* node_3d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef NODE_3D_H #define NODE_3D_H #include "scene/main/node.h" #include "scene/resources/3d/world_3d.h" class Node3DGizmo : public RefCounted { GDCLASS(Node3DGizmo, RefCounted); public: virtual void create() = 0; virtual void transform() = 0; virtual void clear() = 0; virtual void redraw() = 0; virtual void free() = 0; Node3DGizmo(); virtual ~Node3DGizmo() {} }; class Node3D : public Node { GDCLASS(Node3D, Node); public: // 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). enum RotationEditMode { ROTATION_EDIT_MODE_EULER, ROTATION_EDIT_MODE_QUATERNION, ROTATION_EDIT_MODE_BASIS, }; private: // 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). // 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. enum TransformDirty { DIRTY_NONE = 0, DIRTY_EULER_ROTATION_AND_SCALE = 1, DIRTY_LOCAL_TRANSFORM = 2, DIRTY_GLOBAL_TRANSFORM = 4 }; struct ClientPhysicsInterpolationData { Transform3D global_xform_curr; Transform3D global_xform_prev; uint64_t current_physics_tick = 0; uint64_t timeout_physics_tick = 0; }; mutable SelfList xform_change; SelfList _client_physics_interpolation_node_3d_list; // This Data struct is to avoid namespace pollution in derived classes. struct Data { mutable Transform3D global_transform; mutable Transform3D local_transform; mutable EulerOrder euler_rotation_order = EulerOrder::YXZ; mutable Vector3 euler_rotation; mutable Vector3 scale = Vector3(1, 1, 1); mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER; mutable MTNumeric dirty; Viewport *viewport = nullptr; 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; RID visibility_parent; Node3D *parent = nullptr; List children; List::Element *C = nullptr; ClientPhysicsInterpolationData *client_physics_interpolation_data = nullptr; #ifdef TOOLS_ENABLED Vector> gizmos; bool gizmos_disabled : 1; bool gizmos_dirty : 1; bool transform_gizmo_visible : 1; #endif } data; NodePath visibility_parent_path; _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; void _update_gizmos(); void _notify_dirty(); void _propagate_transform_changed(Node3D *p_origin); void _propagate_visibility_changed(); void _propagate_visibility_parent(); void _update_visibility_parent(bool p_update_root); void _propagate_transform_changed_deferred(); protected: _FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; } _FORCE_INLINE_ void _update_local_transform() const; _FORCE_INLINE_ void _update_rotation_and_scale() const; 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(); void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; bool _property_can_revert(const StringName &p_name) const; bool _property_get_revert(const StringName &p_name, Variant &r_property) const; 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, }; Node3D *get_parent_node_3d() const; Ref get_world_3d() const; void set_position(const Vector3 &p_position); void set_rotation_edit_mode(RotationEditMode p_mode); RotationEditMode get_rotation_edit_mode() const; void set_rotation_order(EulerOrder p_order); void set_rotation(const Vector3 &p_euler_rad); void set_rotation_degrees(const Vector3 &p_euler_degrees); void set_scale(const Vector3 &p_scale); void set_global_position(const Vector3 &p_position); void set_global_basis(const Basis &p_basis); void set_global_rotation(const Vector3 &p_euler_rad); void set_global_rotation_degrees(const Vector3 &p_euler_degrees); Vector3 get_position() const; EulerOrder get_rotation_order() const; Vector3 get_rotation() const; Vector3 get_rotation_degrees() const; Vector3 get_scale() const; Vector3 get_global_position() const; Basis get_global_basis() const; Vector3 get_global_rotation() const; Vector3 get_global_rotation_degrees() const; void set_transform(const Transform3D &p_transform); void set_basis(const Basis &p_basis); void set_quaternion(const Quaternion &p_quaternion); void set_global_transform(const Transform3D &p_transform); Transform3D get_transform() const; Basis get_basis() const; Quaternion get_quaternion() const; Transform3D get_global_transform() const; Transform3D get_global_transform_interpolated(); bool update_client_physics_interpolation_data(); #ifdef TOOLS_ENABLED virtual Transform3D get_global_gizmo_transform() const; virtual Transform3D get_local_gizmo_transform() const; 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; }; #endif virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override; void set_disable_gizmos(bool p_enabled); void update_gizmos(); void set_subgizmo_selection(Ref p_gizmo, int p_id, Transform3D p_transform = Transform3D()); void clear_subgizmo_selection(); Vector> get_gizmos() const; TypedArray get_gizmos_bind() const; void add_gizmo(Ref p_gizmo); void remove_gizmo(Ref p_gizmo); void clear_gizmos(); void set_as_top_level(bool p_enabled); void set_as_top_level_keep_local(bool p_enabled); bool is_set_as_top_level() const; void set_disable_scale(bool p_enabled); bool is_scale_disabled() const; _FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; } Transform3D get_relative_transform(const Node *p_parent) const; 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); void translate(const Vector3 &p_offset); void scale(const Vector3 &p_ratio); void rotate_object_local(const Vector3 &p_axis, real_t 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, real_t 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), 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); Vector3 to_local(Vector3 p_global) const; Vector3 to_global(Vector3 p_local) const; void set_notify_transform(bool p_enabled); bool is_transform_notification_enabled() const; void set_notify_local_transform(bool p_enabled); bool is_local_transform_notification_enabled() const; void orthonormalize(); void set_identity(); void set_visible(bool p_visible); void show(); void hide(); bool is_visible() const; bool is_visible_in_tree() const; void force_update_transform(); void set_visibility_parent(const NodePath &p_path); NodePath get_visibility_parent() const; Node3D(); ~Node3D(); }; VARIANT_ENUM_CAST(Node3D::RotationEditMode) #endif // NODE_3D_H