godot/scene/3d/node_3d.cpp

788 lines
23 KiB
C++

/*************************************************************************/
/* node_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/config/engine.h"
#include "core/object/message_queue.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.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 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Algorithm 2: (no longer current)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.gizmo.is_valid() || 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 {
data.local_transform.basis.set_euler_scale(data.rotation, data.scale);
data.dirty &= ~DIRTY_LOCAL;
}
void Node3D::_propagate_transform_changed(Node3D *p_origin) {
if (!is_inside_tree()) {
return;
}
/*
if (data.dirty&DIRTY_GLOBAL)
return; //already dirty
*/
data.children_lock++;
for (List<Node3D *>::Element *E = data.children.front(); E; E = E->next()) {
if (E->get()->data.top_level_active) {
continue; //don't propagate to a top_level
}
E->get()->_propagate_transform_changed(p_origin);
}
#ifdef TOOLS_ENABLED
if ((data.gizmo.is_valid() || 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);
}
data.dirty |= DIRTY_GLOBAL;
data.children_lock--;
}
void Node3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
ERR_FAIL_COND(!get_tree());
Node *p = get_parent();
if (p) {
data.parent = Object::cast_to<Node3D>(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) {
data.local_transform = data.parent->get_global_transform() * get_transform();
data.dirty = DIRTY_VECTORS; //global is always dirty upon entering a scene
}
data.top_level_active = true;
}
data.dirty |= DIRTY_GLOBAL; //global is always dirty upon entering a scene
_notify_dirty();
notification(NOTIFICATION_ENTER_WORLD);
} break;
case NOTIFICATION_EXIT_TREE: {
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;
data.top_level_active = false;
} break;
case NOTIFICATION_ENTER_WORLD: {
data.inside_world = true;
data.viewport = nullptr;
Node *parent = get_parent();
while (parent && !data.viewport) {
data.viewport = Object::cast_to<Viewport>(parent);
parent = parent->get_parent();
}
ERR_FAIL_COND(!data.viewport);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_enter_world);
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) {
//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,SceneStringNames::get_singleton()->_spatial_editor_group,SceneStringNames::get_singleton()->_request_gizmo,this);
get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
if (!data.gizmo_disabled) {
if (data.gizmo.is_valid()) {
data.gizmo->create();
if (is_visible_in_tree()) {
data.gizmo->redraw();
}
data.gizmo->transform();
}
}
}
#endif
} break;
case NOTIFICATION_EXIT_WORLD: {
#ifdef TOOLS_ENABLED
if (data.gizmo.is_valid()) {
data.gizmo->free();
data.gizmo.unref();
}
#endif
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_exit_world);
}
data.viewport = nullptr;
data.inside_world = false;
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
#ifdef TOOLS_ENABLED
if (data.gizmo.is_valid()) {
data.gizmo->transform();
}
#endif
} break;
default: {
}
}
}
void Node3D::set_transform(const Transform &p_transform) {
data.local_transform = p_transform;
data.dirty |= DIRTY_VECTORS;
_change_notify("translation");
_change_notify("rotation");
_change_notify("rotation_degrees");
_change_notify("scale");
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}
void Node3D::set_global_transform(const Transform &p_transform) {
Transform xform =
(data.parent && !data.top_level_active) ?
data.parent->get_global_transform().affine_inverse() * p_transform :
p_transform;
set_transform(xform);
}
Transform Node3D::get_transform() const {
if (data.dirty & DIRTY_LOCAL) {
_update_local_transform();
}
return data.local_transform;
}
Transform Node3D::get_global_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform());
if (data.dirty & DIRTY_GLOBAL) {
if (data.dirty & DIRTY_LOCAL) {
_update_local_transform();
}
if (data.parent && !data.top_level_active) {
data.global_transform = data.parent->get_global_transform() * data.local_transform;
} else {
data.global_transform = data.local_transform;
}
if (data.disable_scale) {
data.global_transform.basis.orthonormalize();
}
data.dirty &= ~DIRTY_GLOBAL;
}
return data.global_transform;
}
#ifdef TOOLS_ENABLED
Transform Node3D::get_global_gizmo_transform() const {
return get_global_transform();
}
Transform Node3D::get_local_gizmo_transform() const {
return get_transform();
}
#endif
Node3D *Node3D::get_parent_spatial() const {
return data.parent;
}
Transform Node3D::get_relative_transform(const Node *p_parent) const {
if (p_parent == this) {
return Transform();
}
ERR_FAIL_COND_V(!data.parent, Transform());
if (p_parent == data.parent) {
return get_transform();
} else {
return data.parent->get_relative_transform(p_parent) * get_transform();
}
}
void Node3D::set_translation(const Vector3 &p_translation) {
data.local_transform.origin = p_translation;
_change_notify("transform");
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}
void Node3D::set_rotation(const Vector3 &p_euler_rad) {
if (data.dirty & DIRTY_VECTORS) {
data.scale = data.local_transform.basis.get_scale();
data.dirty &= ~DIRTY_VECTORS;
}
data.rotation = p_euler_rad;
data.dirty |= DIRTY_LOCAL;
_change_notify("transform");
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}
void Node3D::set_rotation_degrees(const Vector3 &p_euler_deg) {
set_rotation(p_euler_deg * (Math_PI / 180.0));
}
void Node3D::set_scale(const Vector3 &p_scale) {
if (data.dirty & DIRTY_VECTORS) {
data.rotation = data.local_transform.basis.get_rotation();
data.dirty &= ~DIRTY_VECTORS;
}
data.scale = p_scale;
data.dirty |= DIRTY_LOCAL;
_change_notify("transform");
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}
Vector3 Node3D::get_translation() const {
return data.local_transform.origin;
}
Vector3 Node3D::get_rotation() const {
if (data.dirty & DIRTY_VECTORS) {
data.scale = data.local_transform.basis.get_scale();
data.rotation = data.local_transform.basis.get_rotation();
data.dirty &= ~DIRTY_VECTORS;
}
return data.rotation;
}
Vector3 Node3D::get_rotation_degrees() const {
return get_rotation() * (180.0 / Math_PI);
}
Vector3 Node3D::get_scale() const {
if (data.dirty & DIRTY_VECTORS) {
data.scale = data.local_transform.basis.get_scale();
data.rotation = data.local_transform.basis.get_rotation();
data.dirty &= ~DIRTY_VECTORS;
}
return data.scale;
}
void Node3D::update_gizmo() {
#ifdef TOOLS_ENABLED
if (!is_inside_world()) {
return;
}
if (!data.gizmo.is_valid()) {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
}
if (!data.gizmo.is_valid()) {
return;
}
if (data.gizmo_dirty) {
return;
}
data.gizmo_dirty = true;
MessageQueue::get_singleton()->push_call(this, "_update_gizmo");
#endif
}
void Node3D::set_gizmo(const Ref<Node3DGizmo> &p_gizmo) {
#ifdef TOOLS_ENABLED
if (data.gizmo_disabled) {
return;
}
if (data.gizmo.is_valid() && is_inside_world()) {
data.gizmo->free();
}
data.gizmo = p_gizmo;
if (data.gizmo.is_valid() && is_inside_world()) {
data.gizmo->create();
if (is_visible_in_tree()) {
data.gizmo->redraw();
}
data.gizmo->transform();
}
#endif
}
Ref<Node3DGizmo> Node3D::get_gizmo() const {
#ifdef TOOLS_ENABLED
return data.gizmo;
#else
return Ref<Node3DGizmo>();
#endif
}
void Node3D::_update_gizmo() {
#ifdef TOOLS_ENABLED
if (!is_inside_world()) {
return;
}
data.gizmo_dirty = false;
if (data.gizmo.is_valid()) {
if (is_visible_in_tree()) {
data.gizmo->redraw();
} else {
data.gizmo->clear();
}
}
#endif
}
#ifdef TOOLS_ENABLED
void Node3D::set_disable_gizmo(bool p_enabled) {
data.gizmo_disabled = p_enabled;
if (!p_enabled && data.gizmo.is_valid()) {
data.gizmo = Ref<Node3DGizmo>();
}
}
#endif
void Node3D::set_disable_scale(bool p_enabled) {
data.disable_scale = p_enabled;
}
bool Node3D::is_scale_disabled() const {
return data.disable_scale;
}
void Node3D::set_as_top_level(bool p_enabled) {
if (data.top_level == p_enabled) {
return;
}
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
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;
data.top_level_active = p_enabled;
} else {
data.top_level = p_enabled;
}
}
bool Node3D::is_set_as_top_level() const {
return data.top_level;
}
Ref<World3D> Node3D::get_world_3d() const {
ERR_FAIL_COND_V(!is_inside_world(), Ref<World3D>());
ERR_FAIL_COND_V(!data.viewport, Ref<World3D>());
return data.viewport->find_world_3d();
}
void Node3D::_propagate_visibility_changed() {
notification(NOTIFICATION_VISIBILITY_CHANGED);
emit_signal(SceneStringNames::get_singleton()->visibility_changed);
_change_notify("visible");
#ifdef TOOLS_ENABLED
if (data.gizmo.is_valid()) {
_update_gizmo();
}
#endif
for (List<Node3D *>::Element *E = data.children.front(); E; E = E->next()) {
Node3D *c = E->get();
if (!c || !c->data.visible) {
continue;
}
c->_propagate_visibility_changed();
}
}
void Node3D::show() {
if (data.visible) {
return;
}
data.visible = true;
if (!is_inside_tree()) {
return;
}
_propagate_visibility_changed();
}
void Node3D::hide() {
if (!data.visible) {
return;
}
data.visible = false;
if (!is_inside_tree()) {
return;
}
_propagate_visibility_changed();
}
bool Node3D::is_visible_in_tree() const {
const Node3D *s = this;
while (s) {
if (!s->data.visible) {
return false;
}
s = s->data.parent;
}
return true;
}
void Node3D::set_visible(bool p_visible) {
if (p_visible) {
show();
} else {
hide();
}
}
bool Node3D::is_visible() const {
return data.visible;
}
void Node3D::rotate_object_local(const Vector3 &p_axis, float p_angle) {
Transform t = get_transform();
t.basis.rotate_local(p_axis, p_angle);
set_transform(t);
}
void Node3D::rotate(const Vector3 &p_axis, float p_angle) {
Transform t = get_transform();
t.basis.rotate(p_axis, p_angle);
set_transform(t);
}
void Node3D::rotate_x(float p_angle) {
Transform t = get_transform();
t.basis.rotate(Vector3(1, 0, 0), p_angle);
set_transform(t);
}
void Node3D::rotate_y(float p_angle) {
Transform t = get_transform();
t.basis.rotate(Vector3(0, 1, 0), p_angle);
set_transform(t);
}
void Node3D::rotate_z(float p_angle) {
Transform t = get_transform();
t.basis.rotate(Vector3(0, 0, 1), p_angle);
set_transform(t);
}
void Node3D::translate(const Vector3 &p_offset) {
Transform t = get_transform();
t.translate(p_offset);
set_transform(t);
}
void Node3D::translate_object_local(const Vector3 &p_offset) {
Transform t = get_transform();
Transform s;
s.translate(p_offset);
set_transform(t * s);
}
void Node3D::scale(const Vector3 &p_ratio) {
Transform t = get_transform();
t.basis.scale(p_ratio);
set_transform(t);
}
void Node3D::scale_object_local(const Vector3 &p_scale) {
Transform t = get_transform();
t.basis.scale_local(p_scale);
set_transform(t);
}
void Node3D::global_rotate(const Vector3 &p_axis, float p_angle) {
Transform t = get_global_transform();
t.basis.rotate(p_axis, p_angle);
set_global_transform(t);
}
void Node3D::global_scale(const Vector3 &p_scale) {
Transform t = get_global_transform();
t.basis.scale(p_scale);
set_global_transform(t);
}
void Node3D::global_translate(const Vector3 &p_offset) {
Transform t = get_global_transform();
t.origin += p_offset;
set_global_transform(t);
}
void Node3D::orthonormalize() {
Transform t = get_transform();
t.orthonormalize();
set_transform(t);
}
void Node3D::set_identity() {
set_transform(Transform());
}
void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) {
Vector3 origin(get_global_transform().origin);
look_at_from_position(origin, p_target, p_up);
}
void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
ERR_FAIL_COND_MSG(p_pos == p_target, "Node origin and target are in the same position, look_at() failed.");
ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos) == Vector3(), "Up vector and direction between node origin and target are aligned, look_at() failed.");
Transform lookat;
lookat.origin = p_pos;
Vector3 original_scale(get_scale());
lookat = lookat.looking_at(p_target, p_up);
set_global_transform(lookat);
set_scale(original_scale);
}
Vector3 Node3D::to_local(Vector3 p_global) const {
return get_global_transform().affine_inverse().xform(p_global);
}
Vector3 Node3D::to_global(Vector3 p_local) const {
return get_global_transform().xform(p_local);
}
void Node3D::set_notify_transform(bool p_enable) {
data.notify_transform = p_enable;
}
bool Node3D::is_transform_notification_enabled() const {
return data.notify_transform;
}
void Node3D::set_notify_local_transform(bool p_enable) {
data.notify_local_transform = p_enable;
}
bool Node3D::is_local_transform_notification_enabled() const {
return data.notify_local_transform;
}
void Node3D::force_update_transform() {
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::_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_translation", "translation"), &Node3D::set_translation);
ClassDB::bind_method(D_METHOD("get_translation"), &Node3D::get_translation);
ClassDB::bind_method(D_METHOD("set_rotation", "euler"), &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_scale", "scale"), &Node3D::set_scale);
ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale);
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_parent_spatial"), &Node3D::get_parent_spatial);
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("_update_gizmo"), &Node3D::_update_gizmo);
ClassDB::bind_method(D_METHOD("update_gizmo"), &Node3D::update_gizmo);
ClassDB::bind_method(D_METHOD("set_gizmo", "gizmo"), &Node3D::set_gizmo);
ClassDB::bind_method(D_METHOD("get_gizmo"), &Node3D::get_gizmo);
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"), &Node3D::look_at);
ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position);
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);
//ADD_PROPERTY( PropertyInfo(Variant::TRANSFORM,"transform/global",PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ), "set_global_transform", "get_global_transform") ;
ADD_GROUP("Transform", "");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_translation", "get_translation");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_NONE, "", 0), "set_rotation", "get_rotation");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level");
ADD_GROUP("Matrix", "");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform", PROPERTY_HINT_NONE, ""), "set_transform", "get_transform");
ADD_GROUP("Visibility", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gizmo", PROPERTY_HINT_RESOURCE_TYPE, "Node3DGizmo", 0), "set_gizmo", "get_gizmo");
ADD_SIGNAL(MethodInfo("visibility_changed"));
}
Node3D::Node3D() :
xform_change(this) {}