godot/scene/3d/node_3d.cpp

1385 lines
46 KiB
C++

/**************************************************************************/
/* 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Algorithm 2: (no longer current)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<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) {
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<Viewport>(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<Node3D>(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<Node3DGizmo> 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<Node3DGizmo> 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<Node3DGizmo> 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<Node3DGizmo> Node3D::get_gizmos_bind() const {
ERR_THREAD_GUARD_V(TypedArray<Node3DGizmo>());
TypedArray<Node3DGizmo> 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<Ref<Node3DGizmo>> Node3D::get_gizmos() const {
ERR_THREAD_GUARD_V(Vector<Ref<Node3DGizmo>>());
#ifdef TOOLS_ENABLED
return data.gizmos;
#else
return Vector<Ref<Node3DGizmo>>();
#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<World3D> Node3D::get_world_3d() const {
ERR_READ_THREAD_GUARD_V(Ref<World3D>()); // World3D can only be set from main thread, so it's safe to obtain on threads.
ERR_FAIL_COND_V(!is_inside_world(), Ref<World3D>());
ERR_FAIL_NULL_V(data.viewport, Ref<World3D>());
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<GeometryInstance3D>(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<VisualInstance3D>(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();
}