310 lines
12 KiB
C++
310 lines
12 KiB
C++
/**************************************************************************/
|
|
/* 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<Node> xform_change;
|
|
SelfList<Node3D> _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<uint32_t> 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<Node3D *> children;
|
|
List<Node3D *>::Element *C = nullptr;
|
|
|
|
ClientPhysicsInterpolationData *client_physics_interpolation_data = nullptr;
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
Vector<Ref<Node3DGizmo>> 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<World3D> 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<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
|
|
void clear_subgizmo_selection();
|
|
Vector<Ref<Node3DGizmo>> get_gizmos() const;
|
|
TypedArray<Node3DGizmo> get_gizmos_bind() const;
|
|
void add_gizmo(Ref<Node3DGizmo> p_gizmo);
|
|
void remove_gizmo(Ref<Node3DGizmo> 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
|