Remote transform node (for 3d)
It's code is based on RemoteTransform2D node.
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132
scene/3d/remote_transform.cpp
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132
scene/3d/remote_transform.cpp
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/*************************************************************************/
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/* remote_transform.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "remote_transform.h"
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void RemoteTransform::_update_cache() {
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cache=0;
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if (has_node(remote_node)) {
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Node *node = get_node(remote_node);
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if (!node || this==node || node->is_a_parent_of(this) || this->is_a_parent_of(node)) {
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return;
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}
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cache=node->get_instance_ID();
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}
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}
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void RemoteTransform::_update_remote() {
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if (!is_inside_tree())
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return;
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if (!cache)
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return;
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Object *obj = ObjectDB::get_instance(cache);
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if (!obj)
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return;
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Spatial *n = obj->cast_to<Spatial>();
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if (!n)
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return;
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if (!n->is_inside_tree())
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return;
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//todo make faster
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n->set_global_transform(get_global_transform());
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}
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void RemoteTransform::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_READY: {
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_update_cache();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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if (!is_inside_tree())
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break;
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if (cache) {
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_update_remote();
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}
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} break;
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}
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}
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void RemoteTransform::set_remote_node(const NodePath& p_remote_node) {
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remote_node=p_remote_node;
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if (is_inside_tree())
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_update_cache();
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update_configuration_warning();
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}
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NodePath RemoteTransform::get_remote_node() const{
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return remote_node;
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}
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String RemoteTransform::get_configuration_warning() const {
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if (!has_node(remote_node) || !get_node(remote_node) || !get_node(remote_node)->cast_to<Spatial>()) {
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return TTR("Path property must point to a valid Spatial node to work.");
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}
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return String();
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}
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void RemoteTransform::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_remote_node","path"),&RemoteTransform::set_remote_node);
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ObjectTypeDB::bind_method(_MD("get_remote_node"),&RemoteTransform::get_remote_node);
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ADD_PROPERTY( PropertyInfo(Variant::NODE_PATH,"remote_path"),_SCS("set_remote_node"),_SCS("get_remote_node"));
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}
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RemoteTransform::RemoteTransform() {
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cache=0;
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}
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30
scene/3d/remote_transform.h
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scene/3d/remote_transform.h
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#ifndef REMOTETRANSFORM_H
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#define REMOTETRANSFORM_H
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#include "scene/3d/spatial.h"
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class RemoteTransform : public Spatial
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{
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OBJ_TYPE(RemoteTransform,Spatial);
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NodePath remote_node;
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ObjectID cache;
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void _update_remote();
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void _update_cache();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void set_remote_node(const NodePath& p_remote_node);
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NodePath get_remote_node() const;
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virtual String get_configuration_warning() const;
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RemoteTransform();
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};
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#endif // REMOTETRANSFORM_H
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#include "scene/3d/spatial.h"
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#include "scene/3d/spatial.h"
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#include "scene/3d/remote_transform.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/bone_attachment.h"
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#include "scene/3d/bone_attachment.h"
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#include "scene/3d/room_instance.h"
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#include "scene/3d/room_instance.h"
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@ -453,6 +454,7 @@ void register_scene_types() {
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ObjectTypeDB::register_type<BakedLightInstance>();
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ObjectTypeDB::register_type<BakedLightInstance>();
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ObjectTypeDB::register_type<BakedLightSampler>();
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ObjectTypeDB::register_type<BakedLightSampler>();
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ObjectTypeDB::register_type<WorldEnvironment>();
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ObjectTypeDB::register_type<WorldEnvironment>();
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ObjectTypeDB::register_type<RemoteTransform>();
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ObjectTypeDB::register_virtual_type<Joint>();
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ObjectTypeDB::register_virtual_type<Joint>();
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ObjectTypeDB::register_type<PinJoint>();
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ObjectTypeDB::register_type<PinJoint>();
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tools/editor/icons/2x/icon_remote_transform.png
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tools/editor/icons/2x/icon_remote_transform.png
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tools/editor/icons/icon_remote_transform.png
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tools/editor/icons/icon_remote_transform.png
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tools/editor/icons/source/icon_remote_transform.svg
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tools/editor/icons/source/icon_remote_transform.svg
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