/*************************************************************************/ /* spatial.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef SPATIAL_H #define SPATIAL_H #include "scene/main/node.h" #include "scene/main/scene_tree.h" class SpatialGizmo : public Reference { GDCLASS(SpatialGizmo, Reference); public: virtual void create() = 0; virtual void transform() = 0; virtual void clear() = 0; virtual void redraw() = 0; virtual void free() = 0; SpatialGizmo(); virtual ~SpatialGizmo() {} }; class Spatial : public Node { GDCLASS(Spatial, Node); OBJ_CATEGORY("3D"); // optionally stored if we need to do interpolation // client side (i.e. not in VisualServer) so interpolated transforms // can be read back with get_global_transform_interpolated() struct ClientPhysicsInterpolationData { Transform global_xform_curr; Transform global_xform_prev; uint64_t current_physics_tick = 0; uint64_t timeout_physics_tick = 0; }; enum TransformDirty { DIRTY_NONE = 0, DIRTY_VECTORS = 1, DIRTY_LOCAL = 2, DIRTY_GLOBAL = 4 }; mutable SelfList xform_change; SelfList _client_physics_interpolation_spatials_list; struct Data { mutable Transform global_transform; mutable Transform local_transform; mutable Vector3 rotation; mutable Vector3 scale; mutable int dirty; Viewport *viewport; bool toplevel_active : 1; bool toplevel : 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; int children_lock; Spatial *parent; List children; List::Element *C; ClientPhysicsInterpolationData *client_physics_interpolation_data; #ifdef TOOLS_ENABLED Ref gizmo; bool gizmo_disabled : 1; bool gizmo_dirty : 1; #endif } data; void _update_gizmo(); void _notify_dirty(); void _propagate_transform_changed(Spatial *p_origin); void _propagate_visibility_changed(); protected: _FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; } _FORCE_INLINE_ void _update_local_transform() const; void _set_vi_visible(bool p_visible); bool _is_vi_visible() const { return data.vi_visible; } Transform _get_global_transform_interpolated(real_t p_interpolation_fraction); void _disable_client_physics_interpolation(); void _notification(int p_what); static void _bind_methods(); 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, NOTIFICATION_ENTER_GAMEPLAY = 45, NOTIFICATION_EXIT_GAMEPLAY = 46, }; virtual void notification_callback(int p_message_type); Spatial *get_parent_spatial() const; Ref get_world() const; void set_translation(const Vector3 &p_translation); void set_rotation(const Vector3 &p_euler_rad); void set_rotation_degrees(const Vector3 &p_euler_deg); void set_scale(const Vector3 &p_scale); Vector3 get_translation() const; Vector3 get_rotation() const; Vector3 get_rotation_degrees() const; Vector3 get_scale() const; void set_transform(const Transform &p_transform); void set_global_transform(const Transform &p_transform); Transform get_transform() const; Transform get_global_transform() const; Transform get_global_transform_interpolated(); bool update_client_physics_interpolation_data(); #ifdef TOOLS_ENABLED virtual Transform get_global_gizmo_transform() const; virtual Transform get_local_gizmo_transform() const; virtual AABB get_fallback_gizmo_aabb() const; #endif void set_as_toplevel(bool p_enabled); bool is_set_as_toplevel() const; void set_disable_scale(bool p_enabled); bool is_scale_disabled() const; void set_disable_gizmo(bool p_enabled); void update_gizmo(); void set_gizmo(const Ref &p_gizmo); Ref get_gizmo() const; _FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; } Transform get_relative_transform(const Node *p_parent) const; void rotate(const Vector3 &p_axis, float p_angle); void rotate_x(float p_angle); void rotate_y(float p_angle); void rotate_z(float p_angle); void translate(const Vector3 &p_offset); void scale(const Vector3 &p_ratio); void rotate_object_local(const Vector3 &p_axis, float 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, float 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); void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up); Vector3 to_local(Vector3 p_global) const; Vector3 to_global(Vector3 p_local) const; void set_notify_transform(bool p_enable); bool is_transform_notification_enabled() const; void set_notify_local_transform(bool p_enable); bool is_local_transform_notification_enabled() const; void orthonormalize(); void set_identity(); void set_visible(bool p_visible); bool is_visible() const; void show(); void hide(); bool is_visible_in_tree() const; void force_update_transform(); Spatial(); ~Spatial(); }; #endif