e086bccd63
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
172 lines
4.8 KiB
C++
172 lines
4.8 KiB
C++
/*************************************************************************/
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/* spatial.h */
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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) 2007-2014 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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#ifndef SPATIAL_H
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#define SPATIAL_H
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#include "scene/main/node.h"
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#include "scene/main/scene_main_loop.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SpatialGizmo : public Reference {
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OBJ_TYPE(SpatialGizmo,Reference);
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public:
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virtual void create()=0;
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virtual void transform()=0;
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virtual void redraw()=0;
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virtual void free()=0;
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SpatialGizmo();
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};
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class Spatial : public Node {
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OBJ_TYPE( Spatial, Node );
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OBJ_CATEGORY("3D");
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enum TransformDirty {
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DIRTY_NONE=0,
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DIRTY_VECTORS=1,
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DIRTY_LOCAL=2,
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DIRTY_GLOBAL=4
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};
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mutable SelfList<Node> xform_change;
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struct Data {
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mutable Transform global_transform;
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mutable Transform local_transform;
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mutable Vector3 rotation;
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mutable Vector3 scale;
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mutable int dirty;
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Viewport *viewport;
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bool toplevel_active;
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bool toplevel;
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bool inside_world;
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int children_lock;
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Spatial *parent;
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List<Spatial*> children;
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List<Spatial*>::Element *C;
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bool ignore_notification;
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#ifdef TOOLS_ENABLED
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Ref<SpatialGizmo> gizmo;
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bool gizmo_disabled;
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bool gizmo_dirty;
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Transform import_transform;
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#endif
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} data;
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#ifdef TOOLS_ENABLED
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void _update_gizmo();
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#endif
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void _notify_dirty();
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void _propagate_transform_changed(Spatial *p_origin);
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void _set_rotation_deg(const Vector3& p_deg);
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Vector3 _get_rotation_deg() const;
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protected:
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_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification=p_ignore; }
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_FORCE_INLINE_ void _update_local_transform() const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED=SceneMainLoop::NOTIFICATION_TRANSFORM_CHANGED,
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NOTIFICATION_ENTER_WORLD=41,
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NOTIFICATION_EXIT_WORLD=42,
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};
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Spatial *get_parent_spatial() const;
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Ref<World> get_world() const;
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void set_translation(const Vector3& p_translation);
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void set_rotation(const Vector3& p_euler);
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void set_scale(const Vector3& p_scale);
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Vector3 get_translation() const;
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Vector3 get_rotation() const;
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Vector3 get_scale() const;
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void set_transform(const Transform& p_transform);
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void set_global_transform(const Transform& p_transform);
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Transform get_transform() const;
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Transform get_global_transform() const;
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void set_as_toplevel(bool p_enabled);
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bool is_set_as_toplevel() const;
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void set_disable_gizmo(bool p_enabled);
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void update_gizmo();
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void set_gizmo(const Ref<SpatialGizmo>& p_gizmo);
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Ref<SpatialGizmo> get_gizmo() const;
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_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
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Transform get_relative_transform(const Node *p_parent) const;
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#ifdef TOOLS_ENABLED
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void set_import_transform(const Transform& p_transform) ;
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Transform get_import_transform() const;
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#endif
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Spatial();
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~Spatial();
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};
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#endif
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