virtualx-engine/scene/3d/node_3d.h
Juan Linietsky 5fdc1232ef Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility.

* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.

The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
2023-05-24 10:10:24 +09:00

284 lines
11 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/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
};
mutable SelfList<Node> xform_change;
// 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_active = false;
bool top_level = false;
bool inside_world = false;
RID visibility_parent;
Node3D *parent = nullptr;
List<Node3D *> children;
List<Node3D *>::Element *C = nullptr;
bool ignore_notification = false;
bool notify_local_transform = false;
bool notify_transform = false;
bool visible = true;
bool disable_scale = false;
#ifdef TOOLS_ENABLED
Vector<Ref<Node3DGizmo>> gizmos;
bool gizmos_disabled = false;
bool gizmos_dirty = false;
bool transform_gizmo_visible = true;
#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 _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_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;
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;
#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);
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();
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
#endif // NODE_3D_H