virtualx-engine/scene/3d/spatial.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

238 lines
7.7 KiB
C++

/*************************************************************************/
/* 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<Node> xform_change;
SelfList<Spatial> _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<Spatial *> children;
List<Spatial *>::Element *C;
ClientPhysicsInterpolationData *client_physics_interpolation_data;
#ifdef TOOLS_ENABLED
Ref<SpatialGizmo> 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<World> 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);
void set_global_translation(const Vector3 &p_translation);
void set_global_rotation(const Vector3 &p_euler_rad);
Vector3 get_translation() const;
Vector3 get_rotation() const;
Vector3 get_rotation_degrees() const;
Vector3 get_scale() const;
Vector3 get_global_translation() const;
Vector3 get_global_rotation() 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<SpatialGizmo> &p_gizmo);
Ref<SpatialGizmo> 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 // SPATIAL_H