d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
276 lines
10 KiB
C++
276 lines
10 KiB
C++
/**************************************************************************/
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/* node_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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 NODE_3D_H
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#define NODE_3D_H
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#include "scene/main/node.h"
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#include "scene/resources/world_3d.h"
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class Node3DGizmo : public RefCounted {
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GDCLASS(Node3DGizmo, RefCounted);
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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 clear() = 0;
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virtual void redraw() = 0;
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virtual void free() = 0;
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Node3DGizmo();
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virtual ~Node3DGizmo() {}
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};
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class Node3D : public Node {
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GDCLASS(Node3D, Node);
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public:
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// Edit mode for the rotation.
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// THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
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// IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
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enum RotationEditMode {
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ROTATION_EDIT_MODE_EULER,
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ROTATION_EDIT_MODE_QUATERNION,
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ROTATION_EDIT_MODE_BASIS,
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};
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private:
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// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
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// 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).
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// Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
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// editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
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// "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
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//
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// 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.
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// It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
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// will become dirty (and again, will not become valid again until read).
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//
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// All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
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//
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// Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
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//
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// NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
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// (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
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enum TransformDirty {
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DIRTY_NONE = 0,
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DIRTY_EULER_ROTATION_AND_SCALE = 1,
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DIRTY_LOCAL_TRANSFORM = 2,
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DIRTY_GLOBAL_TRANSFORM = 4
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};
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mutable SelfList<Node> xform_change;
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// This Data struct is to avoid namespace pollution in derived classes.
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struct Data {
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mutable Transform3D global_transform;
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mutable Transform3D local_transform;
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mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
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mutable Vector3 euler_rotation;
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mutable Vector3 scale = Vector3(1, 1, 1);
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mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
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mutable int dirty = DIRTY_NONE;
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Viewport *viewport = nullptr;
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bool top_level_active = false;
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bool top_level = false;
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bool inside_world = false;
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RID visibility_parent;
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int children_lock = 0;
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Node3D *parent = nullptr;
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List<Node3D *> children;
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List<Node3D *>::Element *C = nullptr;
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bool ignore_notification = false;
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bool notify_local_transform = false;
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bool notify_transform = false;
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bool visible = true;
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bool disable_scale = false;
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#ifdef TOOLS_ENABLED
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Vector<Ref<Node3DGizmo>> gizmos;
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bool gizmos_disabled = false;
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bool gizmos_dirty = false;
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bool transform_gizmo_visible = true;
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#endif
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} data;
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NodePath visibility_parent_path;
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void _update_gizmos();
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void _notify_dirty();
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void _propagate_transform_changed(Node3D *p_origin);
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void _propagate_visibility_changed();
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void _propagate_visibility_parent();
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void _update_visibility_parent(bool p_update_root);
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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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_FORCE_INLINE_ void _update_rotation_and_scale() const;
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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bool _property_can_revert(const StringName &p_name) const;
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bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
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NOTIFICATION_ENTER_WORLD = 41,
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NOTIFICATION_EXIT_WORLD = 42,
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NOTIFICATION_VISIBILITY_CHANGED = 43,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
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};
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Node3D *get_parent_node_3d() const;
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Ref<World3D> get_world_3d() const;
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void set_position(const Vector3 &p_position);
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void set_rotation_edit_mode(RotationEditMode p_mode);
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RotationEditMode get_rotation_edit_mode() const;
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void set_rotation_order(EulerOrder p_order);
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void set_rotation(const Vector3 &p_euler_rad);
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void set_rotation_degrees(const Vector3 &p_euler_degrees);
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void set_scale(const Vector3 &p_scale);
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void set_global_position(const Vector3 &p_position);
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void set_global_rotation(const Vector3 &p_euler_rad);
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void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
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Vector3 get_position() const;
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EulerOrder get_rotation_order() const;
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Vector3 get_rotation() const;
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Vector3 get_rotation_degrees() const;
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Vector3 get_scale() const;
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Vector3 get_global_position() const;
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Vector3 get_global_rotation() const;
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Vector3 get_global_rotation_degrees() const;
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void set_transform(const Transform3D &p_transform);
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void set_basis(const Basis &p_basis);
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void set_quaternion(const Quaternion &p_quaternion);
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void set_global_transform(const Transform3D &p_transform);
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Transform3D get_transform() const;
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Basis get_basis() const;
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Quaternion get_quaternion() const;
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Transform3D get_global_transform() const;
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#ifdef TOOLS_ENABLED
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virtual Transform3D get_global_gizmo_transform() const;
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virtual Transform3D get_local_gizmo_transform() const;
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virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
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virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
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#endif
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void set_disable_gizmos(bool p_enabled);
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void update_gizmos();
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void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
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void clear_subgizmo_selection();
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Vector<Ref<Node3DGizmo>> get_gizmos() const;
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TypedArray<Node3DGizmo> get_gizmos_bind() const;
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void add_gizmo(Ref<Node3DGizmo> p_gizmo);
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void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
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void clear_gizmos();
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void set_as_top_level(bool p_enabled);
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bool is_set_as_top_level() const;
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void set_disable_scale(bool p_enabled);
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bool is_scale_disabled() const;
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_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
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Transform3D get_relative_transform(const Node *p_parent) const;
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void rotate(const Vector3 &p_axis, real_t p_angle);
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void rotate_x(real_t p_angle);
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void rotate_y(real_t p_angle);
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void rotate_z(real_t p_angle);
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void translate(const Vector3 &p_offset);
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void scale(const Vector3 &p_ratio);
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void rotate_object_local(const Vector3 &p_axis, real_t p_angle);
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void scale_object_local(const Vector3 &p_scale);
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void translate_object_local(const Vector3 &p_offset);
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void global_rotate(const Vector3 &p_axis, real_t p_angle);
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void global_scale(const Vector3 &p_scale);
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void global_translate(const Vector3 &p_offset);
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void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
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Vector3 to_local(Vector3 p_global) const;
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Vector3 to_global(Vector3 p_local) const;
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void set_notify_transform(bool p_enabled);
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bool is_transform_notification_enabled() const;
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void set_notify_local_transform(bool p_enabled);
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bool is_local_transform_notification_enabled() const;
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void orthonormalize();
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void set_identity();
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void set_visible(bool p_visible);
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void show();
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void hide();
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bool is_visible() const;
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bool is_visible_in_tree() const;
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void force_update_transform();
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void set_visibility_parent(const NodePath &p_path);
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NodePath get_visibility_parent() const;
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Node3D();
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};
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VARIANT_ENUM_CAST(Node3D::RotationEditMode)
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#endif // NODE_3D_H
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