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+/*************************************************************************/
+/* node_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#include "node_3d.h"
+
+#include "core/engine.h"
+#include "core/message_queue.h"
+#include "scene/main/scene_tree.h"
+#include "scene/main/window.h"
+#include "scene/scene_string_names.h"
+
+/*
+
+ possible algorithms:
+
+ Algorithm 1: (current)
+
+ definition of invalidation: global is invalid
+
+ 1) If a node sets a LOCAL, it produces an invalidation of everything above
+ a) If above is invalid, don't keep invalidating upwards
+ 2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below)
+
+ drawback: setting/reading globals is useful and used very very often, and using affine inverses is slow
+
+---
+
+ Algorithm 2: (no longer current)
+
+ definition of invalidation: NONE dirty, LOCAL dirty, GLOBAL dirty
+
+ 1) If a node sets a LOCAL, it must climb the tree and set it as GLOBAL dirty
+ a) marking GLOBALs as dirty up all the tree must be done always
+ 2) If a node sets a GLOBAL, it marks local as dirty, and that's all?
+
+ //is clearing the dirty state correct in this case?
+
+ drawback: setting a local down the tree forces many tree walks often
+
+--
+
+future: no idea
+
+ */
+
+Node3DGizmo::Node3DGizmo() {
+}
+
+void Node3D::_notify_dirty() {
+
+#ifdef TOOLS_ENABLED
+ if ((data.gizmo.is_valid() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) {
+#else
+ if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) {
+
+#endif
+ get_tree()->xform_change_list.add(&xform_change);
+ }
+}
+
+void Node3D::_update_local_transform() const {
+ data.local_transform.basis.set_euler_scale(data.rotation, data.scale);
+
+ data.dirty &= ~DIRTY_LOCAL;
+}
+void Node3D::_propagate_transform_changed(Node3D *p_origin) {
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ /*
+ if (data.dirty&DIRTY_GLOBAL)
+ return; //already dirty
+ */
+
+ data.children_lock++;
+
+ for (List<Node3D *>::Element *E = data.children.front(); E; E = E->next()) {
+
+ if (E->get()->data.toplevel_active)
+ continue; //don't propagate to a toplevel
+ E->get()->_propagate_transform_changed(p_origin);
+ }
+#ifdef TOOLS_ENABLED
+ if ((data.gizmo.is_valid() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) {
+#else
+ if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) {
+#endif
+ get_tree()->xform_change_list.add(&xform_change);
+ }
+ data.dirty |= DIRTY_GLOBAL;
+
+ data.children_lock--;
+}
+
+void Node3D::_notification(int p_what) {
+
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ ERR_FAIL_COND(!get_tree());
+
+ Node *p = get_parent();
+ if (p)
+ data.parent = Object::cast_to<Node3D>(p);
+
+ if (data.parent)
+ data.C = data.parent->data.children.push_back(this);
+ else
+ data.C = nullptr;
+
+ if (data.toplevel && !Engine::get_singleton()->is_editor_hint()) {
+
+ if (data.parent) {
+ data.local_transform = data.parent->get_global_transform() * get_transform();
+ data.dirty = DIRTY_VECTORS; //global is always dirty upon entering a scene
+ }
+ data.toplevel_active = true;
+ }
+
+ data.dirty |= DIRTY_GLOBAL; //global is always dirty upon entering a scene
+ _notify_dirty();
+
+ notification(NOTIFICATION_ENTER_WORLD);
+
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+
+ notification(NOTIFICATION_EXIT_WORLD, true);
+ if (xform_change.in_list())
+ get_tree()->xform_change_list.remove(&xform_change);
+ if (data.C)
+ data.parent->data.children.erase(data.C);
+ data.parent = nullptr;
+ data.C = nullptr;
+ data.toplevel_active = false;
+ } break;
+ case NOTIFICATION_ENTER_WORLD: {
+
+ data.inside_world = true;
+ data.viewport = nullptr;
+ Node *parent = get_parent();
+ while (parent && !data.viewport) {
+ data.viewport = Object::cast_to<Viewport>(parent);
+ parent = parent->get_parent();
+ }
+
+ ERR_FAIL_COND(!data.viewport);
+
+ if (get_script_instance()) {
+
+ get_script_instance()->call_multilevel(SceneStringNames::get_singleton()->_enter_world, nullptr, 0);
+ }
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) {
+
+ //get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,SceneStringNames::get_singleton()->_spatial_editor_group,SceneStringNames::get_singleton()->_request_gizmo,this);
+ get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
+ if (!data.gizmo_disabled) {
+
+ if (data.gizmo.is_valid()) {
+ data.gizmo->create();
+ if (is_visible_in_tree()) {
+ data.gizmo->redraw();
+ }
+ data.gizmo->transform();
+ }
+ }
+ }
+#endif
+
+ } break;
+ case NOTIFICATION_EXIT_WORLD: {
+
+#ifdef TOOLS_ENABLED
+ if (data.gizmo.is_valid()) {
+ data.gizmo->free();
+ data.gizmo.unref();
+ }
+#endif
+
+ if (get_script_instance()) {
+
+ get_script_instance()->call_multilevel(SceneStringNames::get_singleton()->_exit_world, nullptr, 0);
+ }
+
+ data.viewport = nullptr;
+ data.inside_world = false;
+
+ } break;
+
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+
+#ifdef TOOLS_ENABLED
+ if (data.gizmo.is_valid()) {
+ data.gizmo->transform();
+ }
+#endif
+ } break;
+
+ default: {
+ }
+ }
+}
+
+void Node3D::set_transform(const Transform &p_transform) {
+
+ data.local_transform = p_transform;
+ data.dirty |= DIRTY_VECTORS;
+ _change_notify("translation");
+ _change_notify("rotation");
+ _change_notify("rotation_degrees");
+ _change_notify("scale");
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+}
+
+void Node3D::set_global_transform(const Transform &p_transform) {
+
+ Transform xform =
+ (data.parent && !data.toplevel_active) ?
+ data.parent->get_global_transform().affine_inverse() * p_transform :
+ p_transform;
+
+ set_transform(xform);
+}
+
+Transform Node3D::get_transform() const {
+
+ if (data.dirty & DIRTY_LOCAL) {
+
+ _update_local_transform();
+ }
+
+ return data.local_transform;
+}
+Transform Node3D::get_global_transform() const {
+
+ ERR_FAIL_COND_V(!is_inside_tree(), Transform());
+
+ if (data.dirty & DIRTY_GLOBAL) {
+
+ if (data.dirty & DIRTY_LOCAL) {
+
+ _update_local_transform();
+ }
+
+ if (data.parent && !data.toplevel_active) {
+
+ data.global_transform = data.parent->get_global_transform() * data.local_transform;
+ } else {
+
+ data.global_transform = data.local_transform;
+ }
+
+ if (data.disable_scale) {
+ data.global_transform.basis.orthonormalize();
+ }
+
+ data.dirty &= ~DIRTY_GLOBAL;
+ }
+
+ return data.global_transform;
+}
+
+#ifdef TOOLS_ENABLED
+Transform Node3D::get_global_gizmo_transform() const {
+ return get_global_transform();
+}
+
+Transform Node3D::get_local_gizmo_transform() const {
+ return get_transform();
+}
+#endif
+
+Node3D *Node3D::get_parent_spatial() const {
+
+ return data.parent;
+}
+
+Transform Node3D::get_relative_transform(const Node *p_parent) const {
+
+ if (p_parent == this)
+ return Transform();
+
+ ERR_FAIL_COND_V(!data.parent, Transform());
+
+ if (p_parent == data.parent)
+ return get_transform();
+ else
+ return data.parent->get_relative_transform(p_parent) * get_transform();
+}
+
+void Node3D::set_translation(const Vector3 &p_translation) {
+
+ data.local_transform.origin = p_translation;
+ _change_notify("transform");
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+}
+
+void Node3D::set_rotation(const Vector3 &p_euler_rad) {
+
+ if (data.dirty & DIRTY_VECTORS) {
+ data.scale = data.local_transform.basis.get_scale();
+ data.dirty &= ~DIRTY_VECTORS;
+ }
+
+ data.rotation = p_euler_rad;
+ data.dirty |= DIRTY_LOCAL;
+ _change_notify("transform");
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+}
+
+void Node3D::set_rotation_degrees(const Vector3 &p_euler_deg) {
+
+ set_rotation(p_euler_deg * Math_PI / 180.0);
+}
+
+void Node3D::set_scale(const Vector3 &p_scale) {
+
+ if (data.dirty & DIRTY_VECTORS) {
+ data.rotation = data.local_transform.basis.get_rotation();
+ data.dirty &= ~DIRTY_VECTORS;
+ }
+
+ data.scale = p_scale;
+ data.dirty |= DIRTY_LOCAL;
+ _change_notify("transform");
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+}
+
+Vector3 Node3D::get_translation() const {
+
+ return data.local_transform.origin;
+}
+
+Vector3 Node3D::get_rotation() const {
+
+ if (data.dirty & DIRTY_VECTORS) {
+ data.scale = data.local_transform.basis.get_scale();
+ data.rotation = data.local_transform.basis.get_rotation();
+
+ data.dirty &= ~DIRTY_VECTORS;
+ }
+
+ return data.rotation;
+}
+
+Vector3 Node3D::get_rotation_degrees() const {
+
+ return get_rotation() * 180.0 / Math_PI;
+}
+
+Vector3 Node3D::get_scale() const {
+
+ if (data.dirty & DIRTY_VECTORS) {
+ data.scale = data.local_transform.basis.get_scale();
+ data.rotation = data.local_transform.basis.get_rotation();
+
+ data.dirty &= ~DIRTY_VECTORS;
+ }
+
+ return data.scale;
+}
+
+void Node3D::update_gizmo() {
+
+#ifdef TOOLS_ENABLED
+ if (!is_inside_world())
+ return;
+ if (!data.gizmo.is_valid())
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
+ if (!data.gizmo.is_valid())
+ return;
+ if (data.gizmo_dirty)
+ return;
+ data.gizmo_dirty = true;
+ MessageQueue::get_singleton()->push_call(this, "_update_gizmo");
+#endif
+}
+
+void Node3D::set_gizmo(const Ref<Node3DGizmo> &p_gizmo) {
+
+#ifdef TOOLS_ENABLED
+
+ if (data.gizmo_disabled)
+ return;
+ if (data.gizmo.is_valid() && is_inside_world())
+ data.gizmo->free();
+ data.gizmo = p_gizmo;
+ if (data.gizmo.is_valid() && is_inside_world()) {
+
+ data.gizmo->create();
+ if (is_visible_in_tree()) {
+ data.gizmo->redraw();
+ }
+ data.gizmo->transform();
+ }
+
+#endif
+}
+
+Ref<Node3DGizmo> Node3D::get_gizmo() const {
+
+#ifdef TOOLS_ENABLED
+
+ return data.gizmo;
+#else
+
+ return Ref<Node3DGizmo>();
+#endif
+}
+
+void Node3D::_update_gizmo() {
+
+#ifdef TOOLS_ENABLED
+ if (!is_inside_world())
+ return;
+ data.gizmo_dirty = false;
+ if (data.gizmo.is_valid()) {
+ if (is_visible_in_tree())
+ data.gizmo->redraw();
+ else
+ data.gizmo->clear();
+ }
+#endif
+}
+
+#ifdef TOOLS_ENABLED
+void Node3D::set_disable_gizmo(bool p_enabled) {
+
+ data.gizmo_disabled = p_enabled;
+ if (!p_enabled && data.gizmo.is_valid())
+ data.gizmo = Ref<Node3DGizmo>();
+}
+
+#endif
+
+void Node3D::set_disable_scale(bool p_enabled) {
+
+ data.disable_scale = p_enabled;
+}
+
+bool Node3D::is_scale_disabled() const {
+ return data.disable_scale;
+}
+
+void Node3D::set_as_toplevel(bool p_enabled) {
+
+ if (data.toplevel == p_enabled)
+ return;
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+
+ if (p_enabled)
+ set_transform(get_global_transform());
+ else if (data.parent)
+ set_transform(data.parent->get_global_transform().affine_inverse() * get_global_transform());
+
+ data.toplevel = p_enabled;
+ data.toplevel_active = p_enabled;
+
+ } else {
+ data.toplevel = p_enabled;
+ }
+}
+
+bool Node3D::is_set_as_toplevel() const {
+
+ return data.toplevel;
+}
+
+Ref<World3D> Node3D::get_world() const {
+
+ ERR_FAIL_COND_V(!is_inside_world(), Ref<World3D>());
+ ERR_FAIL_COND_V(!data.viewport, Ref<World3D>());
+
+ return data.viewport->find_world();
+}
+
+void Node3D::_propagate_visibility_changed() {
+
+ notification(NOTIFICATION_VISIBILITY_CHANGED);
+ emit_signal(SceneStringNames::get_singleton()->visibility_changed);
+ _change_notify("visible");
+#ifdef TOOLS_ENABLED
+ if (data.gizmo.is_valid())
+ _update_gizmo();
+#endif
+
+ for (List<Node3D *>::Element *E = data.children.front(); E; E = E->next()) {
+
+ Node3D *c = E->get();
+ if (!c || !c->data.visible)
+ continue;
+ c->_propagate_visibility_changed();
+ }
+}
+
+void Node3D::show() {
+
+ if (data.visible)
+ return;
+
+ data.visible = true;
+
+ if (!is_inside_tree())
+ return;
+
+ _propagate_visibility_changed();
+}
+
+void Node3D::hide() {
+
+ if (!data.visible)
+ return;
+
+ data.visible = false;
+
+ if (!is_inside_tree())
+ return;
+
+ _propagate_visibility_changed();
+}
+
+bool Node3D::is_visible_in_tree() const {
+
+ const Node3D *s = this;
+
+ while (s) {
+ if (!s->data.visible) {
+ return false;
+ }
+ s = s->data.parent;
+ }
+
+ return true;
+}
+
+void Node3D::set_visible(bool p_visible) {
+
+ if (p_visible)
+ show();
+ else
+ hide();
+}
+
+bool Node3D::is_visible() const {
+
+ return data.visible;
+}
+
+void Node3D::rotate_object_local(const Vector3 &p_axis, float p_angle) {
+ Transform t = get_transform();
+ t.basis.rotate_local(p_axis, p_angle);
+ set_transform(t);
+}
+
+void Node3D::rotate(const Vector3 &p_axis, float p_angle) {
+
+ Transform t = get_transform();
+ t.basis.rotate(p_axis, p_angle);
+ set_transform(t);
+}
+
+void Node3D::rotate_x(float p_angle) {
+
+ Transform t = get_transform();
+ t.basis.rotate(Vector3(1, 0, 0), p_angle);
+ set_transform(t);
+}
+
+void Node3D::rotate_y(float p_angle) {
+
+ Transform t = get_transform();
+ t.basis.rotate(Vector3(0, 1, 0), p_angle);
+ set_transform(t);
+}
+void Node3D::rotate_z(float p_angle) {
+
+ Transform t = get_transform();
+ t.basis.rotate(Vector3(0, 0, 1), p_angle);
+ set_transform(t);
+}
+
+void Node3D::translate(const Vector3 &p_offset) {
+
+ Transform t = get_transform();
+ t.translate(p_offset);
+ set_transform(t);
+}
+
+void Node3D::translate_object_local(const Vector3 &p_offset) {
+ Transform t = get_transform();
+
+ Transform s;
+ s.translate(p_offset);
+ set_transform(t * s);
+}
+
+void Node3D::scale(const Vector3 &p_ratio) {
+
+ Transform t = get_transform();
+ t.basis.scale(p_ratio);
+ set_transform(t);
+}
+
+void Node3D::scale_object_local(const Vector3 &p_scale) {
+ Transform t = get_transform();
+ t.basis.scale_local(p_scale);
+ set_transform(t);
+}
+
+void Node3D::global_rotate(const Vector3 &p_axis, float p_angle) {
+
+ Transform t = get_global_transform();
+ t.basis.rotate(p_axis, p_angle);
+ set_global_transform(t);
+}
+
+void Node3D::global_scale(const Vector3 &p_scale) {
+
+ Transform t = get_global_transform();
+ t.basis.scale(p_scale);
+ set_global_transform(t);
+}
+
+void Node3D::global_translate(const Vector3 &p_offset) {
+ Transform t = get_global_transform();
+ t.origin += p_offset;
+ set_global_transform(t);
+}
+
+void Node3D::orthonormalize() {
+
+ Transform t = get_transform();
+ t.orthonormalize();
+ set_transform(t);
+}
+
+void Node3D::set_identity() {
+
+ set_transform(Transform());
+}
+
+void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) {
+
+ Vector3 origin(get_global_transform().origin);
+ look_at_from_position(origin, p_target, p_up);
+}
+
+void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
+
+ ERR_FAIL_COND_MSG(p_pos == p_target, "Node origin and target are in the same position, look_at() failed.");
+ ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos) == Vector3(), "Up vector and direction between node origin and target are aligned, look_at() failed.");
+
+ Transform lookat;
+ lookat.origin = p_pos;
+
+ Vector3 original_scale(get_scale());
+ lookat = lookat.looking_at(p_target, p_up);
+ set_global_transform(lookat);
+ set_scale(original_scale);
+}
+
+Vector3 Node3D::to_local(Vector3 p_global) const {
+
+ return get_global_transform().affine_inverse().xform(p_global);
+}
+
+Vector3 Node3D::to_global(Vector3 p_local) const {
+
+ return get_global_transform().xform(p_local);
+}
+
+void Node3D::set_notify_transform(bool p_enable) {
+ data.notify_transform = p_enable;
+}
+
+bool Node3D::is_transform_notification_enabled() const {
+ return data.notify_transform;
+}
+
+void Node3D::set_notify_local_transform(bool p_enable) {
+ data.notify_local_transform = p_enable;
+}
+
+bool Node3D::is_local_transform_notification_enabled() const {
+ return data.notify_local_transform;
+}
+
+void Node3D::force_update_transform() {
+ ERR_FAIL_COND(!is_inside_tree());
+ if (!xform_change.in_list()) {
+ return; //nothing to update
+ }
+ get_tree()->xform_change_list.remove(&xform_change);
+
+ notification(NOTIFICATION_TRANSFORM_CHANGED);
+}
+
+void Node3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_transform", "local"), &Node3D::set_transform);
+ ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform);
+ ClassDB::bind_method(D_METHOD("set_translation", "translation"), &Node3D::set_translation);
+ ClassDB::bind_method(D_METHOD("get_translation"), &Node3D::get_translation);
+ ClassDB::bind_method(D_METHOD("set_rotation", "euler"), &Node3D::set_rotation);
+ ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation);
+ ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees);
+ ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees);
+ ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node3D::set_scale);
+ ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale);
+ ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
+ ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
+ ClassDB::bind_method(D_METHOD("get_parent_spatial"), &Node3D::get_parent_spatial);
+ ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification);
+ ClassDB::bind_method(D_METHOD("set_as_toplevel", "enable"), &Node3D::set_as_toplevel);
+ ClassDB::bind_method(D_METHOD("is_set_as_toplevel"), &Node3D::is_set_as_toplevel);
+ ClassDB::bind_method(D_METHOD("set_disable_scale", "disable"), &Node3D::set_disable_scale);
+ ClassDB::bind_method(D_METHOD("is_scale_disabled"), &Node3D::is_scale_disabled);
+ ClassDB::bind_method(D_METHOD("get_world"), &Node3D::get_world);
+
+ ClassDB::bind_method(D_METHOD("force_update_transform"), &Node3D::force_update_transform);
+
+ ClassDB::bind_method(D_METHOD("_update_gizmo"), &Node3D::_update_gizmo);
+
+ ClassDB::bind_method(D_METHOD("update_gizmo"), &Node3D::update_gizmo);
+ ClassDB::bind_method(D_METHOD("set_gizmo", "gizmo"), &Node3D::set_gizmo);
+ ClassDB::bind_method(D_METHOD("get_gizmo"), &Node3D::get_gizmo);
+
+ ClassDB::bind_method(D_METHOD("set_visible", "visible"), &Node3D::set_visible);
+ ClassDB::bind_method(D_METHOD("is_visible"), &Node3D::is_visible);
+ ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &Node3D::is_visible_in_tree);
+ ClassDB::bind_method(D_METHOD("show"), &Node3D::show);
+ ClassDB::bind_method(D_METHOD("hide"), &Node3D::hide);
+
+ ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &Node3D::set_notify_local_transform);
+ ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &Node3D::is_local_transform_notification_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Node3D::set_notify_transform);
+ ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Node3D::is_transform_notification_enabled);
+
+ ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Node3D::rotate);
+ ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Node3D::global_rotate);
+ ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Node3D::global_scale);
+ ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node3D::global_translate);
+ ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Node3D::rotate_object_local);
+ ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Node3D::scale_object_local);
+ ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Node3D::translate_object_local);
+ ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Node3D::rotate_x);
+ ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Node3D::rotate_y);
+ ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Node3D::rotate_z);
+ ClassDB::bind_method(D_METHOD("translate", "offset"), &Node3D::translate);
+ ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize);
+ ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity);
+
+ ClassDB::bind_method(D_METHOD("look_at", "target", "up"), &Node3D::look_at);
+ ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position);
+
+ ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local);
+ ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global);
+
+ BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
+ BIND_CONSTANT(NOTIFICATION_ENTER_WORLD);
+ BIND_CONSTANT(NOTIFICATION_EXIT_WORLD);
+ BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
+
+ //ADD_PROPERTY( PropertyInfo(Variant::TRANSFORM,"transform/global",PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ), "set_global_transform", "get_global_transform") ;
+ ADD_GROUP("Transform", "");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_translation", "get_translation");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_NONE, "", 0), "set_rotation", "get_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
+ ADD_GROUP("Matrix", "");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform", PROPERTY_HINT_NONE, ""), "set_transform", "get_transform");
+ ADD_GROUP("Visibility", "");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gizmo", PROPERTY_HINT_RESOURCE_TYPE, "Node3DGizmo", 0), "set_gizmo", "get_gizmo");
+
+ ADD_SIGNAL(MethodInfo("visibility_changed"));
+}
+
+Node3D::Node3D() :
+ xform_change(this) {
+
+ data.dirty = DIRTY_NONE;
+ data.children_lock = 0;
+
+ data.ignore_notification = false;
+ data.toplevel = false;
+ data.toplevel_active = false;
+ data.scale = Vector3(1, 1, 1);
+ data.viewport = nullptr;
+ data.inside_world = false;
+ data.visible = true;
+ data.disable_scale = false;
+
+#ifdef TOOLS_ENABLED
+ data.gizmo_disabled = false;
+ data.gizmo_dirty = false;
+#endif
+ data.notify_local_transform = false;
+ data.notify_transform = false;
+ data.parent = nullptr;
+ data.C = nullptr;
+}
+
+Node3D::~Node3D() {
+}