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+/*************************************************************************/
+/* node_3d.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef NODE_3D_H
+#define NODE_3D_H
+
+#include "scene/main/node.h"
+#include "scene/main/scene_tree.h"
+
+class Node3DGizmo : public Reference {
+ GDCLASS(Node3DGizmo, Reference);
+
+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);
+ OBJ_CATEGORY("3D");
+
+ enum TransformDirty {
+ DIRTY_NONE = 0,
+ DIRTY_VECTORS = 1,
+ DIRTY_LOCAL = 2,
+ DIRTY_GLOBAL = 4
+ };
+
+ mutable SelfList<Node> xform_change;
+
+ struct Data {
+ mutable Transform global_transform;
+ mutable Transform local_transform;
+ mutable Vector3 rotation;
+ mutable Vector3 scale;
+
+ mutable int dirty;
+
+ Viewport *viewport;
+
+ bool toplevel_active;
+ bool toplevel;
+ bool inside_world;
+
+ int children_lock;
+ Node3D *parent;
+ List<Node3D *> children;
+ List<Node3D *>::Element *C;
+
+ bool ignore_notification;
+ bool notify_local_transform;
+ bool notify_transform;
+
+ bool visible;
+ bool disable_scale;
+
+#ifdef TOOLS_ENABLED
+ Ref<Node3DGizmo> gizmo;
+ bool gizmo_disabled;
+ bool gizmo_dirty;
+#endif
+
+ } data;
+
+ void _update_gizmo();
+ void _notify_dirty();
+ void _propagate_transform_changed(Node3D *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 _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,
+ };
+
+ Node3D *get_parent_spatial() const;
+
+ Ref<World3D> get_world_3d() 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);
+
+ Vector3 get_translation() const;
+ Vector3 get_rotation() const;
+ Vector3 get_rotation_degrees() const;
+ Vector3 get_scale() 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;
+
+#ifdef TOOLS_ENABLED
+ virtual Transform get_global_gizmo_transform() const;
+ virtual Transform get_local_gizmo_transform() 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<Node3DGizmo> &p_gizmo);
+ Ref<Node3DGizmo> 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();
+
+ Node3D();
+ ~Node3D();
+};
+
+#endif // NODE_3D_H