/*************************************************************************/
/*  node_3d.h                                                            */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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#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