1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
|
/*************************************************************************/
/* node_3d.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 NODE_3D_H
#define NODE_3D_H
#include "scene/main/node.h"
class Node3DGizmo : public RefCounted {
GDCLASS(Node3DGizmo, RefCounted);
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");
public:
enum RotationEditMode {
ROTATION_EDIT_MODE_EULER,
ROTATION_EDIT_MODE_QUATERNION,
ROTATION_EDIT_MODE_BASIS,
};
enum RotationOrder {
ROTATION_ORDER_XYZ,
ROTATION_ORDER_XZY,
ROTATION_ORDER_YXZ,
ROTATION_ORDER_YZX,
ROTATION_ORDER_ZXY,
ROTATION_ORDER_ZYX
};
private:
enum TransformDirty {
DIRTY_NONE = 0,
DIRTY_VECTORS = 1,
DIRTY_LOCAL = 2,
DIRTY_GLOBAL = 4
};
mutable SelfList<Node> xform_change;
struct Data {
mutable Transform3D global_transform;
mutable Transform3D local_transform;
mutable Basis::EulerOrder rotation_order = Basis::EULER_ORDER_YXZ;
mutable Vector3 rotation;
mutable Vector3 scale = Vector3(1, 1, 1);
mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
mutable int dirty = DIRTY_NONE;
Viewport *viewport = nullptr;
bool top_level_active = false;
bool top_level = false;
bool inside_world = false;
RID visibility_parent;
int children_lock = 0;
Node3D *parent = nullptr;
List<Node3D *> children;
List<Node3D *>::Element *C = nullptr;
bool ignore_notification = false;
bool notify_local_transform = false;
bool notify_transform = false;
bool visible = true;
bool disable_scale = false;
#ifdef TOOLS_ENABLED
Vector<Ref<Node3DGizmo>> gizmos;
bool gizmos_disabled = false;
bool gizmos_dirty = false;
bool transform_gizmo_visible = true;
#endif
} data;
NodePath visibility_parent_path;
void _update_gizmos();
void _notify_dirty();
void _propagate_transform_changed(Node3D *p_origin);
void _propagate_visibility_changed();
void _propagate_visibility_parent();
void _update_visibility_parent(bool p_update_root);
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();
virtual void _validate_property(PropertyInfo &property) const override;
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_node_3d() const;
Ref<World3D> get_world_3d() const;
void set_position(const Vector3 &p_position);
void set_rotation_edit_mode(RotationEditMode p_mode);
RotationEditMode get_rotation_edit_mode() const;
void set_rotation_order(RotationOrder p_order);
void set_rotation(const Vector3 &p_euler_rad);
void set_scale(const Vector3 &p_scale);
Vector3 get_position() const;
RotationOrder get_rotation_order() const;
Vector3 get_rotation() const;
Vector3 get_scale() const;
void set_transform(const Transform3D &p_transform);
void set_basis(const Basis &p_basis);
void set_quaternion(const Quaternion &p_quaternion);
void set_global_transform(const Transform3D &p_transform);
Transform3D get_transform() const;
Basis get_basis() const;
Quaternion get_quaternion() const;
Transform3D get_global_transform() const;
#ifdef TOOLS_ENABLED
virtual Transform3D get_global_gizmo_transform() const;
virtual Transform3D get_local_gizmo_transform() const;
virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
#endif
void set_disable_gizmos(bool p_enabled);
void update_gizmos();
void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
void clear_subgizmo_selection();
Vector<Ref<Node3DGizmo>> get_gizmos() const;
Array get_gizmos_bind() const;
void add_gizmo(Ref<Node3DGizmo> p_gizmo);
void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
void clear_gizmos();
void set_as_top_level(bool p_enabled);
bool is_set_as_top_level() const;
void set_disable_scale(bool p_enabled);
bool is_scale_disabled() const;
_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
Transform3D get_relative_transform(const Node *p_parent) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
void rotate_x(real_t p_angle);
void rotate_y(real_t p_angle);
void rotate_z(real_t p_angle);
void translate(const Vector3 &p_offset);
void scale(const Vector3 &p_ratio);
void rotate_object_local(const Vector3 &p_axis, real_t 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, real_t 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 = Vector3(0, 1, 0));
void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
void set_notify_transform(bool p_enabled);
bool is_transform_notification_enabled() const;
void set_notify_local_transform(bool p_enabled);
bool is_local_transform_notification_enabled() const;
void orthonormalize();
void set_identity();
void set_visible(bool p_visible);
void show();
void hide();
bool is_visible() const;
bool is_visible_in_tree() const;
void force_update_transform();
void set_visibility_parent(const NodePath &p_path);
NodePath get_visibility_parent() const;
Node3D();
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
VARIANT_ENUM_CAST(Node3D::RotationOrder)
#endif // NODE_3D_H
|