node_3d.h 11 KB

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  1. /**************************************************************************/
  2. /* node_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef NODE_3D_H
  31. #define NODE_3D_H
  32. #include "scene/main/node.h"
  33. #include "scene/resources/world_3d.h"
  34. class Node3DGizmo : public RefCounted {
  35. GDCLASS(Node3DGizmo, RefCounted);
  36. public:
  37. virtual void create() = 0;
  38. virtual void transform() = 0;
  39. virtual void clear() = 0;
  40. virtual void redraw() = 0;
  41. virtual void free() = 0;
  42. Node3DGizmo();
  43. virtual ~Node3DGizmo() {}
  44. };
  45. class Node3D : public Node {
  46. GDCLASS(Node3D, Node);
  47. public:
  48. // Edit mode for the rotation.
  49. // THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
  50. // IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
  51. enum RotationEditMode {
  52. ROTATION_EDIT_MODE_EULER,
  53. ROTATION_EDIT_MODE_QUATERNION,
  54. ROTATION_EDIT_MODE_BASIS,
  55. };
  56. private:
  57. // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
  58. // 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).
  59. // Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
  60. // editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
  61. // "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
  62. //
  63. // 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.
  64. // It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
  65. // will become dirty (and again, will not become valid again until read).
  66. //
  67. // All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
  68. //
  69. // Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
  70. //
  71. // NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
  72. // (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
  73. enum TransformDirty {
  74. DIRTY_NONE = 0,
  75. DIRTY_EULER_ROTATION_AND_SCALE = 1,
  76. DIRTY_LOCAL_TRANSFORM = 2,
  77. DIRTY_GLOBAL_TRANSFORM = 4
  78. };
  79. mutable SelfList<Node> xform_change;
  80. // This Data struct is to avoid namespace pollution in derived classes.
  81. struct Data {
  82. mutable Transform3D global_transform;
  83. mutable Transform3D local_transform;
  84. mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
  85. mutable Vector3 euler_rotation;
  86. mutable Vector3 scale = Vector3(1, 1, 1);
  87. mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
  88. mutable MTNumeric<uint32_t> dirty;
  89. Viewport *viewport = nullptr;
  90. bool top_level = false;
  91. bool inside_world = false;
  92. RID visibility_parent;
  93. Node3D *parent = nullptr;
  94. List<Node3D *> children;
  95. List<Node3D *>::Element *C = nullptr;
  96. bool ignore_notification = false;
  97. bool notify_local_transform = false;
  98. bool notify_transform = false;
  99. bool visible = true;
  100. bool disable_scale = false;
  101. #ifdef TOOLS_ENABLED
  102. Vector<Ref<Node3DGizmo>> gizmos;
  103. bool gizmos_disabled = false;
  104. bool gizmos_dirty = false;
  105. bool transform_gizmo_visible = true;
  106. #endif
  107. } data;
  108. NodePath visibility_parent_path;
  109. _FORCE_INLINE_ uint32_t _read_dirty_mask() const { return is_group_processing() ? data.dirty.mt.get() : data.dirty.st; }
  110. _FORCE_INLINE_ bool _test_dirty_bits(uint32_t p_bits) const { return is_group_processing() ? data.dirty.mt.bit_and(p_bits) : (data.dirty.st & p_bits); }
  111. void _replace_dirty_mask(uint32_t p_mask) const;
  112. void _set_dirty_bits(uint32_t p_bits) const;
  113. void _clear_dirty_bits(uint32_t p_bits) const;
  114. void _update_gizmos();
  115. void _notify_dirty();
  116. void _propagate_transform_changed(Node3D *p_origin);
  117. void _propagate_visibility_changed();
  118. void _propagate_visibility_parent();
  119. void _update_visibility_parent(bool p_update_root);
  120. void _propagate_transform_changed_deferred();
  121. protected:
  122. _FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
  123. _FORCE_INLINE_ void _update_local_transform() const;
  124. _FORCE_INLINE_ void _update_rotation_and_scale() const;
  125. void _notification(int p_what);
  126. static void _bind_methods();
  127. void _validate_property(PropertyInfo &p_property) const;
  128. bool _property_can_revert(const StringName &p_name) const;
  129. bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
  130. public:
  131. enum {
  132. NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
  133. NOTIFICATION_ENTER_WORLD = 41,
  134. NOTIFICATION_EXIT_WORLD = 42,
  135. NOTIFICATION_VISIBILITY_CHANGED = 43,
  136. NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
  137. };
  138. Node3D *get_parent_node_3d() const;
  139. Ref<World3D> get_world_3d() const;
  140. void set_position(const Vector3 &p_position);
  141. void set_rotation_edit_mode(RotationEditMode p_mode);
  142. RotationEditMode get_rotation_edit_mode() const;
  143. void set_rotation_order(EulerOrder p_order);
  144. void set_rotation(const Vector3 &p_euler_rad);
  145. void set_rotation_degrees(const Vector3 &p_euler_degrees);
  146. void set_scale(const Vector3 &p_scale);
  147. void set_global_position(const Vector3 &p_position);
  148. void set_global_basis(const Basis &p_basis);
  149. void set_global_rotation(const Vector3 &p_euler_rad);
  150. void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
  151. Vector3 get_position() const;
  152. EulerOrder get_rotation_order() const;
  153. Vector3 get_rotation() const;
  154. Vector3 get_rotation_degrees() const;
  155. Vector3 get_scale() const;
  156. Vector3 get_global_position() const;
  157. Basis get_global_basis() const;
  158. Vector3 get_global_rotation() const;
  159. Vector3 get_global_rotation_degrees() const;
  160. void set_transform(const Transform3D &p_transform);
  161. void set_basis(const Basis &p_basis);
  162. void set_quaternion(const Quaternion &p_quaternion);
  163. void set_global_transform(const Transform3D &p_transform);
  164. Transform3D get_transform() const;
  165. Basis get_basis() const;
  166. Quaternion get_quaternion() const;
  167. Transform3D get_global_transform() const;
  168. #ifdef TOOLS_ENABLED
  169. virtual Transform3D get_global_gizmo_transform() const;
  170. virtual Transform3D get_local_gizmo_transform() const;
  171. virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
  172. virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
  173. #endif
  174. virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override;
  175. void set_disable_gizmos(bool p_enabled);
  176. void update_gizmos();
  177. void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
  178. void clear_subgizmo_selection();
  179. Vector<Ref<Node3DGizmo>> get_gizmos() const;
  180. TypedArray<Node3DGizmo> get_gizmos_bind() const;
  181. void add_gizmo(Ref<Node3DGizmo> p_gizmo);
  182. void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
  183. void clear_gizmos();
  184. void set_as_top_level(bool p_enabled);
  185. bool is_set_as_top_level() const;
  186. void set_disable_scale(bool p_enabled);
  187. bool is_scale_disabled() const;
  188. _FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
  189. Transform3D get_relative_transform(const Node *p_parent) const;
  190. void rotate(const Vector3 &p_axis, real_t p_angle);
  191. void rotate_x(real_t p_angle);
  192. void rotate_y(real_t p_angle);
  193. void rotate_z(real_t p_angle);
  194. void translate(const Vector3 &p_offset);
  195. void scale(const Vector3 &p_ratio);
  196. void rotate_object_local(const Vector3 &p_axis, real_t p_angle);
  197. void scale_object_local(const Vector3 &p_scale);
  198. void translate_object_local(const Vector3 &p_offset);
  199. void global_rotate(const Vector3 &p_axis, real_t p_angle);
  200. void global_scale(const Vector3 &p_scale);
  201. void global_translate(const Vector3 &p_offset);
  202. void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
  203. void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
  204. Vector3 to_local(Vector3 p_global) const;
  205. Vector3 to_global(Vector3 p_local) const;
  206. void set_notify_transform(bool p_enabled);
  207. bool is_transform_notification_enabled() const;
  208. void set_notify_local_transform(bool p_enabled);
  209. bool is_local_transform_notification_enabled() const;
  210. void orthonormalize();
  211. void set_identity();
  212. void set_visible(bool p_visible);
  213. void show();
  214. void hide();
  215. bool is_visible() const;
  216. bool is_visible_in_tree() const;
  217. void force_update_transform();
  218. void set_visibility_parent(const NodePath &p_path);
  219. NodePath get_visibility_parent() const;
  220. Node3D();
  221. };
  222. VARIANT_ENUM_CAST(Node3D::RotationEditMode)
  223. #endif // NODE_3D_H