123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286 |
- /**************************************************************************/
- /* node_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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/resources/world_3d.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);
- public:
- // Edit mode for the rotation.
- // THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
- // IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
- enum RotationEditMode {
- ROTATION_EDIT_MODE_EULER,
- ROTATION_EDIT_MODE_QUATERNION,
- ROTATION_EDIT_MODE_BASIS,
- };
- private:
- // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
- // 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).
- // Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
- // editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
- // "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
- //
- // 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.
- // It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
- // will become dirty (and again, will not become valid again until read).
- //
- // All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
- //
- // Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
- //
- // NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
- // (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
- enum TransformDirty {
- DIRTY_NONE = 0,
- DIRTY_EULER_ROTATION_AND_SCALE = 1,
- DIRTY_LOCAL_TRANSFORM = 2,
- DIRTY_GLOBAL_TRANSFORM = 4
- };
- mutable SelfList<Node> xform_change;
- // This Data struct is to avoid namespace pollution in derived classes.
- struct Data {
- mutable Transform3D global_transform;
- mutable Transform3D local_transform;
- mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
- mutable Vector3 euler_rotation;
- mutable Vector3 scale = Vector3(1, 1, 1);
- mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
- mutable MTNumeric<uint32_t> dirty;
- Viewport *viewport = nullptr;
- bool top_level = false;
- bool inside_world = false;
- RID visibility_parent;
- 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;
- _FORCE_INLINE_ uint32_t _read_dirty_mask() const { return is_group_processing() ? data.dirty.mt.get() : data.dirty.st; }
- _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); }
- void _replace_dirty_mask(uint32_t p_mask) const;
- void _set_dirty_bits(uint32_t p_bits) const;
- void _clear_dirty_bits(uint32_t p_bits) const;
- 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);
- void _propagate_transform_changed_deferred();
- protected:
- _FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
- _FORCE_INLINE_ void _update_local_transform() const;
- _FORCE_INLINE_ void _update_rotation_and_scale() const;
- void _notification(int p_what);
- static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const;
- bool _property_can_revert(const StringName &p_name) const;
- bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
- 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(EulerOrder p_order);
- void set_rotation(const Vector3 &p_euler_rad);
- void set_rotation_degrees(const Vector3 &p_euler_degrees);
- void set_scale(const Vector3 &p_scale);
- void set_global_position(const Vector3 &p_position);
- void set_global_basis(const Basis &p_basis);
- void set_global_rotation(const Vector3 &p_euler_rad);
- void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
- Vector3 get_position() const;
- EulerOrder get_rotation_order() const;
- Vector3 get_rotation() const;
- Vector3 get_rotation_degrees() const;
- Vector3 get_scale() const;
- Vector3 get_global_position() const;
- Basis get_global_basis() const;
- Vector3 get_global_rotation() const;
- Vector3 get_global_rotation_degrees() 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
- virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override;
- 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;
- TypedArray<Node3DGizmo> 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), bool p_use_model_front = false);
- 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);
- 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)
- #endif // NODE_3D_H
|