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cfb555a081
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
367 lines
16 KiB
XML
367 lines
16 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node3D" inherits="Node" version="4.0">
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<brief_description>
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Most basic 3D game object, parent of all 3D-related nodes.
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</brief_description>
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<description>
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Most basic 3D game object, with a 3D [Transform3D] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
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Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
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[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
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</description>
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<tutorials>
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<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
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<link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link>
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</tutorials>
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<methods>
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<method name="add_gizmo">
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<return type="void">
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</return>
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<argument index="0" name="gizmo" type="Node3DGizmo">
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</argument>
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<description>
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Attach a gizmo to this [code]Node3D[/code].
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</description>
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</method>
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<method name="clear_gizmos">
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<return type="void">
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</return>
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<description>
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Clear all gizmos attached to this [code]Node3D[/code].
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</description>
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</method>
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<method name="clear_subgizmo_selection">
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<return type="void">
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</return>
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<description>
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Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.
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</description>
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</method>
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<method name="force_update_transform">
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<return type="void">
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</return>
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<description>
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Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
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</description>
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</method>
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<method name="get_gizmos" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns all the gizmos attached to this [code]Node3D[/code].
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</description>
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</method>
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<method name="get_parent_node_3d" qualifiers="const">
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<return type="Node3D">
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</return>
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<description>
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Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
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</description>
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</method>
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<method name="get_world_3d" qualifiers="const">
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<return type="World3D">
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</return>
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<description>
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Returns the current [World3D] resource this [Node3D] node is registered to.
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</description>
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</method>
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<method name="global_rotate">
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<return type="void">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="angle" type="float">
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</argument>
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<description>
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Rotates the global (world) transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in global coordinate system.
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</description>
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</method>
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<method name="global_scale">
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<return type="void">
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</return>
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<argument index="0" name="scale" type="Vector3">
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</argument>
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<description>
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Scales the global (world) transformation by the given [Vector3] scale factors.
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</description>
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</method>
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<method name="global_translate">
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<return type="void">
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</return>
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<argument index="0" name="offset" type="Vector3">
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</argument>
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<description>
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Moves the global (world) transformation by [Vector3] offset. The offset is in global coordinate system.
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</description>
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</method>
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<method name="hide">
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<return type="void">
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</return>
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<description>
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Disables rendering of this node. Changes [member visible] to [code]false[/code].
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</description>
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</method>
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<method name="is_local_transform_notification_enabled" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default.
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</description>
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</method>
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<method name="is_scale_disabled" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale.
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</description>
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</method>
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<method name="is_transform_notification_enabled" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
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</description>
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</method>
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<method name="is_visible_in_tree" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
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</description>
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</method>
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<method name="look_at">
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<return type="void">
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</return>
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<argument index="0" name="target" type="Vector3">
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</argument>
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<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)">
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</argument>
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<description>
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Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
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The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
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Operations take place in global space.
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</description>
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</method>
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<method name="look_at_from_position">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector3">
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</argument>
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<argument index="1" name="target" type="Vector3">
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</argument>
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<argument index="2" name="up" type="Vector3" default="Vector3(0, 1, 0)">
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</argument>
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<description>
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Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
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</description>
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</method>
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<method name="orthonormalize">
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<return type="void">
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</return>
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<description>
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Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform3D].
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</description>
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</method>
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<method name="rotate">
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<return type="void">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="angle" type="float">
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</argument>
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<description>
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Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians.
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</description>
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</method>
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<method name="rotate_object_local">
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<return type="void">
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</return>
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<argument index="0" name="axis" type="Vector3">
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</argument>
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<argument index="1" name="angle" type="float">
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</argument>
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<description>
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Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in object-local coordinate system.
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</description>
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</method>
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<method name="rotate_x">
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<return type="void">
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</return>
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<argument index="0" name="angle" type="float">
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</argument>
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<description>
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Rotates the local transformation around the X axis by angle in radians.
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</description>
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</method>
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<method name="rotate_y">
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<return type="void">
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</return>
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<argument index="0" name="angle" type="float">
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</argument>
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<description>
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Rotates the local transformation around the Y axis by angle in radians.
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</description>
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</method>
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<method name="rotate_z">
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<return type="void">
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</return>
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<argument index="0" name="angle" type="float">
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</argument>
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<description>
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Rotates the local transformation around the Z axis by angle in radians.
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</description>
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</method>
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<method name="scale_object_local">
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<return type="void">
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</return>
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<argument index="0" name="scale" type="Vector3">
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</argument>
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<description>
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Scales the local transformation by given 3D scale factors in object-local coordinate system.
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</description>
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</method>
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<method name="set_disable_scale">
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<return type="void">
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</return>
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<argument index="0" name="disable" type="bool">
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</argument>
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<description>
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Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale. Changes to the local transformation scale are preserved.
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</description>
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</method>
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<method name="set_identity">
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<return type="void">
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</return>
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<description>
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Reset all transformations for this node (sets its [Transform3D] to the identity matrix).
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</description>
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</method>
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<method name="set_ignore_transform_notification">
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<return type="void">
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</return>
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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Sets whether the node ignores notification that its transformation (global or local) changed.
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</description>
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</method>
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<method name="set_notify_local_transform">
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<return type="void">
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</return>
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<argument index="0" name="enable" type="bool">
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</argument>
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<description>
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Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default.
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</description>
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</method>
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<method name="set_notify_transform">
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<return type="void">
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</return>
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<argument index="0" name="enable" type="bool">
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</argument>
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<description>
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Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default, unless it is in the editor context and it has a valid gizmo.
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</description>
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</method>
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<method name="show">
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<return type="void">
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</return>
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<description>
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Enables rendering of this node. Changes [member visible] to [code]true[/code].
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</description>
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</method>
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<method name="to_global" qualifiers="const">
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<return type="Vector3">
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</return>
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<argument index="0" name="local_point" type="Vector3">
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</argument>
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<description>
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Transforms [code]local_point[/code] from this node's local space to world space.
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</description>
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</method>
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<method name="to_local" qualifiers="const">
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<return type="Vector3">
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</return>
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<argument index="0" name="global_point" type="Vector3">
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</argument>
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<description>
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Transforms [code]global_point[/code] from world space to this node's local space.
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</description>
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</method>
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<method name="translate">
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<return type="void">
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</return>
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<argument index="0" name="offset" type="Vector3">
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</argument>
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<description>
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Changes the node's position by the given offset [Vector3].
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Note that the translation [code]offset[/code] is affected by the node's scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X coordinate.
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</description>
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</method>
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<method name="translate_object_local">
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<return type="void">
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</return>
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<argument index="0" name="offset" type="Vector3">
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</argument>
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<description>
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Changes the node's position by the given offset [Vector3] in local space.
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</description>
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</method>
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<method name="update_gizmos">
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<return type="void">
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</return>
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<description>
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Updates all the [Node3DGizmo]s attached to this node.
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</description>
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</method>
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</methods>
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<members>
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<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
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World3D space (global) [Transform3D] of this node.
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</member>
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<member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
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Local position or translation of this node relative to the parent. This is equivalent to [code]transform.origin[/code].
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</member>
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<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation" default="Vector3(0, 0, 0)">
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Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
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[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
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</member>
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<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
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Scale part of the local transformation.
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</member>
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<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
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If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
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</member>
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<member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Local space [Transform3D] of this node, with respect to the parent node.
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</member>
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<member name="visibility_parent" type="NodePath" setter="set_visibility_parent" getter="get_visibility_parent" default="NodePath("")">
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Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependant instances will not take the hidden node or its ancestors into account.
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</member>
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<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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</member>
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</members>
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<signals>
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<signal name="visibility_changed">
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<description>
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Emitted when node visibility changes.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
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Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
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In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform]. The notification is also sent if the node is in the editor context and it has at least one valid gizmo.
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</constant>
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<constant name="NOTIFICATION_ENTER_WORLD" value="41">
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Node3D nodes receives this notification when they are registered to new [World3D] resource.
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</constant>
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<constant name="NOTIFICATION_EXIT_WORLD" value="42">
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Node3D nodes receives this notification when they are unregistered from current [World3D] resource.
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</constant>
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<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="43">
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Node3D nodes receives this notification when their visibility changes.
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</constant>
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</constants>
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</class>
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