godot/doc/classes/Node3D.xml
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Node3D" inherits="Node" version="4.0">
<brief_description>
Most basic 3D game object, parent of all 3D-related nodes.
</brief_description>
<description>
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.
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.
[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].
</description>
<tutorials>
<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
<link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link>
</tutorials>
<methods>
<method name="add_gizmo">
<return type="void" />
<argument index="0" name="gizmo" type="Node3DGizmo" />
<description>
Attach a gizmo to this [code]Node3D[/code].
</description>
</method>
<method name="clear_gizmos">
<return type="void" />
<description>
Clear all gizmos attached to this [code]Node3D[/code].
</description>
</method>
<method name="clear_subgizmo_selection">
<return type="void" />
<description>
Clears subgizmo selection for this node in the editor. Useful when subgizmo IDs become invalid after a property change.
</description>
</method>
<method name="force_update_transform">
<return type="void" />
<description>
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.
</description>
</method>
<method name="get_gizmos" qualifiers="const">
<return type="Array" />
<description>
Returns all the gizmos attached to this [code]Node3D[/code].
</description>
</method>
<method name="get_parent_node_3d" qualifiers="const">
<return type="Node3D" />
<description>
Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
</description>
</method>
<method name="get_world_3d" qualifiers="const">
<return type="World3D" />
<description>
Returns the current [World3D] resource this [Node3D] node is registered to.
</description>
</method>
<method name="global_rotate">
<return type="void" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
Rotates the global (world) transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in global coordinate system.
</description>
</method>
<method name="global_scale">
<return type="void" />
<argument index="0" name="scale" type="Vector3" />
<description>
Scales the global (world) transformation by the given [Vector3] scale factors.
</description>
</method>
<method name="global_translate">
<return type="void" />
<argument index="0" name="offset" type="Vector3" />
<description>
Moves the global (world) transformation by [Vector3] offset. The offset is in global coordinate system.
</description>
</method>
<method name="hide">
<return type="void" />
<description>
Disables rendering of this node. Changes [member visible] to [code]false[/code].
</description>
</method>
<method name="is_local_transform_notification_enabled" qualifiers="const">
<return type="bool" />
<description>
Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="is_scale_disabled" qualifiers="const">
<return type="bool" />
<description>
Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale.
</description>
</method>
<method name="is_transform_notification_enabled" qualifiers="const">
<return type="bool" />
<description>
Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="is_visible_in_tree" qualifiers="const">
<return type="bool" />
<description>
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.
</description>
</method>
<method name="look_at">
<return type="void" />
<argument index="0" name="target" type="Vector3" />
<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
Rotates the node so that the local forward axis (-Z) points toward the [code]target[/code] position.
The local up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
The [code]target[/code] position cannot be the same as the node's position, the [code]up[/code] vector cannot be zero, and the direction from the node's position to the [code]target[/code] vector cannot be parallel to the [code]up[/code] vector.
Operations take place in global space.
</description>
</method>
<method name="look_at_from_position">
<return type="void" />
<argument index="0" name="position" type="Vector3" />
<argument index="1" name="target" type="Vector3" />
<argument index="2" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
Moves the node to the specified [code]position[/code], and then rotates the node to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
</description>
</method>
<method name="orthonormalize">
<return type="void" />
<description>
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].
</description>
</method>
<method name="rotate">
<return type="void" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians.
</description>
</method>
<method name="rotate_object_local">
<return type="void" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in object-local coordinate system.
</description>
</method>
<method name="rotate_x">
<return type="void" />
<argument index="0" name="angle" type="float" />
<description>
Rotates the local transformation around the X axis by angle in radians.
</description>
</method>
<method name="rotate_y">
<return type="void" />
<argument index="0" name="angle" type="float" />
<description>
Rotates the local transformation around the Y axis by angle in radians.
</description>
</method>
<method name="rotate_z">
<return type="void" />
<argument index="0" name="angle" type="float" />
<description>
Rotates the local transformation around the Z axis by angle in radians.
</description>
</method>
<method name="scale_object_local">
<return type="void" />
<argument index="0" name="scale" type="Vector3" />
<description>
Scales the local transformation by given 3D scale factors in object-local coordinate system.
</description>
</method>
<method name="set_disable_scale">
<return type="void" />
<argument index="0" name="disable" type="bool" />
<description>
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.
</description>
</method>
<method name="set_identity">
<return type="void" />
<description>
Reset all transformations for this node (sets its [Transform3D] to the identity matrix).
</description>
</method>
<method name="set_ignore_transform_notification">
<return type="void" />
<argument index="0" name="enabled" type="bool" />
<description>
Sets whether the node ignores notification that its transformation (global or local) changed.
</description>
</method>
<method name="set_notify_local_transform">
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="set_notify_transform">
<return type="void" />
<argument index="0" name="enable" type="bool" />
<description>
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.
</description>
</method>
<method name="set_subgizmo_selection">
<return type="void" />
<argument index="0" name="gizmo" type="Node3DGizmo" />
<argument index="1" name="id" type="int" />
<argument index="2" name="transform" type="Transform3D" />
<description>
Set subgizmo selection for this node in the editor.
</description>
</method>
<method name="show">
<return type="void" />
<description>
Enables rendering of this node. Changes [member visible] to [code]true[/code].
</description>
</method>
<method name="to_global" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="local_point" type="Vector3" />
<description>
Transforms [code]local_point[/code] from this node's local space to world space.
</description>
</method>
<method name="to_local" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="global_point" type="Vector3" />
<description>
Transforms [code]global_point[/code] from world space to this node's local space.
</description>
</method>
<method name="translate">
<return type="void" />
<argument index="0" name="offset" type="Vector3" />
<description>
Changes the node's position by the given offset [Vector3].
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.
</description>
</method>
<method name="translate_object_local">
<return type="void" />
<argument index="0" name="offset" type="Vector3" />
<description>
Changes the node's position by the given offset [Vector3] in local space.
</description>
</method>
<method name="update_gizmos">
<return type="void" />
<description>
Updates all the [Node3DGizmo]s attached to this node.
</description>
</method>
</methods>
<members>
<member name="basis" type="Basis" setter="set_basis" getter="get_basis">
Direct access to the 3x3 basis of the [Transform3D] property.
</member>
<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
World3D space (global) [Transform3D] of this node.
</member>
<member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
Local position or translation of this node relative to the parent. This is equivalent to [code]transform.origin[/code].
</member>
<member name="quaternion" type="Quaternion" setter="set_quaternion" getter="get_quaternion">
Access to the node rotation as a [Quaternion]. This property is ideal for tweening complex rotations.
</member>
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation" default="Vector3(0, 0, 0)">
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property.
[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.
</member>
<member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0">
Specify how rotation (and scale) will be presented in the editor.
</member>
<member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="Node3D.RotationOrder" default="2">
Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
Scale part of the local transformation.
</member>
<member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false">
If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space.
</member>
<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)">
Local space [Transform3D] of this node, with respect to the parent node.
</member>
<member name="visibility_parent" type="NodePath" setter="set_visibility_parent" getter="get_visibility_parent" default="NodePath(&quot;&quot;)">
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 dependent instances will not take the hidden node or its ancestors into account.
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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]).
</member>
</members>
<signals>
<signal name="visibility_changed">
<description>
Emitted when node visibility changes.
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
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.
</constant>
<constant name="NOTIFICATION_ENTER_WORLD" value="41">
Node3D nodes receives this notification when they are registered to new [World3D] resource.
</constant>
<constant name="NOTIFICATION_EXIT_WORLD" value="42">
Node3D nodes receives this notification when they are unregistered from current [World3D] resource.
</constant>
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="43">
Node3D nodes receives this notification when their visibility changes.
</constant>
<constant name="ROTATION_EDIT_MODE_EULER" value="0" enum="RotationEditMode">
</constant>
<constant name="ROTATION_EDIT_MODE_QUATERNION" value="1" enum="RotationEditMode">
</constant>
<constant name="ROTATION_EDIT_MODE_BASIS" value="2" enum="RotationEditMode">
</constant>
<constant name="ROTATION_ORDER_XYZ" value="0" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_XZY" value="1" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_YXZ" value="2" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_YZX" value="3" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_ZXY" value="4" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_ZYX" value="5" enum="RotationOrder">
</constant>
</constants>
</class>