mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
5371009d8e
We might want to re-add something like this if/when we find a good use case for it and do the effort to categorize all objects in the API properly. Until then, it's better to remove that boilerplate since it's not needed. Closes #18711.
256 lines
8.1 KiB
C++
256 lines
8.1 KiB
C++
/*************************************************************************/
|
|
/* 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"
|
|
#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:
|
|
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;
|
|
|
|
bool property_can_revert(const String &p_name);
|
|
Variant property_get_revert(const String &p_name);
|
|
|
|
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
|