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 | |
31 | #ifndef NODE_3D_H |
32 | #define NODE_3D_H |
33 | |
34 | #include "scene/main/node.h" |
35 | #include "scene/resources/world_3d.h" |
36 | |
37 | class Node3DGizmo : public RefCounted { |
38 | GDCLASS(Node3DGizmo, RefCounted); |
39 | |
40 | public: |
41 | virtual void create() = 0; |
42 | virtual void transform() = 0; |
43 | virtual void clear() = 0; |
44 | virtual void redraw() = 0; |
45 | virtual void free() = 0; |
46 | |
47 | Node3DGizmo(); |
48 | virtual ~Node3DGizmo() {} |
49 | }; |
50 | |
51 | class Node3D : public Node { |
52 | GDCLASS(Node3D, Node); |
53 | |
54 | public: |
55 | // Edit mode for the rotation. |
56 | // THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED |
57 | // IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty). |
58 | enum RotationEditMode { |
59 | ROTATION_EDIT_MODE_EULER, |
60 | ROTATION_EDIT_MODE_QUATERNION, |
61 | ROTATION_EDIT_MODE_BASIS, |
62 | }; |
63 | |
64 | private: |
65 | // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale. |
66 | // 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). |
67 | // Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users |
68 | // editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support |
69 | // "redundant" rotations for animation interpolation, like going from 0 to 720 degrees). |
70 | // |
71 | // 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. |
72 | // It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform |
73 | // will become dirty (and again, will not become valid again until read). |
74 | // |
75 | // All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange. |
76 | // |
77 | // Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again. |
78 | // |
79 | // NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving |
80 | // (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above. |
81 | enum TransformDirty { |
82 | DIRTY_NONE = 0, |
83 | DIRTY_EULER_ROTATION_AND_SCALE = 1, |
84 | DIRTY_LOCAL_TRANSFORM = 2, |
85 | DIRTY_GLOBAL_TRANSFORM = 4 |
86 | }; |
87 | |
88 | mutable SelfList<Node> xform_change; |
89 | |
90 | // This Data struct is to avoid namespace pollution in derived classes. |
91 | |
92 | struct Data { |
93 | mutable Transform3D global_transform; |
94 | mutable Transform3D local_transform; |
95 | mutable EulerOrder euler_rotation_order = EulerOrder::YXZ; |
96 | mutable Vector3 euler_rotation; |
97 | mutable Vector3 scale = Vector3(1, 1, 1); |
98 | mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER; |
99 | |
100 | mutable MTNumeric<uint32_t> dirty; |
101 | |
102 | Viewport *viewport = nullptr; |
103 | |
104 | bool top_level = false; |
105 | bool inside_world = false; |
106 | |
107 | RID visibility_parent; |
108 | |
109 | Node3D *parent = nullptr; |
110 | List<Node3D *> children; |
111 | List<Node3D *>::Element *C = nullptr; |
112 | |
113 | bool ignore_notification = false; |
114 | bool notify_local_transform = false; |
115 | bool notify_transform = false; |
116 | |
117 | bool visible = true; |
118 | bool disable_scale = false; |
119 | |
120 | #ifdef TOOLS_ENABLED |
121 | Vector<Ref<Node3DGizmo>> gizmos; |
122 | bool gizmos_disabled = false; |
123 | bool gizmos_dirty = false; |
124 | bool transform_gizmo_visible = true; |
125 | #endif |
126 | |
127 | } data; |
128 | |
129 | NodePath visibility_parent_path; |
130 | |
131 | _FORCE_INLINE_ uint32_t _read_dirty_mask() const { return is_group_processing() ? data.dirty.mt.get() : data.dirty.st; } |
132 | _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); } |
133 | void _replace_dirty_mask(uint32_t p_mask) const; |
134 | void _set_dirty_bits(uint32_t p_bits) const; |
135 | void _clear_dirty_bits(uint32_t p_bits) const; |
136 | |
137 | void _update_gizmos(); |
138 | void _notify_dirty(); |
139 | void _propagate_transform_changed(Node3D *p_origin); |
140 | |
141 | void _propagate_visibility_changed(); |
142 | |
143 | void _propagate_visibility_parent(); |
144 | void _update_visibility_parent(bool p_update_root); |
145 | void _propagate_transform_changed_deferred(); |
146 | |
147 | protected: |
148 | _FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; } |
149 | |
150 | _FORCE_INLINE_ void _update_local_transform() const; |
151 | _FORCE_INLINE_ void _update_rotation_and_scale() const; |
152 | |
153 | void _notification(int p_what); |
154 | static void _bind_methods(); |
155 | |
156 | void _validate_property(PropertyInfo &p_property) const; |
157 | |
158 | bool _property_can_revert(const StringName &p_name) const; |
159 | bool _property_get_revert(const StringName &p_name, Variant &r_property) const; |
160 | |
161 | public: |
162 | enum { |
163 | NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, |
164 | NOTIFICATION_ENTER_WORLD = 41, |
165 | NOTIFICATION_EXIT_WORLD = 42, |
166 | NOTIFICATION_VISIBILITY_CHANGED = 43, |
167 | NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44, |
168 | }; |
169 | |
170 | Node3D *get_parent_node_3d() const; |
171 | |
172 | Ref<World3D> get_world_3d() const; |
173 | |
174 | void set_position(const Vector3 &p_position); |
175 | |
176 | void set_rotation_edit_mode(RotationEditMode p_mode); |
177 | RotationEditMode get_rotation_edit_mode() const; |
178 | |
179 | void set_rotation_order(EulerOrder p_order); |
180 | void set_rotation(const Vector3 &p_euler_rad); |
181 | void set_rotation_degrees(const Vector3 &p_euler_degrees); |
182 | void set_scale(const Vector3 &p_scale); |
183 | |
184 | void set_global_position(const Vector3 &p_position); |
185 | void set_global_basis(const Basis &p_basis); |
186 | void set_global_rotation(const Vector3 &p_euler_rad); |
187 | void set_global_rotation_degrees(const Vector3 &p_euler_degrees); |
188 | |
189 | Vector3 get_position() const; |
190 | |
191 | EulerOrder get_rotation_order() const; |
192 | Vector3 get_rotation() const; |
193 | Vector3 get_rotation_degrees() const; |
194 | Vector3 get_scale() const; |
195 | |
196 | Vector3 get_global_position() const; |
197 | Basis get_global_basis() const; |
198 | Vector3 get_global_rotation() const; |
199 | Vector3 get_global_rotation_degrees() const; |
200 | |
201 | void set_transform(const Transform3D &p_transform); |
202 | void set_basis(const Basis &p_basis); |
203 | void set_quaternion(const Quaternion &p_quaternion); |
204 | void set_global_transform(const Transform3D &p_transform); |
205 | |
206 | Transform3D get_transform() const; |
207 | Basis get_basis() const; |
208 | Quaternion get_quaternion() const; |
209 | Transform3D get_global_transform() const; |
210 | |
211 | #ifdef TOOLS_ENABLED |
212 | virtual Transform3D get_global_gizmo_transform() const; |
213 | virtual Transform3D get_local_gizmo_transform() const; |
214 | virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; }; |
215 | virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; }; |
216 | #endif |
217 | virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override; |
218 | |
219 | void set_disable_gizmos(bool p_enabled); |
220 | void update_gizmos(); |
221 | void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D()); |
222 | void clear_subgizmo_selection(); |
223 | Vector<Ref<Node3DGizmo>> get_gizmos() const; |
224 | TypedArray<Node3DGizmo> get_gizmos_bind() const; |
225 | void add_gizmo(Ref<Node3DGizmo> p_gizmo); |
226 | void remove_gizmo(Ref<Node3DGizmo> p_gizmo); |
227 | void clear_gizmos(); |
228 | |
229 | void set_as_top_level(bool p_enabled); |
230 | bool is_set_as_top_level() const; |
231 | |
232 | void set_disable_scale(bool p_enabled); |
233 | bool is_scale_disabled() const; |
234 | |
235 | _FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; } |
236 | |
237 | Transform3D get_relative_transform(const Node *p_parent) const; |
238 | |
239 | void rotate(const Vector3 &p_axis, real_t p_angle); |
240 | void rotate_x(real_t p_angle); |
241 | void rotate_y(real_t p_angle); |
242 | void rotate_z(real_t p_angle); |
243 | void translate(const Vector3 &p_offset); |
244 | void scale(const Vector3 &p_ratio); |
245 | |
246 | void rotate_object_local(const Vector3 &p_axis, real_t p_angle); |
247 | void scale_object_local(const Vector3 &p_scale); |
248 | void translate_object_local(const Vector3 &p_offset); |
249 | |
250 | void global_rotate(const Vector3 &p_axis, real_t p_angle); |
251 | void global_scale(const Vector3 &p_scale); |
252 | void global_translate(const Vector3 &p_offset); |
253 | |
254 | void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); |
255 | 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); |
256 | |
257 | Vector3 to_local(Vector3 p_global) const; |
258 | Vector3 to_global(Vector3 p_local) const; |
259 | |
260 | void set_notify_transform(bool p_enabled); |
261 | bool is_transform_notification_enabled() const; |
262 | |
263 | void set_notify_local_transform(bool p_enabled); |
264 | bool is_local_transform_notification_enabled() const; |
265 | |
266 | void orthonormalize(); |
267 | void set_identity(); |
268 | |
269 | void set_visible(bool p_visible); |
270 | void show(); |
271 | void hide(); |
272 | bool is_visible() const; |
273 | bool is_visible_in_tree() const; |
274 | |
275 | void force_update_transform(); |
276 | |
277 | void set_visibility_parent(const NodePath &p_path); |
278 | NodePath get_visibility_parent() const; |
279 | |
280 | Node3D(); |
281 | }; |
282 | |
283 | VARIANT_ENUM_CAST(Node3D::RotationEditMode) |
284 | |
285 | #endif // NODE_3D_H |
286 | |