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: */
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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 */
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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
37class Node3DGizmo : public RefCounted {
38 GDCLASS(Node3DGizmo, RefCounted);
39
40public:
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
51class Node3D : public Node {
52 GDCLASS(Node3D, Node);
53
54public:
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
64private:
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
147protected:
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
161public:
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
283VARIANT_ENUM_CAST(Node3D::RotationEditMode)
284
285#endif // NODE_3D_H
286