mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 11:26:53 +01:00
Relintai
92600420ba
-TokageItLab, lyuma
f2e9867e9f
- It still has some issues, as this one works differently than the 3.x version, they will be fixed later.
254 lines
8.2 KiB
C++
254 lines
8.2 KiB
C++
#ifndef SPATIAL_H
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#define SPATIAL_H
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/*************************************************************************/
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/* spatial.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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class World;
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class SpatialGizmo : public Reference {
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GDCLASS(SpatialGizmo, Reference);
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public:
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virtual void create() = 0;
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virtual void transform() = 0;
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virtual void clear() = 0;
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virtual void redraw() = 0;
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virtual void free() = 0;
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SpatialGizmo();
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virtual ~SpatialGizmo() {}
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};
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class Spatial : public Node {
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GDCLASS(Spatial, Node);
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OBJ_CATEGORY("3D");
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// optionally stored if we need to do interpolation
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// client side (i.e. not in VisualServer) so interpolated transforms
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// can be read back with get_global_transform_interpolated()
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struct ClientPhysicsInterpolationData {
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Transform global_xform_curr;
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Transform global_xform_prev;
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uint64_t current_physics_tick = 0;
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uint64_t timeout_physics_tick = 0;
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};
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enum TransformDirty {
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DIRTY_NONE = 0,
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DIRTY_VECTORS = 1,
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DIRTY_LOCAL = 2,
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DIRTY_GLOBAL = 4
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};
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mutable SelfList<Node> xform_change;
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SelfList<Spatial> _client_physics_interpolation_spatials_list;
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struct Data {
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mutable Transform global_transform;
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mutable Transform local_transform;
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mutable Vector3 rotation;
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mutable Vector3 scale;
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mutable int dirty;
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Viewport *viewport;
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bool toplevel_active : 1;
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bool toplevel : 1;
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bool inside_world : 1;
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// this is cached, and only currently kept up to date in visual instances
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// this is set if a visual instance is
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// (a) in the tree AND (b) visible via is_visible_in_tree() call
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bool vi_visible : 1;
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bool ignore_notification : 1;
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bool notify_local_transform : 1;
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bool notify_transform : 1;
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bool visible : 1;
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bool disable_scale : 1;
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int children_lock;
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Spatial *parent;
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List<Spatial *> children;
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List<Spatial *>::Element *C;
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ClientPhysicsInterpolationData *client_physics_interpolation_data;
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#ifdef TOOLS_ENABLED
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Vector<Ref<SpatialGizmo>> gizmos;
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bool gizmos_disabled : 1;
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bool gizmos_dirty : 1;
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bool transform_gizmo_visible : 1;
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#endif
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} data;
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void _update_gizmos();
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void _notify_dirty();
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void _propagate_transform_changed(Spatial *p_origin);
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void _propagate_visibility_changed();
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protected:
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_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) {
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data.ignore_notification = p_ignore;
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}
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_FORCE_INLINE_ void _update_local_transform() const;
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void _set_vi_visible(bool p_visible);
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bool _is_vi_visible() const {
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return data.vi_visible;
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}
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Transform _get_global_transform_interpolated(real_t p_interpolation_fraction);
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void _disable_client_physics_interpolation();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
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NOTIFICATION_ENTER_WORLD = 41,
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NOTIFICATION_EXIT_WORLD = 42,
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NOTIFICATION_VISIBILITY_CHANGED = 43,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
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NOTIFICATION_ENTER_GAMEPLAY = 45,
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NOTIFICATION_EXIT_GAMEPLAY = 46,
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};
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virtual void notification_callback(int p_message_type);
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Spatial *get_parent_spatial() const;
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Ref<World> get_world() const;
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void set_translation(const Vector3 &p_translation);
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void set_rotation(const Vector3 &p_euler_rad);
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void set_rotation_degrees(const Vector3 &p_euler_deg);
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void set_scale(const Vector3 &p_scale);
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void set_global_translation(const Vector3 &p_translation);
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void set_global_rotation(const Vector3 &p_euler_rad);
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Vector3 get_translation() const;
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Vector3 get_rotation() const;
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Vector3 get_rotation_degrees() const;
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Vector3 get_scale() const;
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Vector3 get_global_translation() const;
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Vector3 get_global_rotation() const;
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void set_transform(const Transform &p_transform);
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void set_global_transform(const Transform &p_transform);
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Transform get_transform() const;
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Transform get_global_transform() const;
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Transform get_global_transform_interpolated();
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bool update_client_physics_interpolation_data();
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#ifdef TOOLS_ENABLED
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virtual Transform get_global_gizmo_transform() const;
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virtual Transform get_local_gizmo_transform() const;
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virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
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virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
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virtual AABB get_fallback_gizmo_aabb() const;
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#endif
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void set_as_toplevel(bool p_enabled);
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bool is_set_as_toplevel() const;
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void set_disable_scale(bool p_enabled);
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bool is_scale_disabled() const;
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void set_disable_gizmos(bool p_enabled);
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void update_gizmos();
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void set_subgizmo_selection(Ref<SpatialGizmo> p_gizmo, int p_id, Transform p_transform = Transform());
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void clear_subgizmo_selection();
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Vector<Ref<SpatialGizmo>> get_gizmos() const;
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Vector<Variant> get_gizmos_bind() const;
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void add_gizmo(Ref<SpatialGizmo> p_gizmo);
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void remove_gizmo(Ref<SpatialGizmo> p_gizmo);
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void clear_gizmos();
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_FORCE_INLINE_ bool is_inside_world() const {
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return data.inside_world;
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}
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Transform get_relative_transform(const Node *p_parent) const;
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void rotate(const Vector3 &p_axis, float p_angle);
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void rotate_x(float p_angle);
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void rotate_y(float p_angle);
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void rotate_z(float p_angle);
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void translate(const Vector3 &p_offset);
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void scale(const Vector3 &p_ratio);
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void rotate_object_local(const Vector3 &p_axis, float p_angle);
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void scale_object_local(const Vector3 &p_scale);
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void translate_object_local(const Vector3 &p_offset);
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void global_rotate(const Vector3 &p_axis, float p_angle);
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void global_scale(const Vector3 &p_scale);
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void global_translate(const Vector3 &p_offset);
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void look_at(const Vector3 &p_target, const Vector3 &p_up);
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up);
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Vector3 to_local(Vector3 p_global) const;
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Vector3 to_global(Vector3 p_local) const;
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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void orthonormalize();
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void set_identity();
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void set_visible(bool p_visible);
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bool is_visible() const;
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void show();
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void hide();
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bool is_visible_in_tree() const;
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void force_update_transform();
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Spatial();
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~Spatial();
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};
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#endif
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