node_3d.cpp 49 KB

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  1. /**************************************************************************/
  2. /* node_3d.cpp */
  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. #include "node_3d.h"
  31. #include "core/math/transform_interpolator.h"
  32. #include "scene/3d/visual_instance_3d.h"
  33. #include "scene/main/viewport.h"
  34. #include "scene/property_utils.h"
  35. /*
  36. possible algorithms:
  37. Algorithm 1: (current)
  38. definition of invalidation: global is invalid
  39. 1) If a node sets a LOCAL, it produces an invalidation of everything above
  40. . a) If above is invalid, don't keep invalidating upwards
  41. 2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below)
  42. drawback: setting/reading globals is useful and used very often, and using affine inverses is slow
  43. ---
  44. Algorithm 2: (no longer current)
  45. definition of invalidation: NONE dirty, LOCAL dirty, GLOBAL dirty
  46. 1) If a node sets a LOCAL, it must climb the tree and set it as GLOBAL dirty
  47. . a) marking GLOBALs as dirty up all the tree must be done always
  48. 2) If a node sets a GLOBAL, it marks local as dirty, and that's all?
  49. //is clearing the dirty state correct in this case?
  50. drawback: setting a local down the tree forces many tree walks often
  51. --
  52. future: no idea
  53. */
  54. Node3DGizmo::Node3DGizmo() {
  55. }
  56. void Node3D::_notify_dirty() {
  57. #ifdef TOOLS_ENABLED
  58. if ((!data.gizmos.is_empty() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) {
  59. #else
  60. if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) {
  61. #endif
  62. get_tree()->xform_change_list.add(&xform_change);
  63. }
  64. }
  65. void Node3D::_update_local_transform() const {
  66. // This function is called when the local transform (data.local_transform) is dirty and the right value is contained in the Euler rotation and scale.
  67. data.local_transform.basis.set_euler_scale(data.euler_rotation, data.scale, data.euler_rotation_order);
  68. _clear_dirty_bits(DIRTY_LOCAL_TRANSFORM);
  69. }
  70. void Node3D::_update_rotation_and_scale() const {
  71. // This function is called when the Euler rotation (data.euler_rotation) is dirty and the right value is contained in the local transform
  72. data.scale = data.local_transform.basis.get_scale();
  73. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
  74. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  75. }
  76. void Node3D::_propagate_transform_changed_deferred() {
  77. if (is_inside_tree() && !xform_change.in_list()) {
  78. get_tree()->xform_change_list.add(&xform_change);
  79. }
  80. }
  81. void Node3D::_propagate_transform_changed(Node3D *p_origin) {
  82. if (!is_inside_tree()) {
  83. return;
  84. }
  85. for (Node3D *&E : data.children) {
  86. if (E->data.top_level) {
  87. continue; //don't propagate to a top_level
  88. }
  89. E->_propagate_transform_changed(p_origin);
  90. }
  91. #ifdef TOOLS_ENABLED
  92. if ((!data.gizmos.is_empty() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) {
  93. #else
  94. if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) {
  95. #endif
  96. if (likely(is_accessible_from_caller_thread())) {
  97. get_tree()->xform_change_list.add(&xform_change);
  98. } else {
  99. // This should very rarely happen, but if it does at least make sure the notification is received eventually.
  100. callable_mp(this, &Node3D::_propagate_transform_changed_deferred).call_deferred();
  101. }
  102. }
  103. _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
  104. }
  105. void Node3D::_notification(int p_what) {
  106. switch (p_what) {
  107. case NOTIFICATION_ACCESSIBILITY_UPDATE: {
  108. RID ae = get_accessibility_element();
  109. ERR_FAIL_COND(ae.is_null());
  110. DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_CONTAINER);
  111. } break;
  112. case NOTIFICATION_ENTER_TREE: {
  113. ERR_MAIN_THREAD_GUARD;
  114. ERR_FAIL_NULL(get_tree());
  115. Node *p = get_parent();
  116. if (p) {
  117. data.parent = Object::cast_to<Node3D>(p);
  118. }
  119. if (data.parent) {
  120. data.C = data.parent->data.children.push_back(this);
  121. } else {
  122. data.C = nullptr;
  123. }
  124. if (data.top_level && !Engine::get_singleton()->is_editor_hint()) {
  125. if (data.parent) {
  126. if (!data.top_level) {
  127. data.local_transform = data.parent->get_global_transform() * get_transform();
  128. } else {
  129. data.local_transform = get_transform();
  130. }
  131. _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // As local transform was updated, rot/scale should be dirty.
  132. }
  133. }
  134. _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM); // Global is always dirty upon entering a scene.
  135. _notify_dirty();
  136. notification(NOTIFICATION_ENTER_WORLD);
  137. _update_visibility_parent(true);
  138. if (is_inside_tree() && get_tree()->is_physics_interpolation_enabled()) {
  139. // Always reset FTI when entering tree and update the servers,
  140. // both for interpolated and non-interpolated nodes,
  141. // to ensure the server xforms are up to date.
  142. fti_pump_xform();
  143. // No need to interpolate as we are doing a reset.
  144. data.global_transform_interpolated = get_global_transform();
  145. // Make sure servers are up to date.
  146. fti_update_servers_xform();
  147. // As well as a reset based on the transform when adding, the user may change
  148. // the transform during the first tick / frame, and we want to reset automatically
  149. // at the end of the frame / tick (unless the user manually called `reset_physics_interpolation()`).
  150. if (is_physics_interpolated()) {
  151. get_tree()->get_scene_tree_fti().node_3d_request_reset(this);
  152. }
  153. }
  154. } break;
  155. case NOTIFICATION_EXIT_TREE: {
  156. ERR_MAIN_THREAD_GUARD;
  157. if (is_inside_tree()) {
  158. get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
  159. }
  160. notification(NOTIFICATION_EXIT_WORLD, true);
  161. if (xform_change.in_list()) {
  162. get_tree()->xform_change_list.remove(&xform_change);
  163. }
  164. if (data.C) {
  165. data.parent->data.children.erase(data.C);
  166. }
  167. data.parent = nullptr;
  168. data.C = nullptr;
  169. _update_visibility_parent(true);
  170. _disable_client_physics_interpolation();
  171. } break;
  172. case NOTIFICATION_ENTER_WORLD: {
  173. ERR_MAIN_THREAD_GUARD;
  174. data.inside_world = true;
  175. data.viewport = nullptr;
  176. Node *parent = get_parent();
  177. while (parent && !data.viewport) {
  178. data.viewport = Object::cast_to<Viewport>(parent);
  179. parent = parent->get_parent();
  180. }
  181. ERR_FAIL_NULL(data.viewport);
  182. if (get_script_instance()) {
  183. get_script_instance()->call(SNAME("_enter_world"));
  184. }
  185. #ifdef TOOLS_ENABLED
  186. if (is_part_of_edited_scene()) {
  187. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id());
  188. }
  189. #endif
  190. } break;
  191. case NOTIFICATION_EXIT_WORLD: {
  192. ERR_MAIN_THREAD_GUARD;
  193. #ifdef TOOLS_ENABLED
  194. clear_gizmos();
  195. #endif
  196. if (get_script_instance()) {
  197. get_script_instance()->call(SNAME("_exit_world"));
  198. }
  199. data.viewport = nullptr;
  200. data.inside_world = false;
  201. } break;
  202. case NOTIFICATION_TRANSFORM_CHANGED: {
  203. ERR_THREAD_GUARD;
  204. #ifdef TOOLS_ENABLED
  205. for (int i = 0; i < data.gizmos.size(); i++) {
  206. data.gizmos.write[i]->transform();
  207. }
  208. #endif
  209. } break;
  210. case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
  211. if (data.client_physics_interpolation_data) {
  212. data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
  213. }
  214. // In most cases, nodes derived from Node3D will have to already have reset code available for SceneTreeFTI,
  215. // so it makes sense for them to reuse this method rather than respond individually to NOTIFICATION_RESET_PHYSICS_INTERPOLATION,
  216. // unless they need to perform specific tasks (like changing process modes).
  217. fti_pump_xform();
  218. fti_pump_property();
  219. } break;
  220. case NOTIFICATION_SUSPENDED:
  221. case NOTIFICATION_PAUSED: {
  222. if (is_physics_interpolated_and_enabled()) {
  223. data.local_transform_prev = get_transform();
  224. }
  225. } break;
  226. }
  227. }
  228. void Node3D::set_basis(const Basis &p_basis) {
  229. ERR_THREAD_GUARD;
  230. set_transform(Transform3D(p_basis, data.local_transform.origin));
  231. }
  232. void Node3D::set_quaternion(const Quaternion &p_quaternion) {
  233. ERR_THREAD_GUARD;
  234. fti_notify_node_changed();
  235. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  236. // We need the scale part, so if these are dirty, update it
  237. data.scale = data.local_transform.basis.get_scale();
  238. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  239. }
  240. data.local_transform.basis = Basis(p_quaternion, data.scale);
  241. // Rotscale should not be marked dirty because that would cause precision loss issues with the scale. Instead reconstruct rotation now.
  242. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
  243. _replace_dirty_mask(DIRTY_NONE);
  244. _propagate_transform_changed(this);
  245. if (data.notify_local_transform) {
  246. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  247. }
  248. }
  249. Vector3 Node3D::get_global_position() const {
  250. ERR_READ_THREAD_GUARD_V(Vector3());
  251. return get_global_transform().get_origin();
  252. }
  253. Basis Node3D::get_global_basis() const {
  254. ERR_READ_THREAD_GUARD_V(Basis());
  255. return get_global_transform().get_basis();
  256. }
  257. void Node3D::set_global_position(const Vector3 &p_position) {
  258. ERR_THREAD_GUARD;
  259. Transform3D transform = get_global_transform();
  260. transform.set_origin(p_position);
  261. set_global_transform(transform);
  262. }
  263. void Node3D::set_global_basis(const Basis &p_basis) {
  264. ERR_THREAD_GUARD;
  265. Transform3D transform = get_global_transform();
  266. transform.set_basis(p_basis);
  267. set_global_transform(transform);
  268. }
  269. Vector3 Node3D::get_global_rotation() const {
  270. ERR_READ_THREAD_GUARD_V(Vector3());
  271. return get_global_transform().get_basis().get_euler();
  272. }
  273. Vector3 Node3D::get_global_rotation_degrees() const {
  274. ERR_READ_THREAD_GUARD_V(Vector3());
  275. Vector3 radians = get_global_rotation();
  276. return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
  277. }
  278. void Node3D::set_global_rotation(const Vector3 &p_euler_rad) {
  279. ERR_THREAD_GUARD;
  280. Transform3D transform = get_global_transform();
  281. transform.basis = Basis::from_euler(p_euler_rad) * Basis::from_scale(transform.basis.get_scale());
  282. set_global_transform(transform);
  283. }
  284. void Node3D::set_global_rotation_degrees(const Vector3 &p_euler_degrees) {
  285. ERR_THREAD_GUARD;
  286. Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z));
  287. set_global_rotation(radians);
  288. }
  289. void Node3D::fti_pump_xform() {
  290. data.local_transform_prev = get_transform();
  291. }
  292. void Node3D::fti_notify_node_changed(bool p_transform_changed) {
  293. if (is_inside_tree()) {
  294. get_tree()->get_scene_tree_fti().node_3d_notify_changed(*this, p_transform_changed);
  295. }
  296. }
  297. void Node3D::set_transform(const Transform3D &p_transform) {
  298. ERR_THREAD_GUARD;
  299. fti_notify_node_changed();
  300. data.local_transform = p_transform;
  301. _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // Make rot/scale dirty.
  302. _propagate_transform_changed(this);
  303. if (data.notify_local_transform) {
  304. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  305. }
  306. }
  307. Basis Node3D::get_basis() const {
  308. ERR_READ_THREAD_GUARD_V(Basis());
  309. return get_transform().basis;
  310. }
  311. Quaternion Node3D::get_quaternion() const {
  312. return get_transform().basis.get_rotation_quaternion();
  313. }
  314. void Node3D::set_global_transform(const Transform3D &p_transform) {
  315. ERR_THREAD_GUARD;
  316. Transform3D xform = (data.parent && !data.top_level)
  317. ? data.parent->get_global_transform().affine_inverse() * p_transform
  318. : p_transform;
  319. set_transform(xform);
  320. }
  321. Transform3D Node3D::get_transform() const {
  322. ERR_READ_THREAD_GUARD_V(Transform3D());
  323. if (_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) {
  324. // This update can happen if needed over multiple threads.
  325. _update_local_transform();
  326. }
  327. return data.local_transform;
  328. }
  329. // Return false to timeout and remove from the client interpolation list.
  330. bool Node3D::update_client_physics_interpolation_data() {
  331. if (!is_inside_tree() || !_is_physics_interpolated_client_side()) {
  332. return false;
  333. }
  334. ERR_FAIL_NULL_V(data.client_physics_interpolation_data, false);
  335. ClientPhysicsInterpolationData &pid = *data.client_physics_interpolation_data;
  336. uint64_t tick = Engine::get_singleton()->get_physics_frames();
  337. // Has this update been done already this tick?
  338. // (For instance, get_global_transform_interpolated() could be called multiple times.)
  339. if (pid.current_physics_tick != tick) {
  340. // Timeout?
  341. if (tick >= pid.timeout_physics_tick) {
  342. return false;
  343. }
  344. if (pid.current_physics_tick == (tick - 1)) {
  345. // Normal interpolation situation, there is a continuous flow of data
  346. // from one tick to the next...
  347. pid.global_xform_prev = pid.global_xform_curr;
  348. } else {
  349. // There has been a gap, we cannot sensibly offer interpolation over
  350. // a multitick gap, so we will teleport.
  351. pid.global_xform_prev = get_global_transform();
  352. }
  353. pid.current_physics_tick = tick;
  354. }
  355. pid.global_xform_curr = get_global_transform();
  356. return true;
  357. }
  358. void Node3D::_disable_client_physics_interpolation() {
  359. // Disable any current client side interpolation.
  360. // (This can always restart as normal if you later re-attach the node to the SceneTree.)
  361. if (data.client_physics_interpolation_data) {
  362. memdelete(data.client_physics_interpolation_data);
  363. data.client_physics_interpolation_data = nullptr;
  364. SceneTree *tree = get_tree();
  365. if (tree && _client_physics_interpolation_node_3d_list.in_list()) {
  366. tree->client_physics_interpolation_remove_node_3d(&_client_physics_interpolation_node_3d_list);
  367. }
  368. }
  369. _set_physics_interpolated_client_side(false);
  370. }
  371. Transform3D Node3D::_get_global_transform_interpolated(real_t p_interpolation_fraction) {
  372. ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
  373. // Set in motion the mechanisms for client side interpolation if not already active.
  374. if (!_is_physics_interpolated_client_side()) {
  375. _set_physics_interpolated_client_side(true);
  376. ERR_FAIL_COND_V(data.client_physics_interpolation_data != nullptr, Transform3D());
  377. data.client_physics_interpolation_data = memnew(ClientPhysicsInterpolationData);
  378. data.client_physics_interpolation_data->global_xform_curr = get_global_transform();
  379. data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
  380. data.client_physics_interpolation_data->current_physics_tick = Engine::get_singleton()->get_physics_frames();
  381. }
  382. // Storing the last tick we requested client interpolation allows us to timeout
  383. // and remove client interpolated nodes from the list to save processing.
  384. // We use some arbitrary timeout here, but this could potentially be user defined.
  385. // Note: This timeout has to be larger than the number of ticks in a frame, otherwise the interpolated
  386. // data will stop flowing before the next frame is drawn. This should only be relevant at high tick rates.
  387. // We could alternatively do this by frames rather than ticks and avoid this problem, but then the behavior
  388. // would be machine dependent.
  389. data.client_physics_interpolation_data->timeout_physics_tick = Engine::get_singleton()->get_physics_frames() + 256;
  390. // Make sure data is up to date.
  391. update_client_physics_interpolation_data();
  392. // Interpolate the current data.
  393. const Transform3D &xform_curr = data.client_physics_interpolation_data->global_xform_curr;
  394. const Transform3D &xform_prev = data.client_physics_interpolation_data->global_xform_prev;
  395. Transform3D res;
  396. TransformInterpolator::interpolate_transform_3d(xform_prev, xform_curr, res, p_interpolation_fraction);
  397. SceneTree *tree = get_tree();
  398. // This should not happen, as is_inside_tree() is checked earlier.
  399. ERR_FAIL_NULL_V(tree, res);
  400. if (!_client_physics_interpolation_node_3d_list.in_list()) {
  401. tree->client_physics_interpolation_add_node_3d(&_client_physics_interpolation_node_3d_list);
  402. }
  403. return res;
  404. }
  405. Transform3D Node3D::get_global_transform_interpolated() {
  406. #if 1
  407. // Pass through if physics interpolation is switched off.
  408. // This is a convenience, as it allows you to easy turn off interpolation
  409. // without changing any code.
  410. if (data.fti_global_xform_interp_set && is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame() && is_visible_in_tree()) {
  411. return data.global_transform_interpolated;
  412. }
  413. return get_global_transform();
  414. #else
  415. // OLD METHOD - deprecated since moving to SceneTreeFTI,
  416. // but leaving for reference and comparison for debugging.
  417. if (!is_physics_interpolated_and_enabled()) {
  418. return get_global_transform();
  419. }
  420. // If we are in the physics frame, the interpolated global transform is meaningless.
  421. // However, there is an exception, we may want to use this as a means of starting off the client
  422. // interpolation pump if not already started (when _is_physics_interpolated_client_side() is false).
  423. if (Engine::get_singleton()->is_in_physics_frame() && _is_physics_interpolated_client_side()) {
  424. return get_global_transform();
  425. }
  426. return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction());
  427. #endif
  428. }
  429. Transform3D Node3D::get_global_transform() const {
  430. ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
  431. /* Due to how threads work at scene level, while this global transform won't be able to be changed from outside a thread,
  432. * it is possible that multiple threads can access it while it's dirty from previous work. Due to this, we must ensure that
  433. * the dirty/update process is thread safe by utilizing atomic copies.
  434. */
  435. uint32_t dirty = _read_dirty_mask();
  436. if (dirty & DIRTY_GLOBAL_TRANSFORM) {
  437. if (dirty & DIRTY_LOCAL_TRANSFORM) {
  438. _update_local_transform(); // Update local transform atomically.
  439. }
  440. Transform3D new_global;
  441. if (data.parent && !data.top_level) {
  442. new_global = data.parent->get_global_transform() * data.local_transform;
  443. } else {
  444. new_global = data.local_transform;
  445. }
  446. if (data.disable_scale) {
  447. new_global.basis.orthonormalize();
  448. }
  449. data.global_transform = new_global;
  450. _clear_dirty_bits(DIRTY_GLOBAL_TRANSFORM);
  451. }
  452. return data.global_transform;
  453. }
  454. #ifdef TOOLS_ENABLED
  455. Transform3D Node3D::get_global_gizmo_transform() const {
  456. return get_global_transform();
  457. }
  458. Transform3D Node3D::get_local_gizmo_transform() const {
  459. return get_transform();
  460. }
  461. #endif
  462. Node3D *Node3D::get_parent_node_3d() const {
  463. ERR_READ_THREAD_GUARD_V(nullptr); // This can't be changed on threads anyway.
  464. if (data.top_level) {
  465. return nullptr;
  466. }
  467. return Object::cast_to<Node3D>(get_parent());
  468. }
  469. Transform3D Node3D::get_relative_transform(const Node *p_parent) const {
  470. ERR_READ_THREAD_GUARD_V(Transform3D());
  471. if (p_parent == this) {
  472. return Transform3D();
  473. }
  474. ERR_FAIL_NULL_V(data.parent, Transform3D());
  475. if (p_parent == data.parent) {
  476. return get_transform();
  477. } else {
  478. return data.parent->get_relative_transform(p_parent) * get_transform();
  479. }
  480. }
  481. void Node3D::set_position(const Vector3 &p_position) {
  482. ERR_THREAD_GUARD;
  483. fti_notify_node_changed();
  484. data.local_transform.origin = p_position;
  485. _propagate_transform_changed(this);
  486. if (data.notify_local_transform) {
  487. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  488. }
  489. }
  490. void Node3D::set_rotation_edit_mode(RotationEditMode p_mode) {
  491. ERR_THREAD_GUARD;
  492. if (data.rotation_edit_mode == p_mode) {
  493. return;
  494. }
  495. bool transform_changed = false;
  496. if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && !_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) {
  497. data.local_transform.orthogonalize();
  498. transform_changed = true;
  499. }
  500. data.rotation_edit_mode = p_mode;
  501. if (p_mode == ROTATION_EDIT_MODE_EULER && _test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  502. // If going to Euler mode, ensure that vectors are _not_ dirty, else the retrieved value may be wrong.
  503. // Otherwise keep what is there, so switching back and forth between modes does not break the vectors.
  504. _update_rotation_and_scale();
  505. }
  506. if (transform_changed) {
  507. _propagate_transform_changed(this);
  508. if (data.notify_local_transform) {
  509. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  510. }
  511. }
  512. notify_property_list_changed();
  513. }
  514. Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
  515. ERR_READ_THREAD_GUARD_V(ROTATION_EDIT_MODE_EULER);
  516. return data.rotation_edit_mode;
  517. }
  518. void Node3D::set_rotation_order(EulerOrder p_order) {
  519. ERR_THREAD_GUARD;
  520. if (data.euler_rotation_order == p_order) {
  521. return;
  522. }
  523. ERR_FAIL_INDEX(int32_t(p_order), 6);
  524. bool transform_changed = false;
  525. uint32_t dirty = _read_dirty_mask();
  526. if ((dirty & DIRTY_EULER_ROTATION_AND_SCALE)) {
  527. _update_rotation_and_scale();
  528. } else if ((dirty & DIRTY_LOCAL_TRANSFORM)) {
  529. data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order);
  530. transform_changed = true;
  531. } else {
  532. _set_dirty_bits(DIRTY_LOCAL_TRANSFORM);
  533. transform_changed = true;
  534. }
  535. data.euler_rotation_order = p_order;
  536. if (transform_changed) {
  537. _propagate_transform_changed(this);
  538. if (data.notify_local_transform) {
  539. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  540. }
  541. }
  542. notify_property_list_changed(); // Will change the rotation property.
  543. }
  544. EulerOrder Node3D::get_rotation_order() const {
  545. ERR_READ_THREAD_GUARD_V(EulerOrder::XYZ);
  546. return data.euler_rotation_order;
  547. }
  548. void Node3D::set_rotation(const Vector3 &p_euler_rad) {
  549. ERR_THREAD_GUARD;
  550. fti_notify_node_changed();
  551. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  552. // Update scale only if rotation and scale are dirty, as rotation will be overridden.
  553. data.scale = data.local_transform.basis.get_scale();
  554. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  555. }
  556. data.euler_rotation = p_euler_rad;
  557. _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM);
  558. _propagate_transform_changed(this);
  559. if (data.notify_local_transform) {
  560. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  561. }
  562. }
  563. void Node3D::set_rotation_degrees(const Vector3 &p_euler_degrees) {
  564. ERR_THREAD_GUARD;
  565. Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z));
  566. set_rotation(radians);
  567. }
  568. void Node3D::set_scale(const Vector3 &p_scale) {
  569. ERR_THREAD_GUARD;
  570. fti_notify_node_changed();
  571. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  572. // Update rotation only if rotation and scale are dirty, as scale will be overridden.
  573. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
  574. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  575. }
  576. data.scale = p_scale;
  577. _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM);
  578. _propagate_transform_changed(this);
  579. if (data.notify_local_transform) {
  580. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  581. }
  582. }
  583. Vector3 Node3D::get_position() const {
  584. ERR_READ_THREAD_GUARD_V(Vector3());
  585. return data.local_transform.origin;
  586. }
  587. Vector3 Node3D::get_rotation() const {
  588. ERR_READ_THREAD_GUARD_V(Vector3());
  589. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  590. _update_rotation_and_scale();
  591. }
  592. return data.euler_rotation;
  593. }
  594. Vector3 Node3D::get_rotation_degrees() const {
  595. ERR_READ_THREAD_GUARD_V(Vector3());
  596. Vector3 radians = get_rotation();
  597. return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
  598. }
  599. Vector3 Node3D::get_scale() const {
  600. ERR_READ_THREAD_GUARD_V(Vector3());
  601. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  602. _update_rotation_and_scale();
  603. }
  604. return data.scale;
  605. }
  606. void Node3D::update_gizmos() {
  607. ERR_THREAD_GUARD;
  608. #ifdef TOOLS_ENABLED
  609. if (!is_inside_world()) {
  610. return;
  611. }
  612. if (data.gizmos.is_empty()) {
  613. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id());
  614. return;
  615. }
  616. if (data.gizmos_dirty) {
  617. return;
  618. }
  619. data.gizmos_dirty = true;
  620. callable_mp(this, &Node3D::_update_gizmos).call_deferred();
  621. #endif
  622. }
  623. void Node3D::set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform) {
  624. ERR_THREAD_GUARD;
  625. #ifdef TOOLS_ENABLED
  626. if (!is_inside_world()) {
  627. return;
  628. }
  629. if (is_part_of_edited_scene()) {
  630. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_set_subgizmo_selection"), this, p_gizmo, p_id, p_transform);
  631. }
  632. #endif
  633. }
  634. void Node3D::clear_subgizmo_selection() {
  635. ERR_THREAD_GUARD;
  636. #ifdef TOOLS_ENABLED
  637. if (!is_inside_world()) {
  638. return;
  639. }
  640. if (data.gizmos.is_empty()) {
  641. return;
  642. }
  643. if (is_part_of_edited_scene()) {
  644. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_clear_subgizmo_selection"), this);
  645. }
  646. #endif
  647. }
  648. void Node3D::add_gizmo(Ref<Node3DGizmo> p_gizmo) {
  649. ERR_THREAD_GUARD;
  650. #ifdef TOOLS_ENABLED
  651. if (data.gizmos_disabled || p_gizmo.is_null()) {
  652. return;
  653. }
  654. data.gizmos.push_back(p_gizmo);
  655. if (p_gizmo.is_valid() && is_inside_world()) {
  656. p_gizmo->create();
  657. if (is_visible_in_tree()) {
  658. p_gizmo->redraw();
  659. }
  660. p_gizmo->transform();
  661. }
  662. #endif
  663. }
  664. void Node3D::remove_gizmo(Ref<Node3DGizmo> p_gizmo) {
  665. ERR_THREAD_GUARD;
  666. #ifdef TOOLS_ENABLED
  667. int idx = data.gizmos.find(p_gizmo);
  668. if (idx != -1) {
  669. p_gizmo->free();
  670. data.gizmos.remove_at(idx);
  671. }
  672. #endif
  673. }
  674. void Node3D::clear_gizmos() {
  675. ERR_THREAD_GUARD;
  676. #ifdef TOOLS_ENABLED
  677. for (int i = 0; i < data.gizmos.size(); i++) {
  678. data.gizmos.write[i]->free();
  679. }
  680. data.gizmos.clear();
  681. #endif
  682. }
  683. TypedArray<Node3DGizmo> Node3D::get_gizmos_bind() const {
  684. ERR_THREAD_GUARD_V(TypedArray<Node3DGizmo>());
  685. TypedArray<Node3DGizmo> ret;
  686. #ifdef TOOLS_ENABLED
  687. for (int i = 0; i < data.gizmos.size(); i++) {
  688. ret.push_back(Variant(data.gizmos[i].ptr()));
  689. }
  690. #endif
  691. return ret;
  692. }
  693. Vector<Ref<Node3DGizmo>> Node3D::get_gizmos() const {
  694. ERR_THREAD_GUARD_V(Vector<Ref<Node3DGizmo>>());
  695. #ifdef TOOLS_ENABLED
  696. return data.gizmos;
  697. #else
  698. return Vector<Ref<Node3DGizmo>>();
  699. #endif
  700. }
  701. void Node3D::_replace_dirty_mask(uint32_t p_mask) const {
  702. if (is_group_processing()) {
  703. data.dirty.mt.set(p_mask);
  704. } else {
  705. data.dirty.st = p_mask;
  706. }
  707. }
  708. void Node3D::_set_dirty_bits(uint32_t p_bits) const {
  709. if (is_group_processing()) {
  710. data.dirty.mt.bit_or(p_bits);
  711. } else {
  712. data.dirty.st |= p_bits;
  713. }
  714. }
  715. void Node3D::_clear_dirty_bits(uint32_t p_bits) const {
  716. if (is_group_processing()) {
  717. data.dirty.mt.bit_and(~p_bits);
  718. } else {
  719. data.dirty.st &= ~p_bits;
  720. }
  721. }
  722. void Node3D::_update_gizmos() {
  723. #ifdef TOOLS_ENABLED
  724. if (data.gizmos_disabled || !is_inside_world() || !data.gizmos_dirty) {
  725. data.gizmos_dirty = false;
  726. return;
  727. }
  728. data.gizmos_dirty = false;
  729. for (int i = 0; i < data.gizmos.size(); i++) {
  730. if (is_visible_in_tree()) {
  731. data.gizmos.write[i]->redraw();
  732. } else {
  733. data.gizmos.write[i]->clear();
  734. }
  735. }
  736. #endif
  737. }
  738. void Node3D::set_disable_gizmos(bool p_enabled) {
  739. ERR_THREAD_GUARD;
  740. #ifdef TOOLS_ENABLED
  741. data.gizmos_disabled = p_enabled;
  742. if (!p_enabled) {
  743. clear_gizmos();
  744. }
  745. #endif
  746. }
  747. void Node3D::reparent(Node *p_parent, bool p_keep_global_transform) {
  748. ERR_THREAD_GUARD;
  749. if (p_keep_global_transform) {
  750. Transform3D temp = get_global_transform();
  751. Node::reparent(p_parent, p_keep_global_transform);
  752. set_global_transform(temp);
  753. } else {
  754. Node::reparent(p_parent, p_keep_global_transform);
  755. }
  756. }
  757. void Node3D::set_disable_scale(bool p_enabled) {
  758. ERR_THREAD_GUARD;
  759. data.disable_scale = p_enabled;
  760. }
  761. bool Node3D::is_scale_disabled() const {
  762. ERR_READ_THREAD_GUARD_V(false);
  763. return data.disable_scale;
  764. }
  765. void Node3D::set_as_top_level(bool p_enabled) {
  766. ERR_THREAD_GUARD;
  767. if (data.top_level == p_enabled) {
  768. return;
  769. }
  770. if (is_inside_tree()) {
  771. if (p_enabled) {
  772. set_transform(get_global_transform());
  773. } else if (data.parent) {
  774. set_transform(data.parent->get_global_transform().affine_inverse() * get_global_transform());
  775. }
  776. }
  777. data.top_level = p_enabled;
  778. }
  779. void Node3D::set_as_top_level_keep_local(bool p_enabled) {
  780. ERR_THREAD_GUARD;
  781. if (data.top_level == p_enabled) {
  782. return;
  783. }
  784. data.top_level = p_enabled;
  785. _propagate_transform_changed(this);
  786. }
  787. bool Node3D::is_set_as_top_level() const {
  788. ERR_READ_THREAD_GUARD_V(false);
  789. return data.top_level;
  790. }
  791. Ref<World3D> Node3D::get_world_3d() const {
  792. ERR_READ_THREAD_GUARD_V(Ref<World3D>()); // World3D can only be set from main thread, so it's safe to obtain on threads.
  793. ERR_FAIL_COND_V(!is_inside_world(), Ref<World3D>());
  794. ERR_FAIL_NULL_V(data.viewport, Ref<World3D>());
  795. return data.viewport->find_world_3d();
  796. }
  797. void Node3D::_propagate_visibility_changed() {
  798. notification(NOTIFICATION_VISIBILITY_CHANGED);
  799. emit_signal(SceneStringName(visibility_changed));
  800. #ifdef TOOLS_ENABLED
  801. if (!data.gizmos.is_empty()) {
  802. data.gizmos_dirty = true;
  803. _update_gizmos();
  804. }
  805. #endif
  806. for (Node3D *c : data.children) {
  807. if (!c || !c->data.visible) {
  808. continue;
  809. }
  810. c->_propagate_visibility_changed();
  811. }
  812. }
  813. void Node3D::show() {
  814. ERR_MAIN_THREAD_GUARD;
  815. set_visible(true);
  816. }
  817. void Node3D::hide() {
  818. ERR_MAIN_THREAD_GUARD;
  819. set_visible(false);
  820. }
  821. void Node3D::set_visible(bool p_visible) {
  822. ERR_MAIN_THREAD_GUARD;
  823. if (data.visible == p_visible) {
  824. return;
  825. }
  826. data.visible = p_visible;
  827. if (!is_inside_tree()) {
  828. return;
  829. }
  830. _propagate_visibility_changed();
  831. }
  832. bool Node3D::is_visible() const {
  833. ERR_READ_THREAD_GUARD_V(false);
  834. return data.visible;
  835. }
  836. bool Node3D::is_visible_in_tree() const {
  837. ERR_READ_THREAD_GUARD_V(false); // Since visibility can only be changed from main thread, this is safe to call.
  838. const Node3D *s = this;
  839. while (s) {
  840. if (!s->data.visible) {
  841. return false;
  842. }
  843. s = s->data.parent;
  844. }
  845. return true;
  846. }
  847. void Node3D::rotate_object_local(const Vector3 &p_axis, real_t p_angle) {
  848. ERR_THREAD_GUARD;
  849. Transform3D t = get_transform();
  850. t.basis.rotate_local(p_axis, p_angle);
  851. set_transform(t);
  852. }
  853. void Node3D::rotate(const Vector3 &p_axis, real_t p_angle) {
  854. ERR_THREAD_GUARD;
  855. Transform3D t = get_transform();
  856. t.basis.rotate(p_axis, p_angle);
  857. set_transform(t);
  858. }
  859. void Node3D::rotate_x(real_t p_angle) {
  860. ERR_THREAD_GUARD;
  861. Transform3D t = get_transform();
  862. t.basis.rotate(Vector3(1, 0, 0), p_angle);
  863. set_transform(t);
  864. }
  865. void Node3D::rotate_y(real_t p_angle) {
  866. ERR_THREAD_GUARD;
  867. Transform3D t = get_transform();
  868. t.basis.rotate(Vector3(0, 1, 0), p_angle);
  869. set_transform(t);
  870. }
  871. void Node3D::rotate_z(real_t p_angle) {
  872. ERR_THREAD_GUARD;
  873. Transform3D t = get_transform();
  874. t.basis.rotate(Vector3(0, 0, 1), p_angle);
  875. set_transform(t);
  876. }
  877. void Node3D::translate(const Vector3 &p_offset) {
  878. ERR_THREAD_GUARD;
  879. Transform3D t = get_transform();
  880. t.translate_local(p_offset);
  881. set_transform(t);
  882. }
  883. void Node3D::translate_object_local(const Vector3 &p_offset) {
  884. ERR_THREAD_GUARD;
  885. Transform3D t = get_transform();
  886. Transform3D s;
  887. s.translate_local(p_offset);
  888. set_transform(t * s);
  889. }
  890. void Node3D::scale(const Vector3 &p_ratio) {
  891. ERR_THREAD_GUARD;
  892. Transform3D t = get_transform();
  893. t.basis.scale(p_ratio);
  894. set_transform(t);
  895. }
  896. void Node3D::scale_object_local(const Vector3 &p_scale) {
  897. ERR_THREAD_GUARD;
  898. Transform3D t = get_transform();
  899. t.basis.scale_local(p_scale);
  900. set_transform(t);
  901. }
  902. void Node3D::global_rotate(const Vector3 &p_axis, real_t p_angle) {
  903. ERR_THREAD_GUARD;
  904. Transform3D t = get_global_transform();
  905. t.basis.rotate(p_axis, p_angle);
  906. set_global_transform(t);
  907. }
  908. void Node3D::global_scale(const Vector3 &p_scale) {
  909. ERR_THREAD_GUARD;
  910. Transform3D t = get_global_transform();
  911. t.basis.scale(p_scale);
  912. set_global_transform(t);
  913. }
  914. void Node3D::global_translate(const Vector3 &p_offset) {
  915. ERR_THREAD_GUARD;
  916. Transform3D t = get_global_transform();
  917. t.origin += p_offset;
  918. set_global_transform(t);
  919. }
  920. void Node3D::orthonormalize() {
  921. ERR_THREAD_GUARD;
  922. Transform3D t = get_transform();
  923. t.orthonormalize();
  924. set_transform(t);
  925. }
  926. void Node3D::set_identity() {
  927. ERR_THREAD_GUARD;
  928. set_transform(Transform3D());
  929. }
  930. void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
  931. ERR_THREAD_GUARD;
  932. ERR_FAIL_COND_MSG(!is_inside_tree(), "Node not inside tree. Use look_at_from_position() instead.");
  933. Vector3 origin = get_global_transform().origin;
  934. look_at_from_position(origin, p_target, p_up, p_use_model_front);
  935. }
  936. void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
  937. ERR_THREAD_GUARD;
  938. ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed.");
  939. ERR_FAIL_COND_MSG(p_up.is_zero_approx(), "The up vector can't be zero, look_at() failed.");
  940. Vector3 forward = p_target - p_pos;
  941. Basis lookat_basis = Basis::looking_at(forward, p_up, p_use_model_front);
  942. Vector3 original_scale = get_scale();
  943. set_global_transform(Transform3D(lookat_basis, p_pos));
  944. set_scale(original_scale);
  945. }
  946. Vector3 Node3D::to_local(Vector3 p_global) const {
  947. ERR_READ_THREAD_GUARD_V(Vector3());
  948. return get_global_transform().affine_inverse().xform(p_global);
  949. }
  950. Vector3 Node3D::to_global(Vector3 p_local) const {
  951. ERR_READ_THREAD_GUARD_V(Vector3());
  952. return get_global_transform().xform(p_local);
  953. }
  954. void Node3D::set_notify_transform(bool p_enabled) {
  955. ERR_THREAD_GUARD;
  956. data.notify_transform = p_enabled;
  957. }
  958. bool Node3D::is_transform_notification_enabled() const {
  959. ERR_READ_THREAD_GUARD_V(false);
  960. return data.notify_transform;
  961. }
  962. void Node3D::set_notify_local_transform(bool p_enabled) {
  963. ERR_THREAD_GUARD;
  964. data.notify_local_transform = p_enabled;
  965. }
  966. bool Node3D::is_local_transform_notification_enabled() const {
  967. ERR_READ_THREAD_GUARD_V(false);
  968. return data.notify_local_transform;
  969. }
  970. void Node3D::force_update_transform() {
  971. ERR_THREAD_GUARD;
  972. ERR_FAIL_COND(!is_inside_tree());
  973. if (!xform_change.in_list()) {
  974. return; //nothing to update
  975. }
  976. get_tree()->xform_change_list.remove(&xform_change);
  977. notification(NOTIFICATION_TRANSFORM_CHANGED);
  978. }
  979. void Node3D::_update_visibility_parent(bool p_update_root) {
  980. RID new_parent;
  981. if (!visibility_parent_path.is_empty()) {
  982. if (!p_update_root) {
  983. return;
  984. }
  985. Node *parent = get_node_or_null(visibility_parent_path);
  986. ERR_FAIL_NULL_MSG(parent, "Can't find visibility parent node at path: " + visibility_parent_path);
  987. ERR_FAIL_COND_MSG(parent == this, "The visibility parent can't be the same node.");
  988. GeometryInstance3D *gi = Object::cast_to<GeometryInstance3D>(parent);
  989. ERR_FAIL_NULL_MSG(gi, "The visibility parent node must be a GeometryInstance3D, at path: " + visibility_parent_path);
  990. new_parent = gi ? gi->get_instance() : RID();
  991. } else if (data.parent) {
  992. new_parent = data.parent->data.visibility_parent;
  993. }
  994. if (new_parent == data.visibility_parent) {
  995. return;
  996. }
  997. data.visibility_parent = new_parent;
  998. VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(this);
  999. if (vi) {
  1000. RS::get_singleton()->instance_set_visibility_parent(vi->get_instance(), data.visibility_parent);
  1001. }
  1002. for (Node3D *c : data.children) {
  1003. c->_update_visibility_parent(false);
  1004. }
  1005. }
  1006. void Node3D::set_visibility_parent(const NodePath &p_path) {
  1007. ERR_MAIN_THREAD_GUARD;
  1008. visibility_parent_path = p_path;
  1009. if (is_inside_tree()) {
  1010. _update_visibility_parent(true);
  1011. }
  1012. }
  1013. NodePath Node3D::get_visibility_parent() const {
  1014. ERR_READ_THREAD_GUARD_V(NodePath());
  1015. return visibility_parent_path;
  1016. }
  1017. void Node3D::_validate_property(PropertyInfo &p_property) const {
  1018. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_BASIS && p_property.name == "basis") {
  1019. p_property.usage = 0;
  1020. }
  1021. if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && p_property.name == "scale") {
  1022. p_property.usage = 0;
  1023. }
  1024. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_QUATERNION && p_property.name == "quaternion") {
  1025. p_property.usage = 0;
  1026. }
  1027. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation") {
  1028. p_property.usage = 0;
  1029. }
  1030. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation_order") {
  1031. p_property.usage = 0;
  1032. }
  1033. }
  1034. bool Node3D::_property_can_revert(const StringName &p_name) const {
  1035. const String sname = p_name;
  1036. if (sname == "basis") {
  1037. return true;
  1038. } else if (sname == "scale") {
  1039. return true;
  1040. } else if (sname == "quaternion") {
  1041. return true;
  1042. } else if (sname == "rotation") {
  1043. return true;
  1044. } else if (sname == "position") {
  1045. return true;
  1046. }
  1047. return false;
  1048. }
  1049. bool Node3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
  1050. bool valid = false;
  1051. const String sname = p_name;
  1052. if (sname == "basis") {
  1053. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1054. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1055. r_property = Transform3D(variant).get_basis();
  1056. } else {
  1057. r_property = Basis();
  1058. }
  1059. } else if (sname == "scale") {
  1060. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1061. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1062. r_property = Transform3D(variant).get_basis().get_scale();
  1063. } else {
  1064. r_property = Vector3(1.0, 1.0, 1.0);
  1065. }
  1066. } else if (sname == "quaternion") {
  1067. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1068. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1069. r_property = Quaternion(Transform3D(variant).get_basis().get_rotation_quaternion());
  1070. } else {
  1071. r_property = Quaternion();
  1072. }
  1073. } else if (sname == "rotation") {
  1074. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1075. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1076. r_property = Transform3D(variant).get_basis().get_euler_normalized(data.euler_rotation_order);
  1077. } else {
  1078. r_property = Vector3();
  1079. }
  1080. } else if (sname == "position") {
  1081. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1082. if (valid) {
  1083. r_property = Transform3D(variant).get_origin();
  1084. } else {
  1085. r_property = Vector3();
  1086. }
  1087. } else {
  1088. return false;
  1089. }
  1090. return true;
  1091. }
  1092. void Node3D::_bind_methods() {
  1093. ClassDB::bind_method(D_METHOD("set_transform", "local"), &Node3D::set_transform);
  1094. ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform);
  1095. ClassDB::bind_method(D_METHOD("set_position", "position"), &Node3D::set_position);
  1096. ClassDB::bind_method(D_METHOD("get_position"), &Node3D::get_position);
  1097. ClassDB::bind_method(D_METHOD("set_rotation", "euler_radians"), &Node3D::set_rotation);
  1098. ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation);
  1099. ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees);
  1100. ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees);
  1101. ClassDB::bind_method(D_METHOD("set_rotation_order", "order"), &Node3D::set_rotation_order);
  1102. ClassDB::bind_method(D_METHOD("get_rotation_order"), &Node3D::get_rotation_order);
  1103. ClassDB::bind_method(D_METHOD("set_rotation_edit_mode", "edit_mode"), &Node3D::set_rotation_edit_mode);
  1104. ClassDB::bind_method(D_METHOD("get_rotation_edit_mode"), &Node3D::get_rotation_edit_mode);
  1105. ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node3D::set_scale);
  1106. ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale);
  1107. ClassDB::bind_method(D_METHOD("set_quaternion", "quaternion"), &Node3D::set_quaternion);
  1108. ClassDB::bind_method(D_METHOD("get_quaternion"), &Node3D::get_quaternion);
  1109. ClassDB::bind_method(D_METHOD("set_basis", "basis"), &Node3D::set_basis);
  1110. ClassDB::bind_method(D_METHOD("get_basis"), &Node3D::get_basis);
  1111. ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
  1112. ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
  1113. ClassDB::bind_method(D_METHOD("get_global_transform_interpolated"), &Node3D::get_global_transform_interpolated);
  1114. ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position);
  1115. ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position);
  1116. ClassDB::bind_method(D_METHOD("set_global_basis", "basis"), &Node3D::set_global_basis);
  1117. ClassDB::bind_method(D_METHOD("get_global_basis"), &Node3D::get_global_basis);
  1118. ClassDB::bind_method(D_METHOD("set_global_rotation", "euler_radians"), &Node3D::set_global_rotation);
  1119. ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node3D::get_global_rotation);
  1120. ClassDB::bind_method(D_METHOD("set_global_rotation_degrees", "euler_degrees"), &Node3D::set_global_rotation_degrees);
  1121. ClassDB::bind_method(D_METHOD("get_global_rotation_degrees"), &Node3D::get_global_rotation_degrees);
  1122. ClassDB::bind_method(D_METHOD("get_parent_node_3d"), &Node3D::get_parent_node_3d);
  1123. ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification);
  1124. ClassDB::bind_method(D_METHOD("set_as_top_level", "enable"), &Node3D::set_as_top_level);
  1125. ClassDB::bind_method(D_METHOD("is_set_as_top_level"), &Node3D::is_set_as_top_level);
  1126. ClassDB::bind_method(D_METHOD("set_disable_scale", "disable"), &Node3D::set_disable_scale);
  1127. ClassDB::bind_method(D_METHOD("is_scale_disabled"), &Node3D::is_scale_disabled);
  1128. ClassDB::bind_method(D_METHOD("get_world_3d"), &Node3D::get_world_3d);
  1129. ClassDB::bind_method(D_METHOD("force_update_transform"), &Node3D::force_update_transform);
  1130. ClassDB::bind_method(D_METHOD("set_visibility_parent", "path"), &Node3D::set_visibility_parent);
  1131. ClassDB::bind_method(D_METHOD("get_visibility_parent"), &Node3D::get_visibility_parent);
  1132. ClassDB::bind_method(D_METHOD("update_gizmos"), &Node3D::update_gizmos);
  1133. ClassDB::bind_method(D_METHOD("add_gizmo", "gizmo"), &Node3D::add_gizmo);
  1134. ClassDB::bind_method(D_METHOD("get_gizmos"), &Node3D::get_gizmos_bind);
  1135. ClassDB::bind_method(D_METHOD("clear_gizmos"), &Node3D::clear_gizmos);
  1136. ClassDB::bind_method(D_METHOD("set_subgizmo_selection", "gizmo", "id", "transform"), &Node3D::set_subgizmo_selection);
  1137. ClassDB::bind_method(D_METHOD("clear_subgizmo_selection"), &Node3D::clear_subgizmo_selection);
  1138. ClassDB::bind_method(D_METHOD("set_visible", "visible"), &Node3D::set_visible);
  1139. ClassDB::bind_method(D_METHOD("is_visible"), &Node3D::is_visible);
  1140. ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &Node3D::is_visible_in_tree);
  1141. ClassDB::bind_method(D_METHOD("show"), &Node3D::show);
  1142. ClassDB::bind_method(D_METHOD("hide"), &Node3D::hide);
  1143. ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &Node3D::set_notify_local_transform);
  1144. ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &Node3D::is_local_transform_notification_enabled);
  1145. ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Node3D::set_notify_transform);
  1146. ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Node3D::is_transform_notification_enabled);
  1147. ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Node3D::rotate);
  1148. ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Node3D::global_rotate);
  1149. ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Node3D::global_scale);
  1150. ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node3D::global_translate);
  1151. ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Node3D::rotate_object_local);
  1152. ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Node3D::scale_object_local);
  1153. ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Node3D::translate_object_local);
  1154. ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Node3D::rotate_x);
  1155. ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Node3D::rotate_y);
  1156. ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Node3D::rotate_z);
  1157. ClassDB::bind_method(D_METHOD("translate", "offset"), &Node3D::translate);
  1158. ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize);
  1159. ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity);
  1160. ClassDB::bind_method(D_METHOD("look_at", "target", "up", "use_model_front"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false));
  1161. ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up", "use_model_front"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0)), DEFVAL(false));
  1162. ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local);
  1163. ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global);
  1164. BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
  1165. BIND_CONSTANT(NOTIFICATION_ENTER_WORLD);
  1166. BIND_CONSTANT(NOTIFICATION_EXIT_WORLD);
  1167. BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
  1168. BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  1169. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_EULER);
  1170. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_QUATERNION);
  1171. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_BASIS);
  1172. ADD_GROUP("Transform", "");
  1173. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform");
  1174. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");
  1175. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_RANGE, "-99999,99999,or_greater,or_less,hide_slider,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position");
  1176. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees", PROPERTY_USAGE_EDITOR), "set_rotation", "get_rotation");
  1177. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_rotation_degrees", "get_rotation_degrees");
  1178. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "quaternion", PROPERTY_HINT_HIDE_QUATERNION_EDIT, "", PROPERTY_USAGE_EDITOR), "set_quaternion", "get_quaternion");
  1179. ADD_PROPERTY(PropertyInfo(Variant::BASIS, "basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_basis", "get_basis");
  1180. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
  1181. ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_edit_mode", PROPERTY_HINT_ENUM, "Euler,Quaternion,Basis"), "set_rotation_edit_mode", "get_rotation_edit_mode");
  1182. ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_order", PROPERTY_HINT_ENUM, "XYZ,XZY,YXZ,YZX,ZXY,ZYX"), "set_rotation_order", "get_rotation_order");
  1183. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level");
  1184. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position");
  1185. ADD_PROPERTY(PropertyInfo(Variant::BASIS, "global_basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_basis", "get_global_basis");
  1186. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation");
  1187. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation_degrees", "get_global_rotation_degrees");
  1188. ADD_GROUP("Visibility", "");
  1189. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
  1190. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "visibility_parent", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GeometryInstance3D"), "set_visibility_parent", "get_visibility_parent");
  1191. ADD_SIGNAL(MethodInfo("visibility_changed"));
  1192. }
  1193. Node3D::Node3D() :
  1194. xform_change(this), _client_physics_interpolation_node_3d_list(this) {
  1195. // Default member initializer for bitfield is a C++20 extension, so:
  1196. data.top_level = false;
  1197. data.inside_world = false;
  1198. data.ignore_notification = false;
  1199. data.notify_local_transform = false;
  1200. data.notify_transform = false;
  1201. data.visible = true;
  1202. data.disable_scale = false;
  1203. data.vi_visible = true;
  1204. data.fti_on_frame_xform_list = false;
  1205. data.fti_on_frame_property_list = false;
  1206. data.fti_on_tick_xform_list = false;
  1207. data.fti_on_tick_property_list = false;
  1208. data.fti_global_xform_interp_set = false;
  1209. data.fti_frame_xform_force_update = false;
  1210. #ifdef TOOLS_ENABLED
  1211. data.gizmos_disabled = false;
  1212. data.gizmos_dirty = false;
  1213. data.transform_gizmo_visible = true;
  1214. #endif
  1215. }
  1216. Node3D::~Node3D() {
  1217. _disable_client_physics_interpolation();
  1218. if (is_inside_tree()) {
  1219. get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
  1220. }
  1221. }