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Merge pull request #50755 from foxydevloper/add-global-position-and-global-rotation

Add global_position and global_rotation to Node3D
Rémi Verschelde 3 年之前
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692c2d9215
共有 3 個文件被更改,包括 44 次插入0 次删除
  1. 7 0
      doc/classes/Node3D.xml
  2. 31 0
      scene/3d/node_3d.cpp
  3. 6 0
      scene/3d/node_3d.h

+ 7 - 0
doc/classes/Node3D.xml

@@ -281,6 +281,13 @@
 		<member name="basis" type="Basis" setter="set_basis" getter="get_basis">
 			Direct access to the 3x3 basis of the [Transform3D] property.
 		</member>
+		<member name="global_position" type="Vector3" setter="set_global_position" getter="get_global_position">
+			Global position of this node. This is equivalent to [code]global_transform.origin[/code].
+		</member>
+		<member name="global_rotation" type="Vector3" setter="set_global_rotation" getter="get_global_rotation">
+			Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
+			[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
+		</member>
 		<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
 			World3D space (global) [Transform3D] of this node.
 		</member>

+ 31 - 0
scene/3d/node_3d.cpp

@@ -237,6 +237,28 @@ void Node3D::set_quaternion(const Quaternion &p_quaternion) {
 	}
 }
 
+Vector3 Node3D::get_global_position() const {
+	return get_global_transform().get_origin();
+}
+
+void Node3D::set_global_position(const Vector3 &p_position) {
+	Transform3D transform = get_global_transform();
+	transform.set_origin(p_position);
+	set_global_transform(transform);
+}
+
+Vector3 Node3D::get_global_rotation() const {
+	return get_global_transform().get_basis().get_euler();
+}
+
+void Node3D::set_global_rotation(const Vector3 &p_euler_rad) {
+	Transform3D transform = get_global_transform();
+	Basis new_basis = transform.get_basis();
+	new_basis.set_euler(p_euler_rad);
+	transform.set_basis(new_basis);
+	set_global_transform(transform);
+}
+
 void Node3D::set_transform(const Transform3D &p_transform) {
 	data.local_transform = p_transform;
 	data.dirty = DIRTY_EULER_ROTATION_AND_SCALE; // Make rot/scale dirty.
@@ -950,8 +972,14 @@ void Node3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_quaternion"), &Node3D::get_quaternion);
 	ClassDB::bind_method(D_METHOD("set_basis", "basis"), &Node3D::set_basis);
 	ClassDB::bind_method(D_METHOD("get_basis"), &Node3D::get_basis);
+
 	ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
 	ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
+	ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position);
+	ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position);
+	ClassDB::bind_method(D_METHOD("set_global_rotation", "radians"), &Node3D::set_global_rotation);
+	ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node3D::get_global_rotation);
+
 	ClassDB::bind_method(D_METHOD("get_parent_node_3d"), &Node3D::get_parent_node_3d);
 	ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification);
 	ClassDB::bind_method(D_METHOD("set_as_top_level", "enable"), &Node3D::set_as_top_level);
@@ -1034,6 +1062,9 @@ void Node3D::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_edit_mode", PROPERTY_HINT_ENUM, "Euler,Quaternion,Basis"), "set_rotation_edit_mode", "get_rotation_edit_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_order", PROPERTY_HINT_ENUM, "XYZ,XZY,YXZ,YZX,ZXY,ZYX"), "set_rotation_order", "get_rotation_order");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level");
+
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation");
 	ADD_GROUP("Visibility", "");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "visibility_parent", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GeometryInstance3D"), "set_visibility_parent", "get_visibility_parent");

+ 6 - 0
scene/3d/node_3d.h

@@ -182,12 +182,18 @@ public:
 	void set_rotation(const Vector3 &p_euler_rad);
 	void set_scale(const Vector3 &p_scale);
 
+	void set_global_position(const Vector3 &p_position);
+	void set_global_rotation(const Vector3 &p_euler_rad);
+
 	Vector3 get_position() const;
 
 	RotationOrder get_rotation_order() const;
 	Vector3 get_rotation() const;
 	Vector3 get_scale() const;
 
+	Vector3 get_global_position() const;
+	Vector3 get_global_rotation() const;
+
 	void set_transform(const Transform3D &p_transform);
 	void set_basis(const Basis &p_basis);
 	void set_quaternion(const Quaternion &p_quaternion);