node_3d.cpp 54 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 (uint32_t n = 0; n < data.node3d_children.size(); n++) {
  86. Node3D *s = data.node3d_children[n];
  87. // Don't propagate to a toplevel.
  88. if (!s->data.top_level) {
  89. s->_propagate_transform_changed(p_origin);
  90. }
  91. }
  92. #ifdef TOOLS_ENABLED
  93. if ((!data.gizmos.is_empty() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) {
  94. #else
  95. if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) {
  96. #endif
  97. if (likely(is_accessible_from_caller_thread())) {
  98. get_tree()->xform_change_list.add(&xform_change);
  99. } else {
  100. // This should very rarely happen, but if it does at least make sure the notification is received eventually.
  101. callable_mp(this, &Node3D::_propagate_transform_changed_deferred).call_deferred();
  102. }
  103. }
  104. _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
  105. }
  106. void Node3D::_notification(int p_what) {
  107. switch (p_what) {
  108. case NOTIFICATION_ACCESSIBILITY_UPDATE: {
  109. RID ae = get_accessibility_element();
  110. ERR_FAIL_COND(ae.is_null());
  111. DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_CONTAINER);
  112. } break;
  113. case NOTIFICATION_ENTER_TREE: {
  114. ERR_MAIN_THREAD_GUARD;
  115. ERR_FAIL_NULL(get_tree());
  116. Node *p = get_parent();
  117. if (p) {
  118. data.parent = Object::cast_to<Node3D>(p);
  119. }
  120. if (data.parent) {
  121. data.index_in_parent = data.parent->data.node3d_children.size();
  122. data.parent->data.node3d_children.push_back(this);
  123. } else if (data.index_in_parent != UINT32_MAX) {
  124. data.index_in_parent = UINT32_MAX;
  125. ERR_PRINT("Node3D ENTER_TREE detected without EXIT_TREE, recovering.");
  126. }
  127. if (data.top_level && !Engine::get_singleton()->is_editor_hint()) {
  128. if (data.parent) {
  129. if (!data.top_level) {
  130. data.local_transform = data.parent->get_global_transform() * get_transform();
  131. } else {
  132. data.local_transform = get_transform();
  133. }
  134. _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // As local transform was updated, rot/scale should be dirty.
  135. }
  136. }
  137. _set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM); // Global is always dirty upon entering a scene.
  138. _notify_dirty();
  139. notification(NOTIFICATION_ENTER_WORLD);
  140. _update_visibility_parent(true);
  141. if (is_inside_tree() && get_tree()->is_physics_interpolation_enabled()) {
  142. // Always reset FTI when entering tree and update the servers,
  143. // both for interpolated and non-interpolated nodes,
  144. // to ensure the server xforms are up to date.
  145. fti_pump_xform();
  146. // No need to interpolate as we are doing a reset.
  147. data.global_transform_interpolated = get_global_transform();
  148. // Make sure servers are up to date.
  149. fti_update_servers_xform();
  150. // As well as a reset based on the transform when adding, the user may change
  151. // the transform during the first tick / frame, and we want to reset automatically
  152. // at the end of the frame / tick (unless the user manually called `reset_physics_interpolation()`).
  153. if (is_physics_interpolated()) {
  154. get_tree()->get_scene_tree_fti().node_3d_request_reset(this);
  155. }
  156. }
  157. } break;
  158. case NOTIFICATION_EXIT_TREE: {
  159. ERR_MAIN_THREAD_GUARD;
  160. if (is_inside_tree()) {
  161. get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
  162. }
  163. notification(NOTIFICATION_EXIT_WORLD, true);
  164. if (xform_change.in_list()) {
  165. get_tree()->xform_change_list.remove(&xform_change);
  166. }
  167. if (data.parent) {
  168. if (data.index_in_parent != UINT32_MAX) {
  169. // Aliases
  170. uint32_t c = data.index_in_parent;
  171. LocalVector<Node3D *> &parent_children = data.parent->data.node3d_children;
  172. parent_children.remove_at_unordered(c);
  173. // After unordered remove, we need to inform the moved child
  174. // what their new id is in the parent children list.
  175. if (parent_children.size() > c) {
  176. parent_children[c]->data.index_in_parent = c;
  177. }
  178. } else {
  179. ERR_PRINT("Node3D index_in_parent unset at EXIT_TREE.");
  180. }
  181. }
  182. data.index_in_parent = UINT32_MAX;
  183. data.parent = nullptr;
  184. _update_visibility_parent(true);
  185. _disable_client_physics_interpolation();
  186. } break;
  187. case NOTIFICATION_ENTER_WORLD: {
  188. ERR_MAIN_THREAD_GUARD;
  189. data.inside_world = true;
  190. data.viewport = nullptr;
  191. Node *parent = get_parent();
  192. while (parent && !data.viewport) {
  193. data.viewport = Object::cast_to<Viewport>(parent);
  194. parent = parent->get_parent();
  195. }
  196. ERR_FAIL_NULL(data.viewport);
  197. if (get_script_instance()) {
  198. get_script_instance()->call(SNAME("_enter_world"));
  199. }
  200. #ifdef TOOLS_ENABLED
  201. if (is_part_of_edited_scene() && !data.gizmos_requested) {
  202. data.gizmos_requested = true;
  203. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id());
  204. }
  205. #endif
  206. } break;
  207. case NOTIFICATION_EXIT_WORLD: {
  208. ERR_MAIN_THREAD_GUARD;
  209. #ifdef TOOLS_ENABLED
  210. clear_gizmos();
  211. #endif
  212. if (get_script_instance()) {
  213. get_script_instance()->call(SNAME("_exit_world"));
  214. }
  215. data.viewport = nullptr;
  216. data.inside_world = false;
  217. } break;
  218. case NOTIFICATION_TRANSFORM_CHANGED: {
  219. ERR_THREAD_GUARD;
  220. #ifdef TOOLS_ENABLED
  221. for (int i = 0; i < data.gizmos.size(); i++) {
  222. data.gizmos.write[i]->transform();
  223. }
  224. #endif
  225. } break;
  226. case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
  227. if (data.client_physics_interpolation_data) {
  228. data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
  229. }
  230. // In most cases, nodes derived from Node3D will have to already have reset code available for SceneTreeFTI,
  231. // so it makes sense for them to reuse this method rather than respond individually to NOTIFICATION_RESET_PHYSICS_INTERPOLATION,
  232. // unless they need to perform specific tasks (like changing process modes).
  233. fti_pump_xform();
  234. fti_pump_property();
  235. // Detect whether we are using an identity transform.
  236. // This is an optimization for faster tree transform concatenation.
  237. data.fti_is_identity_xform = data.local_transform == Transform3D();
  238. } break;
  239. case NOTIFICATION_SUSPENDED:
  240. case NOTIFICATION_PAUSED: {
  241. if (is_physics_interpolated_and_enabled()) {
  242. data.local_transform_prev = get_transform();
  243. }
  244. } break;
  245. }
  246. }
  247. void Node3D::set_basis(const Basis &p_basis) {
  248. ERR_THREAD_GUARD;
  249. set_transform(Transform3D(p_basis, data.local_transform.origin));
  250. }
  251. void Node3D::set_quaternion(const Quaternion &p_quaternion) {
  252. ERR_THREAD_GUARD;
  253. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  254. // We need the scale part, so if these are dirty, update it
  255. data.scale = data.local_transform.basis.get_scale();
  256. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  257. }
  258. data.local_transform.basis = Basis(p_quaternion, data.scale);
  259. // Rotscale should not be marked dirty because that would cause precision loss issues with the scale. Instead reconstruct rotation now.
  260. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
  261. _replace_dirty_mask(DIRTY_NONE);
  262. _propagate_transform_changed(this);
  263. if (data.notify_local_transform) {
  264. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  265. }
  266. fti_notify_node_changed();
  267. }
  268. Vector3 Node3D::get_global_position() const {
  269. ERR_READ_THREAD_GUARD_V(Vector3());
  270. return get_global_transform().get_origin();
  271. }
  272. Basis Node3D::get_global_basis() const {
  273. ERR_READ_THREAD_GUARD_V(Basis());
  274. return get_global_transform().get_basis();
  275. }
  276. void Node3D::set_global_position(const Vector3 &p_position) {
  277. ERR_THREAD_GUARD;
  278. Transform3D transform = get_global_transform();
  279. transform.set_origin(p_position);
  280. set_global_transform(transform);
  281. }
  282. void Node3D::set_global_basis(const Basis &p_basis) {
  283. ERR_THREAD_GUARD;
  284. Transform3D transform = get_global_transform();
  285. transform.set_basis(p_basis);
  286. set_global_transform(transform);
  287. }
  288. Vector3 Node3D::get_global_rotation() const {
  289. ERR_READ_THREAD_GUARD_V(Vector3());
  290. return get_global_transform().get_basis().get_euler_normalized();
  291. }
  292. Vector3 Node3D::get_global_rotation_degrees() const {
  293. ERR_READ_THREAD_GUARD_V(Vector3());
  294. Vector3 radians = get_global_rotation();
  295. return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
  296. }
  297. void Node3D::set_global_rotation(const Vector3 &p_euler_rad) {
  298. ERR_THREAD_GUARD;
  299. Transform3D transform = get_global_transform();
  300. transform.basis = Basis::from_euler(p_euler_rad) * Basis::from_scale(transform.basis.get_scale());
  301. set_global_transform(transform);
  302. }
  303. void Node3D::set_global_rotation_degrees(const Vector3 &p_euler_degrees) {
  304. ERR_THREAD_GUARD;
  305. 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));
  306. set_global_rotation(radians);
  307. }
  308. void Node3D::fti_pump_xform() {
  309. data.local_transform_prev = get_transform();
  310. }
  311. void Node3D::fti_notify_node_changed(bool p_transform_changed) {
  312. if (is_inside_tree()) {
  313. get_tree()->get_scene_tree_fti().node_3d_notify_changed(*this, p_transform_changed);
  314. }
  315. }
  316. void Node3D::set_transform(const Transform3D &p_transform) {
  317. ERR_THREAD_GUARD;
  318. data.local_transform = p_transform;
  319. _replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // Make rot/scale dirty.
  320. _propagate_transform_changed(this);
  321. if (data.notify_local_transform) {
  322. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  323. }
  324. fti_notify_node_changed();
  325. }
  326. Basis Node3D::get_basis() const {
  327. ERR_READ_THREAD_GUARD_V(Basis());
  328. return get_transform().basis;
  329. }
  330. Quaternion Node3D::get_quaternion() const {
  331. return get_transform().basis.get_rotation_quaternion();
  332. }
  333. void Node3D::set_global_transform(const Transform3D &p_transform) {
  334. ERR_THREAD_GUARD;
  335. Transform3D xform = (data.parent && !data.top_level)
  336. ? data.parent->get_global_transform().affine_inverse() * p_transform
  337. : p_transform;
  338. set_transform(xform);
  339. }
  340. Transform3D Node3D::get_transform() const {
  341. ERR_READ_THREAD_GUARD_V(Transform3D());
  342. if (_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) {
  343. // This update can happen if needed over multiple threads.
  344. _update_local_transform();
  345. }
  346. return data.local_transform;
  347. }
  348. // Return false to timeout and remove from the client interpolation list.
  349. bool Node3D::update_client_physics_interpolation_data() {
  350. if (!is_inside_tree() || !_is_physics_interpolated_client_side()) {
  351. return false;
  352. }
  353. ERR_FAIL_NULL_V(data.client_physics_interpolation_data, false);
  354. ClientPhysicsInterpolationData &pid = *data.client_physics_interpolation_data;
  355. uint64_t tick = Engine::get_singleton()->get_physics_frames();
  356. // Has this update been done already this tick?
  357. // (For instance, get_global_transform_interpolated() could be called multiple times.)
  358. if (pid.current_physics_tick != tick) {
  359. // Timeout?
  360. if (tick >= pid.timeout_physics_tick) {
  361. return false;
  362. }
  363. if (pid.current_physics_tick == (tick - 1)) {
  364. // Normal interpolation situation, there is a continuous flow of data
  365. // from one tick to the next...
  366. pid.global_xform_prev = pid.global_xform_curr;
  367. } else {
  368. // There has been a gap, we cannot sensibly offer interpolation over
  369. // a multitick gap, so we will teleport.
  370. pid.global_xform_prev = get_global_transform();
  371. }
  372. pid.current_physics_tick = tick;
  373. }
  374. pid.global_xform_curr = get_global_transform();
  375. return true;
  376. }
  377. void Node3D::_disable_client_physics_interpolation() {
  378. // Disable any current client side interpolation.
  379. // (This can always restart as normal if you later re-attach the node to the SceneTree.)
  380. if (data.client_physics_interpolation_data) {
  381. memdelete(data.client_physics_interpolation_data);
  382. data.client_physics_interpolation_data = nullptr;
  383. SceneTree *tree = get_tree();
  384. if (tree && _client_physics_interpolation_node_3d_list.in_list()) {
  385. tree->client_physics_interpolation_remove_node_3d(&_client_physics_interpolation_node_3d_list);
  386. }
  387. }
  388. _set_physics_interpolated_client_side(false);
  389. }
  390. Transform3D Node3D::_get_global_transform_interpolated(real_t p_interpolation_fraction) {
  391. ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
  392. // Set in motion the mechanisms for client side interpolation if not already active.
  393. if (!_is_physics_interpolated_client_side()) {
  394. _set_physics_interpolated_client_side(true);
  395. ERR_FAIL_COND_V(data.client_physics_interpolation_data != nullptr, Transform3D());
  396. data.client_physics_interpolation_data = memnew(ClientPhysicsInterpolationData);
  397. data.client_physics_interpolation_data->global_xform_curr = get_global_transform();
  398. data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
  399. data.client_physics_interpolation_data->current_physics_tick = Engine::get_singleton()->get_physics_frames();
  400. }
  401. // Storing the last tick we requested client interpolation allows us to timeout
  402. // and remove client interpolated nodes from the list to save processing.
  403. // We use some arbitrary timeout here, but this could potentially be user defined.
  404. // Note: This timeout has to be larger than the number of ticks in a frame, otherwise the interpolated
  405. // data will stop flowing before the next frame is drawn. This should only be relevant at high tick rates.
  406. // We could alternatively do this by frames rather than ticks and avoid this problem, but then the behavior
  407. // would be machine dependent.
  408. data.client_physics_interpolation_data->timeout_physics_tick = Engine::get_singleton()->get_physics_frames() + 256;
  409. // Make sure data is up to date.
  410. update_client_physics_interpolation_data();
  411. // Interpolate the current data.
  412. const Transform3D &xform_curr = data.client_physics_interpolation_data->global_xform_curr;
  413. const Transform3D &xform_prev = data.client_physics_interpolation_data->global_xform_prev;
  414. Transform3D res;
  415. TransformInterpolator::interpolate_transform_3d(xform_prev, xform_curr, res, p_interpolation_fraction);
  416. SceneTree *tree = get_tree();
  417. // This should not happen, as is_inside_tree() is checked earlier.
  418. ERR_FAIL_NULL_V(tree, res);
  419. if (!_client_physics_interpolation_node_3d_list.in_list()) {
  420. tree->client_physics_interpolation_add_node_3d(&_client_physics_interpolation_node_3d_list);
  421. }
  422. return res;
  423. }
  424. // Visible nodes - get_global_transform_interpolated is cheap.
  425. // Invisible nodes - get_global_transform_interpolated is expensive, try to avoid.
  426. Transform3D Node3D::get_global_transform_interpolated() {
  427. #if 1
  428. // Pass through if physics interpolation is switched off.
  429. // This is a convenience, as it allows you to easy turn off interpolation
  430. // without changing any code.
  431. if (SceneTree::is_fti_enabled() && is_inside_tree() && !Engine::get_singleton()->is_in_physics_frame()) {
  432. // Note that with SceneTreeFTI, we may want to calculate interpolated transform for a node
  433. // with physics interpolation set to OFF, if it has a parent that is ON.
  434. // Cheap case.
  435. // We already pre-cache the visible_in_tree for VisualInstances, but NOT for Node3Ds, so we have to
  436. // deal with non-VIs the slow way.
  437. if (Object::cast_to<VisualInstance3D>(this) && _is_vi_visible() && data.fti_global_xform_interp_set) {
  438. return data.global_transform_interpolated;
  439. }
  440. // Find out if visible in tree.
  441. // If not visible in tree, find the FIRST ancestor that is visible in tree.
  442. const Node3D *visible_parent = nullptr;
  443. const Node3D *s = this;
  444. bool visible = true;
  445. bool visible_in_tree = true;
  446. while (s) {
  447. if (!s->data.visible) {
  448. visible_in_tree = false;
  449. visible = false;
  450. } else {
  451. if (!visible) {
  452. visible_parent = s;
  453. visible = true;
  454. }
  455. }
  456. s = s->data.parent;
  457. }
  458. // Simplest case, we can return the interpolated xform calculated by SceneTreeFTI.
  459. if (visible_in_tree) {
  460. return data.fti_global_xform_interp_set ? data.global_transform_interpolated : get_global_transform();
  461. } else if (visible_parent) {
  462. // INVISIBLE case. Not visible, but there is a visible ancestor somewhere in the chain.
  463. if (_get_scene_tree_depth() < 1) {
  464. // This should not happen unless there a problem has been introduced in the scene tree depth code.
  465. // Print a non-spammy error and return something reasonable.
  466. ERR_PRINT_ONCE("depth is < 1.");
  467. return get_global_transform();
  468. }
  469. // The interpolated xform is not already calculated for invisible nodes, but we can calculate this
  470. // manually on demand if there is a visible parent.
  471. // First create the chain (backwards), from the node up to first visible parent.
  472. const Node3D **parents = (const Node3D **)alloca((sizeof(const Node3D *) * _get_scene_tree_depth()));
  473. int32_t num_parents = 0;
  474. s = this;
  475. while (s) {
  476. if (s == visible_parent) {
  477. // Finished.
  478. break;
  479. }
  480. parents[num_parents++] = s;
  481. s = s->data.parent;
  482. }
  483. // Now calculate the interpolated chain forwards.
  484. float interpolation_fraction = Engine::get_singleton()->get_physics_interpolation_fraction();
  485. // Seed the xform with the visible parent.
  486. Transform3D xform = visible_parent->data.fti_global_xform_interp_set ? visible_parent->data.global_transform_interpolated : visible_parent->get_global_transform();
  487. Transform3D local_interp;
  488. // Backwards through the list is forwards through the chain through the tree.
  489. for (int32_t n = num_parents - 1; n >= 0; n--) {
  490. s = parents[n];
  491. if (s->is_physics_interpolated()) {
  492. // Make sure to call `get_transform()` rather than using local_transform directly, because
  493. // local_transform may be dirty and need updating from rotation / scale.
  494. TransformInterpolator::interpolate_transform_3d(s->data.local_transform_prev, s->get_transform(), local_interp, interpolation_fraction);
  495. } else {
  496. local_interp = s->get_transform();
  497. }
  498. xform *= local_interp;
  499. }
  500. // We could save this in case of multiple calls,
  501. // but probably not necessary.
  502. return xform;
  503. }
  504. }
  505. return get_global_transform();
  506. #else
  507. // OLD METHOD - deprecated since moving to SceneTreeFTI,
  508. // but leaving for reference and comparison for debugging.
  509. if (!is_physics_interpolated_and_enabled()) {
  510. return get_global_transform();
  511. }
  512. // If we are in the physics frame, the interpolated global transform is meaningless.
  513. // However, there is an exception, we may want to use this as a means of starting off the client
  514. // interpolation pump if not already started (when _is_physics_interpolated_client_side() is false).
  515. if (Engine::get_singleton()->is_in_physics_frame() && _is_physics_interpolated_client_side()) {
  516. return get_global_transform();
  517. }
  518. return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction());
  519. #endif
  520. }
  521. Transform3D Node3D::get_global_transform() const {
  522. ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
  523. /* Due to how threads work at scene level, while this global transform won't be able to be changed from outside a thread,
  524. * it is possible that multiple threads can access it while it's dirty from previous work. Due to this, we must ensure that
  525. * the dirty/update process is thread safe by utilizing atomic copies.
  526. */
  527. uint32_t dirty = _read_dirty_mask();
  528. if (dirty & DIRTY_GLOBAL_TRANSFORM) {
  529. if (dirty & DIRTY_LOCAL_TRANSFORM) {
  530. _update_local_transform(); // Update local transform atomically.
  531. }
  532. Transform3D new_global;
  533. if (data.parent && !data.top_level) {
  534. new_global = data.parent->get_global_transform() * data.local_transform;
  535. } else {
  536. new_global = data.local_transform;
  537. }
  538. if (data.disable_scale) {
  539. new_global.basis.orthonormalize();
  540. }
  541. data.global_transform = new_global;
  542. _clear_dirty_bits(DIRTY_GLOBAL_TRANSFORM);
  543. }
  544. return data.global_transform;
  545. }
  546. #ifdef TOOLS_ENABLED
  547. Transform3D Node3D::get_global_gizmo_transform() const {
  548. return get_global_transform();
  549. }
  550. Transform3D Node3D::get_local_gizmo_transform() const {
  551. return get_transform();
  552. }
  553. #endif
  554. Node3D *Node3D::get_parent_node_3d() const {
  555. ERR_READ_THREAD_GUARD_V(nullptr); // This can't be changed on threads anyway.
  556. if (data.top_level) {
  557. return nullptr;
  558. }
  559. return Object::cast_to<Node3D>(get_parent());
  560. }
  561. Transform3D Node3D::get_relative_transform(const Node *p_parent) const {
  562. ERR_READ_THREAD_GUARD_V(Transform3D());
  563. if (p_parent == this) {
  564. return Transform3D();
  565. }
  566. ERR_FAIL_NULL_V(data.parent, Transform3D());
  567. if (p_parent == data.parent) {
  568. return get_transform();
  569. } else {
  570. return data.parent->get_relative_transform(p_parent) * get_transform();
  571. }
  572. }
  573. void Node3D::set_position(const Vector3 &p_position) {
  574. ERR_THREAD_GUARD;
  575. data.local_transform.origin = p_position;
  576. _propagate_transform_changed(this);
  577. if (data.notify_local_transform) {
  578. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  579. }
  580. fti_notify_node_changed();
  581. }
  582. void Node3D::set_rotation_edit_mode(RotationEditMode p_mode) {
  583. ERR_THREAD_GUARD;
  584. if (data.rotation_edit_mode == p_mode) {
  585. return;
  586. }
  587. bool transform_changed = false;
  588. if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && !_test_dirty_bits(DIRTY_LOCAL_TRANSFORM)) {
  589. data.local_transform.orthogonalize();
  590. transform_changed = true;
  591. }
  592. data.rotation_edit_mode = p_mode;
  593. if (p_mode == ROTATION_EDIT_MODE_EULER && _test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  594. // If going to Euler mode, ensure that vectors are _not_ dirty, else the retrieved value may be wrong.
  595. // Otherwise keep what is there, so switching back and forth between modes does not break the vectors.
  596. _update_rotation_and_scale();
  597. }
  598. if (transform_changed) {
  599. _propagate_transform_changed(this);
  600. if (data.notify_local_transform) {
  601. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  602. }
  603. }
  604. notify_property_list_changed();
  605. }
  606. Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
  607. ERR_READ_THREAD_GUARD_V(ROTATION_EDIT_MODE_EULER);
  608. return data.rotation_edit_mode;
  609. }
  610. void Node3D::set_rotation_order(EulerOrder p_order) {
  611. ERR_THREAD_GUARD;
  612. if (data.euler_rotation_order == p_order) {
  613. return;
  614. }
  615. ERR_FAIL_INDEX(int32_t(p_order), 6);
  616. bool transform_changed = false;
  617. uint32_t dirty = _read_dirty_mask();
  618. if ((dirty & DIRTY_EULER_ROTATION_AND_SCALE)) {
  619. _update_rotation_and_scale();
  620. } else if ((dirty & DIRTY_LOCAL_TRANSFORM)) {
  621. data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order);
  622. transform_changed = true;
  623. } else {
  624. _set_dirty_bits(DIRTY_LOCAL_TRANSFORM);
  625. transform_changed = true;
  626. }
  627. data.euler_rotation_order = p_order;
  628. if (transform_changed) {
  629. _propagate_transform_changed(this);
  630. if (data.notify_local_transform) {
  631. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  632. }
  633. }
  634. notify_property_list_changed(); // Will change the rotation property.
  635. }
  636. EulerOrder Node3D::get_rotation_order() const {
  637. ERR_READ_THREAD_GUARD_V(EulerOrder::XYZ);
  638. return data.euler_rotation_order;
  639. }
  640. void Node3D::set_rotation(const Vector3 &p_euler_rad) {
  641. ERR_THREAD_GUARD;
  642. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  643. // Update scale only if rotation and scale are dirty, as rotation will be overridden.
  644. data.scale = data.local_transform.basis.get_scale();
  645. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  646. }
  647. data.euler_rotation = p_euler_rad;
  648. _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM);
  649. _propagate_transform_changed(this);
  650. if (data.notify_local_transform) {
  651. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  652. }
  653. fti_notify_node_changed();
  654. }
  655. void Node3D::set_rotation_degrees(const Vector3 &p_euler_degrees) {
  656. ERR_THREAD_GUARD;
  657. 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));
  658. set_rotation(radians);
  659. }
  660. void Node3D::set_scale(const Vector3 &p_scale) {
  661. ERR_THREAD_GUARD;
  662. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  663. // Update rotation only if rotation and scale are dirty, as scale will be overridden.
  664. data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
  665. _clear_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE);
  666. }
  667. data.scale = p_scale;
  668. _replace_dirty_mask(DIRTY_LOCAL_TRANSFORM);
  669. _propagate_transform_changed(this);
  670. if (data.notify_local_transform) {
  671. notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  672. }
  673. fti_notify_node_changed();
  674. }
  675. Vector3 Node3D::get_position() const {
  676. ERR_READ_THREAD_GUARD_V(Vector3());
  677. return data.local_transform.origin;
  678. }
  679. Vector3 Node3D::get_rotation() const {
  680. ERR_READ_THREAD_GUARD_V(Vector3());
  681. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  682. _update_rotation_and_scale();
  683. }
  684. return data.euler_rotation;
  685. }
  686. Vector3 Node3D::get_rotation_degrees() const {
  687. ERR_READ_THREAD_GUARD_V(Vector3());
  688. Vector3 radians = get_rotation();
  689. return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
  690. }
  691. Vector3 Node3D::get_scale() const {
  692. ERR_READ_THREAD_GUARD_V(Vector3());
  693. if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
  694. _update_rotation_and_scale();
  695. }
  696. return data.scale;
  697. }
  698. void Node3D::update_gizmos() {
  699. ERR_THREAD_GUARD;
  700. #ifdef TOOLS_ENABLED
  701. if (!is_inside_world()) {
  702. return;
  703. }
  704. if (data.gizmos.is_empty()) {
  705. if (!data.gizmos_requested) {
  706. data.gizmos_requested = true;
  707. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_request_gizmo_for_id"), get_instance_id());
  708. }
  709. return;
  710. }
  711. if (data.gizmos_dirty) {
  712. return;
  713. }
  714. data.gizmos_dirty = true;
  715. callable_mp(this, &Node3D::_update_gizmos).call_deferred();
  716. #endif
  717. }
  718. void Node3D::set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform) {
  719. ERR_THREAD_GUARD;
  720. #ifdef TOOLS_ENABLED
  721. if (!is_inside_world()) {
  722. return;
  723. }
  724. if (is_part_of_edited_scene()) {
  725. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_set_subgizmo_selection"), this, p_gizmo, p_id, p_transform);
  726. }
  727. #endif
  728. }
  729. void Node3D::clear_subgizmo_selection() {
  730. ERR_THREAD_GUARD;
  731. #ifdef TOOLS_ENABLED
  732. if (!is_inside_world()) {
  733. return;
  734. }
  735. if (data.gizmos.is_empty()) {
  736. return;
  737. }
  738. if (is_part_of_edited_scene()) {
  739. get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringName(_spatial_editor_group), SNAME("_clear_subgizmo_selection"), this);
  740. }
  741. #endif
  742. }
  743. void Node3D::add_gizmo(Ref<Node3DGizmo> p_gizmo) {
  744. ERR_THREAD_GUARD;
  745. #ifdef TOOLS_ENABLED
  746. if (data.gizmos_disabled || p_gizmo.is_null()) {
  747. return;
  748. }
  749. data.gizmos.push_back(p_gizmo);
  750. if (p_gizmo.is_valid() && is_inside_world()) {
  751. p_gizmo->create();
  752. if (is_visible_in_tree()) {
  753. p_gizmo->redraw();
  754. }
  755. p_gizmo->transform();
  756. }
  757. #endif
  758. }
  759. void Node3D::remove_gizmo(Ref<Node3DGizmo> p_gizmo) {
  760. ERR_THREAD_GUARD;
  761. #ifdef TOOLS_ENABLED
  762. int idx = data.gizmos.find(p_gizmo);
  763. if (idx != -1) {
  764. p_gizmo->free();
  765. data.gizmos.remove_at(idx);
  766. }
  767. #endif
  768. }
  769. void Node3D::clear_gizmos() {
  770. ERR_THREAD_GUARD;
  771. #ifdef TOOLS_ENABLED
  772. for (int i = 0; i < data.gizmos.size(); i++) {
  773. data.gizmos.write[i]->free();
  774. }
  775. data.gizmos.clear();
  776. data.gizmos_requested = false;
  777. #endif
  778. }
  779. TypedArray<Node3DGizmo> Node3D::get_gizmos_bind() const {
  780. ERR_THREAD_GUARD_V(TypedArray<Node3DGizmo>());
  781. TypedArray<Node3DGizmo> ret;
  782. #ifdef TOOLS_ENABLED
  783. for (int i = 0; i < data.gizmos.size(); i++) {
  784. ret.push_back(Variant(data.gizmos[i].ptr()));
  785. }
  786. #endif
  787. return ret;
  788. }
  789. Vector<Ref<Node3DGizmo>> Node3D::get_gizmos() const {
  790. ERR_THREAD_GUARD_V(Vector<Ref<Node3DGizmo>>());
  791. #ifdef TOOLS_ENABLED
  792. return data.gizmos;
  793. #else
  794. return Vector<Ref<Node3DGizmo>>();
  795. #endif
  796. }
  797. void Node3D::_replace_dirty_mask(uint32_t p_mask) const {
  798. if (is_group_processing()) {
  799. data.dirty.mt.set(p_mask);
  800. } else {
  801. data.dirty.st = p_mask;
  802. }
  803. }
  804. void Node3D::_set_dirty_bits(uint32_t p_bits) const {
  805. if (is_group_processing()) {
  806. data.dirty.mt.bit_or(p_bits);
  807. } else {
  808. data.dirty.st |= p_bits;
  809. }
  810. }
  811. void Node3D::_clear_dirty_bits(uint32_t p_bits) const {
  812. if (is_group_processing()) {
  813. data.dirty.mt.bit_and(~p_bits);
  814. } else {
  815. data.dirty.st &= ~p_bits;
  816. }
  817. }
  818. void Node3D::_update_gizmos() {
  819. #ifdef TOOLS_ENABLED
  820. if (data.gizmos_disabled || !is_inside_world() || !data.gizmos_dirty) {
  821. data.gizmos_dirty = false;
  822. return;
  823. }
  824. data.gizmos_dirty = false;
  825. for (int i = 0; i < data.gizmos.size(); i++) {
  826. if (is_visible_in_tree()) {
  827. data.gizmos.write[i]->redraw();
  828. } else {
  829. data.gizmos.write[i]->clear();
  830. }
  831. }
  832. #endif
  833. }
  834. void Node3D::set_disable_gizmos(bool p_enabled) {
  835. ERR_THREAD_GUARD;
  836. #ifdef TOOLS_ENABLED
  837. data.gizmos_disabled = p_enabled;
  838. if (!p_enabled) {
  839. clear_gizmos();
  840. }
  841. #endif
  842. }
  843. void Node3D::reparent(RequiredParam<Node> p_parent, bool p_keep_global_transform) {
  844. ERR_THREAD_GUARD;
  845. if (p_keep_global_transform) {
  846. Transform3D temp = get_global_transform();
  847. Node::reparent(p_parent, p_keep_global_transform);
  848. set_global_transform(temp);
  849. } else {
  850. Node::reparent(p_parent, p_keep_global_transform);
  851. }
  852. }
  853. void Node3D::set_disable_scale(bool p_enabled) {
  854. ERR_THREAD_GUARD;
  855. data.disable_scale = p_enabled;
  856. }
  857. bool Node3D::is_scale_disabled() const {
  858. ERR_READ_THREAD_GUARD_V(false);
  859. return data.disable_scale;
  860. }
  861. void Node3D::set_as_top_level(bool p_enabled) {
  862. ERR_THREAD_GUARD;
  863. if (data.top_level == p_enabled) {
  864. return;
  865. }
  866. if (is_inside_tree()) {
  867. if (p_enabled) {
  868. set_transform(get_global_transform());
  869. } else if (data.parent) {
  870. set_transform(data.parent->get_global_transform().affine_inverse() * get_global_transform());
  871. }
  872. }
  873. data.top_level = p_enabled;
  874. reset_physics_interpolation();
  875. }
  876. void Node3D::set_as_top_level_keep_local(bool p_enabled) {
  877. ERR_THREAD_GUARD;
  878. if (data.top_level == p_enabled) {
  879. return;
  880. }
  881. data.top_level = p_enabled;
  882. _propagate_transform_changed(this);
  883. reset_physics_interpolation();
  884. }
  885. bool Node3D::is_set_as_top_level() const {
  886. ERR_READ_THREAD_GUARD_V(false);
  887. return data.top_level;
  888. }
  889. Ref<World3D> Node3D::get_world_3d() const {
  890. ERR_READ_THREAD_GUARD_V(Ref<World3D>()); // World3D can only be set from main thread, so it's safe to obtain on threads.
  891. ERR_FAIL_COND_V(!is_inside_world(), Ref<World3D>());
  892. ERR_FAIL_NULL_V(data.viewport, Ref<World3D>());
  893. return data.viewport->find_world_3d();
  894. }
  895. void Node3D::_propagate_visibility_changed() {
  896. notification(NOTIFICATION_VISIBILITY_CHANGED);
  897. emit_signal(SceneStringName(visibility_changed));
  898. #ifdef TOOLS_ENABLED
  899. if (!data.gizmos.is_empty()) {
  900. data.gizmos_dirty = true;
  901. _update_gizmos();
  902. }
  903. #endif
  904. for (uint32_t n = 0; n < data.node3d_children.size(); n++) {
  905. Node3D *s = data.node3d_children[n];
  906. if (s->data.visible) {
  907. s->_propagate_visibility_changed();
  908. }
  909. }
  910. }
  911. void Node3D::show() {
  912. ERR_MAIN_THREAD_GUARD;
  913. set_visible(true);
  914. }
  915. void Node3D::hide() {
  916. ERR_MAIN_THREAD_GUARD;
  917. set_visible(false);
  918. }
  919. void Node3D::set_visible(bool p_visible) {
  920. ERR_MAIN_THREAD_GUARD;
  921. if (data.visible == p_visible) {
  922. return;
  923. }
  924. data.visible = p_visible;
  925. if (!is_inside_tree()) {
  926. return;
  927. }
  928. _propagate_visibility_changed();
  929. }
  930. bool Node3D::is_visible() const {
  931. ERR_READ_THREAD_GUARD_V(false);
  932. return data.visible;
  933. }
  934. bool Node3D::is_visible_in_tree() const {
  935. ERR_READ_THREAD_GUARD_V(false); // Since visibility can only be changed from main thread, this is safe to call.
  936. const Node3D *s = this;
  937. while (s) {
  938. if (!s->data.visible) {
  939. return false;
  940. }
  941. s = s->data.parent;
  942. }
  943. return true;
  944. }
  945. void Node3D::rotate_object_local(const Vector3 &p_axis, real_t p_angle) {
  946. ERR_THREAD_GUARD;
  947. Transform3D t = get_transform();
  948. t.basis.rotate_local(p_axis, p_angle);
  949. set_transform(t);
  950. }
  951. void Node3D::rotate(const Vector3 &p_axis, real_t p_angle) {
  952. ERR_THREAD_GUARD;
  953. Transform3D t = get_transform();
  954. t.basis.rotate(p_axis, p_angle);
  955. set_transform(t);
  956. }
  957. void Node3D::rotate_x(real_t p_angle) {
  958. ERR_THREAD_GUARD;
  959. Transform3D t = get_transform();
  960. t.basis.rotate(Vector3(1, 0, 0), p_angle);
  961. set_transform(t);
  962. }
  963. void Node3D::rotate_y(real_t p_angle) {
  964. ERR_THREAD_GUARD;
  965. Transform3D t = get_transform();
  966. t.basis.rotate(Vector3(0, 1, 0), p_angle);
  967. set_transform(t);
  968. }
  969. void Node3D::rotate_z(real_t p_angle) {
  970. ERR_THREAD_GUARD;
  971. Transform3D t = get_transform();
  972. t.basis.rotate(Vector3(0, 0, 1), p_angle);
  973. set_transform(t);
  974. }
  975. void Node3D::translate(const Vector3 &p_offset) {
  976. ERR_THREAD_GUARD;
  977. Transform3D t = get_transform();
  978. t.translate_local(p_offset);
  979. set_transform(t);
  980. }
  981. void Node3D::translate_object_local(const Vector3 &p_offset) {
  982. ERR_THREAD_GUARD;
  983. Transform3D t = get_transform();
  984. Transform3D s;
  985. s.translate_local(p_offset);
  986. set_transform(t * s);
  987. }
  988. void Node3D::scale(const Vector3 &p_ratio) {
  989. ERR_THREAD_GUARD;
  990. Transform3D t = get_transform();
  991. t.basis.scale(p_ratio);
  992. set_transform(t);
  993. }
  994. void Node3D::scale_object_local(const Vector3 &p_scale) {
  995. ERR_THREAD_GUARD;
  996. Transform3D t = get_transform();
  997. t.basis.scale_local(p_scale);
  998. set_transform(t);
  999. }
  1000. void Node3D::global_rotate(const Vector3 &p_axis, real_t p_angle) {
  1001. ERR_THREAD_GUARD;
  1002. Transform3D t = get_global_transform();
  1003. t.basis.rotate(p_axis, p_angle);
  1004. set_global_transform(t);
  1005. }
  1006. void Node3D::global_scale(const Vector3 &p_scale) {
  1007. ERR_THREAD_GUARD;
  1008. Transform3D t = get_global_transform();
  1009. t.basis.scale(p_scale);
  1010. set_global_transform(t);
  1011. }
  1012. void Node3D::global_translate(const Vector3 &p_offset) {
  1013. ERR_THREAD_GUARD;
  1014. Transform3D t = get_global_transform();
  1015. t.origin += p_offset;
  1016. set_global_transform(t);
  1017. }
  1018. void Node3D::orthonormalize() {
  1019. ERR_THREAD_GUARD;
  1020. Transform3D t = get_transform();
  1021. t.orthonormalize();
  1022. set_transform(t);
  1023. }
  1024. void Node3D::set_identity() {
  1025. ERR_THREAD_GUARD;
  1026. set_transform(Transform3D());
  1027. }
  1028. void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
  1029. ERR_THREAD_GUARD;
  1030. ERR_FAIL_COND_MSG(!is_inside_tree(), "Node not inside tree. Use look_at_from_position() instead.");
  1031. Vector3 origin = get_global_transform().origin;
  1032. look_at_from_position(origin, p_target, p_up, p_use_model_front);
  1033. }
  1034. void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
  1035. ERR_THREAD_GUARD;
  1036. ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed.");
  1037. ERR_FAIL_COND_MSG(p_up.is_zero_approx(), "The up vector can't be zero, look_at() failed.");
  1038. Vector3 forward = p_target - p_pos;
  1039. Basis lookat_basis = Basis::looking_at(forward, p_up, p_use_model_front);
  1040. Vector3 original_scale = get_scale();
  1041. set_global_transform(Transform3D(lookat_basis, p_pos));
  1042. set_scale(original_scale);
  1043. }
  1044. Vector3 Node3D::to_local(Vector3 p_global) const {
  1045. ERR_READ_THREAD_GUARD_V(Vector3());
  1046. return get_global_transform().affine_inverse().xform(p_global);
  1047. }
  1048. Vector3 Node3D::to_global(Vector3 p_local) const {
  1049. ERR_READ_THREAD_GUARD_V(Vector3());
  1050. return get_global_transform().xform(p_local);
  1051. }
  1052. void Node3D::set_notify_transform(bool p_enabled) {
  1053. ERR_THREAD_GUARD;
  1054. data.notify_transform = p_enabled;
  1055. }
  1056. bool Node3D::is_transform_notification_enabled() const {
  1057. ERR_READ_THREAD_GUARD_V(false);
  1058. return data.notify_transform;
  1059. }
  1060. void Node3D::set_notify_local_transform(bool p_enabled) {
  1061. ERR_THREAD_GUARD;
  1062. data.notify_local_transform = p_enabled;
  1063. }
  1064. bool Node3D::is_local_transform_notification_enabled() const {
  1065. ERR_READ_THREAD_GUARD_V(false);
  1066. return data.notify_local_transform;
  1067. }
  1068. void Node3D::force_update_transform() {
  1069. ERR_THREAD_GUARD;
  1070. ERR_FAIL_COND(!is_inside_tree());
  1071. if (!xform_change.in_list()) {
  1072. return; //nothing to update
  1073. }
  1074. get_tree()->xform_change_list.remove(&xform_change);
  1075. notification(NOTIFICATION_TRANSFORM_CHANGED);
  1076. }
  1077. void Node3D::_update_visibility_parent(bool p_update_root) {
  1078. RID new_parent;
  1079. if (!visibility_parent_path.is_empty()) {
  1080. if (!p_update_root) {
  1081. return;
  1082. }
  1083. Node *parent = get_node_or_null(visibility_parent_path);
  1084. ERR_FAIL_NULL_MSG(parent, "Can't find visibility parent node at path: " + String(visibility_parent_path));
  1085. ERR_FAIL_COND_MSG(parent == this, "The visibility parent can't be the same node.");
  1086. GeometryInstance3D *gi = Object::cast_to<GeometryInstance3D>(parent);
  1087. ERR_FAIL_NULL_MSG(gi, "The visibility parent node must be a GeometryInstance3D, at path: " + String(visibility_parent_path));
  1088. new_parent = gi ? gi->get_instance() : RID();
  1089. } else if (data.parent) {
  1090. new_parent = data.parent->data.visibility_parent;
  1091. }
  1092. if (new_parent == data.visibility_parent) {
  1093. return;
  1094. }
  1095. data.visibility_parent = new_parent;
  1096. VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(this);
  1097. if (vi) {
  1098. RS::get_singleton()->instance_set_visibility_parent(vi->get_instance(), data.visibility_parent);
  1099. }
  1100. for (Node3D *c : data.node3d_children) {
  1101. c->_update_visibility_parent(false);
  1102. }
  1103. }
  1104. void Node3D::set_visibility_parent(const NodePath &p_path) {
  1105. ERR_MAIN_THREAD_GUARD;
  1106. visibility_parent_path = p_path;
  1107. if (is_inside_tree()) {
  1108. _update_visibility_parent(true);
  1109. }
  1110. }
  1111. NodePath Node3D::get_visibility_parent() const {
  1112. ERR_READ_THREAD_GUARD_V(NodePath());
  1113. return visibility_parent_path;
  1114. }
  1115. void Node3D::_validate_property(PropertyInfo &p_property) const {
  1116. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_BASIS && p_property.name == "basis") {
  1117. p_property.usage = 0;
  1118. }
  1119. if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && p_property.name == "scale") {
  1120. p_property.usage = 0;
  1121. }
  1122. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_QUATERNION && p_property.name == "quaternion") {
  1123. p_property.usage = 0;
  1124. }
  1125. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation") {
  1126. p_property.usage = 0;
  1127. }
  1128. if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation_order") {
  1129. p_property.usage = 0;
  1130. }
  1131. }
  1132. bool Node3D::_property_can_revert(const StringName &p_name) const {
  1133. const String sname = p_name;
  1134. if (sname == "basis") {
  1135. return true;
  1136. } else if (sname == "scale") {
  1137. return true;
  1138. } else if (sname == "quaternion") {
  1139. return true;
  1140. } else if (sname == "rotation") {
  1141. return true;
  1142. } else if (sname == "position") {
  1143. return true;
  1144. }
  1145. return false;
  1146. }
  1147. bool Node3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
  1148. bool valid = false;
  1149. const String sname = p_name;
  1150. if (sname == "basis") {
  1151. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1152. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1153. r_property = Transform3D(variant).get_basis();
  1154. } else {
  1155. r_property = Basis();
  1156. }
  1157. } else if (sname == "scale") {
  1158. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1159. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1160. r_property = Transform3D(variant).get_basis().get_scale();
  1161. } else {
  1162. r_property = Vector3(1.0, 1.0, 1.0);
  1163. }
  1164. } else if (sname == "quaternion") {
  1165. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1166. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1167. r_property = Quaternion(Transform3D(variant).get_basis().get_rotation_quaternion());
  1168. } else {
  1169. r_property = Quaternion();
  1170. }
  1171. } else if (sname == "rotation") {
  1172. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1173. if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
  1174. r_property = Transform3D(variant).get_basis().get_euler_normalized(data.euler_rotation_order);
  1175. } else {
  1176. r_property = Vector3();
  1177. }
  1178. } else if (sname == "position") {
  1179. Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
  1180. if (valid) {
  1181. r_property = Transform3D(variant).get_origin();
  1182. } else {
  1183. r_property = Vector3();
  1184. }
  1185. } else {
  1186. return false;
  1187. }
  1188. return true;
  1189. }
  1190. void Node3D::_bind_methods() {
  1191. ClassDB::bind_method(D_METHOD("set_transform", "local"), &Node3D::set_transform);
  1192. ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform);
  1193. ClassDB::bind_method(D_METHOD("set_position", "position"), &Node3D::set_position);
  1194. ClassDB::bind_method(D_METHOD("get_position"), &Node3D::get_position);
  1195. ClassDB::bind_method(D_METHOD("set_rotation", "euler_radians"), &Node3D::set_rotation);
  1196. ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation);
  1197. ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees);
  1198. ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees);
  1199. ClassDB::bind_method(D_METHOD("set_rotation_order", "order"), &Node3D::set_rotation_order);
  1200. ClassDB::bind_method(D_METHOD("get_rotation_order"), &Node3D::get_rotation_order);
  1201. ClassDB::bind_method(D_METHOD("set_rotation_edit_mode", "edit_mode"), &Node3D::set_rotation_edit_mode);
  1202. ClassDB::bind_method(D_METHOD("get_rotation_edit_mode"), &Node3D::get_rotation_edit_mode);
  1203. ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node3D::set_scale);
  1204. ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale);
  1205. ClassDB::bind_method(D_METHOD("set_quaternion", "quaternion"), &Node3D::set_quaternion);
  1206. ClassDB::bind_method(D_METHOD("get_quaternion"), &Node3D::get_quaternion);
  1207. ClassDB::bind_method(D_METHOD("set_basis", "basis"), &Node3D::set_basis);
  1208. ClassDB::bind_method(D_METHOD("get_basis"), &Node3D::get_basis);
  1209. ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
  1210. ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
  1211. ClassDB::bind_method(D_METHOD("get_global_transform_interpolated"), &Node3D::get_global_transform_interpolated);
  1212. ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position);
  1213. ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position);
  1214. ClassDB::bind_method(D_METHOD("set_global_basis", "basis"), &Node3D::set_global_basis);
  1215. ClassDB::bind_method(D_METHOD("get_global_basis"), &Node3D::get_global_basis);
  1216. ClassDB::bind_method(D_METHOD("set_global_rotation", "euler_radians"), &Node3D::set_global_rotation);
  1217. ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node3D::get_global_rotation);
  1218. ClassDB::bind_method(D_METHOD("set_global_rotation_degrees", "euler_degrees"), &Node3D::set_global_rotation_degrees);
  1219. ClassDB::bind_method(D_METHOD("get_global_rotation_degrees"), &Node3D::get_global_rotation_degrees);
  1220. ClassDB::bind_method(D_METHOD("get_parent_node_3d"), &Node3D::get_parent_node_3d);
  1221. ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification);
  1222. ClassDB::bind_method(D_METHOD("set_as_top_level", "enable"), &Node3D::set_as_top_level);
  1223. ClassDB::bind_method(D_METHOD("is_set_as_top_level"), &Node3D::is_set_as_top_level);
  1224. ClassDB::bind_method(D_METHOD("set_disable_scale", "disable"), &Node3D::set_disable_scale);
  1225. ClassDB::bind_method(D_METHOD("is_scale_disabled"), &Node3D::is_scale_disabled);
  1226. ClassDB::bind_method(D_METHOD("get_world_3d"), &Node3D::get_world_3d);
  1227. ClassDB::bind_method(D_METHOD("force_update_transform"), &Node3D::force_update_transform);
  1228. ClassDB::bind_method(D_METHOD("set_visibility_parent", "path"), &Node3D::set_visibility_parent);
  1229. ClassDB::bind_method(D_METHOD("get_visibility_parent"), &Node3D::get_visibility_parent);
  1230. ClassDB::bind_method(D_METHOD("update_gizmos"), &Node3D::update_gizmos);
  1231. ClassDB::bind_method(D_METHOD("add_gizmo", "gizmo"), &Node3D::add_gizmo);
  1232. ClassDB::bind_method(D_METHOD("get_gizmos"), &Node3D::get_gizmos_bind);
  1233. ClassDB::bind_method(D_METHOD("clear_gizmos"), &Node3D::clear_gizmos);
  1234. ClassDB::bind_method(D_METHOD("set_subgizmo_selection", "gizmo", "id", "transform"), &Node3D::set_subgizmo_selection);
  1235. ClassDB::bind_method(D_METHOD("clear_subgizmo_selection"), &Node3D::clear_subgizmo_selection);
  1236. ClassDB::bind_method(D_METHOD("set_visible", "visible"), &Node3D::set_visible);
  1237. ClassDB::bind_method(D_METHOD("is_visible"), &Node3D::is_visible);
  1238. ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &Node3D::is_visible_in_tree);
  1239. ClassDB::bind_method(D_METHOD("show"), &Node3D::show);
  1240. ClassDB::bind_method(D_METHOD("hide"), &Node3D::hide);
  1241. ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &Node3D::set_notify_local_transform);
  1242. ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &Node3D::is_local_transform_notification_enabled);
  1243. ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Node3D::set_notify_transform);
  1244. ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Node3D::is_transform_notification_enabled);
  1245. ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Node3D::rotate);
  1246. ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Node3D::global_rotate);
  1247. ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Node3D::global_scale);
  1248. ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node3D::global_translate);
  1249. ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Node3D::rotate_object_local);
  1250. ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Node3D::scale_object_local);
  1251. ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Node3D::translate_object_local);
  1252. ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Node3D::rotate_x);
  1253. ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Node3D::rotate_y);
  1254. ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Node3D::rotate_z);
  1255. ClassDB::bind_method(D_METHOD("translate", "offset"), &Node3D::translate);
  1256. ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize);
  1257. ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity);
  1258. ClassDB::bind_method(D_METHOD("look_at", "target", "up", "use_model_front"), &Node3D::look_at, DEFVAL(Vector3::UP), DEFVAL(false));
  1259. ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up", "use_model_front"), &Node3D::look_at_from_position, DEFVAL(Vector3::UP), DEFVAL(false));
  1260. ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local);
  1261. ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global);
  1262. BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
  1263. BIND_CONSTANT(NOTIFICATION_ENTER_WORLD);
  1264. BIND_CONSTANT(NOTIFICATION_EXIT_WORLD);
  1265. BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
  1266. BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
  1267. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_EULER);
  1268. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_QUATERNION);
  1269. BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_BASIS);
  1270. ADD_GROUP("Transform", "");
  1271. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform");
  1272. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");
  1273. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_RANGE, "-99999,99999,or_greater,or_less,hide_control,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position");
  1274. 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");
  1275. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_rotation_degrees", "get_rotation_degrees");
  1276. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "quaternion", PROPERTY_HINT_HIDE_QUATERNION_EDIT, "", PROPERTY_USAGE_EDITOR), "set_quaternion", "get_quaternion");
  1277. ADD_PROPERTY(PropertyInfo(Variant::BASIS, "basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_basis", "get_basis");
  1278. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
  1279. ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_edit_mode", PROPERTY_HINT_ENUM, "Euler,Quaternion,Basis"), "set_rotation_edit_mode", "get_rotation_edit_mode");
  1280. ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_order", PROPERTY_HINT_ENUM, "XYZ,XZY,YXZ,YZX,ZXY,ZYX"), "set_rotation_order", "get_rotation_order");
  1281. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level");
  1282. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position");
  1283. ADD_PROPERTY(PropertyInfo(Variant::BASIS, "global_basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_basis", "get_global_basis");
  1284. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation");
  1285. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation_degrees", "get_global_rotation_degrees");
  1286. ADD_GROUP("Visibility", "");
  1287. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
  1288. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "visibility_parent", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GeometryInstance3D"), "set_visibility_parent", "get_visibility_parent");
  1289. ADD_SIGNAL(MethodInfo("visibility_changed"));
  1290. }
  1291. Node3D::Node3D() :
  1292. xform_change(this), _client_physics_interpolation_node_3d_list(this) {
  1293. _define_ancestry(AncestralClass::NODE_3D);
  1294. // Default member initializer for bitfield is a C++20 extension, so:
  1295. data.top_level = false;
  1296. data.inside_world = false;
  1297. data.ignore_notification = false;
  1298. data.notify_local_transform = false;
  1299. data.notify_transform = false;
  1300. data.visible = true;
  1301. data.disable_scale = false;
  1302. data.vi_visible = true;
  1303. data.fti_on_frame_xform_list = false;
  1304. data.fti_on_frame_property_list = false;
  1305. data.fti_on_tick_xform_list = false;
  1306. data.fti_on_tick_property_list = false;
  1307. data.fti_global_xform_interp_set = false;
  1308. data.fti_frame_xform_force_update = false;
  1309. data.fti_is_identity_xform = false;
  1310. data.fti_processed = false;
  1311. #ifdef TOOLS_ENABLED
  1312. data.gizmos_requested = false;
  1313. data.gizmos_disabled = false;
  1314. data.gizmos_dirty = false;
  1315. data.transform_gizmo_visible = true;
  1316. #endif
  1317. }
  1318. Node3D::~Node3D() {
  1319. _disable_client_physics_interpolation();
  1320. if (is_inside_tree()) {
  1321. get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
  1322. }
  1323. }