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			195 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			195 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  spatial.h                                                            */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef SPATIAL_H
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#define SPATIAL_H
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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/**
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	@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SpatialGizmo : public Reference {
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	GDCLASS(SpatialGizmo, Reference);
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public:
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	virtual void create() = 0;
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	virtual void transform() = 0;
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	virtual void clear() = 0;
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	virtual void redraw() = 0;
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	virtual void free() = 0;
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	virtual bool can_draw() const = 0;
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	SpatialGizmo();
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};
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class Spatial : public Node {
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	GDCLASS(Spatial, Node);
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	OBJ_CATEGORY("3D");
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	enum TransformDirty {
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		DIRTY_NONE = 0,
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		DIRTY_VECTORS = 1,
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		DIRTY_LOCAL = 2,
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		DIRTY_GLOBAL = 4
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	};
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	mutable SelfList<Node> xform_change;
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	struct Data {
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		mutable Transform global_transform;
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		mutable Transform local_transform;
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		mutable Vector3 rotation;
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		mutable Vector3 scale;
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		mutable int dirty;
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		Viewport *viewport;
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		bool toplevel_active;
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		bool toplevel;
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		bool inside_world;
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		int children_lock;
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		Spatial *parent;
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		List<Spatial *> children;
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		List<Spatial *>::Element *C;
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		bool ignore_notification;
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		bool notify_local_transform;
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		bool notify_transform;
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		bool visible;
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#ifdef TOOLS_ENABLED
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		Ref<SpatialGizmo> gizmo;
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		bool gizmo_disabled;
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		bool gizmo_dirty;
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#endif
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	} data;
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#ifdef TOOLS_ENABLED
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	void _update_gizmo();
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#endif
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	void _notify_dirty();
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	void _propagate_transform_changed(Spatial *p_origin);
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	void _propagate_visibility_changed();
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protected:
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	_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
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	_FORCE_INLINE_ void _update_local_transform() const;
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	void _notification(int p_what);
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	static void _bind_methods();
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public:
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	enum {
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		NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
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		NOTIFICATION_ENTER_WORLD = 41,
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		NOTIFICATION_EXIT_WORLD = 42,
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		NOTIFICATION_VISIBILITY_CHANGED = 43,
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		NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
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	};
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	Spatial *get_parent_spatial() const;
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	Ref<World> get_world() const;
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	void set_translation(const Vector3 &p_translation);
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	void set_rotation(const Vector3 &p_euler_rad);
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	void set_rotation_degrees(const Vector3 &p_euler_deg);
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	void set_scale(const Vector3 &p_scale);
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	Vector3 get_translation() const;
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	Vector3 get_rotation() const;
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	Vector3 get_rotation_degrees() const;
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	Vector3 get_scale() const;
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	void set_transform(const Transform &p_transform);
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	void set_global_transform(const Transform &p_transform);
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	Transform get_transform() const;
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	Transform get_global_transform() const;
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	void set_as_toplevel(bool p_enabled);
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	bool is_set_as_toplevel() const;
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	void set_disable_gizmo(bool p_enabled);
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	void update_gizmo();
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	void set_gizmo(const Ref<SpatialGizmo> &p_gizmo);
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	Ref<SpatialGizmo> get_gizmo() const;
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	_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
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	Transform get_relative_transform(const Node *p_parent) const;
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	void rotate(const Vector3 &p_normal, float p_radians);
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	void rotate_x(float p_radians);
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	void rotate_y(float p_radians);
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	void rotate_z(float p_radians);
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	void translate(const Vector3 &p_offset);
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	void scale(const Vector3 &p_ratio);
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	void global_rotate(const Vector3 &p_normal, float p_radians);
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	void global_translate(const Vector3 &p_offset);
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	void look_at(const Vector3 &p_target, const Vector3 &p_up_normal);
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	void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up_normal);
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	Vector3 to_local(Vector3 p_global) const;
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	Vector3 to_global(Vector3 p_local) const;
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	void set_notify_transform(bool p_enable);
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	bool is_transform_notification_enabled() const;
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	void set_notify_local_transform(bool p_enable);
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	bool is_local_transform_notification_enabled() const;
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	void orthonormalize();
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	void set_identity();
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	void set_visible(bool p_visible);
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	bool is_visible() const;
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	void show();
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	void hide();
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	bool is_visible_in_tree() const;
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	Spatial();
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	~Spatial();
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};
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#endif
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