/*************************************************************************/ /* node_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "node_3d.h" #include "core/config/engine.h" #include "core/object/message_queue.h" #include "scene/main/scene_tree.h" #include "scene/main/window.h" #include "scene/scene_string_names.h" /* possible algorithms: Algorithm 1: (current) definition of invalidation: global is invalid 1) If a node sets a LOCAL, it produces an invalidation of everything above a) If above is invalid, don't keep invalidating upwards 2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below) drawback: setting/reading globals is useful and used very often, and using affine inverses is slow --- Algorithm 2: (no longer current) definition of invalidation: NONE dirty, LOCAL dirty, GLOBAL dirty 1) If a node sets a LOCAL, it must climb the tree and set it as GLOBAL dirty a) marking GLOBALs as dirty up all the tree must be done always 2) If a node sets a GLOBAL, it marks local as dirty, and that's all? //is clearing the dirty state correct in this case? drawback: setting a local down the tree forces many tree walks often -- future: no idea */ Node3DGizmo::Node3DGizmo() { } void Node3D::_notify_dirty() { #ifdef TOOLS_ENABLED if ((data.gizmo.is_valid() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) { #else if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) { #endif get_tree()->xform_change_list.add(&xform_change); } } void Node3D::_update_local_transform() const { data.local_transform.basis.set_euler_scale(data.rotation, data.scale); data.dirty &= ~DIRTY_LOCAL; } void Node3D::_propagate_transform_changed(Node3D *p_origin) { if (!is_inside_tree()) { return; } /* if (data.dirty&DIRTY_GLOBAL) return; //already dirty */ data.children_lock++; for (List::Element *E = data.children.front(); E; E = E->next()) { if (E->get()->data.top_level_active) { continue; //don't propagate to a top_level } E->get()->_propagate_transform_changed(p_origin); } #ifdef TOOLS_ENABLED if ((data.gizmo.is_valid() || data.notify_transform) && !data.ignore_notification && !xform_change.in_list()) { #else if (data.notify_transform && !data.ignore_notification && !xform_change.in_list()) { #endif get_tree()->xform_change_list.add(&xform_change); } data.dirty |= DIRTY_GLOBAL; data.children_lock--; } void Node3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { ERR_FAIL_COND(!get_tree()); Node *p = get_parent(); if (p) { data.parent = Object::cast_to(p); } if (data.parent) { data.C = data.parent->data.children.push_back(this); } else { data.C = nullptr; } if (data.top_level && !Engine::get_singleton()->is_editor_hint()) { if (data.parent) { data.local_transform = data.parent->get_global_transform() * get_transform(); data.dirty = DIRTY_VECTORS; //global is always dirty upon entering a scene } data.top_level_active = true; } data.dirty |= DIRTY_GLOBAL; //global is always dirty upon entering a scene _notify_dirty(); notification(NOTIFICATION_ENTER_WORLD); } break; case NOTIFICATION_EXIT_TREE: { notification(NOTIFICATION_EXIT_WORLD, true); if (xform_change.in_list()) { get_tree()->xform_change_list.remove(&xform_change); } if (data.C) { data.parent->data.children.erase(data.C); } data.parent = nullptr; data.C = nullptr; data.top_level_active = false; } break; case NOTIFICATION_ENTER_WORLD: { data.inside_world = true; data.viewport = nullptr; Node *parent = get_parent(); while (parent && !data.viewport) { data.viewport = Object::cast_to(parent); parent = parent->get_parent(); } ERR_FAIL_COND(!data.viewport); if (get_script_instance()) { get_script_instance()->call(SceneStringNames::get_singleton()->_enter_world); } #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) { //get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,SceneStringNames::get_singleton()->_spatial_editor_group,SceneStringNames::get_singleton()->_request_gizmo,this); get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this); if (!data.gizmo_disabled) { if (data.gizmo.is_valid()) { data.gizmo->create(); if (is_visible_in_tree()) { data.gizmo->redraw(); } data.gizmo->transform(); } } } #endif } break; case NOTIFICATION_EXIT_WORLD: { #ifdef TOOLS_ENABLED if (data.gizmo.is_valid()) { data.gizmo->free(); data.gizmo.unref(); } #endif if (get_script_instance()) { get_script_instance()->call(SceneStringNames::get_singleton()->_exit_world); } data.viewport = nullptr; data.inside_world = false; } break; case NOTIFICATION_TRANSFORM_CHANGED: { #ifdef TOOLS_ENABLED if (data.gizmo.is_valid()) { data.gizmo->transform(); } #endif } break; default: { } } } void Node3D::set_transform(const Transform &p_transform) { data.local_transform = p_transform; data.dirty |= DIRTY_VECTORS; _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void Node3D::set_global_transform(const Transform &p_transform) { Transform xform = (data.parent && !data.top_level_active) ? data.parent->get_global_transform().affine_inverse() * p_transform : p_transform; set_transform(xform); } Transform Node3D::get_transform() const { if (data.dirty & DIRTY_LOCAL) { _update_local_transform(); } return data.local_transform; } Transform Node3D::get_global_transform() const { ERR_FAIL_COND_V(!is_inside_tree(), Transform()); if (data.dirty & DIRTY_GLOBAL) { if (data.dirty & DIRTY_LOCAL) { _update_local_transform(); } if (data.parent && !data.top_level_active) { data.global_transform = data.parent->get_global_transform() * data.local_transform; } else { data.global_transform = data.local_transform; } if (data.disable_scale) { data.global_transform.basis.orthonormalize(); } data.dirty &= ~DIRTY_GLOBAL; } return data.global_transform; } #ifdef TOOLS_ENABLED Transform Node3D::get_global_gizmo_transform() const { return get_global_transform(); } Transform Node3D::get_local_gizmo_transform() const { return get_transform(); } #endif Node3D *Node3D::get_parent_spatial() const { return data.parent; } Transform Node3D::get_relative_transform(const Node *p_parent) const { if (p_parent == this) { return Transform(); } ERR_FAIL_COND_V(!data.parent, Transform()); if (p_parent == data.parent) { return get_transform(); } else { return data.parent->get_relative_transform(p_parent) * get_transform(); } } void Node3D::set_translation(const Vector3 &p_translation) { data.local_transform.origin = p_translation; _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void Node3D::set_rotation(const Vector3 &p_euler_rad) { if (data.dirty & DIRTY_VECTORS) { data.scale = data.local_transform.basis.get_scale(); data.dirty &= ~DIRTY_VECTORS; } data.rotation = p_euler_rad; data.dirty |= DIRTY_LOCAL; _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void Node3D::set_rotation_degrees(const Vector3 &p_euler_deg) { set_rotation(p_euler_deg * (Math_PI / 180.0)); } void Node3D::set_scale(const Vector3 &p_scale) { if (data.dirty & DIRTY_VECTORS) { data.rotation = data.local_transform.basis.get_rotation(); data.dirty &= ~DIRTY_VECTORS; } data.scale = p_scale; data.dirty |= DIRTY_LOCAL; _propagate_transform_changed(this); if (data.notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } Vector3 Node3D::get_translation() const { return data.local_transform.origin; } Vector3 Node3D::get_rotation() const { if (data.dirty & DIRTY_VECTORS) { data.scale = data.local_transform.basis.get_scale(); data.rotation = data.local_transform.basis.get_rotation(); data.dirty &= ~DIRTY_VECTORS; } return data.rotation; } Vector3 Node3D::get_rotation_degrees() const { return get_rotation() * (180.0 / Math_PI); } Vector3 Node3D::get_scale() const { if (data.dirty & DIRTY_VECTORS) { data.scale = data.local_transform.basis.get_scale(); data.rotation = data.local_transform.basis.get_rotation(); data.dirty &= ~DIRTY_VECTORS; } return data.scale; } void Node3D::update_gizmo() { #ifdef TOOLS_ENABLED if (!is_inside_world()) { return; } if (!data.gizmo.is_valid()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this); } if (!data.gizmo.is_valid()) { return; } if (data.gizmo_dirty) { return; } data.gizmo_dirty = true; MessageQueue::get_singleton()->push_call(this, "_update_gizmo"); #endif } void Node3D::set_gizmo(const Ref &p_gizmo) { #ifdef TOOLS_ENABLED if (data.gizmo_disabled) { return; } if (data.gizmo.is_valid() && is_inside_world()) { data.gizmo->free(); } data.gizmo = p_gizmo; if (data.gizmo.is_valid() && is_inside_world()) { data.gizmo->create(); if (is_visible_in_tree()) { data.gizmo->redraw(); } data.gizmo->transform(); } #endif } Ref Node3D::get_gizmo() const { #ifdef TOOLS_ENABLED return data.gizmo; #else return Ref(); #endif } void Node3D::_update_gizmo() { #ifdef TOOLS_ENABLED if (!is_inside_world()) { return; } data.gizmo_dirty = false; if (data.gizmo.is_valid()) { if (is_visible_in_tree()) { data.gizmo->redraw(); } else { data.gizmo->clear(); } } #endif } #ifdef TOOLS_ENABLED void Node3D::set_disable_gizmo(bool p_enabled) { data.gizmo_disabled = p_enabled; if (!p_enabled && data.gizmo.is_valid()) { data.gizmo = Ref(); } } #endif void Node3D::set_disable_scale(bool p_enabled) { data.disable_scale = p_enabled; } bool Node3D::is_scale_disabled() const { return data.disable_scale; } void Node3D::set_as_top_level(bool p_enabled) { if (data.top_level == p_enabled) { return; } if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { if (p_enabled) { set_transform(get_global_transform()); } else if (data.parent) { set_transform(data.parent->get_global_transform().affine_inverse() * get_global_transform()); } data.top_level = p_enabled; data.top_level_active = p_enabled; } else { data.top_level = p_enabled; } } bool Node3D::is_set_as_top_level() const { return data.top_level; } Ref Node3D::get_world_3d() const { ERR_FAIL_COND_V(!is_inside_world(), Ref()); ERR_FAIL_COND_V(!data.viewport, Ref()); return data.viewport->find_world_3d(); } void Node3D::_propagate_visibility_changed() { notification(NOTIFICATION_VISIBILITY_CHANGED); emit_signal(SceneStringNames::get_singleton()->visibility_changed); #ifdef TOOLS_ENABLED if (data.gizmo.is_valid()) { _update_gizmo(); } #endif for (List::Element *E = data.children.front(); E; E = E->next()) { Node3D *c = E->get(); if (!c || !c->data.visible) { continue; } c->_propagate_visibility_changed(); } } void Node3D::show() { if (data.visible) { return; } data.visible = true; if (!is_inside_tree()) { return; } _propagate_visibility_changed(); } void Node3D::hide() { if (!data.visible) { return; } data.visible = false; if (!is_inside_tree()) { return; } _propagate_visibility_changed(); } bool Node3D::is_visible_in_tree() const { const Node3D *s = this; while (s) { if (!s->data.visible) { return false; } s = s->data.parent; } return true; } void Node3D::set_visible(bool p_visible) { if (p_visible) { show(); } else { hide(); } } bool Node3D::is_visible() const { return data.visible; } void Node3D::rotate_object_local(const Vector3 &p_axis, float p_angle) { Transform t = get_transform(); t.basis.rotate_local(p_axis, p_angle); set_transform(t); } void Node3D::rotate(const Vector3 &p_axis, float p_angle) { Transform t = get_transform(); t.basis.rotate(p_axis, p_angle); set_transform(t); } void Node3D::rotate_x(float p_angle) { Transform t = get_transform(); t.basis.rotate(Vector3(1, 0, 0), p_angle); set_transform(t); } void Node3D::rotate_y(float p_angle) { Transform t = get_transform(); t.basis.rotate(Vector3(0, 1, 0), p_angle); set_transform(t); } void Node3D::rotate_z(float p_angle) { Transform t = get_transform(); t.basis.rotate(Vector3(0, 0, 1), p_angle); set_transform(t); } void Node3D::translate(const Vector3 &p_offset) { Transform t = get_transform(); t.translate(p_offset); set_transform(t); } void Node3D::translate_object_local(const Vector3 &p_offset) { Transform t = get_transform(); Transform s; s.translate(p_offset); set_transform(t * s); } void Node3D::scale(const Vector3 &p_ratio) { Transform t = get_transform(); t.basis.scale(p_ratio); set_transform(t); } void Node3D::scale_object_local(const Vector3 &p_scale) { Transform t = get_transform(); t.basis.scale_local(p_scale); set_transform(t); } void Node3D::global_rotate(const Vector3 &p_axis, float p_angle) { Transform t = get_global_transform(); t.basis.rotate(p_axis, p_angle); set_global_transform(t); } void Node3D::global_scale(const Vector3 &p_scale) { Transform t = get_global_transform(); t.basis.scale(p_scale); set_global_transform(t); } void Node3D::global_translate(const Vector3 &p_offset) { Transform t = get_global_transform(); t.origin += p_offset; set_global_transform(t); } void Node3D::orthonormalize() { Transform t = get_transform(); t.orthonormalize(); set_transform(t); } void Node3D::set_identity() { set_transform(Transform()); } void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) { Vector3 origin(get_global_transform().origin); look_at_from_position(origin, p_target, p_up); } void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) { ERR_FAIL_COND_MSG(p_pos == p_target, "Node origin and target are in the same position, look_at() failed."); ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos) == Vector3(), "Up vector and direction between node origin and target are aligned, look_at() failed."); Transform lookat; lookat.origin = p_pos; Vector3 original_scale(get_scale()); lookat = lookat.looking_at(p_target, p_up); set_global_transform(lookat); set_scale(original_scale); } Vector3 Node3D::to_local(Vector3 p_global) const { return get_global_transform().affine_inverse().xform(p_global); } Vector3 Node3D::to_global(Vector3 p_local) const { return get_global_transform().xform(p_local); } void Node3D::set_notify_transform(bool p_enable) { data.notify_transform = p_enable; } bool Node3D::is_transform_notification_enabled() const { return data.notify_transform; } void Node3D::set_notify_local_transform(bool p_enable) { data.notify_local_transform = p_enable; } bool Node3D::is_local_transform_notification_enabled() const { return data.notify_local_transform; } void Node3D::force_update_transform() { ERR_FAIL_COND(!is_inside_tree()); if (!xform_change.in_list()) { return; //nothing to update } get_tree()->xform_change_list.remove(&xform_change); notification(NOTIFICATION_TRANSFORM_CHANGED); } void Node3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_transform", "local"), &Node3D::set_transform); ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform); ClassDB::bind_method(D_METHOD("set_translation", "translation"), &Node3D::set_translation); ClassDB::bind_method(D_METHOD("get_translation"), &Node3D::get_translation); ClassDB::bind_method(D_METHOD("set_rotation", "euler"), &Node3D::set_rotation); ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation); ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees); ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees); ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node3D::set_scale); ClassDB::bind_method(D_METHOD("get_scale"), &Node3D::get_scale); 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("get_parent_spatial"), &Node3D::get_parent_spatial); 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); ClassDB::bind_method(D_METHOD("is_set_as_top_level"), &Node3D::is_set_as_top_level); ClassDB::bind_method(D_METHOD("set_disable_scale", "disable"), &Node3D::set_disable_scale); ClassDB::bind_method(D_METHOD("is_scale_disabled"), &Node3D::is_scale_disabled); ClassDB::bind_method(D_METHOD("get_world_3d"), &Node3D::get_world_3d); ClassDB::bind_method(D_METHOD("force_update_transform"), &Node3D::force_update_transform); ClassDB::bind_method(D_METHOD("_update_gizmo"), &Node3D::_update_gizmo); ClassDB::bind_method(D_METHOD("update_gizmo"), &Node3D::update_gizmo); ClassDB::bind_method(D_METHOD("set_gizmo", "gizmo"), &Node3D::set_gizmo); ClassDB::bind_method(D_METHOD("get_gizmo"), &Node3D::get_gizmo); ClassDB::bind_method(D_METHOD("set_visible", "visible"), &Node3D::set_visible); ClassDB::bind_method(D_METHOD("is_visible"), &Node3D::is_visible); ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &Node3D::is_visible_in_tree); ClassDB::bind_method(D_METHOD("show"), &Node3D::show); ClassDB::bind_method(D_METHOD("hide"), &Node3D::hide); ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &Node3D::set_notify_local_transform); ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &Node3D::is_local_transform_notification_enabled); ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Node3D::set_notify_transform); ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Node3D::is_transform_notification_enabled); ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Node3D::rotate); ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Node3D::global_rotate); ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Node3D::global_scale); ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node3D::global_translate); ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Node3D::rotate_object_local); ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Node3D::scale_object_local); ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Node3D::translate_object_local); ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Node3D::rotate_x); ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Node3D::rotate_y); ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Node3D::rotate_z); ClassDB::bind_method(D_METHOD("translate", "offset"), &Node3D::translate); ClassDB::bind_method(D_METHOD("orthonormalize"), &Node3D::orthonormalize); ClassDB::bind_method(D_METHOD("set_identity"), &Node3D::set_identity); ClassDB::bind_method(D_METHOD("look_at", "target", "up"), &Node3D::look_at, DEFVAL(Vector3(0, 1, 0))); ClassDB::bind_method(D_METHOD("look_at_from_position", "position", "target", "up"), &Node3D::look_at_from_position, DEFVAL(Vector3(0, 1, 0))); ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node3D::to_local); ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node3D::to_global); BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED); BIND_CONSTANT(NOTIFICATION_ENTER_WORLD); BIND_CONSTANT(NOTIFICATION_EXIT_WORLD); BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED); //ADD_PROPERTY( PropertyInfo(Variant::TRANSFORM,"transform/global",PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ), "set_global_transform", "get_global_transform") ; ADD_GROUP("Transform", ""); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_translation", "get_translation"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_NONE, "", 0), "set_rotation", "get_rotation"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level"); ADD_GROUP("Matrix", ""); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform", PROPERTY_HINT_NONE, ""), "set_transform", "get_transform"); ADD_GROUP("Visibility", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gizmo", PROPERTY_HINT_RESOURCE_TYPE, "Node3DGizmo", 0), "set_gizmo", "get_gizmo"); ADD_SIGNAL(MethodInfo("visibility_changed")); } Node3D::Node3D() : xform_change(this) {}