godot/scene/3d/spatial.h
lawnjelly cb8134f371 Optimize transform propagation for hidden objects
When visual instances are hidden, there is no need to update their global transforms and send these to the visual server. This only needs to be done when the objects are reshown.
2021-02-03 15:16:47 +00:00

230 lines
6.9 KiB
C++

/*************************************************************************/
/* spatial.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SPATIAL_H
#define SPATIAL_H
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
class SpatialGizmo : public Reference {
GDCLASS(SpatialGizmo, Reference);
public:
virtual void create() = 0;
virtual void transform() = 0;
virtual void clear() = 0;
virtual void redraw() = 0;
virtual void free() = 0;
SpatialGizmo();
virtual ~SpatialGizmo() {}
};
class Spatial : public Node {
GDCLASS(Spatial, Node);
OBJ_CATEGORY("3D");
public:
enum SpatialFlags {
// this is cached, and only currently kept up to date in visual instances
// this is set if a visual instance is
// (a) in the tree AND (b) visible via is_visible_in_tree() call
SPATIAL_FLAG_VI_VISIBLE = 1 << 0,
};
private:
enum TransformDirty {
DIRTY_NONE = 0,
DIRTY_VECTORS = 1,
DIRTY_LOCAL = 2,
DIRTY_GLOBAL = 4
};
mutable SelfList<Node> xform_change;
struct Data {
// defined in Spatial::SpatialFlags
uint32_t spatial_flags;
mutable Transform global_transform;
mutable Transform local_transform;
mutable Vector3 rotation;
mutable Vector3 scale;
mutable int dirty;
Viewport *viewport;
bool toplevel_active;
bool toplevel;
bool inside_world;
int children_lock;
Spatial *parent;
List<Spatial *> children;
List<Spatial *>::Element *C;
bool ignore_notification;
bool notify_local_transform;
bool notify_transform;
bool visible;
bool disable_scale;
#ifdef TOOLS_ENABLED
Ref<SpatialGizmo> gizmo;
bool gizmo_disabled;
bool gizmo_dirty;
#endif
} data;
void _update_gizmo();
void _notify_dirty();
void _propagate_transform_changed(Spatial *p_origin);
void _propagate_visibility_changed();
protected:
_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
_FORCE_INLINE_ void _update_local_transform() const;
uint32_t _get_spatial_flags() const { return data.spatial_flags; }
void _replace_spatial_flags(uint32_t p_flags) { data.spatial_flags = p_flags; }
void _set_spatial_flag(uint32_t p_flag, bool p_set) {
if (p_set) {
data.spatial_flags |= p_flag;
} else {
data.spatial_flags &= ~p_flag;
}
}
void _notification(int p_what);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
NOTIFICATION_ENTER_WORLD = 41,
NOTIFICATION_EXIT_WORLD = 42,
NOTIFICATION_VISIBILITY_CHANGED = 43,
NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
};
Spatial *get_parent_spatial() const;
Ref<World> get_world() const;
void set_translation(const Vector3 &p_translation);
void set_rotation(const Vector3 &p_euler_rad);
void set_rotation_degrees(const Vector3 &p_euler_deg);
void set_scale(const Vector3 &p_scale);
Vector3 get_translation() const;
Vector3 get_rotation() const;
Vector3 get_rotation_degrees() const;
Vector3 get_scale() const;
void set_transform(const Transform &p_transform);
void set_global_transform(const Transform &p_transform);
Transform get_transform() const;
Transform get_global_transform() const;
#ifdef TOOLS_ENABLED
virtual Transform get_global_gizmo_transform() const;
virtual Transform get_local_gizmo_transform() const;
#endif
void set_as_toplevel(bool p_enabled);
bool is_set_as_toplevel() const;
void set_disable_scale(bool p_enabled);
bool is_scale_disabled() const;
void set_disable_gizmo(bool p_enabled);
void update_gizmo();
void set_gizmo(const Ref<SpatialGizmo> &p_gizmo);
Ref<SpatialGizmo> get_gizmo() const;
_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
Transform get_relative_transform(const Node *p_parent) const;
void rotate(const Vector3 &p_axis, float p_angle);
void rotate_x(float p_angle);
void rotate_y(float p_angle);
void rotate_z(float p_angle);
void translate(const Vector3 &p_offset);
void scale(const Vector3 &p_ratio);
void rotate_object_local(const Vector3 &p_axis, float p_angle);
void scale_object_local(const Vector3 &p_scale);
void translate_object_local(const Vector3 &p_offset);
void global_rotate(const Vector3 &p_axis, float p_angle);
void global_scale(const Vector3 &p_scale);
void global_translate(const Vector3 &p_offset);
void look_at(const Vector3 &p_target, const Vector3 &p_up);
void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up);
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
void set_notify_transform(bool p_enable);
bool is_transform_notification_enabled() const;
void set_notify_local_transform(bool p_enable);
bool is_local_transform_notification_enabled() const;
void orthonormalize();
void set_identity();
void set_visible(bool p_visible);
bool is_visible() const;
void show();
void hide();
bool is_visible_in_tree() const;
void force_update_transform();
Spatial();
~Spatial();
};
#endif