godot/scene/3d/spatial.h
reduz 2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00

206 lines
5.8 KiB
C++

/*************************************************************************/
/* spatial.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_main_loop.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SpatialGizmo : public Reference {
OBJ_TYPE(SpatialGizmo,Reference);
public:
virtual void create()=0;
virtual void transform()=0;
virtual void clear()=0;
virtual void redraw()=0;
virtual void free()=0;
SpatialGizmo();
};
class Spatial : public Node {
OBJ_TYPE( Spatial, Node );
OBJ_CATEGORY("3D");
enum TransformDirty {
DIRTY_NONE=0,
DIRTY_VECTORS=1,
DIRTY_LOCAL=2,
DIRTY_GLOBAL=4
};
mutable SelfList<Node> xform_change;
struct Data {
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 visible;
#ifdef TOOLS_ENABLED
Ref<SpatialGizmo> gizmo;
bool gizmo_disabled;
bool gizmo_dirty;
Transform import_transform;
#endif
} data;
#ifdef TOOLS_ENABLED
void _update_gizmo();
#endif
void _notify_dirty();
void _propagate_transform_changed(Spatial *p_origin);
void _set_rotation_deg(const Vector3& p_deg);
Vector3 _get_rotation_deg() const;
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;
void _notification(int p_what);
static void _bind_methods();
void _set_visible_(bool p_visible);
bool _is_visible_() const;
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);
void set_scale(const Vector3& p_scale);
Vector3 get_translation() const;
Vector3 get_rotation() 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;
void set_as_toplevel(bool p_enabled);
bool is_set_as_toplevel() 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_normal,float p_radians);
void rotate_x(float p_radians);
void rotate_y(float p_radians);
void rotate_z(float p_radians);
void translate(const Vector3& p_offset);
void scale(const Vector3& p_ratio);
void global_rotate(const Vector3& p_normal,float p_radians);
void global_translate(const Vector3& p_offset);
void look_at(const Vector3& p_target, const Vector3& p_up_normal);
void look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal);
void set_notify_local_transform(bool p_enable);
bool is_local_transform_notification_enabled() const;
void orthonormalize();
void set_identity();
void show();
void hide();
bool is_visible() const;
bool is_hidden() const;
#ifdef TOOLS_ENABLED
void set_import_transform(const Transform& p_transform) ;
Transform get_import_transform() const;
#endif
Spatial();
~Spatial();
};
#endif