Minor code improvements in Node3D. Refactor Node3D::show/hide/set_visible to a shared implementation.
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@@ -182,12 +182,6 @@ public:
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virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
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#endif
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void set_as_top_level(bool p_enabled);
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bool is_set_as_top_level() const;
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void set_disable_scale(bool p_enabled);
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bool is_scale_disabled() const;
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void set_disable_gizmos(bool p_enabled);
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void update_gizmos();
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void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
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@@ -198,6 +192,12 @@ public:
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void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
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void clear_gizmos();
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void set_as_top_level(bool p_enabled);
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bool is_set_as_top_level() const;
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void set_disable_scale(bool p_enabled);
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bool is_scale_disabled() const;
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_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
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Transform3D get_relative_transform(const Node *p_parent) const;
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@@ -223,19 +223,19 @@ public:
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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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void set_notify_transform(bool p_enabled);
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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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void set_notify_local_transform(bool p_enabled);
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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() const;
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bool is_visible_in_tree() const;
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void force_update_transform();
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