initial commit, 4.5 stable
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This commit is contained in:
354
scene/3d/node_3d.h
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354
scene/3d/node_3d.h
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/**************************************************************************/
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/* node_3d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "scene/main/node.h"
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#include "scene/resources/3d/world_3d.h"
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class Node3DGizmo : public RefCounted {
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GDCLASS(Node3DGizmo, RefCounted);
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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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Node3DGizmo();
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virtual ~Node3DGizmo() {}
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};
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class Node3D : public Node {
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GDCLASS(Node3D, Node);
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friend class SceneTreeFTI;
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friend class SceneTreeFTITests;
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public:
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// Edit mode for the rotation.
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// THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
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// IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
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enum RotationEditMode {
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ROTATION_EDIT_MODE_EULER,
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ROTATION_EDIT_MODE_QUATERNION,
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ROTATION_EDIT_MODE_BASIS,
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};
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private:
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// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
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// Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
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// Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
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// editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
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// "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
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//
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// As such, the system works in a way where if the local transform is set (via transform/basis/quaternion), the EULER rotation and scale becomes dirty.
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// It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
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// will become dirty (and again, will not become valid again until read).
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//
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// All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
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//
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// Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
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//
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// NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
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// (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
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enum TransformDirty {
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DIRTY_NONE = 0,
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DIRTY_EULER_ROTATION_AND_SCALE = 1,
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DIRTY_LOCAL_TRANSFORM = 2,
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DIRTY_GLOBAL_TRANSFORM = 4,
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DIRTY_GLOBAL_INTERPOLATED_TRANSFORM = 8,
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};
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struct ClientPhysicsInterpolationData {
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Transform3D global_xform_curr;
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Transform3D global_xform_prev;
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uint64_t current_physics_tick = 0;
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uint64_t timeout_physics_tick = 0;
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};
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mutable SelfList<Node> xform_change;
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SelfList<Node3D> _client_physics_interpolation_node_3d_list;
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// This Data struct is to avoid namespace pollution in derived classes.
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struct Data {
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// Interpolated global transform - correct on the frame only.
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// Only used with FTI.
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Transform3D global_transform_interpolated;
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// Current xforms are either
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// * Used for everything (when not using FTI)
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// * Correct on the physics tick (when using FTI)
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mutable Transform3D global_transform;
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mutable Transform3D local_transform;
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// Only used with FTI.
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Transform3D local_transform_prev;
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mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
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mutable Vector3 euler_rotation;
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mutable Vector3 scale = Vector3(1, 1, 1);
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mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
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mutable MTNumeric<uint32_t> dirty;
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Viewport *viewport = nullptr;
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bool top_level : 1;
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bool inside_world : 1;
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// This is cached, and only currently kept up to date in visual instances.
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// This is set if a visual instance is (a) in the tree AND (b) visible via is_visible_in_tree() call.
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bool vi_visible : 1;
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bool ignore_notification : 1;
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bool notify_local_transform : 1;
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bool notify_transform : 1;
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bool visible : 1;
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bool disable_scale : 1;
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// Scene tree interpolation.
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bool fti_on_frame_xform_list : 1;
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bool fti_on_frame_property_list : 1;
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bool fti_on_tick_xform_list : 1;
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bool fti_on_tick_property_list : 1;
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bool fti_global_xform_interp_set : 1;
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bool fti_frame_xform_force_update : 1;
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bool fti_is_identity_xform : 1;
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bool fti_processed : 1;
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RID visibility_parent;
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Node3D *parent = nullptr;
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List<Node3D *> children;
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List<Node3D *>::Element *C = nullptr;
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ClientPhysicsInterpolationData *client_physics_interpolation_data = nullptr;
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#ifdef TOOLS_ENABLED
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Vector<Ref<Node3DGizmo>> gizmos;
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bool gizmos_requested : 1;
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bool gizmos_disabled : 1;
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bool gizmos_dirty : 1;
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bool transform_gizmo_visible : 1;
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#endif
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} data;
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NodePath visibility_parent_path;
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_FORCE_INLINE_ uint32_t _read_dirty_mask() const { return is_group_processing() ? data.dirty.mt.get() : data.dirty.st; }
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_FORCE_INLINE_ bool _test_dirty_bits(uint32_t p_bits) const { return is_group_processing() ? data.dirty.mt.bit_and(p_bits) : (data.dirty.st & p_bits); }
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void _replace_dirty_mask(uint32_t p_mask) const;
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void _set_dirty_bits(uint32_t p_bits) const;
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void _clear_dirty_bits(uint32_t p_bits) const;
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void _update_gizmos();
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void _notify_dirty();
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void _propagate_transform_changed(Node3D *p_origin);
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void _propagate_visibility_changed();
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void _propagate_visibility_parent();
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void _update_visibility_parent(bool p_update_root);
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void _propagate_transform_changed_deferred();
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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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_FORCE_INLINE_ void _update_rotation_and_scale() const;
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void _set_vi_visible(bool p_visible) { data.vi_visible = p_visible; }
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bool _is_vi_visible() const { return data.vi_visible; }
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Transform3D _get_global_transform_interpolated(real_t p_interpolation_fraction);
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const Transform3D &_get_cached_global_transform_interpolated() const { return data.global_transform_interpolated; }
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void _disable_client_physics_interpolation();
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// Calling this announces to the FTI system that a node has been moved,
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// or requires an update in terms of interpolation
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// (e.g. changing Camera zoom even if position hasn't changed).
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void fti_notify_node_changed(bool p_transform_changed = true);
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// Opportunity after FTI to update the servers
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// with global_transform_interpolated,
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// and any custom interpolated data in derived classes.
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// Make sure to call the parent class fti_update_servers(),
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// so all data is updated to the servers.
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virtual void fti_update_servers_xform() {}
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virtual void fti_update_servers_property() {}
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// Pump the FTI data, also gives a chance for inherited classes
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// to pump custom data, but they *must* call the base class here too.
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// This is the opportunity for classes to move current values for
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// transforms and properties to stored previous values,
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// and this should take place both on ticks, and during resets.
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virtual void fti_pump_xform();
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virtual void fti_pump_property() {}
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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bool _property_can_revert(const StringName &p_name) const;
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bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
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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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Node3D *get_parent_node_3d() const;
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Ref<World3D> get_world_3d() const;
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void set_position(const Vector3 &p_position);
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void set_rotation_edit_mode(RotationEditMode p_mode);
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RotationEditMode get_rotation_edit_mode() const;
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void set_rotation_order(EulerOrder p_order);
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void set_rotation(const Vector3 &p_euler_rad);
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void set_rotation_degrees(const Vector3 &p_euler_degrees);
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void set_scale(const Vector3 &p_scale);
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void set_global_position(const Vector3 &p_position);
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void set_global_basis(const Basis &p_basis);
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void set_global_rotation(const Vector3 &p_euler_rad);
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void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
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Vector3 get_position() const;
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EulerOrder get_rotation_order() 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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Vector3 get_global_position() const;
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Basis get_global_basis() const;
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Vector3 get_global_rotation() const;
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Vector3 get_global_rotation_degrees() const;
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void set_transform(const Transform3D &p_transform);
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void set_basis(const Basis &p_basis);
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void set_quaternion(const Quaternion &p_quaternion);
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void set_global_transform(const Transform3D &p_transform);
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Transform3D get_transform() const;
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Basis get_basis() const;
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Quaternion get_quaternion() const;
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Transform3D get_global_transform() const;
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Transform3D get_global_transform_interpolated();
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bool update_client_physics_interpolation_data();
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#ifdef TOOLS_ENABLED
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virtual Transform3D get_global_gizmo_transform() const;
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virtual Transform3D get_local_gizmo_transform() const;
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virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; }
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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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virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override;
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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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void clear_subgizmo_selection();
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Vector<Ref<Node3DGizmo>> get_gizmos() const;
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TypedArray<Node3DGizmo> get_gizmos_bind() const;
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void add_gizmo(Ref<Node3DGizmo> p_gizmo);
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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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void set_as_top_level_keep_local(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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void rotate(const Vector3 &p_axis, real_t p_angle);
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void rotate_x(real_t p_angle);
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void rotate_y(real_t p_angle);
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void rotate_z(real_t p_angle);
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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 rotate_object_local(const Vector3 &p_axis, real_t p_angle);
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void scale_object_local(const Vector3 &p_scale);
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void translate_object_local(const Vector3 &p_offset);
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void global_rotate(const Vector3 &p_axis, real_t p_angle);
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void global_scale(const Vector3 &p_scale);
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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 = Vector3(0, 1, 0), bool p_use_model_front = false);
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void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
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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_enabled);
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bool is_transform_notification_enabled() const;
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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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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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void set_visibility_parent(const NodePath &p_path);
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NodePath get_visibility_parent() const;
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Node3D();
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~Node3D();
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};
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VARIANT_ENUM_CAST(Node3D::RotationEditMode)
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