/**************************************************************************/ /* node3d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include #include #include #include #include #include namespace godot { class Node3DGizmo; class World3D; class Node3D : public Node { GDEXTENSION_CLASS(Node3D, Node) public: enum RotationEditMode { ROTATION_EDIT_MODE_EULER = 0, ROTATION_EDIT_MODE_QUATERNION = 1, ROTATION_EDIT_MODE_BASIS = 2, }; static const int NOTIFICATION_TRANSFORM_CHANGED = 2000; static const int NOTIFICATION_ENTER_WORLD = 41; static const int NOTIFICATION_EXIT_WORLD = 42; static const int NOTIFICATION_VISIBILITY_CHANGED = 43; static const int NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44; void set_transform(const Transform3D &p_local); Transform3D get_transform() const; void set_position(const Vector3 &p_position); Vector3 get_position() const; void set_rotation(const Vector3 &p_euler_radians); Vector3 get_rotation() const; void set_rotation_degrees(const Vector3 &p_euler_degrees); Vector3 get_rotation_degrees() const; void set_rotation_order(EulerOrder p_order); EulerOrder get_rotation_order() const; void set_rotation_edit_mode(Node3D::RotationEditMode p_edit_mode); Node3D::RotationEditMode get_rotation_edit_mode() const; void set_scale(const Vector3 &p_scale); Vector3 get_scale() const; void set_quaternion(const Quaternion &p_quaternion); Quaternion get_quaternion() const; void set_basis(const Basis &p_basis); Basis get_basis() const; void set_global_transform(const Transform3D &p_global); Transform3D get_global_transform() const; Transform3D get_global_transform_interpolated(); void set_global_position(const Vector3 &p_position); Vector3 get_global_position() const; void set_global_basis(const Basis &p_basis); Basis get_global_basis() const; void set_global_rotation(const Vector3 &p_euler_radians); Vector3 get_global_rotation() const; void set_global_rotation_degrees(const Vector3 &p_euler_degrees); Vector3 get_global_rotation_degrees() const; Node3D *get_parent_node_3d() const; void set_ignore_transform_notification(bool p_enabled); void set_as_top_level(bool p_enable); bool is_set_as_top_level() const; void set_disable_scale(bool p_disable); bool is_scale_disabled() const; Ref get_world_3d() const; void force_update_transform(); void set_visibility_parent(const NodePath &p_path); NodePath get_visibility_parent() const; void update_gizmos(); void add_gizmo(const Ref &p_gizmo); TypedArray> get_gizmos() const; void clear_gizmos(); void set_subgizmo_selection(const Ref &p_gizmo, int32_t p_id, const Transform3D &p_transform); void clear_subgizmo_selection(); void set_visible(bool p_visible); bool is_visible() const; bool is_visible_in_tree() const; void show(); void hide(); void set_notify_local_transform(bool p_enable); bool is_local_transform_notification_enabled() const; void set_notify_transform(bool p_enable); bool is_transform_notification_enabled() const; void rotate(const Vector3 &p_axis, float p_angle); 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 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 rotate_x(float p_angle); void rotate_y(float p_angle); void rotate_z(float p_angle); void translate(const Vector3 &p_offset); void orthonormalize(); void set_identity(); void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); void look_at_from_position(const Vector3 &p_position, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false); Vector3 to_local(const Vector3 &p_global_point) const; Vector3 to_global(const Vector3 &p_local_point) const; protected: template static void register_virtuals() { Node::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Node3D::RotationEditMode);