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authorRémi Verschelde <rverschelde@gmail.com>2020-01-21 21:32:27 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-01-21 21:41:54 +0100
commit4faaf6089a3880d673c5fc51a260128bfe59b351 (patch)
tree08232615d23839c83ae1bdd515a28d7e94ccdf83
parent79aaafc686ac57ea535d0542e123e9f45a097e69 (diff)
Remove unused #if 0'ed code
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp35
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp21
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp17
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp51
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp41
-rw-r--r--drivers/gles3/shaders/scene.glsl29
-rw-r--r--editor/animation_bezier_editor.cpp20
-rw-r--r--editor/animation_track_editor.cpp20
-rw-r--r--editor/import/resource_importer_scene.cpp5
-rw-r--r--editor/plugins/sprite_editor_plugin.cpp63
-rw-r--r--editor/spatial_editor_gizmos.cpp108
-rw-r--r--editor/spatial_editor_gizmos.h13
-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.cpp49
-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.h14
-rw-r--r--modules/gdscript/gdscript_function.cpp4
-rw-r--r--scene/2d/polygon_2d.cpp189
-rw-r--r--scene/3d/portal.cpp232
-rw-r--r--scene/3d/portal.h88
-rw-r--r--scene/3d/room_instance.cpp164
-rw-r--r--scene/3d/room_instance.h81
-rw-r--r--scene/3d/voxel_light_baker.cpp4
-rw-r--r--scene/animation/animation_blend_tree.cpp16
-rw-r--r--scene/register_scene_types.cpp2
-rw-r--r--scene/resources/room.cpp70
-rw-r--r--scene/resources/room.h62
-rw-r--r--servers/audio_server.h12
-rw-r--r--servers/visual/visual_server_raster.h5
-rw-r--r--servers/visual/visual_server_scene.cpp4
-rw-r--r--servers/visual/visual_server_scene.h23
-rw-r--r--servers/visual/visual_server_wrap_mt.h5
-rw-r--r--servers/visual_server.h7
31 files changed, 38 insertions, 1416 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 6b1574bbbd..a315684ce9 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -557,15 +557,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenTextures(1, &rpi->cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
-#if 1
- //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+
+ // Mobile hardware (PowerVR specially) prefers this approach,
+ // the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //Generate framebuffers for rendering
+ // Generate framebuffers for rendering
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
@@ -576,34 +577,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
-#else
- int lod = 0;
-
- //the approach below is fatal for powervr
-
- // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
- while (size >= 1) {
-
- for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
- if (size == rpi->current_resolution) {
- //adjust framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
-
-#ifdef DEBUG_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
-#endif
- }
- }
-
- lod++;
-
- size >>= 1;
- }
-#endif
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 7980c43517..c633d17cca 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1206,32 +1206,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
GLenum type = GL_UNSIGNED_BYTE;
// Set the initial (empty) mipmaps
-#if 1
- //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+ // Mobile hardware (PowerVR specially) prefers this approach,
+ // the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //no filters for now
+
+ // No filters for now
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#else
- while (size >= 1) {
-
- for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
- }
-
- lod++;
-
- size >>= 1;
- }
-#endif
- //framebuffer
+ // Framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index ef2c318807..a24147146f 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -339,8 +339,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
-#if 1
-
Size2 win_size = OS::get_singleton()->get_window_size();
if (rt->external.fbo != 0) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
@@ -350,21 +348,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
-
-#else
- canvas->canvas_begin();
- glDisable(GL_BLEND);
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, rt->color);
- //glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
-
- canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
- glBindTexture(GL_TEXTURE_2D, 0);
- canvas->canvas_end();
-#endif
}
void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 0ed2637a11..c9ee2a18ef 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1146,47 +1146,6 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
}
-#if 0
- //blend mode
- if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
-
- switch(p_material->shader->spatial.blend_mode) {
-
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
-
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
-
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
-
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- }
-
- state.current_blend_mode=p_material->shader->spatial.blend_mode;
-
- }
-#endif
//material parameters
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
@@ -3007,16 +2966,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
li->light_index = state.spot_light_count;
copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
state.spot_light_count++;
-
-#if 0
- if (li->light_ptr->shadow_enabled) {
- CameraMatrix bias;
- bias.set_light_bias();
- Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
- li->shadow_projection[0] = bias * li->projection * modelview;
- lights_use_shadow=true;
- }
-#endif
} break;
}
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 121a7f60f4..f43943bdff 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -400,7 +400,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
for (int i = 0; i < max_uniforms; i++) {
r_gen_code.uniforms += uniform_defines[i];
}
-#if 1
+
// add up
int offset = 0;
for (int i = 0; i < uniform_sizes.size(); i++) {
@@ -420,45 +420,6 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
}
-#else
- // add up
- for (int i = 0; i < uniform_sizes.size(); i++) {
-
- if (i > 0) {
-
- int align = uniform_sizes[i - 1] % uniform_alignments[i];
- if (align != 0) {
- uniform_sizes[i - 1] += uniform_alignments[i] - align;
- }
-
- uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
- }
- }
- //offset
- r_gen_code.uniform_offsets.resize(uniform_sizes.size());
- for (int i = 0; i < uniform_sizes.size(); i++) {
-
- if (i > 0)
- r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
- else
- r_gen_code.uniform_offsets[i] = 0;
- }
- /*
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
-
- if (SL::is_sampler_type(E->get().type)) {
- continue;
- }
-
- }
-
-*/
- if (uniform_sizes.size()) {
- r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
- } else {
- r_gen_code.uniform_total_size = 0;
- }
-#endif
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index a330dbef77..a45ac2eb8a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1224,35 +1224,6 @@ in highp float dp_clip;
#endif
-#if 0
-// need to save texture depth for this
-vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
-
- float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
- float d = scale * distance;
-
- /**
- * Armed with the thickness, we can now calculate the color by means of the
- * precalculated transmittance profile.
- * (It can be precomputed into a texture, for maximum performance):
- */
- float dd = -d * d;
- vec3 profile =
- vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- /**
- * Using the profile, we finally approximate the transmitted lighting from
- * the back of the object:
- */
- return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
-}
-#endif
-
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp
index 2514663b4c..af2760e82b 100644
--- a/editor/animation_bezier_editor.cpp
+++ b/editor/animation_bezier_editor.cpp
@@ -491,26 +491,6 @@ void AnimationBezierTrackEdit::_notification(int p_what) {
}
draw_rect(Rect2(bs_from, bs_to - bs_from), bs);
}
-
-#if 0
- // KEYFAMES //
-
- {
-
- float scale = timeline->get_zoom_scale();
- int limit_end = get_size().width - timeline->get_buttons_width();
-
- for (int i = 0; i < animation->track_get_key_count(track); i++) {
-
- float offset = animation->track_get_key_time(track, i) - timeline->get_value();
- if (editor->is_key_selected(track, i) && editor->is_moving_selection()) {
- offset += editor->get_moving_selection_offset();
- }
- offset = offset * scale + limit;
- draw_key(i, scale, int(offset), editor->is_key_selected(track, i), limit, limit_end);
- }
- }
-#endif
}
}
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index f6d5312fc7..22a5298d5c 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -4838,25 +4838,6 @@ struct _AnimMoveRestore {
void AnimationTrackEditor::_clear_key_edit() {
if (key_edit) {
-
-#if 0
- // going back seems like the most comfortable thing to do, but it results
- // in weird behaviors and crashes, because going back to animation editor
- // triggers the editor setting up again itself
-
- bool go_back = false;
- if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit) {
- EditorNode::get_singleton()->push_item(NULL);
- go_back = true;
- }
-
- memdelete(key_edit);
- key_edit = NULL;
-
- if (go_back) {
- EditorNode::get_singleton()->get_inspector_dock()->go_back();
- }
-#else
//if key edit is the object being inspected, remove it first
if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit ||
EditorNode::get_singleton()->get_inspector()->get_edited_object() == multi_key_edit) {
@@ -4871,7 +4852,6 @@ void AnimationTrackEditor::_clear_key_edit() {
memdelete(multi_key_edit);
multi_key_edit = NULL;
}
-#endif
}
}
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index cab317990e..0774d0b5dc 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -32,18 +32,15 @@
#include "core/io/resource_saver.h"
#include "editor/editor_node.h"
-#include "scene/resources/packed_scene.h"
-
#include "scene/3d/collision_shape.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/navigation.h"
#include "scene/3d/physics_body.h"
-#include "scene/3d/portal.h"
-#include "scene/3d/room_instance.h"
#include "scene/3d/vehicle_body.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/box_shape.h"
+#include "scene/resources/packed_scene.h"
#include "scene/resources/plane_shape.h"
#include "scene/resources/ray_shape.h"
#include "scene/resources/resource_format_text.h"
diff --git a/editor/plugins/sprite_editor_plugin.cpp b/editor/plugins/sprite_editor_plugin.cpp
index f5ea88eeae..6757b180a3 100644
--- a/editor/plugins/sprite_editor_plugin.cpp
+++ b/editor/plugins/sprite_editor_plugin.cpp
@@ -474,69 +474,6 @@ void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node)
p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
}
-#if 0
-void SpriteEditor::_create_uv_lines() {
-
- Ref<Mesh> sprite = node->get_sprite();
- ERR_FAIL_COND(!sprite.is_valid());
-
- Set<SpriteEditorEdgeSort> edges;
- uv_lines.clear();
- for (int i = 0; i < sprite->get_surface_count(); i++) {
- if (sprite->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
- continue;
- Array a = sprite->surface_get_arrays(i);
-
- PoolVector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
- if (uv.size() == 0) {
- err_dialog->set_text(TTR("Model has no UV in this layer"));
- err_dialog->popup_centered_minsize();
- return;
- }
-
- PoolVector<Vector2>::Read r = uv.read();
-
- PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
- PoolVector<int>::Read ri;
-
- int ic;
- bool use_indices;
-
- if (indices.size()) {
- ic = indices.size();
- ri = indices.read();
- use_indices = true;
- } else {
- ic = uv.size();
- use_indices = false;
- }
-
- for (int j = 0; j < ic; j += 3) {
-
- for (int k = 0; k < 3; k++) {
-
- SpriteEditorEdgeSort edge;
- if (use_indices) {
- edge.a = r[ri[j + k]];
- edge.b = r[ri[j + ((k + 1) % 3)]];
- } else {
- edge.a = r[j + k];
- edge.b = r[j + ((k + 1) % 3)];
- }
-
- if (edges.has(edge))
- continue;
-
- uv_lines.push_back(edge.a);
- uv_lines.push_back(edge.b);
- edges.insert(edge);
- }
- }
- }
-
- debug_uv_dialog->popup_centered_minsize();
-}
-#endif
void SpriteEditor::_debug_uv_draw() {
Ref<Texture> tex = node->get_texture();
diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index 418ff1d2a3..c94b0eeab0 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -44,11 +44,9 @@
#include "scene/3d/navigation_mesh.h"
#include "scene/3d/particles.h"
#include "scene/3d/physics_joint.h"
-#include "scene/3d/portal.h"
#include "scene/3d/position_3d.h"
#include "scene/3d/ray_cast.h"
#include "scene/3d/reflection_probe.h"
-#include "scene/3d/room_instance.h"
#include "scene/3d/soft_body.h"
#include "scene/3d/spring_arm.h"
#include "scene/3d/sprite_3d.h"
@@ -1951,112 +1949,6 @@ void PhysicalBoneSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
p_gizmo->add_lines(points, material);
}
-// FIXME: Kept as reference for reimplementation in 3.1+
-#if 0
-
-void RoomSpatialGizmo::redraw() {
-
- clear();
- Ref<RoomBounds> roomie = room->get_room();
- if (roomie.is_null())
- return;
- PoolVector<Face3> faces = roomie->get_geometry_hint();
-
- Vector<Vector3> lines;
- int fc = faces.size();
- PoolVector<Face3>::Read r = faces.read();
-
- Map<_EdgeKey, Vector3> edge_map;
-
- for (int i = 0; i < fc; i++) {
-
- Vector3 fn = r[i].get_plane().normal;
-
- for (int j = 0; j < 3; j++) {
-
- _EdgeKey ek;
- ek.from = r[i].vertex[j].snapped(Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON));
- ek.to = r[i].vertex[(j + 1) % 3].snapped(Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON));
- if (ek.from < ek.to)
- SWAP(ek.from, ek.to);
-
- Map<_EdgeKey, Vector3>::Element *E = edge_map.find(ek);
-
- if (E) {
-
- if (E->get().dot(fn) > 0.9) {
-
- E->get() = Vector3();
- }
-
- } else {
-
- edge_map[ek] = fn;
- }
- }
- }
-
- for (Map<_EdgeKey, Vector3>::Element *E = edge_map.front(); E; E = E->next()) {
-
- if (E->get() != Vector3()) {
- lines.push_back(E->key().from);
- lines.push_back(E->key().to);
- }
- }
-
- add_lines(lines, EditorSpatialGizmos::singleton->room_material);
- add_collision_segments(lines);
-}
-
-RoomSpatialGizmo::RoomSpatialGizmo(Room *p_room) {
-
- set_spatial_node(p_room);
- room = p_room;
-}
-
-/////
-
-void PortalSpatialGizmo::redraw() {
-
- clear();
-
- Vector<Point2> points = portal->get_shape();
- if (points.size() == 0) {
- return;
- }
-
- Vector<Vector3> lines;
-
- Vector3 center;
- for (int i = 0; i < points.size(); i++) {
-
- Vector3 f;
- f.x = points[i].x;
- f.y = points[i].y;
- Vector3 fn;
- fn.x = points[(i + 1) % points.size()].x;
- fn.y = points[(i + 1) % points.size()].y;
- center += f;
-
- lines.push_back(f);
- lines.push_back(fn);
- }
-
- center /= points.size();
- lines.push_back(center);
- lines.push_back(center + Vector3(0, 0, 1));
-
- add_lines(lines, EditorSpatialGizmos::singleton->portal_material);
- add_collision_segments(lines);
-}
-
-PortalSpatialGizmo::PortalSpatialGizmo(Portal *p_portal) {
-
- set_spatial_node(p_portal);
- portal = p_portal;
-}
-
-#endif
/////
RayCastSpatialGizmoPlugin::RayCastSpatialGizmoPlugin() {
diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h
index 1d6801a136..81b62981ac 100644
--- a/editor/spatial_editor_gizmos.h
+++ b/editor/spatial_editor_gizmos.h
@@ -160,19 +160,6 @@ public:
PhysicalBoneSpatialGizmoPlugin();
};
-#if 0
-class PortalSpatialGizmo : public EditorSpatialGizmo {
-
- GDCLASS(PortalSpatialGizmo, EditorSpatialGizmo);
-
- Portal *portal;
-
-public:
- void redraw();
- PortalSpatialGizmo(Portal *p_portal = NULL);
-};
-#endif
-
class RayCastSpatialGizmoPlugin : public EditorSpatialGizmoPlugin {
GDCLASS(RayCastSpatialGizmoPlugin, EditorSpatialGizmoPlugin);
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.cpp b/modules/gdnative/pluginscript/pluginscript_instance.cpp
index 97897870ba..c64a00a4d9 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_instance.cpp
@@ -28,11 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#include "pluginscript_instance.h"
+
// Godot imports
#include "core/os/os.h"
#include "core/variant.h"
+
// PluginScript imports
-#include "pluginscript_instance.h"
#include "pluginscript_language.h"
#include "pluginscript_script.h"
@@ -89,51 +91,6 @@ Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p
return var_ret;
}
-#if 0 // TODO: Don't rely on default implementations provided by ScriptInstance ?
-void PluginScriptInstance::call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount) {
-
-#if 0
- PluginScript *sptr=script.ptr();
- Variant::CallError ce;
-
- while(sptr) {
- Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
- if (E) {
- E->get()->call(this,p_args,p_argcount,ce);
- }
- sptr = sptr->_base;
- }
-#endif
-
-}
-
-#if 0
-void PluginScriptInstance::_ml_call_reversed(PluginScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount) {
-
- if (sptr->_base)
- _ml_call_reversed(sptr->_base,p_method,p_args,p_argcount);
-
- Variant::CallError ce;
-
- Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
- if (E) {
- E->get()->call(this,p_args,p_argcount,ce);
- }
-
-}
-#endif
-
-
-void PluginScriptInstance::call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount) {
-
-#if 0
- if (script.ptr()) {
- _ml_call_reversed(script.ptr(),p_method,p_args,p_argcount);
- }
-#endif
-}
-#endif // Multilevel stuff
-
void PluginScriptInstance::notification(int p_notification) {
_desc->notification(_data, p_notification);
}
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.h b/modules/gdnative/pluginscript/pluginscript_instance.h
index d92d3ace77..dc1229a44d 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.h
+++ b/modules/gdnative/pluginscript/pluginscript_instance.h
@@ -33,6 +33,7 @@
// Godot imports
#include "core/script_language.h"
+
// PluginScript imports
#include <pluginscript/godot_pluginscript.h>
@@ -60,13 +61,12 @@ public:
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
-#if 0
- // Rely on default implementations provided by ScriptInstance for the moment.
- // Note that multilevel call could be removed in 3.0 release, so stay tuned
- // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
- virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
- virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
-#endif
+
+ // Rely on default implementations provided by ScriptInstance for the moment.
+ // Note that multilevel call could be removed in 3.0 release, so stay tuned
+ // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
+ //virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
+ //virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
virtual void notification(int p_notification);
diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp
index 524be480d7..452b1933eb 100644
--- a/modules/gdscript/gdscript_function.cpp
+++ b/modules/gdscript/gdscript_function.cpp
@@ -1550,10 +1550,8 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
OPCODE_BREAK;
}
-// Enable for debugging
-#if 0
+#if 0 // Enable for debugging.
default: {
-
err_text = "Illegal opcode " + itos(_code_ptr[ip]) + " at address " + itos(ip);
OPCODE_BREAK;
}
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index c480423eca..a6da027e0a 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -346,195 +346,6 @@ void Polygon2D::_notification(int p_what) {
if (total_indices.size()) {
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
-
-#if 0
- //use splits
- Vector<int> loop;
- int sc = splits.size();
- PoolVector<int>::Read r = splits.read();
-
-
- print_line("has splits, amount " + itos(splits.size()));
- Vector<Vector<int> > loops;
-
- // find a point that can be used to begin, must not be in a split, and have to the left and right the same one
- // like this one -> x---o
- // \ / \ .
- // o---o
- int base_point = -1;
- {
- int current_point = -1;
- int base_point_prev_split = -1;
-
-
- for (int i = 0; i < points.size(); i++) {
-
- //find if this point is in a split
- int split_index = -1;
- bool has_prev_split = false;
- int min_dist_to_end = 0x7FFFFFFF;
-
- for (int j = 0; j < sc; j += 2) {
-
- int split_pos = -1;
- int split_end = -1;
-
- if (r[j + 0] == i) { //found split in first point
- split_pos = r[j + 0];
- split_end = r[j + 1];
- } else if (r[j + 1] == i) { //found split in second point
- split_pos = r[j + 1];
- split_end = r[j + 0];
- }
-
- if (split_pos == split_end) {
- continue; //either nothing found or begin == end, this not a split in either case
- }
-
- if (j == base_point_prev_split) {
- has_prev_split = true;
- }
-
- //compute distance from split pos to split end in current traversal direction
- int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
-
- if (dist_to_end < min_dist_to_end) {
- //always keep the valid split with the least distance to the loop
- min_dist_to_end = dist_to_end;
- split_index = j;
- }
- }
-
- if (split_index == -1) {
- current_point = i; //no split here, we are testing this point
- } else if (has_prev_split) {
- base_point = current_point; // there is a split and it contains the previous visited split, success
- break;
- } else {
- //invalidate current point and keep split
- current_point = -1;
- base_point_prev_split = split_index;
- }
- }
- }
-
- print_line("found base point: " + itos(base_point));
-
- if (base_point != -1) {
-
- int point = base_point;
- int last = base_point;
- //go through all the points, find splits
- do {
-
- int split;
- int last_dist_to_end = -1; //maximum valid distance to end
-
- do {
-
- loop.push_back(point); //push current point
-
- split = -1;
- int end = -1;
-
- int max_dist_to_end = 0;
-
- //find if this point is in a split
- for (int j = 0; j < sc; j += 2) {
-
- int split_pos = -1;
- int split_end = -1;
-
- if (r[j + 0] == point) { //match first split index
- split_pos = r[j + 0];
- split_end = r[j + 1];
- } else if (r[j + 1] == point) { //match second split index
- split_pos = r[j + 1];
- split_end = r[j + 0];
- }
-
- if (split_pos == split_end) {
- continue; //either nothing found or begin == end, this not a split in either case
- }
-
- //compute distance from split pos to split end
- int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
-
- if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
- //distance must be shorter than in last iteration, means we've tested this before so ignore
- continue;
- } else if (dist_to_end > max_dist_to_end) {
- //always keep the valid point with the most distance (as long as it's valid)
- max_dist_to_end = dist_to_end;
- split = split_pos;
- end = split_end;
- }
- }
-
- if (split != -1) {
- //found a split!
- int from = end;
-
- //add points until last is reached
- while (true) {
- //find if point is in a split
- loop.push_back(from);
-
- if (from == last) {
- break;
- }
-
- from++;
- if (from >= points.size()) { //wrap if reached end
- from = 0;
- }
-
- if (from == loop[0]) {
- break; //end because we reached split source
- }
- }
-
- loops.push_back(loop); //done with this loop
- loop.clear();
-
- last_dist_to_end = max_dist_to_end;
- last = end; //algorithm can safely finish in this split point
- }
-
- } while (split != -1);
-
- } while (point != last);
- }
-
- if (loop.size() >=2 ) { //points remained
- //points remain
- loop.push_back(last); //no splits found, use last
- loops.push_back(loop);
- }
-
- print_line("total loops: " + itos(loops.size()));
-
- if (loops.size()) { //loops found
- Vector<int> indices;
-
- for (int i = 0; i < loops.size(); i++) {
- Vector<int> loop = loops[i];
- Vector<Vector2> vertices;
- vertices.resize(loop.size());
- for (int j = 0; j < vertices.size(); j++) {
- vertices.write[j] = points[loop[j]];
- }
- Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
- int from = indices.size();
- indices.resize(from + sub_indices.size());
- for (int j = 0; j < sub_indices.size(); j++) {
- indices.write[from + j] = loop[sub_indices[j]];
- }
- }
-
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
- }
-#endif
}
} break;
diff --git a/scene/3d/portal.cpp b/scene/3d/portal.cpp
deleted file mode 100644
index e60ca619dd..0000000000
--- a/scene/3d/portal.cpp
+++ /dev/null
@@ -1,232 +0,0 @@
-/*************************************************************************/
-/* portal.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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. */
-/*************************************************************************/
-
-#include "portal.h"
-#include "core/project_settings.h"
-#include "scene/resources/surface_tool.h"
-#include "servers/visual_server.h"
-
-// FIXME: This will be removed, kept as reference for new implementation
-#if 0
-bool Portal::_set(const StringName &p_name, const Variant &p_value) {
-
- if (p_name == "shape") {
- PoolVector<float> src_coords = p_value;
- Vector<Point2> points;
- int src_coords_size = src_coords.size();
- ERR_FAIL_COND_V(src_coords_size % 2, false);
- points.resize(src_coords_size / 2);
- for (int i = 0; i < points.size(); i++) {
-
- points[i].x = src_coords[i * 2 + 0];
- points[i].y = src_coords[i * 2 + 1];
- set_shape(points);
- }
- } else if (p_name == "enabled") {
- set_enabled(p_value);
- } else if (p_name == "disable_distance") {
- set_disable_distance(p_value);
- } else if (p_name == "disabled_color") {
- set_disabled_color(p_value);
- } else if (p_name == "connect_range") {
- set_connect_range(p_value);
- } else
- return false;
-
- return true;
-}
-
-bool Portal::_get(const StringName &p_name, Variant &r_ret) const {
-
- if (p_name == "shape") {
- Vector<Point2> points = get_shape();
- PoolVector<float> dst_coords;
- dst_coords.resize(points.size() * 2);
-
- for (int i = 0; i < points.size(); i++) {
-
- dst_coords.set(i * 2 + 0, points[i].x);
- dst_coords.set(i * 2 + 1, points[i].y);
- }
-
- r_ret = dst_coords;
- } else if (p_name == "enabled") {
- r_ret = is_enabled();
- } else if (p_name == "disable_distance") {
- r_ret = get_disable_distance();
- } else if (p_name == "disabled_color") {
- r_ret = get_disabled_color();
- } else if (p_name == "connect_range") {
- r_ret = get_connect_range();
- } else
- return false;
- return true;
-}
-
-void Portal::_get_property_list(List<PropertyInfo> *p_list) const {
-
- p_list->push_back(PropertyInfo(Variant::POOL_REAL_ARRAY, "shape"));
- p_list->push_back(PropertyInfo(Variant::BOOL, "enabled"));
- p_list->push_back(PropertyInfo(Variant::REAL, "disable_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"));
- p_list->push_back(PropertyInfo(Variant::COLOR, "disabled_color"));
- p_list->push_back(PropertyInfo(Variant::REAL, "connect_range", PROPERTY_HINT_RANGE, "0.1,4096,0.01"));
-}
-
-AABB Portal::get_aabb() const {
-
- return aabb;
-}
-PoolVector<Face3> Portal::get_faces(uint32_t p_usage_flags) const {
-
- if (!(p_usage_flags & FACES_ENCLOSING))
- return PoolVector<Face3>();
-
- Vector<Point2> shape = get_shape();
- if (shape.size() == 0)
- return PoolVector<Face3>();
-
- Vector2 center;
- for (int i = 0; i < shape.size(); i++) {
-
- center += shape[i];
- }
-
- PoolVector<Face3> ret;
- center /= shape.size();
-
- for (int i = 0; i < shape.size(); i++) {
-
- int n = (i + 1) % shape.size();
-
- Face3 f;
- f.vertex[0] = Vector3(center.x, center.y, 0);
- f.vertex[1] = Vector3(shape[i].x, shape[i].y, 0);
- f.vertex[2] = Vector3(shape[n].x, shape[n].y, 0);
- ret.push_back(f);
- }
-
- return ret;
-}
-
-void Portal::set_shape(const Vector<Point2> &p_shape) {
-
- VisualServer::get_singleton()->portal_set_shape(portal, p_shape);
- shape = p_shape;
- update_gizmo();
-}
-
-Vector<Point2> Portal::get_shape() const {
-
- return shape;
-}
-
-void Portal::set_connect_range(float p_range) {
-
- connect_range = p_range;
- //VisualServer::get_singleton()->portal_set_connect_range(portal,p_range);
-}
-
-float Portal::get_connect_range() const {
-
- return connect_range;
-}
-
-void Portal::set_enabled(bool p_enabled) {
-
- enabled = p_enabled;
- VisualServer::get_singleton()->portal_set_enabled(portal, enabled);
-}
-
-bool Portal::is_enabled() const {
-
- return enabled;
-}
-
-void Portal::set_disable_distance(float p_distance) {
-
- disable_distance = p_distance;
- VisualServer::get_singleton()->portal_set_disable_distance(portal, disable_distance);
-}
-float Portal::get_disable_distance() const {
-
- return disable_distance;
-}
-
-void Portal::set_disabled_color(const Color &p_disabled_color) {
-
- disabled_color = p_disabled_color;
- VisualServer::get_singleton()->portal_set_disabled_color(portal, disabled_color);
-}
-
-Color Portal::get_disabled_color() const {
-
- return disabled_color;
-}
-
-void Portal::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_shape", "points"), &Portal::set_shape);
- ClassDB::bind_method(D_METHOD("get_shape"), &Portal::get_shape);
-
- ClassDB::bind_method(D_METHOD("set_enabled", "enable"), &Portal::set_enabled);
- ClassDB::bind_method(D_METHOD("is_enabled"), &Portal::is_enabled);
-
- ClassDB::bind_method(D_METHOD("set_disable_distance", "distance"), &Portal::set_disable_distance);
- ClassDB::bind_method(D_METHOD("get_disable_distance"), &Portal::get_disable_distance);
-
- ClassDB::bind_method(D_METHOD("set_disabled_color", "color"), &Portal::set_disabled_color);
- ClassDB::bind_method(D_METHOD("get_disabled_color"), &Portal::get_disabled_color);
-
- ClassDB::bind_method(D_METHOD("set_connect_range", "range"), &Portal::set_connect_range);
- ClassDB::bind_method(D_METHOD("get_connect_range"), &Portal::get_connect_range);
-}
-
-Portal::Portal() {
-
- portal = VisualServer::get_singleton()->portal_create();
- Vector<Point2> points;
- points.push_back(Point2(-1, 1));
- points.push_back(Point2(1, 1));
- points.push_back(Point2(1, -1));
- points.push_back(Point2(-1, -1));
- set_shape(points); // default shape
-
- set_connect_range(0.8);
- set_disable_distance(50);
- set_enabled(true);
-
- set_base(portal);
-}
-
-Portal::~Portal() {
-
- VisualServer::get_singleton()->free(portal);
-}
-#endif
diff --git a/scene/3d/portal.h b/scene/3d/portal.h
deleted file mode 100644
index 7e8b016e79..0000000000
--- a/scene/3d/portal.h
+++ /dev/null
@@ -1,88 +0,0 @@
-/*************************************************************************/
-/* portal.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 PORTAL_H
-#define PORTAL_H
-
-#include "scene/3d/visual_instance.h"
-
-/* Portal Logic:
- If a portal is placed next (very close to) a similar, opposing portal, they automatically connect,
- otherwise, a portal connects to the parent room
-*/
-// FIXME: This will be redone and replaced by area portals, left for reference
-// since a new class with this name will have to exist and want to reuse the gizmos
-#if 0
-class Portal : public VisualInstance {
-
- GDCLASS(Portal, VisualInstance);
-
- RID portal;
- Vector<Point2> shape;
-
- bool enabled;
- float disable_distance;
- Color disabled_color;
- float connect_range;
-
- AABB aabb;
-
-protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
-
- static void _bind_methods();
-
-public:
- virtual AABB get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
-
- void set_enabled(bool p_enabled);
- bool is_enabled() const;
-
- void set_disable_distance(float p_distance);
- float get_disable_distance() const;
-
- void set_disabled_color(const Color &p_disabled_color);
- Color get_disabled_color() const;
-
- void set_shape(const Vector<Point2> &p_shape);
- Vector<Point2> get_shape() const;
-
- void set_connect_range(float p_range);
- float get_connect_range() const;
-
- Portal();
- ~Portal();
-};
-
-#endif
-#endif
diff --git a/scene/3d/room_instance.cpp b/scene/3d/room_instance.cpp
deleted file mode 100644
index 61687360a6..0000000000
--- a/scene/3d/room_instance.cpp
+++ /dev/null
@@ -1,164 +0,0 @@
-/*************************************************************************/
-/* room_instance.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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. */
-/*************************************************************************/
-
-#include "room_instance.h"
-
-#include "servers/visual_server.h"
-
-// FIXME: Will be removed, kept as reference for new implementation
-#if 0
-#include "core/math/geometry.h"
-#include "core/project_settings.h"
-#include "scene/resources/surface_tool.h"
-
-void Room::_notification(int p_what) {
-
- switch (p_what) {
- case NOTIFICATION_ENTER_WORLD: {
- // go find parent level
- Node *parent_room = get_parent();
- level = 0;
-
- while (parent_room) {
-
- Room *r = Object::cast_to<Room>(parent_room);
- if (r) {
-
- level = r->level + 1;
- break;
- }
-
- parent_room = parent_room->get_parent();
- }
-
- } break;
- case NOTIFICATION_TRANSFORM_CHANGED: {
- } break;
- case NOTIFICATION_EXIT_WORLD: {
-
- } break;
- }
-}
-
-AABB Room::get_aabb() const {
-
- if (room.is_null())
- return AABB();
-
- return AABB();
-}
-
-PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {
-
- return PoolVector<Face3>();
-}
-
-void Room::set_room(const Ref<RoomBounds> &p_room) {
-
- room = p_room;
- update_gizmo();
-
- if (room.is_valid()) {
-
- set_base(room->get_rid());
- } else {
- set_base(RID());
- }
-
- if (!is_inside_tree())
- return;
-
- propagate_notification(NOTIFICATION_AREA_CHANGED);
- update_gizmo();
-}
-
-Ref<RoomBounds> Room::get_room() const {
-
- return room;
-}
-
-void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const {
-
- const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
-
- if (vi) {
- PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING);
-
- if (faces.size()) {
- int old_len = all_faces.size();
- all_faces.resize(all_faces.size() + faces.size());
- int new_len = all_faces.size();
- PoolVector<Face3>::Write all_facesw = all_faces.write();
- Face3 *all_facesptr = all_facesw.ptr();
-
- PoolVector<Face3>::Read facesr = faces.read();
- const Face3 *facesptr = facesr.ptr();
-
- Transform tr = vi->get_relative_transform(this);
-
- for (int i = old_len; i < new_len; i++) {
-
- Face3 f = facesptr[i - old_len];
- for (int j = 0; j < 3; j++)
- f.vertex[j] = tr.xform(f.vertex[j]);
- all_facesptr[i] = f;
- }
- }
- }
-
- for (int i = 0; i < p_node->get_child_count(); i++) {
-
- _parse_node_faces(all_faces, p_node->get_child(i));
- }
-}
-
-void Room::_bounds_changed() {
-
- update_gizmo();
-}
-
-void Room::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room);
- ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room");
-}
-
-Room::Room() {
-
- // sound_enabled=false;
-
- level = 0;
-}
-
-Room::~Room() {
-}
-#endif
diff --git a/scene/3d/room_instance.h b/scene/3d/room_instance.h
deleted file mode 100644
index 071d42cff2..0000000000
--- a/scene/3d/room_instance.h
+++ /dev/null
@@ -1,81 +0,0 @@
-/*************************************************************************/
-/* room_instance.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 ROOM_INSTANCE_H
-#define ROOM_INSTANCE_H
-
-#include "scene/3d/visual_instance.h"
-#include "scene/resources/room.h"
-
-/* RoomInstance Logic:
- a) Instances that belong to the room are drawn only if the room is visible (seen through portal, or player inside)
- b) Instances that don't belong to any room are considered to belong to the root room (RID empty)
- c) "dynamic" Instances are assigned to the rooms their AABB touch
-
-*/
-
-// FIXME: this will be removed, left for reference
-#if 0
-
-class Room : public VisualInstance {
-
- GDCLASS(Room, VisualInstance);
-
-public:
-private:
- Ref<RoomBounds> room;
-
- int level;
- void _parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const;
-
- void _bounds_changed();
-
-protected:
- void _notification(int p_what);
-
- static void _bind_methods();
-
-public:
- enum {
- // used to notify portals that the room in which they are has changed.
- NOTIFICATION_AREA_CHANGED = 60
- };
-
- virtual AABB get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
-
- void set_room(const Ref<RoomBounds> &p_room);
- Ref<RoomBounds> get_room() const;
-
- Room();
- ~Room();
-};
-#endif
-#endif // ROOM_INSTANCE_H
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index 9970b9350f..c1ec59d49f 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "voxel_light_baker.h"
+
#include "core/os/os.h"
#include "core/os/threaded_array_processor.h"
@@ -2118,8 +2119,7 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
}
}
-// Enable for debugging
-#if 0
+#if 0 // Enable for debugging.
{
PoolVector<uint8_t> img;
int ls = lightmap.size();
diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp
index a604fb9604..5f606ff4c5 100644
--- a/scene/animation/animation_blend_tree.cpp
+++ b/scene/animation/animation_blend_tree.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "animation_blend_tree.h"
+
#include "scene/scene_string_names.h"
void AnimationNodeAnimation::set_animation(const StringName &p_name) {
@@ -718,21 +719,6 @@ String AnimationNodeTransition::get_input_caption(int p_input) const {
return inputs[p_input].name;
}
-#if 0
- Ref<AnimationNodeBlendTree> tree = get_parent();
-
- if (tree.is_valid() && current >= 0) {
- prev = current;
- prev_xfading = xfade;
- time = 0;
- current = p_current;
- switched = true;
- _change_notify("current");
- } else {
- current = p_current;
- }
-#endif
-
void AnimationNodeTransition::set_cross_fade_time(float p_fade) {
xfade = p_fade;
}
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 09d4505458..c0c6b864a5 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -194,13 +194,11 @@
#include "scene/3d/path.h"
#include "scene/3d/physics_body.h"
#include "scene/3d/physics_joint.h"
-#include "scene/3d/portal.h"
#include "scene/3d/position_3d.h"
#include "scene/3d/proximity_group.h"
#include "scene/3d/ray_cast.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/remote_transform.h"
-#include "scene/3d/room_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/soft_body.h"
#include "scene/3d/spring_arm.h"
diff --git a/scene/resources/room.cpp b/scene/resources/room.cpp
deleted file mode 100644
index 51c4489ec3..0000000000
--- a/scene/resources/room.cpp
+++ /dev/null
@@ -1,70 +0,0 @@
-/*************************************************************************/
-/* room.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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. */
-/*************************************************************************/
-
-#include "room.h"
-
-#include "servers/visual_server.h"
-
-// FIXME: Left for reference for reimplementation using Area
-#if 0
-RID RoomBounds::get_rid() const {
-
- return area;
-}
-
-void RoomBounds::set_geometry_hint(const PoolVector<Face3> &p_geometry_hint) {
-
- geometry_hint = p_geometry_hint;
-}
-
-PoolVector<Face3> RoomBounds::get_geometry_hint() const {
-
- return geometry_hint;
-}
-
-void RoomBounds::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_geometry_hint", "triangles"), &RoomBounds::set_geometry_hint);
- ClassDB::bind_method(D_METHOD("get_geometry_hint"), &RoomBounds::get_geometry_hint);
-
- //ADD_PROPERTY( PropertyInfo( Variant::DICTIONARY, "bounds"), "set_bounds","get_bounds") ;
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "geometry_hint"), "set_geometry_hint", "get_geometry_hint");
-}
-
-RoomBounds::RoomBounds() {
-
- area = VisualServer::get_singleton()->room_create();
-}
-
-RoomBounds::~RoomBounds() {
-
- VisualServer::get_singleton()->free(area);
-}
-#endif
diff --git a/scene/resources/room.h b/scene/resources/room.h
deleted file mode 100644
index 809a9c1de8..0000000000
--- a/scene/resources/room.h
+++ /dev/null
@@ -1,62 +0,0 @@
-/*************************************************************************/
-/* room.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 ROOM_BOUNDS_H
-#define ROOM_BOUNDS_H
-
-#include "core/math/bsp_tree.h"
-#include "core/resource.h"
-
-// FIXME: left for reference but will be removed when portals are reimplemented using Area
-#if 0
-
-class RoomBounds : public Resource {
-
- GDCLASS(RoomBounds, Resource);
- RES_BASE_EXTENSION("room");
-
- RID area;
- PoolVector<Face3> geometry_hint;
-
-protected:
- static void _bind_methods();
-
-public:
- virtual RID get_rid() const;
-
- void set_geometry_hint(const PoolVector<Face3> &p_geometry_hint);
- PoolVector<Face3> get_geometry_hint() const;
-
- RoomBounds();
- ~RoomBounds();
-};
-
-#endif
-#endif // ROOM_H
diff --git a/servers/audio_server.h b/servers/audio_server.h
index 13d6abbc8d..815200c811 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -247,18 +247,6 @@ private:
void _mix_step();
-#if 0
- struct AudioInBlock {
-
- Ref<AudioStreamSample> audio_stream;
- int current_position;
- bool loops;
- };
-
- Map<StringName, AudioInBlock *> audio_in_block_map;
- Vector<AudioInBlock *> audio_in_blocks;
-#endif
-
struct CallbackItem {
AudioCallback callback;
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 1a1e86833e..9afcfc4648 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -531,11 +531,10 @@ public:
BIND2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
- // from can be mesh, light, area and portal so far.
BIND0R(RID, instance_create)
- BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
- BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ BIND2(instance_set_base, RID, RID)
+ BIND2(instance_set_scenario, RID, RID)
BIND2(instance_set_layer_mask, RID, uint32_t)
BIND2(instance_set_transform, RID, const Transform &)
BIND2(instance_attach_object_instance_id, RID, ObjectID)
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index bf9db616e4..409a814b3b 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -29,10 +29,13 @@
/*************************************************************************/
#include "visual_server_scene.h"
+
#include "core/os/os.h"
#include "visual_server_globals.h"
#include "visual_server_raster.h"
+
#include <new>
+
/* CAMERA API */
RID VisualServerScene::camera_create() {
@@ -314,7 +317,6 @@ void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_upda
_instance_update_list.add(&p_instance->update_item);
}
-// from can be mesh, light, area and portal so far.
RID VisualServerScene::instance_create() {
Instance *instance = memnew(Instance);
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
index ad74250fe4..a174d9e616 100644
--- a/servers/visual/visual_server_scene.h
+++ b/servers/visual/visual_server_scene.h
@@ -55,22 +55,6 @@ public:
static VisualServerScene *singleton;
-// FIXME: Kept as reference for future implementation
-#if 0
- struct Portal {
-
- bool enabled;
- float disable_distance;
- Color disable_color;
- float connect_range;
- Vector<Point2> shape;
- Rect2 bounds;
-
-
- Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
- };
-#endif
-
/* CAMERA API */
struct Camera : public RID_Data {
@@ -450,11 +434,10 @@ public:
RID_Owner<Instance> instance_owner;
- // from can be mesh, light, area and portal so far.
- virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
+ virtual RID instance_create();
- virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
- virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
+ virtual void instance_set_base(RID p_instance, RID p_base);
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index b8f433d006..b1bbed24fd 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -453,11 +453,10 @@ public:
FUNC2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
- // from can be mesh, light, area and portal so far.
FUNCRID(instance)
- FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
- FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ FUNC2(instance_set_base, RID, RID)
+ FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC2(instance_set_transform, RID, const Transform &)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
diff --git a/servers/visual_server.h b/servers/visual_server.h
index 6f0659357c..e7662695a6 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -813,11 +813,10 @@ public:
virtual RID instance_create2(RID p_base, RID p_scenario);
- //virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
- virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
+ virtual RID instance_create() = 0;
- virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
- virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
+ virtual void instance_set_base(RID p_instance, RID p_base) = 0;
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;