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-rw-r--r--core/config/project_settings.cpp16
-rw-r--r--core/core_constants.cpp1
-rw-r--r--core/math/audio_frame.h2
-rw-r--r--core/math/math_funcs.h16
-rw-r--r--core/math/projection.cpp8
-rw-r--r--core/math/projection.h2
-rw-r--r--core/object/object.h1
-rw-r--r--core/variant/variant_utility.cpp48
-rw-r--r--doc/classes/@GlobalScope.xml67
-rw-r--r--doc/classes/CanvasItem.xml2
-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--doc/classes/ConcavePolygonShape2D.xml2
-rw-r--r--doc/classes/ConcavePolygonShape3D.xml2
-rw-r--r--doc/classes/DisplayServer.xml34
-rw-r--r--doc/classes/EditorProperty.xml6
-rw-r--r--doc/classes/EditorSettings.xml4
-rw-r--r--doc/classes/Label.xml12
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/PackedScene.xml6
-rw-r--r--doc/classes/ParticleProcessMaterial.xml2
-rw-r--r--doc/classes/Performance.xml4
-rw-r--r--doc/classes/PhysicalBone2D.xml4
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml4
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml4
-rw-r--r--doc/classes/PhysicsServer2D.xml8
-rw-r--r--doc/classes/PhysicsServer3D.xml8
-rw-r--r--doc/classes/RichTextLabel.xml12
-rw-r--r--doc/classes/RigidBody2D.xml (renamed from doc/classes/RigidDynamicBody2D.xml)26
-rw-r--r--doc/classes/RigidBody3D.xml (renamed from doc/classes/RigidDynamicBody3D.xml)30
-rw-r--r--doc/classes/Skeleton3D.xml4
-rw-r--r--doc/classes/SoftBody3D.xml (renamed from doc/classes/SoftDynamicBody3D.xml)18
-rw-r--r--doc/classes/StaticBody2D.xml2
-rw-r--r--doc/classes/StaticBody3D.xml2
-rw-r--r--doc/classes/TextServer.xml6
-rw-r--r--doc/classes/TileMap.xml10
-rw-r--r--doc/classes/Vector2.xml2
-rw-r--r--doc/classes/VehicleBody3D.xml8
-rw-r--r--doc/classes/VehicleWheel3D.xml6
-rw-r--r--doc/classes/VisibleOnScreenEnabler3D.xml2
-rw-r--r--doc/classes/Window.xml8
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp6
-rw-r--r--drivers/gles3/storage/light_storage.cpp2
-rw-r--r--editor/editor_inspector.cpp15
-rw-r--r--editor/editor_inspector.h9
-rw-r--r--editor/editor_node.cpp38
-rw-r--r--editor/editor_node.h3
-rw-r--r--editor/editor_properties.cpp44
-rw-r--r--editor/editor_properties.h1
-rw-r--r--editor/editor_property_name_processor.cpp6
-rw-r--r--editor/editor_settings.cpp1
-rw-r--r--editor/editor_title_bar.cpp86
-rw-r--r--editor/editor_title_bar.h53
-rw-r--r--editor/export/editor_export.cpp2
-rw-r--r--editor/export/editor_export_platform.cpp1
-rw-r--r--editor/export/editor_export_platform.h14
-rw-r--r--editor/export/editor_export_preset.cpp5
-rw-r--r--editor/export/editor_export_preset.h1
-rw-r--r--editor/icons/RigidBody2D.svg (renamed from editor/icons/RigidDynamicBody2D.svg)0
-rw-r--r--editor/icons/RigidBody3D.svg (renamed from editor/icons/RigidDynamicBody3D.svg)0
-rw-r--r--editor/icons/SoftBody3D.svg (renamed from editor/icons/SoftDynamicBody3D.svg)0
-rw-r--r--editor/import/collada.cpp2
-rw-r--r--editor/import/post_import_plugin_skeleton_rest_fixer.cpp2
-rw-r--r--editor/import/resource_importer_scene.cpp4
-rw-r--r--editor/import/resource_importer_wav.cpp2
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp12
-rw-r--r--editor/plugins/canvas_item_editor_plugin.h2
-rw-r--r--editor/plugins/material_editor_plugin.cpp4
-rw-r--r--editor/plugins/mesh_editor_plugin.cpp4
-rw-r--r--editor/plugins/node_3d_editor_gizmos.cpp98
-rw-r--r--editor/plugins/node_3d_editor_gizmos.h6
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp34
-rw-r--r--editor/project_converter_3_to_4.cpp68
-rw-r--r--modules/csg/csg_shape.cpp4
-rw-r--r--modules/gdscript/doc_classes/@GDScript.xml10
-rw-r--r--modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd2
-rw-r--r--modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd2
-rw-r--r--modules/gdscript/gdscript_utility_functions.cpp8
-rw-r--r--modules/gltf/gltf_document.cpp8
-rw-r--r--modules/gltf/structures/gltf_camera.h2
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.cpp4
-rw-r--r--modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs2
-rw-r--r--modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs36
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs12
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs10
-rw-r--r--modules/mono/glue/runtime_interop.cpp16
-rw-r--r--modules/noise/config.py2
-rw-r--r--modules/noise/doc_classes/NoiseTexture2D.xml (renamed from modules/noise/doc_classes/NoiseTexture.xml)6
-rw-r--r--modules/noise/editor/noise_editor_plugin.cpp4
-rw-r--r--modules/noise/noise_texture_2d.cpp (renamed from modules/noise/noise_texture.cpp)130
-rw-r--r--modules/noise/noise_texture_2d.h (renamed from modules/noise/noise_texture.h)16
-rw-r--r--modules/noise/register_types.cpp5
-rw-r--r--platform/macos/display_server_macos.h5
-rw-r--r--platform/macos/display_server_macos.mm56
-rw-r--r--platform/macos/export/export.cpp8
-rw-r--r--platform/macos/export/export_plugin.cpp639
-rw-r--r--platform/macos/export/export_plugin.h2
-rw-r--r--platform/windows/export/export_plugin.cpp14
-rw-r--r--platform/windows/export/export_plugin.h2
-rw-r--r--scene/2d/audio_stream_player_2d.cpp2
-rw-r--r--scene/2d/collision_polygon_2d.cpp2
-rw-r--r--scene/2d/collision_shape_2d.cpp2
-rw-r--r--scene/2d/cpu_particles_2d.cpp6
-rw-r--r--scene/2d/navigation_obstacle_2d.cpp2
-rw-r--r--scene/2d/physical_bone_2d.cpp4
-rw-r--r--scene/2d/physical_bone_2d.h4
-rw-r--r--scene/2d/physics_body_2d.cpp292
-rw-r--r--scene/2d/physics_body_2d.h22
-rw-r--r--scene/2d/skeleton_2d.cpp4
-rw-r--r--scene/2d/tile_map.cpp22
-rw-r--r--scene/3d/audio_stream_player_3d.cpp12
-rw-r--r--scene/3d/collision_polygon_3d.cpp2
-rw-r--r--scene/3d/collision_shape_3d.cpp6
-rw-r--r--scene/3d/cpu_particles_3d.cpp10
-rw-r--r--scene/3d/light_3d.cpp2
-rw-r--r--scene/3d/navigation_obstacle_3d.cpp2
-rw-r--r--scene/3d/physics_body_3d.cpp330
-rw-r--r--scene/3d/physics_body_3d.h20
-rw-r--r--scene/3d/soft_body_3d.cpp (renamed from scene/3d/soft_dynamic_body_3d.cpp)230
-rw-r--r--scene/3d/soft_body_3d.h (renamed from scene/3d/soft_dynamic_body_3d.h)28
-rw-r--r--scene/3d/vehicle_body_3d.cpp2
-rw-r--r--scene/3d/vehicle_body_3d.h4
-rw-r--r--scene/animation/animation_player.cpp2
-rw-r--r--scene/animation/animation_tree.cpp2
-rw-r--r--scene/audio/audio_stream_player.cpp2
-rw-r--r--scene/gui/label.cpp42
-rw-r--r--scene/gui/label.h11
-rw-r--r--scene/gui/menu_bar.cpp7
-rw-r--r--scene/gui/rich_text_label.cpp34
-rw-r--r--scene/gui/rich_text_label.h6
-rw-r--r--scene/gui/split_container.cpp6
-rw-r--r--scene/gui/split_container.h1
-rw-r--r--scene/gui/video_stream_player.cpp4
-rw-r--r--scene/main/viewport.cpp10
-rw-r--r--scene/main/window.cpp2
-rw-r--r--scene/main/window.h1
-rw-r--r--scene/register_scene_types.cpp16
-rw-r--r--scene/resources/capsule_shape_3d.cpp4
-rw-r--r--scene/resources/curve.cpp4
-rw-r--r--scene/resources/cylinder_shape_3d.cpp4
-rw-r--r--scene/resources/importer_mesh.cpp6
-rw-r--r--scene/resources/skeleton_modification_2d_ccdik.cpp8
-rw-r--r--scene/resources/skeleton_modification_2d_lookat.cpp12
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.cpp8
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.cpp12
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.cpp8
-rw-r--r--scene/resources/sky_material.cpp2
-rw-r--r--scene/resources/sphere_shape_3d.cpp4
-rw-r--r--servers/audio/audio_stream.cpp2
-rw-r--r--servers/audio/effects/audio_effect_amplify.cpp4
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp2
-rw-r--r--servers/audio/effects/audio_effect_compressor.cpp8
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp6
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp4
-rw-r--r--servers/audio/effects/audio_effect_eq.cpp2
-rw-r--r--servers/audio/effects/audio_effect_limiter.cpp14
-rw-r--r--servers/audio_server.cpp6
-rw-r--r--servers/display_server.cpp7
-rw-r--r--servers/display_server.h8
-rw-r--r--servers/physics_2d/godot_body_2d.cpp18
-rw-r--r--servers/physics_2d/godot_body_2d.h2
-rw-r--r--servers/physics_2d/godot_space_2d.cpp6
-rw-r--r--servers/physics_2d/godot_step_2d.cpp2
-rw-r--r--servers/physics_3d/godot_body_3d.cpp20
-rw-r--r--servers/physics_3d/godot_body_3d.h2
-rw-r--r--servers/physics_3d/godot_space_3d.cpp2
-rw-r--r--servers/physics_3d/godot_step_3d.cpp2
-rw-r--r--servers/physics_server_2d.cpp4
-rw-r--r--servers/physics_server_2d.h4
-rw-r--r--servers/physics_server_3d.cpp4
-rw-r--r--servers/physics_server_3d.h4
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h4
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp6
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp2
-rw-r--r--servers/rendering/renderer_scene_cull.cpp6
-rw-r--r--tests/core/math/test_quaternion.h50
185 files changed, 1982 insertions, 1422 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index 26b683db82..d46e242610 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -442,6 +442,15 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) {
* If nothing was found, error out.
*/
Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, bool p_upwards, bool p_ignore_override) {
+ if (!OS::get_singleton()->get_resource_dir().is_empty()) {
+ // OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
+ // If the OS would rather use a specific location, then it will not be empty.
+ resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
+ if (!resource_path.is_empty() && resource_path[resource_path.length() - 1] == '/') {
+ resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
+ }
+ }
+
// If looking for files in a network client, use it directly
if (FileAccessNetworkClient::get_singleton()) {
@@ -524,13 +533,6 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
// (Only Android -when reading from pck- and iOS use this.)
if (!OS::get_singleton()->get_resource_dir().is_empty()) {
- // OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
- // If the OS would rather use a specific location, then it will not be empty.
- resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
- if (!resource_path.is_empty() && resource_path[resource_path.length() - 1] == '/') {
- resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
- }
-
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
if (err == OK && !p_ignore_override) {
// Optional, we don't mind if it fails.
diff --git a/core/core_constants.cpp b/core/core_constants.cpp
index 299b60872d..c4d83d4765 100644
--- a/core/core_constants.cpp
+++ b/core/core_constants.cpp
@@ -613,6 +613,7 @@ void register_global_constants() {
BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_LOCALIZABLE_STRING);
BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_NODE_TYPE);
BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_HIDE_QUATERNION_EDIT);
+ BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_PASSWORD);
BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_MAX);
BIND_CORE_ENUM_CONSTANT(PROPERTY_USAGE_NONE);
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h
index b3d63c0094..1a80faaa12 100644
--- a/core/math/audio_frame.h
+++ b/core/math/audio_frame.h
@@ -48,7 +48,7 @@ static inline float undenormalise(volatile float f) {
}
static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
-static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear2db(AUDIO_PEAK_OFFSET)
+static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear_to_db(AUDIO_PEAK_OFFSET)
struct AudioFrame {
//left and right samples
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 463e119add..fd20440663 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -229,11 +229,11 @@ public:
return value;
}
- static _ALWAYS_INLINE_ double deg2rad(double p_y) { return p_y * (Math_PI / 180.0); }
- static _ALWAYS_INLINE_ float deg2rad(float p_y) { return p_y * (float)(Math_PI / 180.0); }
+ static _ALWAYS_INLINE_ double deg_to_rad(double p_y) { return p_y * (Math_PI / 180.0); }
+ static _ALWAYS_INLINE_ float deg_to_rad(float p_y) { return p_y * (float)(Math_PI / 180.0); }
- static _ALWAYS_INLINE_ double rad2deg(double p_y) { return p_y * (180.0 / Math_PI); }
- static _ALWAYS_INLINE_ float rad2deg(float p_y) { return p_y * (float)(180.0 / Math_PI); }
+ static _ALWAYS_INLINE_ double rad_to_deg(double p_y) { return p_y * (180.0 / Math_PI); }
+ static _ALWAYS_INLINE_ float rad_to_deg(float p_y) { return p_y * (float)(180.0 / Math_PI); }
static _ALWAYS_INLINE_ double lerp(double p_from, double p_to, double p_weight) { return p_from + (p_to - p_from) * p_weight; }
static _ALWAYS_INLINE_ float lerp(float p_from, float p_to, float p_weight) { return p_from + (p_to - p_from) * p_weight; }
@@ -331,11 +331,11 @@ public:
static _ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta; }
static _ALWAYS_INLINE_ float move_toward(float p_from, float p_to, float p_delta) { return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta; }
- static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }
- static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log(p_linear) * (float)8.6858896380650365530225783783321; }
+ static _ALWAYS_INLINE_ double linear_to_db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }
+ static _ALWAYS_INLINE_ float linear_to_db(float p_linear) { return Math::log(p_linear) * (float)8.6858896380650365530225783783321; }
- static _ALWAYS_INLINE_ double db2linear(double p_db) { return Math::exp(p_db * 0.11512925464970228420089957273422); }
- static _ALWAYS_INLINE_ float db2linear(float p_db) { return Math::exp(p_db * (float)0.11512925464970228420089957273422); }
+ static _ALWAYS_INLINE_ double db_to_linear(double p_db) { return Math::exp(p_db * 0.11512925464970228420089957273422); }
+ static _ALWAYS_INLINE_ float db_to_linear(float p_db) { return Math::exp(p_db * (float)0.11512925464970228420089957273422); }
static _ALWAYS_INLINE_ double round(double p_val) { return ::round(p_val); }
static _ALWAYS_INLINE_ float round(float p_val) { return ::roundf(p_val); }
diff --git a/core/math/projection.cpp b/core/math/projection.cpp
index edf8bf36cd..863fe6ee79 100644
--- a/core/math/projection.cpp
+++ b/core/math/projection.cpp
@@ -255,7 +255,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
}
real_t sine, cotangent, deltaZ;
- real_t radians = Math::deg2rad(p_fovy_degrees / 2.0);
+ real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0);
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
@@ -282,7 +282,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
- ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0));
+ ymax = p_z_near * tan(Math::deg_to_rad(p_fovy_degrees / 2.0));
xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
@@ -816,7 +816,7 @@ real_t Projection::get_fov() const {
right_plane.normalize();
if ((matrix[8] == 0) && (matrix[9] == 0)) {
- return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
+ return Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
} else {
// our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0],
@@ -825,7 +825,7 @@ real_t Projection::get_fov() const {
matrix[15] + matrix[12]);
left_plane.normalize();
- return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
+ return Math::rad_to_deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x)));
}
}
diff --git a/core/math/projection.h b/core/math/projection.h
index a3d2d7720b..f149d307b3 100644
--- a/core/math/projection.h
+++ b/core/math/projection.h
@@ -96,7 +96,7 @@ struct Projection {
Projection jitter_offseted(const Vector2 &p_offset) const;
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
- return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
+ return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
}
real_t get_z_far() const;
diff --git a/core/object/object.h b/core/object/object.h
index 13a40191e6..1784c1fe70 100644
--- a/core/object/object.h
+++ b/core/object/object.h
@@ -95,6 +95,7 @@ enum PropertyHint {
PROPERTY_HINT_LOCALIZABLE_STRING,
PROPERTY_HINT_NODE_TYPE, ///< a node object type
PROPERTY_HINT_HIDE_QUATERNION_EDIT, /// Only Node3D::transform should hide the quaternion editor.
+ PROPERTY_HINT_PASSWORD,
PROPERTY_HINT_MAX,
// When updating PropertyHint, also sync the hardcoded list in VisualScriptEditorVariableEdit
};
diff --git a/core/variant/variant_utility.cpp b/core/variant/variant_utility.cpp
index 21c9c483a5..964150aa2d 100644
--- a/core/variant/variant_utility.cpp
+++ b/core/variant/variant_utility.cpp
@@ -396,20 +396,20 @@ struct VariantUtilityFunctions {
return Math::move_toward(from, to, delta);
}
- static inline double deg2rad(double angle_deg) {
- return Math::deg2rad(angle_deg);
+ static inline double deg_to_rad(double angle_deg) {
+ return Math::deg_to_rad(angle_deg);
}
- static inline double rad2deg(double angle_rad) {
- return Math::rad2deg(angle_rad);
+ static inline double rad_to_deg(double angle_rad) {
+ return Math::rad_to_deg(angle_rad);
}
- static inline double linear2db(double linear) {
- return Math::linear2db(linear);
+ static inline double linear_to_db(double linear) {
+ return Math::linear_to_db(linear);
}
- static inline double db2linear(double db) {
- return Math::db2linear(db);
+ static inline double db_to_linear(double db) {
+ return Math::db_to_linear(db);
}
static inline Variant wrap(const Variant &p_x, const Variant &p_min, const Variant &p_max, Callable::CallError &r_error) {
@@ -837,13 +837,13 @@ struct VariantUtilityFunctions {
r_error.error = Callable::CallError::CALL_OK;
}
- static inline String var2str(const Variant &p_var) {
+ static inline String var_to_str(const Variant &p_var) {
String vars;
VariantWriter::write_to_string(p_var, vars);
return vars;
}
- static inline Variant str2var(const String &p_var) {
+ static inline Variant str_to_var(const String &p_var) {
VariantParser::StreamString ss;
ss.s = p_var;
@@ -855,7 +855,7 @@ struct VariantUtilityFunctions {
return ret;
}
- static inline PackedByteArray var2bytes(const Variant &p_var) {
+ static inline PackedByteArray var_to_bytes(const Variant &p_var) {
int len;
Error err = encode_variant(p_var, nullptr, len, false);
if (err != OK) {
@@ -875,7 +875,7 @@ struct VariantUtilityFunctions {
return barr;
}
- static inline PackedByteArray var2bytes_with_objects(const Variant &p_var) {
+ static inline PackedByteArray var_to_bytes_with_objects(const Variant &p_var) {
int len;
Error err = encode_variant(p_var, nullptr, len, true);
if (err != OK) {
@@ -895,7 +895,7 @@ struct VariantUtilityFunctions {
return barr;
}
- static inline Variant bytes2var(const PackedByteArray &p_arr) {
+ static inline Variant bytes_to_var(const PackedByteArray &p_arr) {
Variant ret;
{
const uint8_t *r = p_arr.ptr();
@@ -907,7 +907,7 @@ struct VariantUtilityFunctions {
return ret;
}
- static inline Variant bytes2var_with_objects(const PackedByteArray &p_arr) {
+ static inline Variant bytes_to_var_with_objects(const PackedByteArray &p_arr) {
Variant ret;
{
const uint8_t *r = p_arr.ptr();
@@ -1428,10 +1428,10 @@ void Variant::_register_variant_utility_functions() {
FUNCBINDR(smoothstep, sarray("from", "to", "x"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(move_toward, sarray("from", "to", "delta"), Variant::UTILITY_FUNC_TYPE_MATH);
- FUNCBINDR(deg2rad, sarray("deg"), Variant::UTILITY_FUNC_TYPE_MATH);
- FUNCBINDR(rad2deg, sarray("rad"), Variant::UTILITY_FUNC_TYPE_MATH);
- FUNCBINDR(linear2db, sarray("lin"), Variant::UTILITY_FUNC_TYPE_MATH);
- FUNCBINDR(db2linear, sarray("db"), Variant::UTILITY_FUNC_TYPE_MATH);
+ FUNCBINDR(deg_to_rad, sarray("deg"), Variant::UTILITY_FUNC_TYPE_MATH);
+ FUNCBINDR(rad_to_deg, sarray("rad"), Variant::UTILITY_FUNC_TYPE_MATH);
+ FUNCBINDR(linear_to_db, sarray("lin"), Variant::UTILITY_FUNC_TYPE_MATH);
+ FUNCBINDR(db_to_linear, sarray("db"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDVR3(wrap, sarray("value", "min", "max"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(wrapi, sarray("value", "min", "max"), Variant::UTILITY_FUNC_TYPE_MATH);
@@ -1479,14 +1479,14 @@ void Variant::_register_variant_utility_functions() {
FUNCBINDVARARGV(push_error, sarray(), Variant::UTILITY_FUNC_TYPE_GENERAL);
FUNCBINDVARARGV(push_warning, sarray(), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(var2str, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(str2var, sarray("string"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(var_to_str, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(str_to_var, sarray("string"), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(var2bytes, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(bytes2var, sarray("bytes"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(var_to_bytes, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(bytes_to_var, sarray("bytes"), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(var2bytes_with_objects, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
- FUNCBINDR(bytes2var_with_objects, sarray("bytes"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(var_to_bytes_with_objects, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
+ FUNCBINDR(bytes_to_var_with_objects, sarray("bytes"), Variant::UTILITY_FUNC_TYPE_GENERAL);
FUNCBINDR(hash, sarray("variable"), Variant::UTILITY_FUNC_TYPE_GENERAL);
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index bd500f6b35..59d6f878a9 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -66,7 +66,7 @@
<description>
Returns the arc cosine of [param x] in radians. Use to get the angle of cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant @GDScript.NAN].
[codeblock]
- # c is 0.523599 or 30 degrees if converted with rad2deg(c)
+ # c is 0.523599 or 30 degrees if converted with rad_to_deg(c)
var c = acos(0.866025)
[/codeblock]
</description>
@@ -77,7 +77,7 @@
<description>
Returns the arc sine of [param x] in radians. Use to get the angle of sine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].
[codeblock]
- # s is 0.523599 or 30 degrees if converted with rad2deg(s)
+ # s is 0.523599 or 30 degrees if converted with rad_to_deg(s)
var s = asin(0.5)
[/codeblock]
</description>
@@ -117,15 +117,15 @@
Returns the point at the given [param t] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
</description>
</method>
- <method name="bytes2var">
+ <method name="bytes_to_var">
<return type="Variant" />
<param index="0" name="bytes" type="PackedByteArray" />
<description>
Decodes a byte array back to a [Variant] value, without decoding objects.
- [b]Note:[/b] If you need object deserialization, see [method bytes2var_with_objects].
+ [b]Note:[/b] If you need object deserialization, see [method bytes_to_var_with_objects].
</description>
</method>
- <method name="bytes2var_with_objects">
+ <method name="bytes_to_var_with_objects">
<return type="Variant" />
<param index="0" name="bytes" type="PackedByteArray" />
<description>
@@ -232,9 +232,9 @@
<description>
Returns the cosine of angle [param angle_rad] in radians.
[codeblock]
- cos(PI * 2) # Returns 1.0
- cos(PI) # Returns -1.0
- cos(deg2rad(90)) # Returns 0.0
+ cos(PI * 2) # Returns 1.0
+ cos(PI) # Returns -1.0
+ cos(deg_to_rad(90)) # Returns 0.0
[/codeblock]
</description>
</method>
@@ -275,21 +275,21 @@
It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
</description>
</method>
- <method name="db2linear">
+ <method name="db_to_linear">
<return type="float" />
<param index="0" name="db" type="float" />
<description>
Converts from decibels to linear energy (audio).
</description>
</method>
- <method name="deg2rad">
+ <method name="deg_to_rad">
<return type="float" />
<param index="0" name="deg" type="float" />
<description>
Converts an angle expressed in degrees to radians.
[codeblock]
# r is 3.141593
- var r = deg2rad(180)
+ var r = deg_to_rad(180)
[/codeblock]
</description>
</method>
@@ -513,8 +513,8 @@
extends Sprite
var elapsed = 0.0
func _process(delta):
- var min_angle = deg2rad(0.0)
- var max_angle = deg2rad(90.0)
+ var min_angle = deg_to_rad(0.0)
+ var max_angle = deg_to_rad(90.0)
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
@@ -534,7 +534,7 @@
See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
</description>
</method>
- <method name="linear2db">
+ <method name="linear_to_db">
<return type="float" />
<param index="0" name="lin" type="float" />
<description>
@@ -543,7 +543,7 @@
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
# Change the bus name if you'd like to change the volume of a specific bus only.
- AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value))
+ AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db($Slider.value))
[/codeblock]
</description>
</method>
@@ -787,13 +787,13 @@
[/codeblock]
</description>
</method>
- <method name="rad2deg">
+ <method name="rad_to_deg">
<return type="float" />
<param index="0" name="rad" type="float" />
<description>
Converts an angle expressed in radians to degrees.
[codeblock]
- rad2deg(0.523599) # Returns 30
+ rad_to_deg(0.523599) # Returns 30
[/codeblock]
</description>
</method>
@@ -974,8 +974,8 @@
<description>
Returns the sine of angle [param angle_rad] in radians.
[codeblock]
- sin(0.523599) # Returns 0.5
- sin(deg2rad(90)) # Returns 1.0
+ sin(0.523599) # Returns 0.5
+ sin(deg_to_rad(90)) # Returns 1.0
[/codeblock]
</description>
</method>
@@ -1054,14 +1054,14 @@
Converts one or more arguments of any type to string in the best way possible.
</description>
</method>
- <method name="str2var">
+ <method name="str_to_var">
<return type="Variant" />
<param index="0" name="string" type="String" />
<description>
- Converts a formatted string that was returned by [method var2str] to the original value.
+ Converts a formatted [param string] that was returned by [method var_to_str] to the original value.
[codeblock]
var a = '{ "a": 1, "b": 2 }'
- var b = str2var(a)
+ var b = str_to_var(a)
print(b["a"]) # Prints 1
[/codeblock]
</description>
@@ -1072,7 +1072,7 @@
<description>
Returns the tangent of angle [param angle_rad] in radians.
[codeblock]
- tan(deg2rad(45)) # Returns 1
+ tan(deg_to_rad(45)) # Returns 1
[/codeblock]
</description>
</method>
@@ -1103,29 +1103,29 @@
[/codeblock]
</description>
</method>
- <method name="var2bytes">
+ <method name="var_to_bytes">
<return type="PackedByteArray" />
<param index="0" name="variable" type="Variant" />
<description>
- Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes2var].
- [b]Note:[/b] If you need object serialization, see [method var2bytes_with_objects].
+ Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes_to_var].
+ [b]Note:[/b] If you need object serialization, see [method var_to_bytes_with_objects].
</description>
</method>
- <method name="var2bytes_with_objects">
+ <method name="var_to_bytes_with_objects">
<return type="PackedByteArray" />
<param index="0" name="variable" type="Variant" />
<description>
- Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes2var_with_objects].
+ Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes_to_var_with_objects].
</description>
</method>
- <method name="var2str">
+ <method name="var_to_str">
<return type="String" />
<param index="0" name="variable" type="Variant" />
<description>
- Converts a Variant [param variable] to a formatted string that can later be parsed using [method str2var].
+ Converts a Variant [param variable] to a formatted string that can later be parsed using [method str_to_var].
[codeblock]
a = { "a": 1, "b": 2 }
- print(var2str(a))
+ print(var_to_str(a))
[/codeblock]
prints
[codeblock]
@@ -2711,7 +2711,10 @@
<constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="45" enum="PropertyHint">
Hints that a quaternion property should disable the temporary euler editor.
</constant>
- <constant name="PROPERTY_HINT_MAX" value="46" enum="PropertyHint">
+ <constant name="PROPERTY_HINT_PASSWORD" value="46" enum="PropertyHint">
+ Hints that a string property is a password, and every character is replaced with the secret character.
+ </constant>
+ <constant name="PROPERTY_HINT_MAX" value="47" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 36f49a5a8e..d1fdca5814 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -9,7 +9,7 @@
Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis.
A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad].
</description>
<tutorials>
<link title="Viewport and canvas transforms">$DOCS_URL/tutorials/2d/2d_transforms.html</link>
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 2d169904f7..2f8e1a7bb8 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -131,7 +131,7 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index cbcd6b3af7..6a1975d40f 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -117,7 +117,7 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml
index 902993e439..ee3e4f6de4 100644
--- a/doc/classes/ConcavePolygonShape2D.xml
+++ b/doc/classes/ConcavePolygonShape2D.xml
@@ -4,7 +4,7 @@
Concave polygon shape resource for 2D physics.
</brief_description>
<description>
- 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
+ 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first.
[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] node) may give unexpected results: the area will only detect collisions with the segments in the [ConcavePolygonShape2D] (and not with any "inside" of the shape, for example).
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml
index d22793e52c..f01ca8efaf 100644
--- a/doc/classes/ConcavePolygonShape3D.xml
+++ b/doc/classes/ConcavePolygonShape3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
- [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
+ [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static.
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
[b]Warning:[/b] Using this shape for an [Area3D] (via a [CollisionShape3D] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results: the area will only detect collisions with the triangle faces in the [ConcavePolygonShape3D] (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if [member backface_collision] is [code]true[/code].
</description>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index bcad75215a..c5f61cdfd3 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1068,6 +1068,13 @@
<description>
</description>
</method>
+ <method name="window_get_safe_title_margins" qualifiers="const">
+ <return type="Vector2i" />
+ <param index="0" name="window_id" type="int" default="0" />
+ <description>
+ Returns left and right margins of the title that are safe to use (contains no buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set.
+ </description>
+ </method>
<method name="window_get_size" qualifiers="const">
<return type="Vector2i" />
<param index="0" name="window_id" type="int" default="0" />
@@ -1081,6 +1088,20 @@
Returns the V-Sync mode of the given window.
</description>
</method>
+ <method name="window_maximize_on_title_dbl_click" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code], if double-click on a window title should maximize it.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
+ <method name="window_minimize_on_title_dbl_click" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code], if double-click on a window title should minimize it.
+ [b]Note:[/b] This method is implemented on macOS.
+ </description>
+ </method>
<method name="window_move_to_foreground">
<return type="void" />
<param index="0" name="window_id" type="int" default="0" />
@@ -1316,6 +1337,9 @@
<constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature">
Display server supports text-to-speech. See [code]tts_*[/code] methods.
</constant>
+ <constant name="FEATURE_EXTEND_TO_TITLE" value="20" enum="Feature">
+ Display server supports expanding window content to the title. See [constant WINDOW_FLAG_EXTEND_TO_TITLE].
+ </constant>
<constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode">
Makes the mouse cursor visible if it is hidden.
</constant>
@@ -1446,7 +1470,11 @@
<constant name="WINDOW_FLAG_POPUP" value="5" enum="WindowFlags">
Window is part of menu or [OptionButton] dropdown. This flag can't be changed when window is visible. An active popup window will exclusively receive all input, without stealing focus from its parent. Popup windows are automatically closed when uses click outside it, or when an application is switched. Popup window must have [constant WINDOW_FLAG_TRANSPARENT] set.
</constant>
- <constant name="WINDOW_FLAG_MAX" value="6" enum="WindowFlags">
+ <constant name="WINDOW_FLAG_EXTEND_TO_TITLE" value="6" enum="WindowFlags">
+ Window content is expanded to the full size of the window. Unlike borderless window, the frame is left intact and can be used to resize the window, title bar is transparent, but have minimize/maximize/close buttons.
+ [b]Note:[/b] This flag is implemented on macOS.
+ </constant>
+ <constant name="WINDOW_FLAG_MAX" value="7" enum="WindowFlags">
</constant>
<constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent">
</constant>
@@ -1483,13 +1511,13 @@
Window handle:
- Windows: [code]HWND[/code] for the window.
- Linux: [code]X11::Window*[/code] for the window.
- - MacOS: [code]NSWindow*[/code] for the window.
+ - macOS: [code]NSWindow*[/code] for the window.
- iOS: [code]UIViewController*[/code] for the view controller.
- Android: [code]jObject[/code] for the activity.
</constant>
<constant name="WINDOW_VIEW" value="2" enum="HandleType">
Window view:
- - MacOS: [code]NSView*[/code] for the window main view.
+ - macOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml
index 4a6a0e7226..67204f2a15 100644
--- a/doc/classes/EditorProperty.xml
+++ b/doc/classes/EditorProperty.xml
@@ -44,12 +44,6 @@
Gets the edited property. If your editor is for a single property (added via [method EditorInspectorPlugin._parse_property]), then this will return the property.
</description>
</method>
- <method name="get_tooltip_text" qualifiers="const">
- <return type="String" />
- <description>
- Must be implemented to provide a custom tooltip to the property editor.
- </description>
- </method>
<method name="set_bottom_editor">
<return type="void" />
<param index="0" name="editor" type="Control" />
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index d538a0af2a..56c1f6e55a 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -495,6 +495,10 @@
The language to use for the editor interface.
Translations are provided by the community. If you spot a mistake, [url=https://docs.godotengine.org/en/latest/community/contributing/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
</member>
+ <member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
+ Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
+ Specific to the macOS platform.
+ </member>
<member name="interface/editor/font_antialiasing" type="int" setter="" getter="">
FreeType's font anti-aliasing mode used to render the editor fonts. Most fonts are not designed to look good with anti-aliasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font.
</member>
diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml
index 52b2e9a729..0c4c4a5b09 100644
--- a/doc/classes/Label.xml
+++ b/doc/classes/Label.xml
@@ -61,10 +61,6 @@
Limits the lines of text the node shows on screen.
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="2" />
- <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
- </member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" />
<member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0">
Set BiDi algorithm override for the structured text.
@@ -89,10 +85,14 @@
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
+ [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ </member>
+ <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0">
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
</members>
<theme_items>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 53b93beb40..c8e2f1ac68 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -6,7 +6,7 @@
<description>
Most basic 3D game object, with a 3D [Transform3D] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad].
</description>
<tutorials>
<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index c7fe7d8c37..754d3ac73d 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -22,12 +22,12 @@
AddChild(scene);
[/csharp]
[/codeblocks]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
+ [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblocks]
[gdscript]
# Create the objects.
var node = Node2D.new()
- var body = RigidDynamicBody2D.new()
+ var body = RigidBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
@@ -48,7 +48,7 @@
[csharp]
// Create the objects.
var node = new Node2D();
- var body = new RigidDynamicBody2D();
+ var body = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml
index b2dca5a2df..1526658eed 100644
--- a/doc/classes/ParticleProcessMaterial.xml
+++ b/doc/classes/ParticleProcessMaterial.xml
@@ -409,7 +409,7 @@
No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes.
</constant>
<constant name="COLLISION_RIGID" value="1" enum="CollisionMode">
- [RigidDynamicBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
+ [RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes.
</constant>
<constant name="COLLISION_HIDE_ON_CONTACT" value="2" enum="CollisionMode">
Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact.
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index 92fa1040af..381fa3e9ef 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -171,7 +171,7 @@
The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
- Number of active [RigidDynamicBody2D] nodes in the game. [i]Lower is better.[/i]
+ Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]
@@ -180,7 +180,7 @@
Number of islands in the 2D physics engine. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
- Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
+ Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. [i]Lower is better.[/i]
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]
diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml
index 738568ed03..26fce1a90b 100644
--- a/doc/classes/PhysicalBone2D.xml
+++ b/doc/classes/PhysicalBone2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D node that can be used for physically aware bones in 2D.
</brief_description>
<description>
- The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
+ The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
[b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node.
</description>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 93c9f83ff2..fdc3a44e9d 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
@@ -146,7 +146,7 @@
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
- [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor].
+ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 62eb9f6ac4..efe63e4093 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer3D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
@@ -146,7 +146,7 @@
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
- [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody3D.contact_monitor].
+ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 7ba52c40c6..5ae7423a71 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -980,11 +980,11 @@
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
- <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
- Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
+ <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
+ Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode">
- Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
+ <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
+ Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index d4796fe2cf..da9e10c420 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -1340,11 +1340,11 @@
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
- <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
- Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
+ <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
+ Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode">
- Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
+ <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
+ Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index f96e136a57..f4cbf4c442 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -480,10 +480,6 @@
<member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false">
If [code]true[/code], the label uses the custom font color.
</member>
- <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0">
- The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
- </member>
<member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000">
The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely.
[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled.
@@ -521,10 +517,14 @@
</member>
<member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1">
The number of characters to display. If set to [code]-1[/code], all characters are displayed. This can be useful when animating the text appearing in a dialog box.
- [b]Note:[/b] Setting this property updates [member percent_visible] accordingly.
+ [b]Note:[/b] Setting this property updates [member visible_ratio] accordingly.
</member>
<member name="visible_characters_behavior" type="int" setter="set_visible_characters_behavior" getter="get_visible_characters_behavior" enum="TextServer.VisibleCharactersBehavior" default="0">
- Sets the clipping behavior when [member visible_characters] or [member percent_visible] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ Sets the clipping behavior when [member visible_characters] or [member visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for more info.
+ </member>
+ <member name="visible_ratio" type="float" setter="set_visible_ratio" getter="get_visible_ratio" default="1.0">
+ The fraction of characters to display, relative to the total number of characters (see [method get_total_character_count]). If set to [code]1.0[/code], all characters are displayed. If set to [code]0.5[/code], only half of the characters will be displayed. This can be useful when animating the text appearing in a dialog box.
+ [b]Note:[/b] Setting this property updates [member visible_characters] accordingly.
</member>
</members>
<signals>
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidBody2D.xml
index 1434affee1..9eedc3a24c 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidDynamicBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
- This node implements simulated 2D physics. You do not control a RigidDynamicBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
+ This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode].
- [b]Note:[/b] You should not change a RigidDynamicBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
</description>
@@ -124,7 +124,7 @@
Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member>
- <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody2D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
@@ -137,7 +137,7 @@
The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
</member>
- <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0">
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
<member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)">
@@ -149,10 +149,10 @@
See [method add_constant_torque].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
- If [code]true[/code], the RigidDynamicBody2D will emit signals when it collides with another RigidDynamicBody2D.
+ If [code]true[/code], the RigidBody2D will emit signals when it collides with another RigidBody2D.
[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
- <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0">
+ <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0">
Continuous collision detection mode.
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.
</member>
@@ -164,7 +164,7 @@
See [member freeze_mode] to set the body's behavior when frozen.
For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
- <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody2D.FreezeMode" default="0">
+ <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody2D.FreezeMode" default="0">
The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
@@ -179,7 +179,7 @@
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody2D.DampMode" default="0">
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody2D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
@@ -224,11 +224,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -237,11 +237,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
+ Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.
[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap].
[param body_shape_index] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidBody3D.xml
index fb747177ae..3ee3f25df1 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidDynamicBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</brief_description>
<description>
- This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
+ This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode].
- [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
</description>
<tutorials>
@@ -114,7 +114,7 @@
<method name="get_inverse_inertia_tensor" qualifiers="const">
<return type="Basis" />
<description>
- Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidDynamicBody3D].
+ Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].
</description>
</method>
<method name="set_axis_velocity">
@@ -130,11 +130,11 @@
Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
- <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="RigidBody3D.DampMode" default="0">
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
- The RigidDynamicBody3D's rotational velocity in [i]radians[/i] per second.
+ The RigidBody3D's rotational velocity in [i]radians[/i] per second.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
@@ -143,7 +143,7 @@
The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
</member>
- <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0">
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
<member name="constant_force" type="Vector3" setter="set_constant_force" getter="get_constant_force" default="Vector3(0, 0, 0)">
@@ -155,7 +155,7 @@
See [method add_constant_torque].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
- If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D.
+ If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D.
[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see [member max_contacts_reported].
</member>
<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false">
@@ -170,12 +170,12 @@
See [member freeze_mode] to set the body's behavior when frozen.
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
- <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody3D.FreezeMode" default="0">
+ <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidBody3D.FreezeMode" default="0">
The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values.
For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead.
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
- This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
@@ -185,7 +185,7 @@
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidDynamicBody3D.DampMode" default="0">
+ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="RigidBody3D.DampMode" default="0">
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
@@ -230,11 +230,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D].
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="body_shape_exited">
@@ -243,11 +243,11 @@
<param index="2" name="body_shape_index" type="int" />
<param index="3" name="local_shape_index" type="int" />
<description>
- Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
+ Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member max_contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.
[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s.
[param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap].
[param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code].
- [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
+ [param local_shape_index] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 75f7a37752..45ca330b87 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -231,7 +231,7 @@
<param index="0" name="exception" type="RID" />
<description>
Adds a collision exception to the physical bone.
- Works just like the [RigidDynamicBody3D] node.
+ Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_remove_collision_exception">
@@ -239,7 +239,7 @@
<param index="0" name="exception" type="RID" />
<description>
Removes a collision exception to the physical bone.
- Works just like the [RigidDynamicBody3D] node.
+ Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_start_simulation">
diff --git a/doc/classes/SoftDynamicBody3D.xml b/doc/classes/SoftBody3D.xml
index 7f0a1d94d0..7006bca6f0 100644
--- a/doc/classes/SoftDynamicBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A soft mesh physics body.
</brief_description>
<description>
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
- [b]Note:[/b] There are many known bugs in [SoftDynamicBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
+ [b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).
</description>
<tutorials>
<link title="SoftBody">$DOCS_URL/tutorials/physics/soft_body.html</link>
@@ -92,16 +92,16 @@
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
+ The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
+ The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
</member>
- <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftDynamicBody3D.DisableMode" default="0">
+ <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
@@ -109,23 +109,23 @@
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
</member>
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
- [NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping.
+ [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
</member>
<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
</member>
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
- If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s.
+ If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.
</member>
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
</member>
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
- The SoftDynamicBody3D's mass.
+ The SoftBody3D's mass.
</member>
</members>
<constants>
<constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode">
- When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D].
+ When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D].
Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode">
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index e6e3559ae0..21c160b780 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 2D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody2D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index a29f5fc147..daa71d1168 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Static body for 3D physics.
- A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidDynamicBody3D], it doesn't consume any CPU resources as long as they don't move.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody3D], it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
[b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 9b77d0f58c..aad83211f5 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1632,13 +1632,13 @@
Displays glyphs that are mapped to the first [member Label.visible_characters] or [member RichTextLabel.visible_characters] characters from the beginning of the text.
</constant>
<constant name="VC_GLYPHS_AUTO" value="2" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left or from the right, depending on [member Control.layout_direction] value.
</constant>
<constant name="VC_GLYPHS_LTR" value="3" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the left.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the left.
</constant>
<constant name="VC_GLYPHS_RTL" value="4" enum="VisibleCharactersBehavior">
- Displays [member Label.percent_visible] or [member RichTextLabel.percent_visible] glyphs, starting from the right.
+ Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] glyphs, starting from the right.
</constant>
<constant name="OVERRUN_NO_TRIMMING" value="0" enum="OverrunBehavior">
No text trimming is performed.
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 5530759628..e76c696021 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -41,7 +41,7 @@
<return type="void" />
<param index="0" name="to_position" type="int" />
<description>
- Adds a layer at the given position [param to_position] in the array. If [param to_position] is -1, adds it at the end of the array.
+ Adds a layer at the given position [param to_position] in the array. If [param to_position] is negative, the position is counted from the end, with [code]-1[/code] adding the layer at the end of the array.
</description>
</method>
<method name="clear">
@@ -285,14 +285,16 @@
<param index="1" name="enabled" type="bool" />
<description>
Enables or disables the layer [param layer]. A disabled layer is not processed at all (no rendering, no physics, etc...).
+ If [param layer] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_modulate">
<return type="void" />
<param index="0" name="layer" type="int" />
- <param index="1" name="enabled" type="Color" />
+ <param index="1" name="modulate" type="Color" />
<description>
Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_name">
@@ -301,6 +303,7 @@
<param index="1" name="name" type="String" />
<description>
Sets a layer's name. This is mostly useful in the editor.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_y_sort_enabled">
@@ -310,6 +313,7 @@
<description>
Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted.
Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behvaior.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_y_sort_origin">
@@ -319,6 +323,7 @@
<description>
Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value.
This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_layer_z_index">
@@ -327,6 +332,7 @@
<param index="1" name="z_index" type="int" />
<description>
Sets a layers Z-index value. This Z-index is added to each tile's Z-index value.
+ If [code]layer[/code] is negative, the layers are accessed from the last one.
</description>
</method>
<method name="set_pattern">
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 19fe2e2bfc..2197947126 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -304,7 +304,7 @@
<return type="Vector2" />
<param index="0" name="angle" type="float" />
<description>
- Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg2rad].
+ Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad].
</description>
</method>
<method name="round" qualifiers="const">
diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml
index 08309a8ecc..e1689133de 100644
--- a/doc/classes/VehicleBody3D.xml
+++ b/doc/classes/VehicleBody3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VehicleBody3D" inherits="RigidDynamicBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="VehicleBody3D" inherits="RigidBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Physics body that simulates the behavior of a car.
</brief_description>
@@ -13,14 +13,14 @@
</tutorials>
<members>
<member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0">
- Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
+ Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the vehicle reversing.
</member>
- <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" />
+ <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidBody3D" default="40.0" />
<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated.
</member>
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index ac126f824e..827c7e8f57 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -39,7 +39,7 @@
</methods>
<members>
<member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0">
- Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
+ Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83">
The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.
@@ -48,7 +48,7 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
</member>
@@ -56,7 +56,7 @@
The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
</member>
<member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0">
- The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
+ The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.
</member>
<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
diff --git a/doc/classes/VisibleOnScreenEnabler3D.xml b/doc/classes/VisibleOnScreenEnabler3D.xml
index 5e03870005..a3f925ed3a 100644
--- a/doc/classes/VisibleOnScreenEnabler3D.xml
+++ b/doc/classes/VisibleOnScreenEnabler3D.xml
@@ -4,7 +4,7 @@
Enables certain nodes only when approximately visible.
</brief_description>
<description>
- The VisibleOnScreenEnabler3D will disable [RigidDynamicBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.
+ The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself.
If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead.
[b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot].
[b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization.
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index c3002a8a9f..2c0a694ef9 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -342,6 +342,9 @@
If [code]true[/code], the [Window] will be in exclusive mode. Exclusive windows are always on top of their parent and will block all input going to the parent [Window].
Needs [member transient] enabled to work.
</member>
+ <member name="extend_to_title" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], the [Window] contents is expanded to the full size of the window, window title bar is transparent.
+ </member>
<member name="max_size" type="Vector2i" setter="set_max_size" getter="get_max_size" default="Vector2i(0, 0)">
If non-zero, the [Window] can't be resized to be bigger than this size.
[b]Note:[/b] This property will be ignored if the value is lower than [member min_size].
@@ -510,7 +513,10 @@
<constant name="FLAG_POPUP" value="5" enum="Flags">
Whether the window is popup or a regular window. Set with [member popup_window].
</constant>
- <constant name="FLAG_MAX" value="6" enum="Flags">
+ <constant name="FLAG_EXTEND_TO_TITLE" value="6" enum="Flags">
+ Window contents is expanded to the full size of the window, window title bar is transparent.
+ </constant>
+ <constant name="FLAG_MAX" value="7" enum="Flags">
Max value of the [enum Flags].
</constant>
<constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode">
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 9bbe960d86..cb479dda39 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -648,7 +648,7 @@ void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const Pag
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
@@ -1518,7 +1518,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.color[2] = linear_col.b;
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+ light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
@@ -1645,7 +1645,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
+ light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp
index 2e4bfdc15b..e2781bfbc0 100644
--- a/drivers/gles3/storage/light_storage.cpp
+++ b/drivers/gles3/storage/light_storage.cpp
@@ -318,7 +318,7 @@ AABB LightStorage::light_get_aabb(RID p_light) const {
switch (light->type) {
case RS::LIGHT_SPOT: {
float len = light->param[RS::LIGHT_PARAM_RANGE];
- float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case RS::LIGHT_OMNI: {
diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp
index 122e6ad021..1095321053 100644
--- a/editor/editor_inspector.cpp
+++ b/editor/editor_inspector.cpp
@@ -896,14 +896,9 @@ static Control *make_help_bit(const String &p_text, bool p_property) {
}
Control *EditorProperty::make_custom_tooltip(const String &p_text) const {
- tooltip_text = p_text;
return make_help_bit(p_text, true);
}
-String EditorProperty::get_tooltip_text() const {
- return tooltip_text;
-}
-
void EditorProperty::menu_option(int p_option) {
switch (p_option) {
case MENU_COPY_PROPERTY: {
@@ -951,7 +946,6 @@ void EditorProperty::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_edited_property"), &EditorProperty::get_edited_property);
ClassDB::bind_method(D_METHOD("get_edited_object"), &EditorProperty::get_edited_object);
- ClassDB::bind_method(D_METHOD("get_tooltip_text"), &EditorProperty::get_tooltip_text);
ClassDB::bind_method(D_METHOD("update_property"), &EditorProperty::update_property);
ClassDB::bind_method(D_METHOD("add_focusable", "control"), &EditorProperty::add_focusable);
@@ -1129,7 +1123,6 @@ void EditorInspectorCategory::_notification(int p_what) {
}
Control *EditorInspectorCategory::make_custom_tooltip(const String &p_text) const {
- tooltip_text = p_text;
return make_help_bit(p_text, false);
}
@@ -1148,14 +1141,6 @@ Size2 EditorInspectorCategory::get_minimum_size() const {
return ms;
}
-void EditorInspectorCategory::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_tooltip_text"), &EditorInspectorCategory::get_tooltip_text);
-}
-
-String EditorInspectorCategory::get_tooltip_text() const {
- return tooltip_text;
-}
-
EditorInspectorCategory::EditorInspectorCategory() {
}
diff --git a/editor/editor_inspector.h b/editor/editor_inspector.h
index 905e13b3a9..474078853a 100644
--- a/editor/editor_inspector.h
+++ b/editor/editor_inspector.h
@@ -117,8 +117,6 @@ private:
Control *bottom_editor = nullptr;
PopupMenu *menu = nullptr;
- mutable String tooltip_text;
-
HashMap<StringName, Variant> cache;
GDVIRTUAL0(_update_property)
@@ -199,8 +197,6 @@ public:
void set_object_and_property(Object *p_object, const StringName &p_property);
virtual Control *make_custom_tooltip(const String &p_text) const override;
- String get_tooltip_text() const;
-
void set_draw_top_bg(bool p_draw) { draw_top_bg = p_draw; }
bool can_revert_to_default() const { return can_revert; }
@@ -254,18 +250,13 @@ class EditorInspectorCategory : public Control {
Ref<Texture2D> icon;
String label;
- mutable String tooltip_text;
-
protected:
void _notification(int p_what);
- static void _bind_methods();
public:
virtual Size2 get_minimum_size() const override;
virtual Control *make_custom_tooltip(const String &p_text) const override;
- String get_tooltip_text() const;
-
EditorInspectorCategory();
};
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index d22b0ed554..375aa26de9 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -6314,7 +6314,7 @@ EditorNode::EditorNode() {
main_vbox->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 8);
main_vbox->add_theme_constant_override("separation", 8 * EDSCALE);
- menu_hb = memnew(HBoxContainer);
+ menu_hb = memnew(EditorTitleBar);
main_vbox->add_child(menu_hb);
left_l_hsplit = memnew(HSplitContainer);
@@ -6545,6 +6545,15 @@ EditorNode::EditorNode() {
scene_root_parent->add_child(main_control);
bool global_menu = !bool(EDITOR_GET("interface/editor/use_embedded_menu")) && DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_GLOBAL_MENU);
+ bool can_expand = bool(EDITOR_GET("interface/editor/expand_to_title")) && DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_EXTEND_TO_TITLE);
+
+ if (can_expand) {
+ // Add spacer to avoid other controls under window minimize/maximize/close buttons (left side).
+ Control *menu_spacer = memnew(Control);
+ menu_spacer->set_mouse_filter(Control::MOUSE_FILTER_PASS);
+ menu_spacer->set_custom_minimum_size(Size2(DisplayServer::get_singleton()->window_get_safe_title_margins(DisplayServer::MAIN_WINDOW_ID).x, 0));
+ menu_hb->add_child(menu_spacer);
+ }
main_menu = memnew(MenuBar);
menu_hb->add_child(main_menu);
@@ -6714,6 +6723,11 @@ EditorNode::EditorNode() {
ED_SHORTCUT_OVERRIDE("editor/quit_to_project_list", "macos", KeyModifierMask::SHIFT + KeyModifierMask::ALT + Key::Q);
project_menu->add_shortcut(ED_GET_SHORTCUT("editor/quit_to_project_list"), RUN_PROJECT_MANAGER, true);
+ // Spacer to center 2D / 3D / Script buttons.
+ Control *left_spacer = memnew(Control);
+ left_spacer->set_mouse_filter(Control::MOUSE_FILTER_PASS);
+ menu_hb->add_child(left_spacer);
+
menu_hb->add_spacer();
main_editor_button_vb = memnew(HBoxContainer);
@@ -6791,7 +6805,9 @@ EditorNode::EditorNode() {
}
help_menu->add_icon_shortcut(gui_base->get_theme_icon(SNAME("Heart"), SNAME("EditorIcons")), ED_SHORTCUT_AND_COMMAND("editor/support_development", TTR("Support Godot Development")), HELP_SUPPORT_GODOT_DEVELOPMENT);
+ // Spacer to center 2D / 3D / Script buttons.
Control *right_spacer = memnew(Control);
+ right_spacer->set_mouse_filter(Control::MOUSE_FILTER_PASS);
menu_hb->add_child(right_spacer);
HBoxContainer *play_hb = memnew(HBoxContainer);
@@ -6893,6 +6909,14 @@ EditorNode::EditorNode() {
right_menu_hb->add_child(rendering_driver);
+ if (can_expand) {
+ // Add spacer to avoid other controls under the window minimize/maximize/close buttons (right side).
+ Control *menu_spacer = memnew(Control);
+ menu_spacer->set_mouse_filter(Control::MOUSE_FILTER_PASS);
+ menu_spacer->set_custom_minimum_size(Size2(DisplayServer::get_singleton()->window_get_safe_title_margins(DisplayServer::MAIN_WINDOW_ID).y, 0));
+ menu_hb->add_child(menu_spacer);
+ }
+
// Only display the render drivers that are available for this display driver.
int display_driver_idx = OS::get_singleton()->get_display_driver_id();
Vector<String> render_drivers = DisplayServer::get_create_function_rendering_drivers(display_driver_idx);
@@ -7449,8 +7473,16 @@ EditorNode::EditorNode() {
add_child(screenshot_timer);
screenshot_timer->set_owner(get_owner());
- main_menu->set_custom_minimum_size(Size2(MAX(main_menu->get_minimum_size().x, play_hb->get_minimum_size().x + right_menu_hb->get_minimum_size().x), 0));
- right_spacer->set_custom_minimum_size(Size2(MAX(0, main_menu->get_minimum_size().x - play_hb->get_minimum_size().x - right_menu_hb->get_minimum_size().x), 0));
+ // Adjust spacers to center 2D / 3D / Script buttons.
+ int max_w = MAX(play_hb->get_minimum_size().x + right_menu_hb->get_minimum_size().x, main_menu->get_minimum_size().x);
+ left_spacer->set_custom_minimum_size(Size2(MAX(0, max_w - main_menu->get_minimum_size().x), 0));
+ right_spacer->set_custom_minimum_size(Size2(MAX(0, max_w - play_hb->get_minimum_size().x - right_menu_hb->get_minimum_size().x), 0));
+
+ // Extend menu bar to window title.
+ if (can_expand) {
+ DisplayServer::get_singleton()->window_set_flag(DisplayServer::WINDOW_FLAG_EXTEND_TO_TITLE, true, DisplayServer::MAIN_WINDOW_ID);
+ menu_hb->set_can_move_window(true);
+ }
String exec = OS::get_singleton()->get_executable_path();
// Save editor executable path for third-party tools.
diff --git a/editor/editor_node.h b/editor/editor_node.h
index afddcebcf0..792d2fc879 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -35,6 +35,7 @@
#include "editor/editor_folding.h"
#include "editor/editor_native_shader_source_visualizer.h"
#include "editor/editor_run.h"
+#include "editor/editor_title_bar.h"
#include "editor/export/editor_export.h"
#include "editor/inspector_dock.h"
@@ -322,7 +323,7 @@ private:
HBoxContainer *bottom_hb = nullptr;
Control *vp_base = nullptr;
- HBoxContainer *menu_hb = nullptr;
+ EditorTitleBar *menu_hb = nullptr;
Control *main_control = nullptr;
MenuBar *main_menu = nullptr;
PopupMenu *file_menu = nullptr;
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp
index 84c4c9c877..c70dc6bc51 100644
--- a/editor/editor_properties.cpp
+++ b/editor/editor_properties.cpp
@@ -99,6 +99,10 @@ void EditorPropertyText::set_string_name(bool p_enabled) {
string_name = p_enabled;
}
+void EditorPropertyText::set_secret(bool p_enabled) {
+ text->set_secret(p_enabled);
+}
+
void EditorPropertyText::set_placeholder(const String &p_string) {
text->set_placeholder(p_string);
}
@@ -1458,7 +1462,7 @@ void EditorPropertyFloat::_value_changed(double val) {
}
if (angle_in_radians) {
- val = Math::deg2rad(val);
+ val = Math::deg_to_rad(val);
}
emit_changed(get_edited_property(), val);
}
@@ -1466,7 +1470,7 @@ void EditorPropertyFloat::_value_changed(double val) {
void EditorPropertyFloat::update_property() {
double val = get_edited_object()->get(get_edited_property());
if (angle_in_radians) {
- val = Math::rad2deg(val);
+ val = Math::rad_to_deg(val);
}
setting = true;
spin->set_value(val);
@@ -1988,9 +1992,9 @@ void EditorPropertyVector3::_value_changed(double val, const String &p_name) {
v3.y = spin[1]->get_value();
v3.z = spin[2]->get_value();
if (angle_in_radians) {
- v3.x = Math::deg2rad(v3.x);
- v3.y = Math::deg2rad(v3.y);
- v3.z = Math::deg2rad(v3.z);
+ v3.x = Math::deg_to_rad(v3.x);
+ v3.y = Math::deg_to_rad(v3.y);
+ v3.z = Math::deg_to_rad(v3.z);
}
emit_changed(get_edited_property(), v3, p_name);
}
@@ -2022,9 +2026,9 @@ void EditorPropertyVector3::_update_ratio() {
void EditorPropertyVector3::update_using_vector(Vector3 p_vector) {
if (angle_in_radians) {
- p_vector.x = Math::rad2deg(p_vector.x);
- p_vector.y = Math::rad2deg(p_vector.y);
- p_vector.z = Math::rad2deg(p_vector.z);
+ p_vector.x = Math::rad_to_deg(p_vector.x);
+ p_vector.y = Math::rad_to_deg(p_vector.y);
+ p_vector.z = Math::rad_to_deg(p_vector.z);
}
setting = true;
spin[0]->set_value(p_vector.x);
@@ -2039,9 +2043,9 @@ Vector3 EditorPropertyVector3::get_vector() {
v3.y = spin[1]->get_value();
v3.z = spin[2]->get_value();
if (angle_in_radians) {
- v3.x = Math::deg2rad(v3.x);
- v3.y = Math::deg2rad(v3.y);
- v3.z = Math::deg2rad(v3.z);
+ v3.x = Math::deg_to_rad(v3.x);
+ v3.y = Math::deg_to_rad(v3.y);
+ v3.z = Math::deg_to_rad(v3.z);
}
return v3;
@@ -2643,9 +2647,9 @@ void EditorPropertyQuaternion::_custom_value_changed(double val) {
edit_euler.z = euler[2]->get_value();
Vector3 v;
- v.x = Math::deg2rad(edit_euler.x);
- v.y = Math::deg2rad(edit_euler.y);
- v.z = Math::deg2rad(edit_euler.z);
+ v.x = Math::deg_to_rad(edit_euler.x);
+ v.y = Math::deg_to_rad(edit_euler.y);
+ v.z = Math::deg_to_rad(edit_euler.z);
Quaternion temp_q = Quaternion(v);
spin[0]->set_value(temp_q.x);
@@ -2685,9 +2689,9 @@ void EditorPropertyQuaternion::update_property() {
spin[3]->set_value(val.w);
if (!is_grabbing_euler()) {
Vector3 v = val.normalized().get_euler_yxz();
- edit_euler.x = Math::rad2deg(v.x);
- edit_euler.y = Math::rad2deg(v.y);
- edit_euler.z = Math::rad2deg(v.z);
+ edit_euler.x = Math::rad_to_deg(v.x);
+ edit_euler.y = Math::rad_to_deg(v.y);
+ edit_euler.z = Math::rad_to_deg(v.z);
euler[0]->set_value(edit_euler.x);
euler[1]->set_value(edit_euler.y);
euler[2]->set_value(edit_euler.z);
@@ -4408,6 +4412,9 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_
EditorPropertyText *editor = memnew(EditorPropertyText);
if (p_hint == PROPERTY_HINT_PLACEHOLDER_TEXT) {
editor->set_placeholder(p_hint_text);
+ } else if (p_hint == PROPERTY_HINT_PASSWORD) {
+ editor->set_secret(true);
+ editor->set_placeholder(p_hint_text);
}
return editor;
}
@@ -4532,6 +4539,9 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_
EditorPropertyText *editor = memnew(EditorPropertyText);
if (p_hint == PROPERTY_HINT_PLACEHOLDER_TEXT) {
editor->set_placeholder(p_hint_text);
+ } else if (p_hint == PROPERTY_HINT_PASSWORD) {
+ editor->set_secret(true);
+ editor->set_placeholder(p_hint_text);
}
editor->set_string_name(true);
return editor;
diff --git a/editor/editor_properties.h b/editor/editor_properties.h
index 6ac3973303..d6c9510634 100644
--- a/editor/editor_properties.h
+++ b/editor/editor_properties.h
@@ -67,6 +67,7 @@ public:
void set_string_name(bool p_enabled);
virtual void update_property() override;
void set_placeholder(const String &p_string);
+ void set_secret(bool p_enabled);
EditorPropertyText();
};
diff --git a/editor/editor_property_name_processor.cpp b/editor/editor_property_name_processor.cpp
index c0f823f213..a2dfa4f80e 100644
--- a/editor/editor_property_name_processor.cpp
+++ b/editor/editor_property_name_processor.cpp
@@ -106,6 +106,7 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() {
capitalize_string_remaps["aabb"] = "AABB";
capitalize_string_remaps["adb"] = "ADB";
capitalize_string_remaps["ao"] = "AO";
+ capitalize_string_remaps["api"] = "API";
capitalize_string_remaps["apk"] = "APK";
capitalize_string_remaps["arm64-v8a"] = "arm64-v8a";
capitalize_string_remaps["armeabi-v7a"] = "armeabi-v7a";
@@ -191,11 +192,14 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() {
capitalize_string_remaps["opengl"] = "OpenGL";
capitalize_string_remaps["opentype"] = "OpenType";
capitalize_string_remaps["openxr"] = "OpenXR";
+ capitalize_string_remaps["osslsigncode"] = "osslsigncode";
capitalize_string_remaps["pck"] = "PCK";
capitalize_string_remaps["png"] = "PNG";
capitalize_string_remaps["po2"] = "(Power of 2)"; // Unit.
capitalize_string_remaps["pvrtc"] = "PVRTC";
capitalize_string_remaps["pvs"] = "PVS";
+ capitalize_string_remaps["rcedit"] = "rcedit";
+ capitalize_string_remaps["rcodesign"] = "rcodesign";
capitalize_string_remaps["rgb"] = "RGB";
capitalize_string_remaps["rid"] = "RID";
capitalize_string_remaps["rmb"] = "RMB";
@@ -205,6 +209,7 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() {
capitalize_string_remaps["sdfgi"] = "SDFGI";
capitalize_string_remaps["sdk"] = "SDK";
capitalize_string_remaps["sec"] = "(sec)"; // Unit.
+ capitalize_string_remaps["signtool"] = "signtool";
capitalize_string_remaps["sms"] = "SMS";
capitalize_string_remaps["srgb"] = "sRGB";
capitalize_string_remaps["ssao"] = "SSAO";
@@ -237,6 +242,7 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() {
capitalize_string_remaps["webp"] = "WebP";
capitalize_string_remaps["webrtc"] = "WebRTC";
capitalize_string_remaps["websocket"] = "WebSocket";
+ capitalize_string_remaps["wine"] = "wine";
capitalize_string_remaps["wifi"] = "Wi-Fi";
capitalize_string_remaps["x86"] = "x86";
capitalize_string_remaps["xr"] = "XR";
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index 353dfb777c..dd4adbb28f 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -407,6 +407,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
set_restart_if_changed("interface/editor/debug/enable_pseudolocalization", true);
// Use pseudolocalization in editor.
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/use_embedded_menu", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
+ EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/expand_to_title", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/editor/custom_display_scale", 1.0, "0.5,3,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "interface/editor/main_font_size", 14, "8,48,1")
diff --git a/editor/editor_title_bar.cpp b/editor/editor_title_bar.cpp
new file mode 100644
index 0000000000..06dcea1f8a
--- /dev/null
+++ b/editor/editor_title_bar.cpp
@@ -0,0 +1,86 @@
+/*************************************************************************/
+/* editor_title_bar.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "editor/editor_title_bar.h"
+
+void EditorTitleBar::input(const Ref<InputEvent> &p_event) {
+ if (!can_move) {
+ return;
+ }
+
+ Ref<InputEventMouseMotion> mm = p_event;
+ if (mm.is_valid() && moving) {
+ if ((mm->get_button_mask() & MouseButton::LEFT) == MouseButton::LEFT) {
+ Window *w = Object::cast_to<Window>(get_viewport());
+ if (w) {
+ Point2 mouse = DisplayServer::get_singleton()->mouse_get_position();
+ w->set_position(mouse - click_pos);
+ }
+ } else {
+ moving = false;
+ }
+ }
+
+ Ref<InputEventMouseButton> mb = p_event;
+ if (mb.is_valid() && has_point(mb->get_position())) {
+ Window *w = Object::cast_to<Window>(get_viewport());
+ if (w) {
+ if (mb->get_button_index() == MouseButton::LEFT) {
+ if (mb->is_pressed()) {
+ click_pos = DisplayServer::get_singleton()->mouse_get_position() - w->get_position();
+ moving = true;
+ } else {
+ moving = false;
+ }
+ }
+ if (mb->get_button_index() == MouseButton::LEFT && mb->is_double_click() && mb->is_pressed()) {
+ if (DisplayServer::get_singleton()->window_maximize_on_title_dbl_click()) {
+ if (w->get_mode() == Window::MODE_WINDOWED) {
+ w->set_mode(Window::MODE_MAXIMIZED);
+ } else if (w->get_mode() == Window::MODE_MAXIMIZED) {
+ w->set_mode(Window::MODE_WINDOWED);
+ }
+ } else if (DisplayServer::get_singleton()->window_minimize_on_title_dbl_click()) {
+ w->set_mode(Window::MODE_MINIMIZED);
+ }
+ moving = false;
+ }
+ }
+ }
+}
+
+void EditorTitleBar::set_can_move_window(bool p_enabled) {
+ can_move = p_enabled;
+ set_process_input(can_move);
+}
+
+bool EditorTitleBar::get_can_move_window() const {
+ return can_move;
+}
diff --git a/editor/editor_title_bar.h b/editor/editor_title_bar.h
new file mode 100644
index 0000000000..ad6ec37ac9
--- /dev/null
+++ b/editor/editor_title_bar.h
@@ -0,0 +1,53 @@
+/*************************************************************************/
+/* editor_title_bar.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 EDITOR_TITLE_BAR_H
+#define EDITOR_TITLE_BAR_H
+
+#include "scene/gui/box_container.h"
+#include "scene/main/window.h"
+
+class EditorTitleBar : public HBoxContainer {
+ GDCLASS(EditorTitleBar, HBoxContainer);
+
+ Point2i click_pos;
+ bool moving = false;
+ bool can_move = false;
+
+protected:
+ virtual void input(const Ref<InputEvent> &p_event) override;
+ static void _bind_methods(){};
+
+public:
+ void set_can_move_window(bool p_enabled);
+ bool get_can_move_window() const;
+};
+
+#endif // EDITOR_TITLE_BAR_H
diff --git a/editor/export/editor_export.cpp b/editor/export/editor_export.cpp
index 31f408eedb..d291040bd2 100644
--- a/editor/export/editor_export.cpp
+++ b/editor/export/editor_export.cpp
@@ -312,12 +312,14 @@ void EditorExport::update_export_presets() {
// Clear the preset properties and values prior to reloading
preset->properties.clear();
preset->values.clear();
+ preset->update_visibility.clear();
for (const EditorExportPlatform::ExportOption &E : options) {
preset->properties.push_back(E.option);
StringName option_name = E.option.name;
preset->values[option_name] = previous_values.has(option_name) ? previous_values[option_name] : E.default_value;
+ preset->update_visibility[option_name] = E.update_visibility;
}
}
}
diff --git a/editor/export/editor_export_platform.cpp b/editor/export/editor_export_platform.cpp
index ab1586cb77..8283c24e61 100644
--- a/editor/export/editor_export_platform.cpp
+++ b/editor/export/editor_export_platform.cpp
@@ -323,6 +323,7 @@ Ref<EditorExportPreset> EditorExportPlatform::create_preset() {
for (const ExportOption &E : options) {
preset->properties.push_back(E.option);
preset->values[E.option.name] = E.default_value;
+ preset->update_visibility[E.option.name] = E.update_visibility;
}
return preset;
diff --git a/editor/export/editor_export_platform.h b/editor/export/editor_export_platform.h
index c870ee66aa..bbdb47e041 100644
--- a/editor/export/editor_export_platform.h
+++ b/editor/export/editor_export_platform.h
@@ -117,10 +117,12 @@ public:
struct ExportOption {
PropertyInfo option;
Variant default_value;
+ bool update_visibility = false;
- ExportOption(const PropertyInfo &p_info, const Variant &p_default) :
+ ExportOption(const PropertyInfo &p_info, const Variant &p_default, bool p_update_visibility = false) :
option(p_info),
- default_value(p_default) {
+ default_value(p_default),
+ update_visibility(p_update_visibility) {
}
ExportOption() {}
};
@@ -136,13 +138,13 @@ public:
messages.push_back(msg);
switch (p_type) {
case EXPORT_MESSAGE_INFO: {
- print_line(vformat("%s: %s\n", msg.category, msg.text));
+ print_line(vformat("%s: %s", msg.category, msg.text));
} break;
case EXPORT_MESSAGE_WARNING: {
- WARN_PRINT(vformat("%s: %s\n", msg.category, msg.text));
+ WARN_PRINT(vformat("%s: %s", msg.category, msg.text));
} break;
case EXPORT_MESSAGE_ERROR: {
- ERR_PRINT(vformat("%s: %s\n", msg.category, msg.text));
+ ERR_PRINT(vformat("%s: %s", msg.category, msg.text));
} break;
default:
break;
@@ -170,7 +172,7 @@ public:
virtual void get_export_options(List<ExportOption> *r_options) = 0;
virtual bool should_update_export_options() { return false; }
- virtual bool get_export_option_visibility(const String &p_option, const HashMap<StringName, Variant> &p_options) const { return true; }
+ virtual bool get_export_option_visibility(const EditorExportPreset *p_preset, const String &p_option, const HashMap<StringName, Variant> &p_options) const { return true; }
virtual String get_os_name() const = 0;
virtual String get_name() const = 0;
diff --git a/editor/export/editor_export_preset.cpp b/editor/export/editor_export_preset.cpp
index cdf69e727d..4411ad11bc 100644
--- a/editor/export/editor_export_preset.cpp
+++ b/editor/export/editor_export_preset.cpp
@@ -34,6 +34,9 @@ bool EditorExportPreset::_set(const StringName &p_name, const Variant &p_value)
if (values.has(p_name)) {
values[p_name] = p_value;
EditorExport::singleton->save_presets();
+ if (update_visibility[p_name]) {
+ notify_property_list_changed();
+ }
return true;
}
@@ -51,7 +54,7 @@ bool EditorExportPreset::_get(const StringName &p_name, Variant &r_ret) const {
void EditorExportPreset::_get_property_list(List<PropertyInfo> *p_list) const {
for (const PropertyInfo &E : properties) {
- if (platform->get_export_option_visibility(E.name, values)) {
+ if (platform->get_export_option_visibility(this, E.name, values)) {
p_list->push_back(E);
}
}
diff --git a/editor/export/editor_export_preset.h b/editor/export/editor_export_preset.h
index 00109396b0..0c780c45cd 100644
--- a/editor/export/editor_export_preset.h
+++ b/editor/export/editor_export_preset.h
@@ -67,6 +67,7 @@ private:
List<PropertyInfo> properties;
HashMap<StringName, Variant> values;
+ HashMap<StringName, bool> update_visibility;
String name;
diff --git a/editor/icons/RigidDynamicBody2D.svg b/editor/icons/RigidBody2D.svg
index 5d08e991ae..5d08e991ae 100644
--- a/editor/icons/RigidDynamicBody2D.svg
+++ b/editor/icons/RigidBody2D.svg
diff --git a/editor/icons/RigidDynamicBody3D.svg b/editor/icons/RigidBody3D.svg
index 7f5db4ce88..7f5db4ce88 100644
--- a/editor/icons/RigidDynamicBody3D.svg
+++ b/editor/icons/RigidBody3D.svg
diff --git a/editor/icons/SoftDynamicBody3D.svg b/editor/icons/SoftBody3D.svg
index 7bc9a22c22..7bc9a22c22 100644
--- a/editor/icons/SoftDynamicBody3D.svg
+++ b/editor/icons/SoftBody3D.svg
diff --git a/editor/import/collada.cpp b/editor/import/collada.cpp
index f4d19fe8b6..5b9ed2c1d2 100644
--- a/editor/import/collada.cpp
+++ b/editor/import/collada.cpp
@@ -131,7 +131,7 @@ Transform3D Collada::Node::compute_transform(const Collada &state) const {
switch (xf.op) {
case XForm::OP_ROTATE: {
if (xf.data.size() >= 4) {
- xform_step.rotate(Vector3(xf.data[0], xf.data[1], xf.data[2]), Math::deg2rad(xf.data[3]));
+ xform_step.rotate(Vector3(xf.data[0], xf.data[1], xf.data[2]), Math::deg_to_rad(xf.data[3]));
}
} break;
case XForm::OP_SCALE: {
diff --git a/editor/import/post_import_plugin_skeleton_rest_fixer.cpp b/editor/import/post_import_plugin_skeleton_rest_fixer.cpp
index 685cb16eb1..6f775c7ea8 100644
--- a/editor/import/post_import_plugin_skeleton_rest_fixer.cpp
+++ b/editor/import/post_import_plugin_skeleton_rest_fixer.cpp
@@ -324,7 +324,7 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
Vector3 src_dir = src_tail - src_head;
// Rotate rest.
- if (Math::abs(Math::rad2deg(src_dir.angle_to(prof_dir))) > float(p_options["retarget/rest_fixer/fix_silhouette/threshold"])) {
+ if (Math::abs(Math::rad_to_deg(src_dir.angle_to(prof_dir))) > float(p_options["retarget/rest_fixer/fix_silhouette/threshold"])) {
// Get rotation difference.
Vector3 up_vec; // Need to rotate other than roll axis.
switch (Vector3(abs(src_dir.x), abs(src_dir.y), abs(src_dir.z)).min_axis_index()) {
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 85dda24f8e..62cb6e4167 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -565,7 +565,7 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<R
_pre_gen_shape_list(mesh, shapes, true);
}
- RigidDynamicBody3D *rigid_body = memnew(RigidDynamicBody3D);
+ RigidBody3D *rigid_body = memnew(RigidBody3D);
rigid_body->set_name(_fixstr(name, "rigid_body"));
p_node->replace_by(rigid_body);
rigid_body->set_transform(mi->get_transform());
@@ -1060,7 +1060,7 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, HashMap<
base = col;
} break;
case MESH_PHYSICS_RIGID_BODY_AND_MESH: {
- RigidDynamicBody3D *rigid_body = memnew(RigidDynamicBody3D);
+ RigidBody3D *rigid_body = memnew(RigidBody3D);
rigid_body->set_name(p_node->get_name());
p_node->replace_by(rigid_body);
rigid_body->set_transform(mi->get_transform() * get_collision_shapes_transform(node_settings));
diff --git a/editor/import/resource_importer_wav.cpp b/editor/import/resource_importer_wav.cpp
index a1e00f7d30..1dcae2841b 100644
--- a/editor/import/resource_importer_wav.cpp
+++ b/editor/import/resource_importer_wav.cpp
@@ -390,7 +390,7 @@ Error ResourceImporterWAV::import(const String &p_source_file, const String &p_s
int first = 0;
int last = (frames / format_channels) - 1;
bool found = false;
- float limit = Math::db2linear(TRIM_DB_LIMIT);
+ float limit = Math::db_to_linear(TRIM_DB_LIMIT);
for (int i = 0; i < data.size() / format_channels; i++) {
float ampChannelSum = 0;
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 17c2d26dc2..3505d7fedf 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -223,8 +223,8 @@ public:
grid_step_x->set_value(p_grid_step.x);
grid_step_y->set_value(p_grid_step.y);
primary_grid_steps->set_value(p_primary_grid_steps);
- rotation_offset->set_value(Math::rad2deg(p_rotation_offset));
- rotation_step->set_value(Math::rad2deg(p_rotation_step));
+ rotation_offset->set_value(Math::rad_to_deg(p_rotation_offset));
+ rotation_step->set_value(Math::rad_to_deg(p_rotation_step));
scale_step->set_value(p_scale_step);
}
@@ -232,8 +232,8 @@ public:
p_grid_offset = Point2(grid_offset_x->get_value(), grid_offset_y->get_value());
p_grid_step = Point2(grid_step_x->get_value(), grid_step_y->get_value());
p_primary_grid_steps = int(primary_grid_steps->get_value());
- p_rotation_offset = Math::deg2rad(rotation_offset->get_value());
- p_rotation_step = Math::deg2rad(rotation_step->get_value());
+ p_rotation_offset = Math::deg_to_rad(rotation_offset->get_value());
+ p_rotation_step = Math::deg_to_rad(rotation_step->get_value());
p_scale_step = scale_step->get_value();
}
};
@@ -1447,7 +1447,7 @@ bool CanvasItemEditor::_gui_input_rotate(const Ref<InputEvent> &p_event) {
drag_selection,
vformat(TTR("Rotate CanvasItem \"%s\" to %d degrees"),
drag_selection[0]->get_name(),
- Math::rad2deg(drag_selection[0]->_edit_get_rotation())),
+ Math::rad_to_deg(drag_selection[0]->_edit_get_rotation())),
true);
}
@@ -3676,7 +3676,7 @@ void CanvasItemEditor::_draw_transform_message() {
} break;
case DRAG_ROTATE: {
- real_t delta = Math::rad2deg(current_transform.get_rotation() - original_transform.get_rotation());
+ real_t delta = Math::rad_to_deg(current_transform.get_rotation() - original_transform.get_rotation());
transform_message = TTR("Rotating:") + " " + FORMAT(delta) + String::utf8(" °");
} break;
diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h
index 2ca495e5d6..0a840d6fd6 100644
--- a/editor/plugins/canvas_item_editor_plugin.h
+++ b/editor/plugins/canvas_item_editor_plugin.h
@@ -215,7 +215,7 @@ private:
int primary_grid_steps = 8;
int grid_step_multiplier = 0;
- real_t snap_rotation_step = Math::deg2rad(15.0);
+ real_t snap_rotation_step = Math::deg_to_rad(15.0);
real_t snap_rotation_offset = 0.0;
real_t snap_scale_step = 0.1f;
bool smart_snap_active = false;
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index 9fcb6619c0..74a6e90a6d 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -179,8 +179,8 @@ MaterialEditor::MaterialEditor() {
viewport->add_child(box_instance);
Transform3D box_xform;
- box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
- box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
+ box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg_to_rad(25.0));
+ box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg_to_rad(-25.0));
box_xform.basis.scale(Vector3(0.7, 0.7, 0.7));
box_xform.origin.y = 0.05;
box_instance->set_transform(box_xform);
diff --git a/editor/plugins/mesh_editor_plugin.cpp b/editor/plugins/mesh_editor_plugin.cpp
index 31c9f1e387..980d2974a0 100644
--- a/editor/plugins/mesh_editor_plugin.cpp
+++ b/editor/plugins/mesh_editor_plugin.cpp
@@ -77,8 +77,8 @@ void MeshEditor::edit(Ref<Mesh> p_mesh) {
mesh = p_mesh;
mesh_instance->set_mesh(mesh);
- rot_x = Math::deg2rad(-15.0);
- rot_y = Math::deg2rad(30.0);
+ rot_x = Math::deg_to_rad(-15.0);
+ rot_y = Math::deg_to_rad(30.0);
_update_rotation();
AABB aabb = mesh->get_aabb();
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp
index 043848080f..878f8c9a95 100644
--- a/editor/plugins/node_3d_editor_gizmos.cpp
+++ b/editor/plugins/node_3d_editor_gizmos.cpp
@@ -59,7 +59,7 @@
#include "scene/3d/ray_cast_3d.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/shape_cast_3d.h"
-#include "scene/3d/soft_dynamic_body_3d.h"
+#include "scene/3d/soft_body_3d.h"
#include "scene/3d/spring_arm_3d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/3d/vehicle_body_3d.h"
@@ -1295,7 +1295,7 @@ static float _find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vec
//min_p = p_arc_xform.affine_inverse().xform(min_p);
float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
- return Math::rad2deg(a);
+ return Math::rad_to_deg(a);
}
void Light3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
@@ -1421,8 +1421,8 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
for (int i = 0; i < 120; i++) {
// Create a circle
- const float ra = Math::deg2rad((float)(i * 3));
- const float rb = Math::deg2rad((float)((i + 1) * 3));
+ const float ra = Math::deg_to_rad((float)(i * 3));
+ const float rb = Math::deg_to_rad((float)((i + 1) * 3));
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
@@ -1458,13 +1458,13 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
SpotLight3D *sl = Object::cast_to<SpotLight3D>(light);
float r = sl->get_param(Light3D::PARAM_RANGE);
- float w = r * Math::sin(Math::deg2rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
- float d = r * Math::cos(Math::deg2rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
+ float w = r * Math::sin(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
+ float d = r * Math::cos(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
for (int i = 0; i < 120; i++) {
// Draw a circle
- const float ra = Math::deg2rad((float)(i * 3));
- const float rb = Math::deg2rad((float)((i + 1) * 3));
+ const float ra = Math::deg_to_rad((float)(i * 3));
+ const float rb = Math::deg_to_rad((float)((i + 1) * 3));
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
@@ -1545,8 +1545,8 @@ void AudioStreamPlayer3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo
float closest_angle = 1e20;
for (int i = 0; i < 180; i++) {
- float a = Math::deg2rad((float)i);
- float an = Math::deg2rad((float)(i + 1));
+ float a = Math::deg_to_rad((float)i);
+ float an = Math::deg_to_rad((float)(i + 1));
Vector3 from(Math::sin(a), 0, -Math::cos(a));
Vector3 to(Math::sin(an), 0, -Math::cos(an));
@@ -1628,8 +1628,8 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
for (int i = 0; i < 120; i++) {
// Create a circle.
- const float ra = Math::deg2rad((float)(i * 3));
- const float rb = Math::deg2rad((float)((i + 1) * 3));
+ const float ra = Math::deg_to_rad((float)(i * 3));
+ const float rb = Math::deg_to_rad((float)((i + 1) * 3));
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
@@ -1671,8 +1671,8 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
if (player->is_emission_angle_enabled()) {
const float pc = player->get_emission_angle();
- const float ofs = -Math::cos(Math::deg2rad(pc));
- const float radius = Math::sin(Math::deg2rad(pc));
+ const float ofs = -Math::cos(Math::deg_to_rad(pc));
+ const float radius = Math::sin(Math::deg_to_rad(pc));
Vector<Vector3> points_primary;
points_primary.resize(200);
@@ -1707,7 +1707,7 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_lines(points_secondary, material_secondary);
Vector<Vector3> handles;
- const float ha = Math::deg2rad(player->get_emission_angle());
+ const float ha = Math::deg_to_rad(player->get_emission_angle());
handles.push_back(Vector3(Math::sin(ha), 0, -Math::cos(ha)));
p_gizmo->add_handles(handles, get_material("handles"));
}
@@ -1872,7 +1872,7 @@ void Camera3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
// The real FOV is halved for accurate representation
float fov = camera->get_fov() / 2.0;
- Vector3 side = Vector3(Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)));
+ Vector3 side = Vector3(Math::sin(Math::deg_to_rad(fov)), 0, -Math::cos(Math::deg_to_rad(fov)));
Vector3 nside = side;
nside.x = -nside.x;
Vector3 up = Vector3(0, side.x, 0);
@@ -1944,7 +1944,7 @@ MeshInstance3DGizmoPlugin::MeshInstance3DGizmoPlugin() {
}
bool MeshInstance3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
- return Object::cast_to<MeshInstance3D>(p_spatial) != nullptr && Object::cast_to<SoftDynamicBody3D>(p_spatial) == nullptr;
+ return Object::cast_to<MeshInstance3D>(p_spatial) != nullptr && Object::cast_to<SoftBody3D>(p_spatial) == nullptr;
}
String MeshInstance3DGizmoPlugin::get_gizmo_name() const {
@@ -2643,8 +2643,8 @@ void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
float r = car_wheel->get_radius();
const int skip = 10;
for (int i = 0; i <= 360; i += skip) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + skip);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + skip);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
@@ -2687,30 +2687,30 @@ void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
///////////
-SoftDynamicBody3DGizmoPlugin::SoftDynamicBody3DGizmoPlugin() {
+SoftBody3DGizmoPlugin::SoftBody3DGizmoPlugin() {
Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
create_material("shape_material", gizmo_color);
create_handle_material("handles");
}
-bool SoftDynamicBody3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
- return Object::cast_to<SoftDynamicBody3D>(p_spatial) != nullptr;
+bool SoftBody3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
+ return Object::cast_to<SoftBody3D>(p_spatial) != nullptr;
}
-String SoftDynamicBody3DGizmoPlugin::get_gizmo_name() const {
- return "SoftDynamicBody3D";
+String SoftBody3DGizmoPlugin::get_gizmo_name() const {
+ return "SoftBody3D";
}
-int SoftDynamicBody3DGizmoPlugin::get_priority() const {
+int SoftBody3DGizmoPlugin::get_priority() const {
return -1;
}
-bool SoftDynamicBody3DGizmoPlugin::is_selectable_when_hidden() const {
+bool SoftBody3DGizmoPlugin::is_selectable_when_hidden() const {
return true;
}
-void SoftDynamicBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
- SoftDynamicBody3D *soft_body = Object::cast_to<SoftDynamicBody3D>(p_gizmo->get_spatial_node());
+void SoftBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
+ SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
@@ -2746,22 +2746,22 @@ void SoftDynamicBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->add_collision_triangles(tm);
}
-String SoftDynamicBody3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
- return "SoftDynamicBody3D pin point";
+String SoftBody3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
+ return "SoftBody3D pin point";
}
-Variant SoftDynamicBody3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
- SoftDynamicBody3D *soft_body = Object::cast_to<SoftDynamicBody3D>(p_gizmo->get_spatial_node());
+Variant SoftBody3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
+ SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_spatial_node());
return Variant(soft_body->is_point_pinned(p_id));
}
-void SoftDynamicBody3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
- SoftDynamicBody3D *soft_body = Object::cast_to<SoftDynamicBody3D>(p_gizmo->get_spatial_node());
+void SoftBody3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
+ SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_spatial_node());
soft_body->pin_point_toggle(p_id);
}
-bool SoftDynamicBody3DGizmoPlugin::is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
- SoftDynamicBody3D *soft_body = Object::cast_to<SoftDynamicBody3D>(p_gizmo->get_spatial_node());
+bool SoftBody3DGizmoPlugin::is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
+ SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_spatial_node());
return soft_body->is_point_pinned(p_id);
}
@@ -3272,8 +3272,8 @@ void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector<Vector3> points;
for (int i = 0; i <= 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
@@ -4517,8 +4517,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector<Vector3> points;
for (int i = 0; i <= 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
@@ -4589,8 +4589,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector3 d(0, height * 0.5 - radius, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
@@ -4660,8 +4660,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector3 d(0, height * 0.5, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
@@ -5203,8 +5203,8 @@ void JointGizmosDrawer::draw_cone(const Transform3D &p_offset, const Basis &p_ba
//swing
for (int i = 0; i < 360; i += 10) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 10);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 10);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
@@ -5221,12 +5221,12 @@ void JointGizmosDrawer::draw_cone(const Transform3D &p_offset, const Basis &p_ba
r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(1, 0, 0))).origin);
/// Twist
- float ts = Math::rad2deg(p_twist);
+ float ts = Math::rad_to_deg(p_twist);
ts = MIN(ts, 720);
for (int i = 0; i < int(ts); i += 5) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 5);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 5);
float c = i / 720.0;
float cn = (i + 5) / 720.0;
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w * c;
diff --git a/editor/plugins/node_3d_editor_gizmos.h b/editor/plugins/node_3d_editor_gizmos.h
index 7dac1bd360..1b6485ac4e 100644
--- a/editor/plugins/node_3d_editor_gizmos.h
+++ b/editor/plugins/node_3d_editor_gizmos.h
@@ -409,8 +409,8 @@ public:
VehicleWheel3DGizmoPlugin();
};
-class SoftDynamicBody3DGizmoPlugin : public EditorNode3DGizmoPlugin {
- GDCLASS(SoftDynamicBody3DGizmoPlugin, EditorNode3DGizmoPlugin);
+class SoftBody3DGizmoPlugin : public EditorNode3DGizmoPlugin {
+ GDCLASS(SoftBody3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
@@ -424,7 +424,7 @@ public:
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false) override;
bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const override;
- SoftDynamicBody3DGizmoPlugin();
+ SoftBody3DGizmoPlugin();
};
class VisibleOnScreenNotifier3DGizmoPlugin : public EditorNode3DGizmoPlugin {
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 1214024098..0fdb62c56c 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -342,7 +342,7 @@ void Node3DEditorViewport::_update_camera(real_t p_interp_delta) {
camera->set_global_transform(to_camera_transform(camera_cursor));
if (orthogonal) {
- float half_fov = Math::deg2rad(get_fov()) / 2.0;
+ float half_fov = Math::deg_to_rad(get_fov()) / 2.0;
float height = 2.0 * cursor.distance * Math::tan(half_fov);
camera->set_orthogonal(height, get_znear(), get_zfar());
} else {
@@ -2144,7 +2144,7 @@ void Node3DEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, cons
}
const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
- const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
+ const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
@@ -2177,7 +2177,7 @@ void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const
// Scale mouse sensitivity with camera FOV scale when zoomed in to make it easier to point at things.
const real_t degrees_per_pixel = real_t(EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_sensitivity")) * MIN(1.0, cursor.fov_scale);
- const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
+ const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
@@ -4534,7 +4534,7 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
break;
}
- static const float orthogonal_threshold = Math::cos(Math::deg2rad(87.0f));
+ static const float orthogonal_threshold = Math::cos(Math::deg_to_rad(87.0f));
bool axis_is_orthogonal = ABS(plane.normal.dot(global_axis)) < orthogonal_threshold;
double angle = 0.0f;
@@ -4554,10 +4554,10 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
if (_edit.snap || spatial_editor->is_snap_enabled()) {
snap = spatial_editor->get_rotate_snap();
}
- angle = Math::rad2deg(angle) + snap * 0.5; //else it won't reach +180
+ angle = Math::rad_to_deg(angle) + snap * 0.5; //else it won't reach +180
angle -= Math::fmod(angle, snap);
set_message(vformat(TTR("Rotating %s degrees."), String::num(angle, snap_step_decimals)));
- angle = Math::deg2rad(angle);
+ angle = Math::deg_to_rad(angle);
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW); // Disable local transformation for TRANSFORM_VIEW
@@ -5725,7 +5725,7 @@ void Node3DEditor::_xform_dialog_action() {
for (int i = 0; i < 3; i++) {
translate[i] = xform_translate[i]->get_text().to_float();
- rotate[i] = Math::deg2rad(xform_rotate[i]->get_text().to_float());
+ rotate[i] = Math::deg_to_rad(xform_rotate[i]->get_text().to_float());
scale[i] = xform_scale[i]->get_text().to_float();
}
@@ -7500,7 +7500,7 @@ void Node3DEditor::_register_all_gizmos() {
add_gizmo_plugin(Ref<AudioListener3DGizmoPlugin>(memnew(AudioListener3DGizmoPlugin)));
add_gizmo_plugin(Ref<MeshInstance3DGizmoPlugin>(memnew(MeshInstance3DGizmoPlugin)));
add_gizmo_plugin(Ref<OccluderInstance3DGizmoPlugin>(memnew(OccluderInstance3DGizmoPlugin)));
- add_gizmo_plugin(Ref<SoftDynamicBody3DGizmoPlugin>(memnew(SoftDynamicBody3DGizmoPlugin)));
+ add_gizmo_plugin(Ref<SoftBody3DGizmoPlugin>(memnew(SoftBody3DGizmoPlugin)));
add_gizmo_plugin(Ref<Sprite3DGizmoPlugin>(memnew(Sprite3DGizmoPlugin)));
add_gizmo_plugin(Ref<Label3DGizmoPlugin>(memnew(Label3DGizmoPlugin)));
add_gizmo_plugin(Ref<Marker3DGizmoPlugin>(memnew(Marker3DGizmoPlugin)));
@@ -7611,10 +7611,10 @@ void Node3DEditor::_load_default_preview_settings() {
// On any not-tidally-locked planet, a sun would have an angular altitude
// of 60 degrees as the average of all points on the sphere at noon.
// The azimuth choice is arbitrary, but ideally shouldn't be on an axis.
- sun_rotation = Vector2(-Math::deg2rad(60.0), Math::deg2rad(150.0));
+ sun_rotation = Vector2(-Math::deg_to_rad(60.0), Math::deg_to_rad(150.0));
- sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
- sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
+ sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
+ sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
sun_direction->update();
environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55));
environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133));
@@ -7657,8 +7657,8 @@ void Node3DEditor::_update_preview_environment() {
}
}
- sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
- sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
+ sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
+ sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
bool disable_env = world_env_count > 0 || environ_button->is_pressed();
@@ -7691,15 +7691,15 @@ void Node3DEditor::_sun_direction_input(const Ref<InputEvent> &p_event) {
sun_rotation.x += mm->get_relative().y * (0.02 * EDSCALE);
sun_rotation.y -= mm->get_relative().x * (0.02 * EDSCALE);
sun_rotation.x = CLAMP(sun_rotation.x, -Math_TAU / 4, Math_TAU / 4);
- sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
- sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
+ sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
+ sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
_preview_settings_changed();
}
}
void Node3DEditor::_sun_direction_angle_set() {
- sun_rotation.x = Math::deg2rad(-sun_angle_altitude->get_value());
- sun_rotation.y = Math::deg2rad(180.0 - sun_angle_azimuth->get_value());
+ sun_rotation.x = Math::deg_to_rad(-sun_angle_altitude->get_value());
+ sun_rotation.y = Math::deg_to_rad(180.0 - sun_angle_azimuth->get_value());
_preview_settings_changed();
}
diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp
index b78c583c16..04c73e16ab 100644
--- a/editor/project_converter_3_to_4.cpp
+++ b/editor/project_converter_3_to_4.cpp
@@ -76,8 +76,7 @@ static const char *enum_renames[][2] = {
{ "ARVR_STEREO", "XR_STEREO" }, // XRInterface
{ "ARVR_UNKNOWN_TRACKING", "XR_UNKNOWN_TRACKING" }, // XRInterface
{ "BAKE_ERROR_INVALID_MESH", "BAKE_ERROR_MESHES_INVALID" }, // LightmapGI
- { "BODY_MODE_CHARACTER", "BODY_MODE_DYNAMIC" }, // PhysicsServer2D
- { "BODY_MODE_DYNAMIC_LOCKED", "BODY_MODE_DYNAMIC_LINEAR" }, // PhysicsServer3D
+ { "BODY_MODE_CHARACTER", "BODY_MODE_RIGID_LINEAR" }, // PhysicsServer
{ "BUTTON_LEFT", "MOUSE_BUTTON_LEFT" }, // Globals
{ "BUTTON_MASK_LEFT", "MOUSE_BUTTON_MASK_LEFT" }, // Globals
{ "BUTTON_MASK_MIDDLE", "MOUSE_BUTTON_MASK_MIDDLE" }, // Globals
@@ -125,15 +124,13 @@ static const char *enum_renames[][2] = {
{ "MATH_RAND", "MATH_RANDF_RANGE" }, // VisualScriptBuiltinFunc
{ "MATH_RANDOM", "MATH_RANDI_RANGE" }, // VisualScriptBuiltinFunc
{ "MATH_STEPIFY", "MATH_STEP_DECIMALS" }, // VisualScriptBuiltinFunc
- { "MODE_CHARACTER", "MODE_DYNAMIC_LOCKED" }, // RigidBody2D, RigidBody3D
- { "MODE_KINEMATIC", "FREEZE_MODE_KINEMATIC" }, // RigidDynamicBody
+ { "MODE_KINEMATIC", "FREEZE_MODE_KINEMATIC" }, // RigidBody
{ "MODE_OPEN_ANY", "FILE_MODE_OPEN_ANY" }, // FileDialog
{ "MODE_OPEN_DIR", "FILE_MODE_OPEN_DIR" }, // FileDialog
{ "MODE_OPEN_FILE", "FILE_MODE_OPEN_FILE" }, // FileDialog
{ "MODE_OPEN_FILES", "FILE_MODE_OPEN_FILES" }, // FileDialog
- { "MODE_RIGID", "MODE_DYNAMIC" }, // RigidBody2D, RigidBody3D
{ "MODE_SAVE_FILE", "FILE_MODE_SAVE_FILE" }, // FileDialog
- { "MODE_STATIC", "FREEZE_MODE_STATIC" }, // RigidDynamicBody
+ { "MODE_STATIC", "FREEZE_MODE_STATIC" }, // RigidBody
{ "NOTIFICATION_APP_PAUSED", "NOTIFICATION_APPLICATION_PAUSED" }, // MainLoop
{ "NOTIFICATION_APP_RESUMED", "NOTIFICATION_APPLICATION_RESUMED" }, // MainLoop
{ "NOTIFICATION_PATH_CHANGED", "NOTIFICATION_PATH_RENAMED" }, //Node
@@ -221,16 +218,16 @@ static const char *gdscript_function_renames[][2] = {
{ "_update_wrap_at", "_update_wrap_at_column" }, // TextEdit
{ "add_animation", "add_animation_library" }, // AnimationPlayer
{ "add_cancel", "add_cancel_button" }, // AcceptDialog
- { "add_central_force", "apply_central_force" }, //RigidDynamicBody2D
+ { "add_central_force", "apply_central_force" }, //RigidBody2D
{ "add_child_below_node", "add_sibling" }, // Node
{ "add_color_override", "add_theme_color_override" }, // Control
{ "add_constant_override", "add_theme_constant_override" }, // Control
{ "add_font_override", "add_theme_font_override" }, // Control
- { "add_force", "apply_force" }, //RigidDynamicBody2D
+ { "add_force", "apply_force" }, //RigidBody2D
{ "add_icon_override", "add_theme_icon_override" }, // Control
{ "add_scene_import_plugin", "add_scene_format_importer_plugin" }, //EditorPlugin
{ "add_stylebox_override", "add_theme_stylebox_override" }, // Control
- { "add_torque", "apply_torque" }, //RigidDynamicBody2D
+ { "add_torque", "apply_torque" }, //RigidBody2D
{ "apply_changes", "_apply_changes" }, // EditorPlugin
{ "bind_child_node_to_bone", "set_bone_children" }, // Skeleton3D
{ "body_add_force", "body_apply_force" }, // PhysicsServer2D
@@ -276,8 +273,8 @@ static const char *gdscript_function_renames[][2] = {
{ "get_action_list", "action_get_events" }, // InputMap
{ "get_alt", "is_alt_pressed" }, // InputEventWithModifiers
{ "get_animation_process_mode", "get_process_callback" }, // AnimationPlayer
- { "get_applied_force", "get_constant_force" }, //RigidDynamicBody2D
- { "get_applied_torque", "get_constant_torque" }, //RigidDynamicBody2D
+ { "get_applied_force", "get_constant_force" }, //RigidBody2D
+ { "get_applied_torque", "get_constant_torque" }, //RigidBody2D
{ "get_audio_bus", "get_audio_bus_name" }, // Area3D
{ "get_bound_child_nodes_to_bone", "get_bone_children" }, // Skeleton3D
{ "get_camera", "get_camera_3d" }, // Viewport -> this is also convertable to get_camera_2d, broke GLTFNode
@@ -569,9 +566,23 @@ static const char *gdscript_function_renames[][2] = {
{ "to_utf8", "to_utf8_buffer" }, // String
{ "to_wchar", "to_utf32_buffer" }, // String // TODO - utf32 or utf16?
- // Globals
+ // @GlobalScope
+ { "bytes2var", "bytes_to_var" },
+ { "bytes2var_with_objects", "bytes_to_var_with_objects" },
+ { "db2linear", "db_to_linear" },
+ { "deg2rad", "deg_to_rad" },
+ { "linear2db", "linear_to_db" },
+ { "rad2deg", "rad_to_deg" },
{ "rand_range", "randf_range" },
{ "stepify", "snapped" },
+ { "str2var", "str_to_var" },
+ { "var2str", "var_to_str" },
+ { "var2bytes", "var_to_bytes" },
+ { "var2bytes_with_objects", "var_to_bytes_with_objects" },
+
+ // @GDScript
+ { "dict2inst", "dict_to_inst" },
+ { "inst2dict", "inst_to_dict" },
{ nullptr, nullptr },
};
@@ -631,16 +642,16 @@ static const char *csharp_function_renames[][2] = {
{ "_UpdateWrapAt", "_UpdateWrapAtColumn" }, // TextEdit
{ "AddAnimation", "AddAnimationLibrary" }, // AnimationPlayer
{ "AddCancel", "AddCancelButton" }, // AcceptDialog
- { "AddCentralForce", "AddConstantCentralForce" }, //RigidDynamicBody2D
+ { "AddCentralForce", "AddConstantCentralForce" }, //RigidBody2D
{ "AddChildBelowNode", "AddSibling" }, // Node
{ "AddColorOverride", "AddThemeColorOverride" }, // Control
{ "AddConstantOverride", "AddThemeConstantOverride" }, // Control
{ "AddFontOverride", "AddThemeFontOverride" }, // Control
- { "AddForce", "AddConstantForce" }, //RigidDynamicBody2D
+ { "AddForce", "AddConstantForce" }, //RigidBody2D
{ "AddIconOverride", "AddThemeIconOverride" }, // Control
{ "AddSceneImportPlugin", "AddSceneFormatImporterPlugin" }, //EditorPlugin
{ "AddStyleboxOverride", "AddThemeStyleboxOverride" }, // Control
- { "AddTorque", "AddConstantTorque" }, //RigidDynamicBody2D
+ { "AddTorque", "AddConstantTorque" }, //RigidBody2D
{ "BindChildNodeToBone", "SetBoneChildren" }, // Skeleton3D
{ "BumpmapToNormalmap", "BumpMapToNormalMap" }, // Image
{ "CanBeHidden", "_CanBeHidden" }, // EditorNode3DGizmoPlugin
@@ -679,8 +690,8 @@ static const char *csharp_function_renames[][2] = {
{ "GetActionList", "ActionGetEvents" }, // InputMap
{ "GetAlt", "IsAltPressed" }, // InputEventWithModifiers
{ "GetAnimationProcessMode", "GetProcessCallback" }, // AnimationPlayer
- { "GetAppliedForce", "GetConstantForce" }, //RigidDynamicBody2D
- { "GetAppliedTorque", "GetConstantTorque" }, //RigidDynamicBody2D
+ { "GetAppliedForce", "GetConstantForce" }, //RigidBody2D
+ { "GetAppliedTorque", "GetConstantTorque" }, //RigidBody2D
{ "GetAudioBus", "GetAudioBusName" }, // Area3D
{ "GetBoundChildNodesToBone", "GetBoneChildren" }, // Skeleton3D
{ "GetCamera", "GetCamera3d" }, // Viewport -> this is also convertable to getCamera2d, broke GLTFNode
@@ -958,9 +969,23 @@ static const char *csharp_function_renames[][2] = {
{ "ToUtf8", "ToUtf8Buffer" }, // String
{ "ToWchar", "ToUtf32Buffer" }, // String // TODO - utf32 or utf16?
- // Globals
+ // @GlobalScope
+ { "Bytes2Var", "BytesToVar" },
+ { "Bytes2VarWithObjects", "BytesToVarWithObjects" },
+ { "Db2Linear", "DbToLinear" },
+ { "Deg2Rad", "DegToRad" },
+ { "Linear2Db", "LinearToDb" },
+ { "Rad2Deg", "RadToDeg" },
{ "RandRange", "RandfRange" },
{ "Stepify", "Snapped" },
+ { "Str2Var", "StrToVar" },
+ { "Var2Str", "VarToStr" },
+ { "Var2Bytes", "VarToBytes" },
+ { "Var2BytesWithObjects", "VarToBytesWithObjects" },
+
+ // @GDScript
+ { "Dict2Inst", "DictToInst" },
+ { "Inst2Dict", "InstToDict" },
{ nullptr, nullptr },
};
@@ -997,7 +1022,7 @@ static const char *gdscript_properties_renames[][2] = {
{ "close_h_ofs", "close_h_offset" }, // Theme
{ "close_v_ofs", "close_v_offset" }, // Theme
{ "commentfocus", "comment_focus" }, // Theme
- { "contacts_reported", "max_contacts_reported" }, // RigidDynamicBody
+ { "contacts_reported", "max_contacts_reported" }, // RigidBody
{ "drag_margin_bottom", "drag_bottom_margin" }, // Camera2D
{ "drag_margin_h_enabled", "drag_horizontal_enabled" }, // Camera2D
{ "drag_margin_left", "drag_left_margin" }, // Camera2D
@@ -1385,15 +1410,14 @@ static const char *class_renames[][2] = {
{ "Reference", "RefCounted" }, // Be careful, this will be used everywhere
{ "RemoteTransform", "RemoteTransform3D" },
{ "ResourceInteractiveLoader", "ResourceLoader" },
- { "RigidBody", "RigidDynamicBody3D" },
- { "RigidBody2D", "RigidDynamicBody2D" },
+ { "RigidBody", "RigidBody3D" },
{ "SceneTreeTween", "Tween" },
{ "Shape", "Shape3D" }, // Be careful, this will be used everywhere
{ "ShortCut", "Shortcut" },
{ "Skeleton", "Skeleton3D" },
{ "SkeletonIK", "SkeletonIK3D" },
{ "SliderJoint", "SliderJoint3D" },
- { "SoftBody", "SoftDynamicBody3D" },
+ { "SoftBody", "SoftBody3D" },
{ "Spatial", "Node3D" },
{ "SpatialGizmo", "Node3DGizmo" },
{ "SpatialMaterial", "StandardMaterial3D" },
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 243c23342e..6294790132 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -1838,7 +1838,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
u_step *= curve_length / path_u_distance;
}
double v_step = 1.0 / shape_sides;
- double spin_step = Math::deg2rad(spin_degrees / spin_sides);
+ double spin_step = Math::deg_to_rad(spin_degrees / spin_sides);
double extrusion_step = 1.0 / extrusions;
if (mode == MODE_PATH) {
if (path_joined) {
@@ -1902,7 +1902,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
}
- real_t angle_simplify_dot = Math::cos(Math::deg2rad(path_simplify_angle));
+ real_t angle_simplify_dot = Math::cos(Math::deg_to_rad(path_simplify_angle));
Vector3 previous_simplify_dir = Vector3(0, 0, 0);
int faces_combined = 0;
diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml
index a44be04b2d..c2301c3e27 100644
--- a/modules/gdscript/doc_classes/@GDScript.xml
+++ b/modules/gdscript/doc_classes/@GDScript.xml
@@ -74,11 +74,11 @@
[/codeblock]
</description>
</method>
- <method name="dict2inst">
+ <method name="dict_to_inst">
<return type="Object" />
<param index="0" name="dictionary" type="Dictionary" />
<description>
- Converts a dictionary (previously created with [method inst2dict]) back to an instance. Useful for deserializing.
+ Converts a [param dictionary] (previously created with [method inst_to_dict]) back to an Object instance. Useful for deserializing.
</description>
</method>
<method name="get_stack">
@@ -102,15 +102,15 @@
[b]Note:[/b] Not supported for calling from threads. Instead, this will return an empty array.
</description>
</method>
- <method name="inst2dict">
+ <method name="inst_to_dict">
<return type="Dictionary" />
<param index="0" name="instance" type="Object" />
<description>
- Returns the passed instance converted to a dictionary (useful for serializing).
+ Returns the passed [param instance] converted to a Dictionary (useful for serializing).
[codeblock]
var foo = "bar"
func _ready():
- var d = inst2dict(self)
+ var d = inst_to_dict(self)
print(d.keys())
print(d.values())
[/codeblock]
diff --git a/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd
index a379d915a9..b8fc8c75dc 100644
--- a/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd
+++ b/modules/gdscript/editor/script_templates/CharacterBody2D/basic_movement.gd
@@ -6,7 +6,7 @@ extends _BASE_
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
-# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
diff --git a/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd
index 360b199e56..53bc606c9a 100644
--- a/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd
+++ b/modules/gdscript/editor/script_templates/CharacterBody3D/basic_movement.gd
@@ -6,7 +6,7 @@ extends _BASE_
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
-# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
diff --git a/modules/gdscript/gdscript_utility_functions.cpp b/modules/gdscript/gdscript_utility_functions.cpp
index 38893a422d..bcbe8b8d2b 100644
--- a/modules/gdscript/gdscript_utility_functions.cpp
+++ b/modules/gdscript/gdscript_utility_functions.cpp
@@ -262,7 +262,7 @@ struct GDScriptUtilityFunctionsDefinitions {
}
}
- static inline void inst2dict(Variant *r_ret, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) {
+ static inline void inst_to_dict(Variant *r_ret, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) {
VALIDATE_ARG_COUNT(1);
if (p_args[0]->get_type() == Variant::NIL) {
@@ -329,7 +329,7 @@ struct GDScriptUtilityFunctionsDefinitions {
}
}
- static inline void dict2inst(Variant *r_ret, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) {
+ static inline void dict_to_inst(Variant *r_ret, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) {
VALIDATE_ARG_COUNT(1);
if (p_args[0]->get_type() != Variant::DICTIONARY) {
@@ -653,8 +653,8 @@ void GDScriptUtilityFunctions::register_functions() {
REGISTER_VARARG_FUNC(str, true, Variant::STRING);
REGISTER_VARARG_FUNC(range, false, Variant::ARRAY);
REGISTER_CLASS_FUNC(load, false, "Resource", ARG("path", Variant::STRING));
- REGISTER_FUNC(inst2dict, false, Variant::DICTIONARY, ARG("instance", Variant::OBJECT));
- REGISTER_FUNC(dict2inst, false, Variant::OBJECT, ARG("dictionary", Variant::DICTIONARY));
+ REGISTER_FUNC(inst_to_dict, false, Variant::DICTIONARY, ARG("instance", Variant::OBJECT));
+ REGISTER_FUNC(dict_to_inst, false, Variant::OBJECT, ARG("dictionary", Variant::DICTIONARY));
REGISTER_FUNC_DEF(Color8, true, 255, Variant::COLOR, ARG("r8", Variant::INT), ARG("g8", Variant::INT), ARG("b8", Variant::INT), ARG("a8", Variant::INT));
REGISTER_VARARG_FUNC(print_debug, false, Variant::NIL);
REGISTER_FUNC_NO_ARGS(print_stack, false, Variant::NIL);
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index b913a771e1..87ba1d9869 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -5176,7 +5176,7 @@ Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex
SpotLight3D *light = memnew(SpotLight3D);
light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
light->set_param(SpotLight3D::PARAM_RANGE, range);
- light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l->outer_cone_angle));
+ light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(l->outer_cone_angle));
light->set_color(l->color);
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
@@ -5200,7 +5200,7 @@ Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeInd
Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
camera->set_projection(c->get_perspective() ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
- camera->set_fov(Math::rad2deg(c->get_fov()));
+ camera->set_fov(Math::rad_to_deg(c->get_fov()));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
camera->set_size(c->get_size_mag() * 2.0f);
camera->set_near(c->get_depth_near());
@@ -5215,7 +5215,7 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
c.instantiate();
c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
- c->set_fov(Math::deg2rad(p_camera->get_fov()));
+ c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
c->set_size_mag(p_camera->get_size() * 0.5f);
c->set_depth_far(p_camera->get_far());
@@ -5246,7 +5246,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
SpotLight3D *light = cast_to<SpotLight3D>(p_light);
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
- l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
+ l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
// This equation is the inverse of the import equation (which has a desmos link).
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
diff --git a/modules/gltf/structures/gltf_camera.h b/modules/gltf/structures/gltf_camera.h
index 714ec21693..8e528c063f 100644
--- a/modules/gltf/structures/gltf_camera.h
+++ b/modules/gltf/structures/gltf_camera.h
@@ -44,7 +44,7 @@ private:
// GLTF has no default camera values, they should always be specified in
// the GLTF file. Here we default to Godot's default camera settings.
bool perspective = true;
- real_t fov = Math::deg2rad(75.0);
+ real_t fov = Math::deg_to_rad(75.0);
real_t size_mag = 0.5;
real_t depth_far = 4000.0;
real_t depth_near = 0.05;
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index 83ac478a97..2dcf644a06 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -62,7 +62,7 @@ void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direct
l.color[2] = p_color.b;
l.energy = p_energy;
l.static_bake = p_static;
- l.size = Math::tan(Math::deg2rad(p_angular_distance));
+ l.size = Math::tan(Math::deg_to_rad(p_angular_distance));
l.shadow_blur = p_shadow_blur;
lights.push_back(l);
}
@@ -96,7 +96,7 @@ void LightmapperRD::add_spot_light(bool p_static, const Vector3 &p_position, con
l.direction[2] = p_direction.z;
l.range = p_range;
l.attenuation = p_attenuation;
- l.cos_spot_angle = Math::cos(Math::deg2rad(p_spot_angle));
+ l.cos_spot_angle = Math::cos(Math::deg_to_rad(p_spot_angle));
l.inv_spot_attenuation = 1.0f / p_spot_attenuation;
l.color[0] = p_color.r;
l.color[1] = p_color.g;
diff --git a/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
index c34f1a17f3..1f5ea7532d 100644
--- a/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
+++ b/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
@@ -8,7 +8,7 @@ public partial class _CLASS_ : _BASE_
public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f;
- // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+ // Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void _PhysicsProcess(float delta)
diff --git a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
index 069908c426..4e978b7549 100644
--- a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
+++ b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
@@ -8,7 +8,7 @@ public partial class _CLASS_ : _BASE_
public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f;
- // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+ // Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _PhysicsProcess(float delta)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
index 266038a0af..3c75d18943 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
@@ -181,9 +181,9 @@ namespace Godot
if (variantType == Variant.Type.Nil)
return false;
- static byte[] Var2Bytes(in godot_variant var)
+ static byte[] VarToBytes(in godot_variant var)
{
- NativeFuncs.godotsharp_var2bytes(var, false.ToGodotBool(), out var varBytes);
+ NativeFuncs.godotsharp_var_to_bytes(var, false.ToGodotBool(), out var varBytes);
using (varBytes)
return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
}
@@ -192,7 +192,7 @@ namespace Godot
var fieldValue = field.GetValue(target);
using var fieldValueVariant = Marshaling.ConvertManagedObjectToVariant(fieldValue);
- byte[] valueBuffer = Var2Bytes(fieldValueVariant);
+ byte[] valueBuffer = VarToBytes(fieldValueVariant);
writer.Write(valueBuffer.Length);
writer.Write(valueBuffer);
}
@@ -448,7 +448,7 @@ namespace Godot
FieldInfo? fieldInfo = targetType.GetField(name,
BindingFlags.Instance | BindingFlags.Public);
- fieldInfo?.SetValue(recreatedTarget, GD.Bytes2Var(valueBuffer));
+ fieldInfo?.SetValue(recreatedTarget, GD.BytesToVar(valueBuffer));
}
@delegate = Delegate.CreateDelegate(delegateType, recreatedTarget, methodInfo,
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
index 9e7da7757a..e4b79e7ec4 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs
@@ -21,10 +21,10 @@ namespace Godot
/// <param name="bytes">Byte array that will be decoded to a <c>Variant</c>.</param>
/// <param name="allowObjects">If objects should be decoded.</param>
/// <returns>The decoded <c>Variant</c>.</returns>
- public static Variant Bytes2Var(Span<byte> bytes, bool allowObjects = false)
+ public static Variant BytesToVar(Span<byte> bytes, bool allowObjects = false)
{
using var varBytes = Marshaling.ConvertSystemArrayToNativePackedByteArray(bytes);
- NativeFuncs.godotsharp_bytes2var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
+ NativeFuncs.godotsharp_bytes_to_var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret);
return Variant.CreateTakingOwnershipOfDisposableValue(ret);
}
@@ -52,10 +52,10 @@ namespace Godot
/// <summary>
/// Converts from decibels to linear energy (audio).
/// </summary>
- /// <seealso cref="Linear2Db(real_t)"/>
+ /// <seealso cref="LinearToDb(real_t)"/>
/// <param name="db">Decibels to convert.</param>
/// <returns>Audio volume as linear energy.</returns>
- public static real_t Db2Linear(real_t db)
+ public static real_t DbToLinear(real_t db)
{
return (real_t)Math.Exp(db * 0.11512925464970228420089957273422);
}
@@ -115,18 +115,18 @@ namespace Godot
/// Converts from linear energy to decibels (audio).
/// This can be used to implement volume sliders that behave as expected (since volume isn't linear).
/// </summary>
- /// <seealso cref="Db2Linear(real_t)"/>
+ /// <seealso cref="DbToLinear(real_t)"/>
/// <example>
/// <code>
/// // "slider" refers to a node that inherits Range such as HSlider or VSlider.
/// // Its range must be configured to go from 0 to 1.
/// // Change the bus name if you'd like to change the volume of a specific bus only.
- /// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.Linear2Db(slider.value));
+ /// AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.LinearToDb(slider.value));
/// </code>
/// </example>
/// <param name="linear">The linear energy to convert.</param>
/// <returns>Audio as decibels.</returns>
- public static real_t Linear2Db(real_t linear)
+ public static real_t LinearToDb(real_t linear)
{
return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
}
@@ -518,21 +518,21 @@ namespace Godot
}
/// <summary>
- /// Converts a formatted string that was returned by <see cref="Var2Str(Variant)"/> to the original value.
+ /// Converts a formatted string that was returned by <see cref="VarToStr(Variant)"/> to the original value.
/// </summary>
/// <example>
/// <code>
/// string a = "{\"a\": 1, \"b\": 2 }";
- /// var b = (Godot.Collections.Dictionary)GD.Str2Var(a);
+ /// var b = (Godot.Collections.Dictionary)GD.StrToVar(a);
/// GD.Print(b["a"]); // Prints 1
/// </code>
/// </example>
/// <param name="str">String that will be converted to Variant.</param>
/// <returns>The decoded <c>Variant</c>.</returns>
- public static Variant Str2Var(string str)
+ public static Variant StrToVar(string str)
{
using var godotStr = Marshaling.ConvertStringToNative(str);
- NativeFuncs.godotsharp_str2var(godotStr, out godot_variant ret);
+ NativeFuncs.godotsharp_str_to_var(godotStr, out godot_variant ret);
return Variant.CreateTakingOwnershipOfDisposableValue(ret);
}
@@ -540,26 +540,26 @@ namespace Godot
/// Encodes a <c>Variant</c> value to a byte array.
/// If <paramref name="fullObjects"/> is <see langword="true"/> encoding objects is allowed
/// (and can potentially include code).
- /// Deserialization can be done with <see cref="Bytes2Var(Span{byte}, bool)"/>.
+ /// Deserialization can be done with <see cref="BytesToVar(Span{byte}, bool)"/>.
/// </summary>
/// <param name="var">Variant that will be encoded.</param>
/// <param name="fullObjects">If objects should be serialized.</param>
/// <returns>The <c>Variant</c> encoded as an array of bytes.</returns>
- public static byte[] Var2Bytes(Variant var, bool fullObjects = false)
+ public static byte[] VarToBytes(Variant var, bool fullObjects = false)
{
- NativeFuncs.godotsharp_var2bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
+ NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes);
using (varBytes)
return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes);
}
/// <summary>
/// Converts a <c>Variant</c> <paramref name="var"/> to a formatted string that
- /// can later be parsed using <see cref="Str2Var(string)"/>.
+ /// can later be parsed using <see cref="StrToVar(string)"/>.
/// </summary>
/// <example>
/// <code>
/// var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
- /// GD.Print(GD.Var2Str(a));
+ /// GD.Print(GD.VarToStr(a));
/// // Prints
/// // {
/// // "a": 1,
@@ -569,9 +569,9 @@ namespace Godot
/// </example>
/// <param name="var">Variant that will be converted to string.</param>
/// <returns>The <c>Variant</c> encoded as a string.</returns>
- public static string Var2Str(Variant var)
+ public static string VarToStr(Variant var)
{
- NativeFuncs.godotsharp_var2str((godot_variant)var.NativeVar, out godot_string ret);
+ NativeFuncs.godotsharp_var_to_str((godot_variant)var.NativeVar, out godot_string ret);
using (ret)
return Marshaling.ConvertStringToManaged(ret);
}
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
index 41a0dd871c..00e775e6ad 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
@@ -35,9 +35,9 @@ namespace Godot
public const real_t NaN = real_t.NaN;
// 0.0174532924f and 0.0174532925199433
- private const real_t _deg2RadConst = (real_t)0.0174532925199432957692369077M;
+ private const real_t _degToRadConst = (real_t)0.0174532925199432957692369077M;
// 57.29578f and 57.2957795130823
- private const real_t _rad2DegConst = (real_t)57.295779513082320876798154814M;
+ private const real_t _radToDegConst = (real_t)57.295779513082320876798154814M;
/// <summary>
/// Returns the absolute value of <paramref name="s"/> (i.e. positive value).
@@ -219,9 +219,9 @@ namespace Godot
/// </summary>
/// <param name="deg">An angle expressed in degrees.</param>
/// <returns>The same angle expressed in radians.</returns>
- public static real_t Deg2Rad(real_t deg)
+ public static real_t DegToRad(real_t deg)
{
- return deg * _deg2RadConst;
+ return deg * _degToRadConst;
}
/// <summary>
@@ -531,9 +531,9 @@ namespace Godot
/// </summary>
/// <param name="rad">An angle expressed in radians.</param>
/// <returns>The same angle expressed in degrees.</returns>
- public static real_t Rad2Deg(real_t rad)
+ public static real_t RadToDeg(real_t rad)
{
- return rad * _rad2DegConst;
+ return rad * _radToDegConst;
}
/// <summary>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
index 6d2534e6f7..48c1b48c59 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
@@ -461,7 +461,7 @@ namespace Godot.NativeInterop
// GD, etc
- internal static partial void godotsharp_bytes2var(in godot_packed_byte_array p_bytes,
+ internal static partial void godotsharp_bytes_to_var(in godot_packed_byte_array p_bytes,
godot_bool p_allow_objects,
out godot_variant r_ret);
@@ -504,12 +504,12 @@ namespace Godot.NativeInterop
internal static partial void godotsharp_str(in godot_array p_what, out godot_string r_ret);
- internal static partial void godotsharp_str2var(in godot_string p_str, out godot_variant r_ret);
+ internal static partial void godotsharp_str_to_var(in godot_string p_str, out godot_variant r_ret);
- internal static partial void godotsharp_var2bytes(in godot_variant p_what, godot_bool p_full_objects,
+ internal static partial void godotsharp_var_to_bytes(in godot_variant p_what, godot_bool p_full_objects,
out godot_packed_byte_array r_bytes);
- internal static partial void godotsharp_var2str(in godot_variant p_var, out godot_string r_ret);
+ internal static partial void godotsharp_var_to_str(in godot_variant p_var, out godot_string r_ret);
internal static partial void godotsharp_pusherror(in godot_string p_str);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
index 5da1f3b560..9d08e7120a 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -226,7 +226,7 @@ namespace Godot
{
fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
}
- real_t radians = Mathf.Deg2Rad(fovyDegrees / (real_t)2.0);
+ real_t radians = Mathf.DegToRad(fovyDegrees / (real_t)2.0);
real_t deltaZ = zFar - zNear;
real_t sine = Mathf.Sin(radians);
@@ -256,7 +256,7 @@ namespace Godot
fovyDegrees = GetFovy(fovyDegrees, (real_t)1.0 / aspect);
}
- real_t ymax = zNear * Mathf.Tan(Mathf.Deg2Rad(fovyDegrees / (real_t)2.0));
+ real_t ymax = zNear * Mathf.Tan(Mathf.DegToRad(fovyDegrees / (real_t)2.0));
real_t xmax = ymax * aspect;
real_t frustumshift = (intraocularDist / (real_t)2.0) * zNear / convergenceDist;
real_t left;
@@ -313,18 +313,18 @@ namespace Godot
Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
if (z.x == 0 && z.y == 0)
{
- return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
+ return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
}
else
{
Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized();
- return Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.Rad2Deg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
+ return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
}
}
public static real_t GetFovy(real_t fovx, real_t aspect)
{
- return Mathf.Rad2Deg(Mathf.Atan(aspect * Mathf.Tan(Mathf.Deg2Rad(fovx) * (real_t)0.5)) * (real_t)2.0);
+ return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
}
public real_t GetLodMultiplier()
diff --git a/modules/mono/glue/runtime_interop.cpp b/modules/mono/glue/runtime_interop.cpp
index 13d4395a64..0d68cb54b9 100644
--- a/modules/mono/glue/runtime_interop.cpp
+++ b/modules/mono/glue/runtime_interop.cpp
@@ -1233,13 +1233,13 @@ void godotsharp_pushwarning(const godot_string *p_str) {
WARN_PRINT(*reinterpret_cast<const String *>(p_str));
}
-void godotsharp_var2str(const godot_variant *p_var, godot_string *r_ret) {
+void godotsharp_var_to_str(const godot_variant *p_var, godot_string *r_ret) {
const Variant &var = *reinterpret_cast<const Variant *>(p_var);
String &vars = *memnew_placement(r_ret, String);
VariantWriter::write_to_string(var, vars);
}
-void godotsharp_str2var(const godot_string *p_str, godot_variant *r_ret) {
+void godotsharp_str_to_var(const godot_string *p_str, godot_variant *r_ret) {
Variant ret;
VariantParser::StreamString ss;
@@ -1256,7 +1256,7 @@ void godotsharp_str2var(const godot_string *p_str, godot_variant *r_ret) {
memnew_placement(r_ret, Variant(ret));
}
-void godotsharp_var2bytes(const godot_variant *p_var, bool p_full_objects, godot_packed_array *r_bytes) {
+void godotsharp_var_to_bytes(const godot_variant *p_var, bool p_full_objects, godot_packed_array *r_bytes) {
const Variant &var = *reinterpret_cast<const Variant *>(p_var);
PackedByteArray &bytes = *memnew_placement(r_bytes, PackedByteArray);
@@ -1268,7 +1268,7 @@ void godotsharp_var2bytes(const godot_variant *p_var, bool p_full_objects, godot
encode_variant(var, bytes.ptrw(), len, p_full_objects);
}
-void godotsharp_bytes2var(const godot_packed_array *p_bytes, bool p_allow_objects, godot_variant *r_ret) {
+void godotsharp_bytes_to_var(const godot_packed_array *p_bytes, bool p_allow_objects, godot_variant *r_ret) {
const PackedByteArray *bytes = reinterpret_cast<const PackedByteArray *>(p_bytes);
Variant ret;
Error err = decode_variant(ret, bytes->ptr(), bytes->size(), nullptr, p_allow_objects);
@@ -1479,7 +1479,7 @@ static const void *unmanaged_callbacks[]{
(void *)godotsharp_node_path_get_subname,
(void *)godotsharp_node_path_get_subname_count,
(void *)godotsharp_node_path_is_absolute,
- (void *)godotsharp_bytes2var,
+ (void *)godotsharp_bytes_to_var,
(void *)godotsharp_convert,
(void *)godotsharp_hash,
(void *)godotsharp_instance_from_id,
@@ -1499,9 +1499,9 @@ static const void *unmanaged_callbacks[]{
(void *)godotsharp_seed,
(void *)godotsharp_weakref,
(void *)godotsharp_str,
- (void *)godotsharp_str2var,
- (void *)godotsharp_var2bytes,
- (void *)godotsharp_var2str,
+ (void *)godotsharp_str_to_var,
+ (void *)godotsharp_var_to_bytes,
+ (void *)godotsharp_var_to_str,
(void *)godotsharp_pusherror,
(void *)godotsharp_pushwarning,
(void *)godotsharp_object_to_string,
diff --git a/modules/noise/config.py b/modules/noise/config.py
index 74db20f2a4..2318d28c53 100644
--- a/modules/noise/config.py
+++ b/modules/noise/config.py
@@ -10,7 +10,7 @@ def get_doc_classes():
return [
"FastNoiseLite",
"Noise",
- "NoiseTexture",
+ "NoiseTexture2D",
]
diff --git a/modules/noise/doc_classes/NoiseTexture.xml b/modules/noise/doc_classes/NoiseTexture2D.xml
index 62a223b387..9eea2738c5 100644
--- a/modules/noise/doc_classes/NoiseTexture.xml
+++ b/modules/noise/doc_classes/NoiseTexture2D.xml
@@ -1,14 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="NoiseTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+<class name="NoiseTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
A texture filled with noise generated by a [Noise] object.
</brief_description>
<description>
Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
- NoiseTexture can also generate normalmap textures.
+ NoiseTexture2D can also generate normalmap textures.
The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
[codeblock]
- var texture = NoiseTexture.new()
+ var texture = NoiseTexture2D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var image = texture.get_image()
diff --git a/modules/noise/editor/noise_editor_plugin.cpp b/modules/noise/editor/noise_editor_plugin.cpp
index 27a86f45b5..b6f7cbd2f8 100644
--- a/modules/noise/editor/noise_editor_plugin.cpp
+++ b/modules/noise/editor/noise_editor_plugin.cpp
@@ -35,7 +35,7 @@
#include "editor/editor_scale.h"
#include "modules/noise/noise.h"
-#include "modules/noise/noise_texture.h"
+#include "modules/noise/noise_texture_2d.h"
class NoisePreview : public Control {
GDCLASS(NoisePreview, Control)
@@ -102,7 +102,7 @@ private:
void update_preview() {
if (MIN(_preview_texture_size.width, _preview_texture_size.height) > 0) {
- Ref<NoiseTexture> tex;
+ Ref<NoiseTexture2D> tex;
tex.instantiate();
tex->set_width(_preview_texture_size.width);
tex->set_height(_preview_texture_size.height);
diff --git a/modules/noise/noise_texture.cpp b/modules/noise/noise_texture_2d.cpp
index 923b420581..8d279f9dd3 100644
--- a/modules/noise/noise_texture.cpp
+++ b/modules/noise/noise_texture_2d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* noise_texture.cpp */
+/* noise_texture_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,58 +28,58 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "noise_texture.h"
+#include "noise_texture_2d.h"
#include "core/core_string_names.h"
#include "noise.h"
-NoiseTexture::NoiseTexture() {
+NoiseTexture2D::NoiseTexture2D() {
noise = Ref<Noise>();
_queue_update();
}
-NoiseTexture::~NoiseTexture() {
+NoiseTexture2D::~NoiseTexture2D() {
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
noise_thread.wait_to_finish();
}
-void NoiseTexture::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
- ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
- ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
+void NoiseTexture2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture2D::_update_texture);
+ ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture2D::_generate_texture);
+ ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture2D::_thread_done);
- ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture2D::set_width);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture2D::set_height);
- ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
- ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
+ ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture2D::set_invert);
+ ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture2D::get_invert);
- ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture::set_in_3d_space);
- ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture::is_in_3d_space);
+ ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture2D::set_in_3d_space);
+ ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture2D::is_in_3d_space);
- ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture::set_generate_mipmaps);
- ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture::is_generating_mipmaps);
+ ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture2D::set_generate_mipmaps);
+ ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture2D::is_generating_mipmaps);
- ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
- ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
+ ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture2D::set_seamless);
+ ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture2D::get_seamless);
- ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt);
- ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt);
+ ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture2D::set_seamless_blend_skirt);
+ ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture2D::get_seamless_blend_skirt);
- ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
- ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
+ ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture2D::set_as_normal_map);
+ ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture2D::is_normal_map);
- ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
- ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
+ ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength);
+ ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength);
- ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture::set_color_ramp);
- ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture::get_color_ramp);
+ ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp);
- ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
- ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
+ ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture2D::set_noise);
+ ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture2D::get_noise);
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
@@ -94,7 +94,7 @@ void NoiseTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
}
-void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
+void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "bump_strength") {
if (!as_normal_map) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@@ -108,7 +108,7 @@ void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
}
}
-void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
+void NoiseTexture2D::_set_texture_image(const Ref<Image> &p_image) {
image = p_image;
if (image.is_valid()) {
if (texture.is_valid()) {
@@ -121,7 +121,7 @@ void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
emit_changed();
}
-void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
+void NoiseTexture2D::_thread_done(const Ref<Image> &p_image) {
_set_texture_image(p_image);
noise_thread.wait_to_finish();
if (regen_queued) {
@@ -130,12 +130,12 @@ void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
}
}
-void NoiseTexture::_thread_function(void *p_ud) {
- NoiseTexture *tex = static_cast<NoiseTexture *>(p_ud);
+void NoiseTexture2D::_thread_function(void *p_ud) {
+ NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud);
tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
}
-void NoiseTexture::_queue_update() {
+void NoiseTexture2D::_queue_update() {
if (update_queued) {
return;
}
@@ -144,7 +144,7 @@ void NoiseTexture::_queue_update() {
call_deferred(SNAME("_update_texture"));
}
-Ref<Image> NoiseTexture::_generate_texture() {
+Ref<Image> NoiseTexture2D::_generate_texture() {
// Prevent memdelete due to unref() on other thread.
Ref<Noise> ref_noise = noise;
@@ -172,7 +172,7 @@ Ref<Image> NoiseTexture::_generate_texture() {
return image;
}
-Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
+Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
int width = p_image->get_width();
int height = p_image->get_height();
@@ -191,7 +191,7 @@ Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradien
return new_image;
}
-void NoiseTexture::_update_texture() {
+void NoiseTexture2D::_update_texture() {
bool use_thread = true;
if (first_time) {
use_thread = false;
@@ -215,25 +215,25 @@ void NoiseTexture::_update_texture() {
update_queued = false;
}
-void NoiseTexture::set_noise(Ref<Noise> p_noise) {
+void NoiseTexture2D::set_noise(Ref<Noise> p_noise) {
if (p_noise == noise) {
return;
}
if (noise.is_valid()) {
- noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
}
noise = p_noise;
if (noise.is_valid()) {
- noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
}
_queue_update();
}
-Ref<Noise> NoiseTexture::get_noise() {
+Ref<Noise> NoiseTexture2D::get_noise() {
return noise;
}
-void NoiseTexture::set_width(int p_width) {
+void NoiseTexture2D::set_width(int p_width) {
ERR_FAIL_COND(p_width <= 0);
if (p_width == size.x) {
return;
@@ -242,7 +242,7 @@ void NoiseTexture::set_width(int p_width) {
_queue_update();
}
-void NoiseTexture::set_height(int p_height) {
+void NoiseTexture2D::set_height(int p_height) {
ERR_FAIL_COND(p_height <= 0);
if (p_height == size.y) {
return;
@@ -251,7 +251,7 @@ void NoiseTexture::set_height(int p_height) {
_queue_update();
}
-void NoiseTexture::set_invert(bool p_invert) {
+void NoiseTexture2D::set_invert(bool p_invert) {
if (p_invert == invert) {
return;
}
@@ -259,22 +259,22 @@ void NoiseTexture::set_invert(bool p_invert) {
_queue_update();
}
-bool NoiseTexture::get_invert() const {
+bool NoiseTexture2D::get_invert() const {
return invert;
}
-void NoiseTexture::set_in_3d_space(bool p_enable) {
+void NoiseTexture2D::set_in_3d_space(bool p_enable) {
if (p_enable == in_3d_space) {
return;
}
in_3d_space = p_enable;
_queue_update();
}
-bool NoiseTexture::is_in_3d_space() const {
+bool NoiseTexture2D::is_in_3d_space() const {
return in_3d_space;
}
-void NoiseTexture::set_generate_mipmaps(bool p_enable) {
+void NoiseTexture2D::set_generate_mipmaps(bool p_enable) {
if (p_enable == generate_mipmaps) {
return;
}
@@ -282,11 +282,11 @@ void NoiseTexture::set_generate_mipmaps(bool p_enable) {
_queue_update();
}
-bool NoiseTexture::is_generating_mipmaps() const {
+bool NoiseTexture2D::is_generating_mipmaps() const {
return generate_mipmaps;
}
-void NoiseTexture::set_seamless(bool p_seamless) {
+void NoiseTexture2D::set_seamless(bool p_seamless) {
if (p_seamless == seamless) {
return;
}
@@ -295,11 +295,11 @@ void NoiseTexture::set_seamless(bool p_seamless) {
notify_property_list_changed();
}
-bool NoiseTexture::get_seamless() {
+bool NoiseTexture2D::get_seamless() {
return seamless;
}
-void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
+void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) {
ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
if (p_blend_skirt == seamless_blend_skirt) {
@@ -308,11 +308,11 @@ void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
seamless_blend_skirt = p_blend_skirt;
_queue_update();
}
-real_t NoiseTexture::get_seamless_blend_skirt() {
+real_t NoiseTexture2D::get_seamless_blend_skirt() {
return seamless_blend_skirt;
}
-void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
+void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) {
if (p_as_normal_map == as_normal_map) {
return;
}
@@ -321,11 +321,11 @@ void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
notify_property_list_changed();
}
-bool NoiseTexture::is_normal_map() {
+bool NoiseTexture2D::is_normal_map() {
return as_normal_map;
}
-void NoiseTexture::set_bump_strength(float p_bump_strength) {
+void NoiseTexture2D::set_bump_strength(float p_bump_strength) {
if (p_bump_strength == bump_strength) {
return;
}
@@ -335,37 +335,37 @@ void NoiseTexture::set_bump_strength(float p_bump_strength) {
}
}
-float NoiseTexture::get_bump_strength() {
+float NoiseTexture2D::get_bump_strength() {
return bump_strength;
}
-void NoiseTexture::set_color_ramp(const Ref<Gradient> &p_gradient) {
+void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) {
if (p_gradient == color_ramp) {
return;
}
if (color_ramp.is_valid()) {
- color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
}
color_ramp = p_gradient;
if (color_ramp.is_valid()) {
- color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
}
_queue_update();
}
-Ref<Gradient> NoiseTexture::get_color_ramp() const {
+Ref<Gradient> NoiseTexture2D::get_color_ramp() const {
return color_ramp;
}
-int NoiseTexture::get_width() const {
+int NoiseTexture2D::get_width() const {
return size.x;
}
-int NoiseTexture::get_height() const {
+int NoiseTexture2D::get_height() const {
return size.y;
}
-RID NoiseTexture::get_rid() const {
+RID NoiseTexture2D::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_2d_placeholder_create();
}
@@ -373,6 +373,6 @@ RID NoiseTexture::get_rid() const {
return texture;
}
-Ref<Image> NoiseTexture::get_image() const {
+Ref<Image> NoiseTexture2D::get_image() const {
return image;
}
diff --git a/modules/noise/noise_texture.h b/modules/noise/noise_texture_2d.h
index 83fbcc2d10..8f8e256fb9 100644
--- a/modules/noise/noise_texture.h
+++ b/modules/noise/noise_texture_2d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* noise_texture.h */
+/* noise_texture_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,16 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef NOISE_TEXTURE_H
-#define NOISE_TEXTURE_H
+#ifndef NOISE_TEXTURE_2D_H
+#define NOISE_TEXTURE_2D_H
#include "noise.h"
#include "core/object/ref_counted.h"
#include "scene/resources/texture.h"
-class NoiseTexture : public Texture2D {
- GDCLASS(NoiseTexture, Texture2D);
+class NoiseTexture2D : public Texture2D {
+ GDCLASS(NoiseTexture2D, Texture2D);
private:
Ref<Image> image;
@@ -116,8 +116,8 @@ public:
virtual Ref<Image> get_image() const override;
- NoiseTexture();
- virtual ~NoiseTexture();
+ NoiseTexture2D();
+ virtual ~NoiseTexture2D();
};
-#endif // NOISE_TEXTURE_H
+#endif // NOISE_TEXTURE_2D_H
diff --git a/modules/noise/register_types.cpp b/modules/noise/register_types.cpp
index d0cfc4e944..c44bf9828f 100644
--- a/modules/noise/register_types.cpp
+++ b/modules/noise/register_types.cpp
@@ -32,7 +32,7 @@
#include "fastnoise_lite.h"
#include "noise.h"
-#include "noise_texture.h"
+#include "noise_texture_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_plugin.h"
@@ -41,9 +41,10 @@
void initialize_noise_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
- GDREGISTER_CLASS(NoiseTexture);
+ GDREGISTER_CLASS(NoiseTexture2D);
GDREGISTER_ABSTRACT_CLASS(Noise);
GDREGISTER_CLASS(FastNoiseLite);
+ ClassDB::add_compatibility_class("NoiseTexture", "NoiseTexture2D");
}
#ifdef TOOLS_ENABLED
diff --git a/platform/macos/display_server_macos.h b/platform/macos/display_server_macos.h
index e305ff3593..a08667a259 100644
--- a/platform/macos/display_server_macos.h
+++ b/platform/macos/display_server_macos.h
@@ -377,6 +377,11 @@ public:
virtual void window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID) override;
virtual DisplayServer::VSyncMode window_get_vsync_mode(WindowID p_vsync_mode) const override;
+ virtual bool window_maximize_on_title_dbl_click() const override;
+ virtual bool window_minimize_on_title_dbl_click() const override;
+
+ virtual Vector2i window_get_safe_title_margins(WindowID p_window = MAIN_WINDOW_ID) const override;
+
virtual Point2i ime_get_selection() const override;
virtual String ime_get_text() const override;
diff --git a/platform/macos/display_server_macos.mm b/platform/macos/display_server_macos.mm
index fa6bcda902..b06ae9f27c 100644
--- a/platform/macos/display_server_macos.mm
+++ b/platform/macos/display_server_macos.mm
@@ -703,6 +703,7 @@ bool DisplayServerMacOS::has_feature(Feature p_feature) const {
//case FEATURE_KEEP_SCREEN_ON:
case FEATURE_SWAP_BUFFERS:
case FEATURE_TEXT_TO_SPEECH:
+ case FEATURE_EXTEND_TO_TITLE:
return true;
default: {
}
@@ -2538,6 +2539,45 @@ bool DisplayServerMacOS::window_is_maximize_allowed(WindowID p_window) const {
return true;
}
+bool DisplayServerMacOS::window_maximize_on_title_dbl_click() const {
+ id value = [[NSUserDefaults standardUserDefaults] objectForKey:@"AppleActionOnDoubleClick"];
+ if ([value isKindOfClass:[NSString class]]) {
+ return [value isEqualToString:@"Maximize"];
+ }
+ return false;
+}
+
+bool DisplayServerMacOS::window_minimize_on_title_dbl_click() const {
+ id value = [[NSUserDefaults standardUserDefaults] objectForKey:@"AppleActionOnDoubleClick"];
+ if ([value isKindOfClass:[NSString class]]) {
+ return [value isEqualToString:@"Minimize"];
+ }
+ return false;
+}
+
+Vector2i DisplayServerMacOS::window_get_safe_title_margins(WindowID p_window) const {
+ _THREAD_SAFE_METHOD_
+
+ ERR_FAIL_COND_V(!windows.has(p_window), Vector2i());
+ const WindowData &wd = windows[p_window];
+
+ float max_x = 0.f;
+ NSButton *cb = [wd.window_object standardWindowButton:NSWindowCloseButton];
+ if (cb) {
+ max_x = MAX(max_x, [cb frame].origin.x + [cb frame].size.width);
+ }
+ NSButton *mb = [wd.window_object standardWindowButton:NSWindowMiniaturizeButton];
+ if (mb) {
+ max_x = MAX(max_x, [mb frame].origin.x + [mb frame].size.width);
+ }
+ NSButton *zb = [wd.window_object standardWindowButton:NSWindowZoomButton];
+ if (zb) {
+ max_x = MAX(max_x, [zb frame].origin.x + [zb frame].size.width);
+ }
+
+ return Vector2i(max_x * screen_get_max_scale(), 0);
+}
+
void DisplayServerMacOS::window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window) {
_THREAD_SAFE_METHOD_
@@ -2556,6 +2596,19 @@ void DisplayServerMacOS::window_set_flag(WindowFlags p_flag, bool p_enabled, Win
[wd.window_object setStyleMask:[wd.window_object styleMask] | NSWindowStyleMaskResizable];
}
} break;
+ case WINDOW_FLAG_EXTEND_TO_TITLE: {
+ NSRect rect = [wd.window_object frame];
+ if (p_enabled) {
+ [wd.window_object setTitlebarAppearsTransparent:YES];
+ [wd.window_object setTitleVisibility:NSWindowTitleHidden];
+ [wd.window_object setStyleMask:[wd.window_object styleMask] | NSWindowStyleMaskFullSizeContentView];
+ } else {
+ [wd.window_object setTitlebarAppearsTransparent:NO];
+ [wd.window_object setTitleVisibility:NSWindowTitleVisible];
+ [wd.window_object setStyleMask:[wd.window_object styleMask] & ~NSWindowStyleMaskFullSizeContentView];
+ }
+ [wd.window_object setFrame:rect display:YES];
+ } break;
case WINDOW_FLAG_BORDERLESS: {
// OrderOut prevents a lose focus bug with the window.
if ([wd.window_object isVisible]) {
@@ -2623,6 +2676,9 @@ bool DisplayServerMacOS::window_get_flag(WindowFlags p_flag, WindowID p_window)
case WINDOW_FLAG_RESIZE_DISABLED: {
return wd.resize_disabled;
} break;
+ case WINDOW_FLAG_EXTEND_TO_TITLE: {
+ return [wd.window_object styleMask] & NSWindowStyleMaskFullSizeContentView;
+ } break;
case WINDOW_FLAG_BORDERLESS: {
return [wd.window_object styleMask] == NSWindowStyleMaskBorderless;
} break;
diff --git a/platform/macos/export/export.cpp b/platform/macos/export/export.cpp
index ff7457081f..f219616df4 100644
--- a/platform/macos/export/export.cpp
+++ b/platform/macos/export/export.cpp
@@ -33,8 +33,12 @@
#include "export_plugin.h"
void register_macos_exporter() {
- EDITOR_DEF("export/macos/force_builtin_codesign", false);
- EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::BOOL, "export/macos/force_builtin_codesign", PROPERTY_HINT_NONE));
+ EDITOR_DEF("export/macos/rcodesign", "");
+#ifdef WINDOWS_ENABLED
+ EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/macos/rcodesign", PROPERTY_HINT_GLOBAL_FILE, "*.exe"));
+#else
+ EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/macos/rcodesign", PROPERTY_HINT_GLOBAL_FILE));
+#endif
Ref<EditorExportPlatformMacOS> platform;
platform.instantiate();
diff --git a/platform/macos/export/export_plugin.cpp b/platform/macos/export/export_plugin.cpp
index 76052f7938..4b453add5a 100644
--- a/platform/macos/export/export_plugin.cpp
+++ b/platform/macos/export/export_plugin.cpp
@@ -51,11 +51,51 @@ void EditorExportPlatformMacOS::get_preset_features(const Ref<EditorExportPreset
r_features->push_back(p_preset->get("binary_format/architecture"));
}
-bool EditorExportPlatformMacOS::get_export_option_visibility(const String &p_option, const HashMap<StringName, Variant> &p_options) const {
- // These options are not supported by built-in codesign, used on non macOS host.
- if (!OS::get_singleton()->has_feature("macos")) {
- if (p_option == "codesign/identity" || p_option == "codesign/timestamp" || p_option == "codesign/hardened_runtime" || p_option == "codesign/custom_options" || p_option.begins_with("notarization/")) {
- return false;
+bool EditorExportPlatformMacOS::get_export_option_visibility(const EditorExportPreset *p_preset, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
+ // Hide irrelevant code signing options.
+ if (p_preset) {
+ int codesign_tool = p_preset->get("codesign/codesign");
+ switch (codesign_tool) {
+ case 1: { // built-in ad-hoc
+ if (p_option == "codesign/identity" || p_option == "codesign/certificate_file" || p_option == "codesign/certificate_password" || p_option == "codesign/custom_options") {
+ return false;
+ }
+ } break;
+ case 2: { // "rcodesign"
+ if (p_option == "codesign/identity") {
+ return false;
+ }
+ } break;
+#ifdef MACOS_ENABLED
+ case 3: { // "codesign"
+ if (p_option == "codesign/certificate_file" || p_option == "codesign/certificate_password") {
+ return false;
+ }
+ } break;
+#endif
+ default: { // disabled
+ if (p_option == "codesign/identity" || p_option == "codesign/certificate_file" || p_option == "codesign/certificate_password" || p_option == "codesign/custom_options" || p_option.begins_with("codesign/entitlements")) {
+ return false;
+ }
+ } break;
+ }
+
+ // Hide irrelevant notarization options.
+ int notary_tool = p_preset->get("notarization/notarization");
+ switch (notary_tool) {
+ case 1: { // "rcodesign"
+ if (p_option == "notarization/apple_id_name" || p_option == "notarization/apple_id_password" || p_option == "notarization/apple_team_id") {
+ return false;
+ }
+ } break;
+ case 2: { // "altool"
+ // All options are visible.
+ } break;
+ default: { // disabled
+ if (p_option == "notarization/apple_id_name" || p_option == "notarization/apple_id_password" || p_option == "notarization/apple_team_id" || p_option == "notarization/api_uuid" || p_option == "notarization/api_key") {
+ return false;
+ }
+ } break;
}
}
@@ -83,40 +123,22 @@ void EditorExportPlatformMacOS::get_export_options(List<ExportOption> *r_options
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "application/copyright_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "display/high_res"), false));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/microphone_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the microphone"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/microphone_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/camera_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the camera"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/camera_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/location_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the location information"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/location_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/address_book_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the address book"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/address_book_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/calendar_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the calendar"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/calendar_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/photos_library_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the photo library"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/photos_library_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/desktop_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Desktop folder"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/desktop_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/documents_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Documents folder"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/documents_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/downloads_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Downloads folder"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/downloads_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/network_volumes_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use network volumes"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/network_volumes_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/removable_volumes_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use removable volumes"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/removable_volumes_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/enable"), true));
+#ifdef MACOS_ENABLED
+ r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/codesign", PROPERTY_HINT_ENUM, "Disabled,Built-in (ad-hoc only),PyOxidizer rcodesign,Xcode codesign"), 3, true));
+#else
+ r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/codesign", PROPERTY_HINT_ENUM, "Disabled,Built-in (ad-hoc only),PyOxidizer rcodesign"), 1, true));
+#endif
+ // "codesign" only options:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity", PROPERTY_HINT_PLACEHOLDER_TEXT, "Type: Name (ID)"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/timestamp"), true));
- r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/replace_existing_signature"), true));
- r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/hardened_runtime"), true));
+ // "rcodesign" only options:
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/certificate_file", PROPERTY_HINT_GLOBAL_FILE, "*.pfx,*.p12"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/certificate_password", PROPERTY_HINT_PASSWORD), ""));
+ // "codesign" and "rcodesign" only options:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/entitlements/custom_file", PROPERTY_HINT_GLOBAL_FILE, "*.plist"), ""));
-
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/allow_jit_code_execution"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/allow_unsigned_executable_memory"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/allow_dyld_environment_variables"), false));
-
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/disable_library_validation"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/audio_input"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/camera"), false));
@@ -126,7 +148,6 @@ void EditorExportPlatformMacOS::get_export_options(List<ExportOption> *r_options
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/photos_library"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/apple_events"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/debugging"), false));
-
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/app_sandbox/enabled"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/app_sandbox/network_server"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/entitlements/app_sandbox/network_client"), false));
@@ -137,13 +158,43 @@ void EditorExportPlatformMacOS::get_export_options(List<ExportOption> *r_options
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/entitlements/app_sandbox/files_music", PROPERTY_HINT_ENUM, "No,Read-only,Read-write"), 0));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/entitlements/app_sandbox/files_movies", PROPERTY_HINT_ENUM, "No,Read-only,Read-write"), 0));
r_options->push_back(ExportOption(PropertyInfo(Variant::ARRAY, "codesign/entitlements/app_sandbox/helper_executables", PROPERTY_HINT_ARRAY_TYPE, itos(Variant::STRING) + "/" + itos(PROPERTY_HINT_GLOBAL_FILE) + ":"), Array()));
-
r_options->push_back(ExportOption(PropertyInfo(Variant::PACKED_STRING_ARRAY, "codesign/custom_options"), PackedStringArray()));
- r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "notarization/enable"), false));
+#ifdef MACOS_ENABLED
+ r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "notarization/notarization", PROPERTY_HINT_ENUM, "Disabled,PyOxidizer rcodesign,Xcode altool"), 0, true));
+#else
+ r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "notarization/notarization", PROPERTY_HINT_ENUM, "Disabled,PyOxidizer rcodesign"), 0, true));
+#endif
+ // "altool" only options:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/apple_id_name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Apple ID email"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/apple_id_password", PROPERTY_HINT_PLACEHOLDER_TEXT, "Enable two-factor authentication and provide app-specific password"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/apple_id_password", PROPERTY_HINT_PASSWORD, "Enable two-factor authentication and provide app-specific password"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/apple_team_id", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide team ID if your Apple ID belongs to multiple teams"), ""));
+ // "altool" and "rcodesign" only options:
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/api_uuid", PROPERTY_HINT_PLACEHOLDER_TEXT, "App Store Connect issuer ID"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "notarization/api_key", PROPERTY_HINT_PLACEHOLDER_TEXT, "App Store Connect API key ID"), ""));
+
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/microphone_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the microphone"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/microphone_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/camera_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the camera"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/camera_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/location_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the location information"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/location_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/address_book_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the address book"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/address_book_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/calendar_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the calendar"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/calendar_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/photos_library_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use the photo library"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/photos_library_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/desktop_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Desktop folder"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/desktop_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/documents_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Documents folder"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/documents_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/downloads_folder_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use Downloads folder"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/downloads_folder_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/network_volumes_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use network volumes"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/network_volumes_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "privacy/removable_volumes_usage_description", PROPERTY_HINT_PLACEHOLDER_TEXT, "Provide a message if you need to use removable volumes"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::DICTIONARY, "privacy/removable_volumes_usage_description_localized", PROPERTY_HINT_LOCALIZABLE_STRING), Dictionary()));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/s3tc"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc"), false));
@@ -415,156 +466,284 @@ void EditorExportPlatformMacOS::_fix_plist(const Ref<EditorExportPreset> &p_pres
*/
Error EditorExportPlatformMacOS::_notarize(const Ref<EditorExportPreset> &p_preset, const String &p_path) {
+ int notary_tool = p_preset->get("notarization/notarization");
+ switch (notary_tool) {
+ case 1: { // "rcodesign"
+ print_verbose("using rcodesign notarization...");
+
+ String rcodesign = EditorSettings::get_singleton()->get("export/macos/rcodesign").operator String();
+ if (rcodesign.is_empty()) {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("rcodesign path is not set. Configure rcodesign path in the Editor Settings (Export > macOS > rcodesign)."));
+ return Error::FAILED;
+ }
+
+ List<String> args;
+
+ args.push_back("notary-submit");
+
+ if (p_preset->get("notarization/api_uuid") == "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("App Store Connect issuer ID name not specified."));
+ return Error::FAILED;
+ }
+ if (p_preset->get("notarization/api_key") == "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("App Store Connect API key ID not specified."));
+ return Error::FAILED;
+ }
+
+ args.push_back("--api-issuer");
+ args.push_back(p_preset->get("notarization/api_uuid"));
+
+ args.push_back("--api-key");
+ args.push_back(p_preset->get("notarization/api_key"));
+
+ args.push_back(p_path);
+
+ String str;
+ int exitcode = 0;
+
+ Error err = OS::get_singleton()->execute(rcodesign, args, &str, &exitcode, true);
+ if (err != OK) {
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Could not start rcodesign executable."));
+ return err;
+ }
+
+ int rq_offset = str.find("created submission ID:");
+ if (exitcode != 0 || rq_offset == -1) {
+ print_line("rcodesign (" + p_path + "):\n" + str);
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Notarization failed, see editor log for details."));
+ return Error::FAILED;
+ } else {
+ print_verbose("rcodesign (" + p_path + "):\n" + str);
+ int next_nl = str.find("\n", rq_offset);
+ String request_uuid = (next_nl == -1) ? str.substr(rq_offset + 14, -1) : str.substr(rq_offset + 14, next_nl - rq_offset - 14);
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), vformat(TTR("Notarization request UUID: \"%s\""), request_uuid));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), TTR("The notarization process generally takes less than an hour."));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("You can check progress manually by opening a Terminal and running the following command:"));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"rcodesign notary-log --api-issuer <api uuid> --api-key <api key> <request uuid>\"");
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("Run the following command to staple the notarization ticket to the exported application (optional):"));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"rcodesign staple <app path>\"");
+ }
+ } break;
#ifdef MACOS_ENABLED
- List<String> args;
+ case 2: { // "altool"
+ print_verbose("using altool notarization...");
- args.push_back("altool");
- args.push_back("--notarize-app");
+ if (!FileAccess::exists("/usr/bin/xcrun") && !FileAccess::exists("/bin/xcrun")) {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("Xcode command line tools are not installed."));
+ return Error::FAILED;
+ }
- args.push_back("--primary-bundle-id");
- args.push_back(p_preset->get("application/bundle_identifier"));
+ List<String> args;
- args.push_back("--username");
- args.push_back(p_preset->get("notarization/apple_id_name"));
+ args.push_back("altool");
+ args.push_back("--notarize-app");
- args.push_back("--password");
- args.push_back(p_preset->get("notarization/apple_id_password"));
+ args.push_back("--primary-bundle-id");
+ args.push_back(p_preset->get("application/bundle_identifier"));
- args.push_back("--type");
- args.push_back("osx");
+ if (p_preset->get("notarization/apple_id_name") == "" && p_preset->get("notarization/api_uuid") == "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("Neither Apple ID name nor App Store Connect issuer ID name not specified."));
+ return Error::FAILED;
+ }
+ if (p_preset->get("notarization/apple_id_name") != "" && p_preset->get("notarization/api_uuid") != "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("Both Apple ID name and App Store Connect issuer ID name are specified, only one should be set at the same time."));
+ return Error::FAILED;
+ }
- if (p_preset->get("notarization/apple_team_id")) {
- args.push_back("--asc-provider");
- args.push_back(p_preset->get("notarization/apple_team_id"));
- }
+ if (p_preset->get("notarization/apple_id_name") != "") {
+ if (p_preset->get("notarization/apple_id_password") == "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("Apple ID password not specified."));
+ return Error::FAILED;
+ }
+ args.push_back("--username");
+ args.push_back(p_preset->get("notarization/apple_id_name"));
- args.push_back("--file");
- args.push_back(p_path);
+ args.push_back("--password");
+ args.push_back(p_preset->get("notarization/apple_id_password"));
+ } else {
+ if (p_preset->get("notarization/api_key") == "") {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Notarization"), TTR("App Store Connect API key ID not specified."));
+ return Error::FAILED;
+ }
+ args.push_back("--apiIssuer");
+ args.push_back(p_preset->get("notarization/api_uuid"));
- String str;
- Error err = OS::get_singleton()->execute("xcrun", args, &str, nullptr, true);
- if (err != OK || (str.find("not found") != -1) || (str.find("not recognized") != -1)) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Could not start xcrun executable."));
- return err;
- }
+ args.push_back("--apiKey");
+ args.push_back(p_preset->get("notarization/api_key"));
+ }
- print_verbose("altool (" + p_path + "):\n" + str);
- int rq_offset = str.find("RequestUUID");
- if (rq_offset == -1) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Notarization failed."));
- return FAILED;
- } else {
- int next_nl = str.find("\n", rq_offset);
- String request_uuid = (next_nl == -1) ? str.substr(rq_offset + 14, -1) : str.substr(rq_offset + 14, next_nl - rq_offset - 14);
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), vformat(TTR("Notarization request UUID: \"%s\""), request_uuid));
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), TTR("The notarization process generally takes less than an hour. When the process is completed, you'll receive an email."));
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("You can check progress manually by opening a Terminal and running the following command:"));
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"xcrun altool --notarization-history 0 -u <your email> -p <app-specific pwd>\"");
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("Run the following command to staple the notarization ticket to the exported application (optional):"));
- add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"xcrun stapler staple <app path>\"");
- }
+ args.push_back("--type");
+ args.push_back("osx");
-#endif
+ if (p_preset->get("notarization/apple_team_id")) {
+ args.push_back("--asc-provider");
+ args.push_back(p_preset->get("notarization/apple_team_id"));
+ }
+ args.push_back("--file");
+ args.push_back(p_path);
+
+ String str;
+ int exitcode = 0;
+ Error err = OS::get_singleton()->execute("xcrun", args, &str, &exitcode, true);
+ if (err != OK) {
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Could not start xcrun executable."));
+ return err;
+ }
+
+ int rq_offset = str.find("RequestUUID");
+ if (exitcode != 0 || rq_offset == -1) {
+ print_line("xcrun altool (" + p_path + "):\n" + str);
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Notarization"), TTR("Notarization failed, see editor log for details."));
+ return Error::FAILED;
+ } else {
+ print_verbose("xcrun altool (" + p_path + "):\n" + str);
+ int next_nl = str.find("\n", rq_offset);
+ String request_uuid = (next_nl == -1) ? str.substr(rq_offset + 14, -1) : str.substr(rq_offset + 14, next_nl - rq_offset - 14);
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), vformat(TTR("Notarization request UUID: \"%s\""), request_uuid));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), TTR("The notarization process generally takes less than an hour. When the process is completed, you'll receive an email."));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("You can check progress manually by opening a Terminal and running the following command:"));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"xcrun altool --notarization-history 0 -u <your email> -p <app-specific pwd>\"");
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t" + TTR("Run the following command to staple the notarization ticket to the exported application (optional):"));
+ add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), "\t\t\"xcrun stapler staple <app path>\"");
+ }
+ } break;
+#endif
+ default: {
+ };
+ }
return OK;
}
Error EditorExportPlatformMacOS::_code_sign(const Ref<EditorExportPreset> &p_preset, const String &p_path, const String &p_ent_path, bool p_warn) {
- bool force_builtin_codesign = EditorSettings::get_singleton()->get("export/macos/force_builtin_codesign");
- bool ad_hoc = (p_preset->get("codesign/identity") == "" || p_preset->get("codesign/identity") == "-");
-
- if ((!FileAccess::exists("/usr/bin/codesign") && !FileAccess::exists("/bin/codesign")) || force_builtin_codesign) {
- print_verbose("using built-in codesign...");
+ int codesign_tool = p_preset->get("codesign/codesign");
+ switch (codesign_tool) {
+ case 1: { // built-in ad-hoc
+ print_verbose("using built-in codesign...");
#ifdef MODULE_REGEX_ENABLED
-
-#ifdef MACOS_ENABLED
- if (p_preset->get("codesign/timestamp") && p_warn) {
- add_message(EXPORT_MESSAGE_INFO, TTR("Code Signing"), TTR("Timestamping is not compatible with ad-hoc signature, and was disabled!"));
- }
- if (p_preset->get("codesign/hardened_runtime") && p_warn) {
- add_message(EXPORT_MESSAGE_INFO, TTR("Code Signing"), TTR("Hardened Runtime is not compatible with ad-hoc signature, and was disabled!"));
- }
-#endif
-
- String error_msg;
- Error err = CodeSign::codesign(false, p_preset->get("codesign/replace_existing_signature"), p_path, p_ent_path, error_msg);
- if (err != OK) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), vformat(TTR("Built-in CodeSign failed with error \"%s\"."), error_msg));
- return FAILED;
- }
+ String error_msg;
+ Error err = CodeSign::codesign(false, true, p_path, p_ent_path, error_msg);
+ if (err != OK) {
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), vformat(TTR("Built-in CodeSign failed with error \"%s\"."), error_msg));
+ return Error::FAILED;
+ }
#else
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Built-in CodeSign require regex module."));
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Built-in CodeSign require regex module."));
#endif
- return OK;
- } else {
- print_verbose("using external codesign...");
- List<String> args;
- if (p_preset->get("codesign/timestamp")) {
- if (ad_hoc) {
- if (p_warn) {
- add_message(EXPORT_MESSAGE_INFO, TTR("Code Signing"), TTR("Timestamping is not compatible with ad-hoc signature, and was disabled!"));
- }
- } else {
- args.push_back("--timestamp");
+ } break;
+ case 2: { // "rcodesign"
+ print_verbose("using rcodesign codesign...");
+
+ String rcodesign = EditorSettings::get_singleton()->get("export/macos/rcodesign").operator String();
+ if (rcodesign.is_empty()) {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Code Signing"), TTR("Xrcodesign path is not set. Configure rcodesign path in the Editor Settings (Export > macOS > rcodesign)."));
+ return Error::FAILED;
}
- }
- if (p_preset->get("codesign/hardened_runtime")) {
- if (ad_hoc) {
- if (p_warn) {
- add_message(EXPORT_MESSAGE_INFO, TTR("Code Signing"), TTR("Hardened Runtime is not compatible with ad-hoc signature, and was disabled!"));
- }
+
+ List<String> args;
+ args.push_back("sign");
+
+ if (p_path.get_extension() != "dmg") {
+ args.push_back("--entitlements-xml-path");
+ args.push_back(p_ent_path);
+ }
+
+ String certificate_file = p_preset->get("codesign/certificate_file");
+ String certificate_pass = p_preset->get("codesign/certificate_password");
+ if (!certificate_file.is_empty() && !certificate_file.is_empty()) {
+ args.push_back("--p12-file");
+ args.push_back(certificate_file);
+ args.push_back("--p12-password");
+ args.push_back(certificate_pass);
+ }
+
+ args.push_back("-v"); /* provide some more feedback */
+
+ args.push_back(p_path);
+
+ String str;
+ int exitcode = 0;
+
+ Error err = OS::get_singleton()->execute(rcodesign, args, &str, &exitcode, true);
+ if (err != OK) {
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start rcodesign executable."));
+ return err;
+ }
+
+ if (exitcode != 0) {
+ print_line("rcodesign (" + p_path + "):\n" + str);
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Code signing failed, see editor log for details."));
+ return Error::FAILED;
} else {
+ print_verbose("rcodesign (" + p_path + "):\n" + str);
+ }
+ } break;
+#ifdef MACOS_ENABLED
+ case 3: { // "codesign"
+ print_verbose("using xcode codesign...");
+
+ if (!FileAccess::exists("/usr/bin/codesign") && !FileAccess::exists("/bin/codesign")) {
+ add_message(EXPORT_MESSAGE_ERROR, TTR("Code Signing"), TTR("Xcode command line tools are not installed."));
+ return Error::FAILED;
+ }
+
+ bool ad_hoc = (p_preset->get("codesign/identity") == "" || p_preset->get("codesign/identity") == "-");
+
+ List<String> args;
+ if (!ad_hoc) {
+ args.push_back("--timestamp");
args.push_back("--options");
args.push_back("runtime");
}
- }
-
- if (p_path.get_extension() != "dmg") {
- args.push_back("--entitlements");
- args.push_back(p_ent_path);
- }
- PackedStringArray user_args = p_preset->get("codesign/custom_options");
- for (int i = 0; i < user_args.size(); i++) {
- String user_arg = user_args[i].strip_edges();
- if (!user_arg.is_empty()) {
- args.push_back(user_arg);
+ if (p_path.get_extension() != "dmg") {
+ args.push_back("--entitlements");
+ args.push_back(p_ent_path);
}
- }
- args.push_back("-s");
- if (ad_hoc) {
- args.push_back("-");
- } else {
- args.push_back(p_preset->get("codesign/identity"));
- }
+ PackedStringArray user_args = p_preset->get("codesign/custom_options");
+ for (int i = 0; i < user_args.size(); i++) {
+ String user_arg = user_args[i].strip_edges();
+ if (!user_arg.is_empty()) {
+ args.push_back(user_arg);
+ }
+ }
- args.push_back("-v"); /* provide some more feedback */
+ args.push_back("-s");
+ if (ad_hoc) {
+ args.push_back("-");
+ } else {
+ args.push_back(p_preset->get("codesign/identity"));
+ }
- if (p_preset->get("codesign/replace_existing_signature")) {
+ args.push_back("-v"); /* provide some more feedback */
args.push_back("-f");
- }
- args.push_back(p_path);
+ args.push_back(p_path);
- String str;
- Error err = OS::get_singleton()->execute("codesign", args, &str, nullptr, true);
- if (err != OK || (str.find("not found") != -1) || (str.find("not recognized") != -1)) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start codesign executable, make sure Xcode command line tools are installed."));
- return err;
- }
+ String str;
+ int exitcode = 0;
- print_verbose("codesign (" + p_path + "):\n" + str);
- if (str.find("no identity found") != -1) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("No identity found."));
- return FAILED;
- }
- if ((str.find("unrecognized blob type") != -1) || (str.find("cannot read entitlement data") != -1)) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Invalid entitlements file."));
- return FAILED;
- }
- return OK;
+ Error err = OS::get_singleton()->execute("codesign", args, &str, nullptr, true);
+ if (err != OK) {
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start codesign executable, make sure Xcode command line tools are installed."));
+ return err;
+ }
+
+ if (exitcode != 0) {
+ print_line("codesign (" + p_path + "):\n" + str);
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Code signing failed, see editor log for details."));
+ return Error::FAILED;
+ } else {
+ print_verbose("codesign (" + p_path + "):\n" + str);
+ }
+ } break;
+#endif
+ default: {
+ };
}
+
+ return OK;
}
Error EditorExportPlatformMacOS::_code_sign_directory(const Ref<EditorExportPreset> &p_preset, const String &p_path,
@@ -816,7 +995,9 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p
err = ERR_CANT_CREATE;
}
- DirAccess::remove_file_or_error(scr_path);
+ if (FileAccess::exists(scr_path)) {
+ DirAccess::remove_file_or_error(scr_path);
+ }
if (DirAccess::exists(tmp_app_path_name)) {
String old_dir = tmp_app_dir->get_current_dir();
if (tmp_app_dir->change_dir(tmp_app_path_name) == OK) {
@@ -1148,7 +1329,7 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p
err = save_pack(p_preset, p_debug, pack_path, &shared_objects);
// See if we can code sign our new package.
- bool sign_enabled = p_preset->get("codesign/enable");
+ bool sign_enabled = (p_preset->get("codesign/codesign").operator int() > 0);
String ent_path = p_preset->get("codesign/entitlements/custom_file");
String hlp_ent_path = EditorPaths::get_singleton()->get_cache_dir().plus_file(pkg_name + "_helper.entitlements");
@@ -1314,14 +1495,25 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p
}
}
- bool ad_hoc = true;
- if (err == OK) {
+ bool ad_hoc = false;
+ int codesign_tool = p_preset->get("codesign/codesign");
+ switch (codesign_tool) {
+ case 1: { // built-in ad-hoc
+ ad_hoc = true;
+ } break;
+ case 2: { // "rcodesign"
+ ad_hoc = p_preset->get("codesign/certificate_file").operator String().is_empty() || p_preset->get("codesign/certificate_password").operator String().is_empty();
+ } break;
#ifdef MACOS_ENABLED
- String sign_identity = p_preset->get("codesign/identity");
-#else
- String sign_identity = "-";
+ case 3: { // "codesign"
+ ad_hoc = (p_preset->get("codesign/identity") == "" || p_preset->get("codesign/identity") == "-");
+ } break;
#endif
- ad_hoc = (sign_identity == "" || sign_identity == "-");
+ default: {
+ };
+ }
+
+ if (err == OK) {
bool lib_validation = p_preset->get("codesign/entitlements/disable_library_validation");
if ((!dylibs_found.is_empty() || !shared_objects.is_empty()) && sign_enabled && ad_hoc && !lib_validation) {
add_message(EXPORT_MESSAGE_ERROR, TTR("Code Signing"), TTR("Ad-hoc signed applications require the 'Disable Library Validation' entitlement to load dynamic libraries."));
@@ -1404,8 +1596,7 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p
}
}
-#ifdef MACOS_ENABLED
- bool noto_enabled = p_preset->get("notarization/enable");
+ bool noto_enabled = (p_preset->get("notarization/notarization").operator int() > 0);
if (err == OK && noto_enabled) {
if (export_format == "app") {
add_message(EXPORT_MESSAGE_INFO, TTR("Notarization"), TTR("Notarization requires the app to be archived first, select the DMG or ZIP export format instead."));
@@ -1416,10 +1607,11 @@ Error EditorExportPlatformMacOS::export_project(const Ref<EditorExportPreset> &p
err = _notarize(p_preset, p_path);
}
}
-#endif
// Clean up temporary entitlements files.
- DirAccess::remove_file_or_error(hlp_ent_path);
+ if (FileAccess::exists(hlp_ent_path)) {
+ DirAccess::remove_file_or_error(hlp_ent_path);
+ }
// Clean up temporary .app dir and generated entitlements.
if ((String)(p_preset->get("codesign/entitlements/custom_file")) == "") {
@@ -1602,65 +1794,98 @@ bool EditorExportPlatformMacOS::has_valid_project_configuration(const Ref<Editor
valid = false;
}
- bool sign_enabled = p_preset->get("codesign/enable");
-
+ bool ad_hoc = false;
+ int codesign_tool = p_preset->get("codesign/codesign");
+ switch (codesign_tool) {
+ case 1: { // built-in ad-hoc
+ ad_hoc = true;
+ } break;
+ case 2: { // "rcodesign"
+ ad_hoc = p_preset->get("codesign/certificate_file").operator String().is_empty() || p_preset->get("codesign/certificate_password").operator String().is_empty();
+ } break;
#ifdef MACOS_ENABLED
- bool noto_enabled = p_preset->get("notarization/enable");
- bool ad_hoc = ((p_preset->get("codesign/identity") == "") || (p_preset->get("codesign/identity") == "-"));
-
- if (!ad_hoc && (bool)EditorSettings::get_singleton()->get("export/macos/force_builtin_codesign")) {
- err += TTR("Warning: Built-in \"codesign\" is selected in the Editor Settings. Code signing is limited to ad-hoc signature only.") + "\n";
- }
- if (!ad_hoc && !FileAccess::exists("/usr/bin/codesign") && !FileAccess::exists("/bin/codesign")) {
- err += TTR("Warning: Xcode command line tools are not installed, using built-in \"codesign\". Code signing is limited to ad-hoc signature only.") + "\n";
+ case 3: { // "codesign"
+ ad_hoc = (p_preset->get("codesign/identity") == "" || p_preset->get("codesign/identity") == "-");
+ } break;
+#endif
+ default: {
+ };
}
+ int notary_tool = p_preset->get("notarization/notarization");
- if (noto_enabled) {
+ if (notary_tool > 0) {
if (ad_hoc) {
err += TTR("Notarization: Notarization with an ad-hoc signature is not supported.") + "\n";
valid = false;
}
- if (!sign_enabled) {
+ if (codesign_tool == 0) {
err += TTR("Notarization: Code signing is required for notarization.") + "\n";
valid = false;
}
- if (!(bool)p_preset->get("codesign/hardened_runtime")) {
- err += TTR("Notarization: Hardened runtime is required for notarization.") + "\n";
- valid = false;
- }
- if (!(bool)p_preset->get("codesign/timestamp")) {
- err += TTR("Notarization: Timestamping is required for notarization.") + "\n";
- valid = false;
- }
- if (p_preset->get("notarization/apple_id_name") == "") {
- err += TTR("Notarization: Apple ID name not specified.") + "\n";
- valid = false;
- }
- if (p_preset->get("notarization/apple_id_password") == "") {
- err += TTR("Notarization: Apple ID password not specified.") + "\n";
- valid = false;
+ if (notary_tool == 2) {
+ if (!FileAccess::exists("/usr/bin/xcrun") && !FileAccess::exists("/bin/xcrun")) {
+ err += TTR("Notarization: Xcode command line tools are not installed.") + "\n";
+ valid = false;
+ }
+ if (p_preset->get("notarization/apple_id_name") == "" && p_preset->get("notarization/api_uuid") == "") {
+ err += TTR("Notarization: Neither Apple ID name nor App Store Connect issuer ID name not specified.") + "\n";
+ valid = false;
+ } else if (p_preset->get("notarization/apple_id_name") != "" && p_preset->get("notarization/api_uuid") != "") {
+ err += TTR("Notarization: Both Apple ID name and App Store Connect issuer ID name are specified, only one should be set at the same time.") + "\n";
+ valid = false;
+ } else {
+ if (p_preset->get("notarization/apple_id_name") != "") {
+ if (p_preset->get("notarization/apple_id_password") == "") {
+ err += TTR("Notarization: Apple ID password not specified.") + "\n";
+ }
+ valid = false;
+ }
+ if (p_preset->get("notarization/api_uuid") != "") {
+ if (p_preset->get("notarization/api_key") == "") {
+ err += TTR("Notarization: App Store Connect API key ID not specified.") + "\n";
+ valid = false;
+ }
+ }
+ }
+ } else if (notary_tool == 1) {
+ if (p_preset->get("notarization/api_uuid") == "") {
+ err += TTR("Notarization: App Store Connect issuer ID name not specified.") + "\n";
+ valid = false;
+ }
+ if (p_preset->get("notarization/api_key") == "") {
+ err += TTR("Notarization: App Store Connect API key ID not specified.") + "\n";
+ valid = false;
+ }
+
+ String rcodesign = EditorSettings::get_singleton()->get("export/macos/rcodesign").operator String();
+ if (rcodesign.is_empty()) {
+ err += TTR("Notarization: rcodesign path is not set. Configure rcodesign path in the Editor Settings (Export > macOS > rcodesign).") + "\n";
+ valid = false;
+ }
}
} else {
err += TTR("Warning: Notarization is disabled. The exported project will be blocked by Gatekeeper if it's downloaded from an unknown source.") + "\n";
- if (!sign_enabled) {
+ if (codesign_tool == 0) {
err += TTR("Code signing is disabled. The exported project will not run on Macs with enabled Gatekeeper and Apple Silicon powered Macs.") + "\n";
- } else {
- if ((bool)p_preset->get("codesign/hardened_runtime") && ad_hoc) {
- err += TTR("Hardened Runtime is not compatible with ad-hoc signature, and will be disabled!") + "\n";
- }
- if ((bool)p_preset->get("codesign/timestamp") && ad_hoc) {
- err += TTR("Timestamping is not compatible with ad-hoc signature, and will be disabled!") + "\n";
- }
}
}
-#else
- err += TTR("Warning: Notarization is not supported from this OS. The exported project will be blocked by Gatekeeper if it's downloaded from an unknown source.") + "\n";
- if (!sign_enabled) {
- err += TTR("Code signing is disabled. The exported project will not run on Macs with enabled Gatekeeper and Apple Silicon powered Macs.") + "\n";
- }
-#endif
- if (sign_enabled) {
+ if (codesign_tool > 0) {
+ if (ad_hoc) {
+ err += TTR("Code signing: Using ad-hoc signature. The exported project will be blocked by Gatekeeper") + "\n";
+ }
+ if (codesign_tool == 3) {
+ if (!FileAccess::exists("/usr/bin/codesign") && !FileAccess::exists("/bin/codesign")) {
+ err += TTR("Code signing: Xcode command line tools are not installed.") + "\n";
+ valid = false;
+ }
+ } else if (codesign_tool == 2) {
+ String rcodesign = EditorSettings::get_singleton()->get("export/macos/rcodesign").operator String();
+ if (rcodesign.is_empty()) {
+ err += TTR("Code signing: rcodesign path is not set. Configure rcodesign path in the Editor Settings (Export > macOS > rcodesign).") + "\n";
+ valid = false;
+ }
+ }
if ((bool)p_preset->get("codesign/entitlements/audio_input") && ((String)p_preset->get("privacy/microphone_usage_description")).is_empty()) {
err += TTR("Privacy: Microphone access is enabled, but usage description is not specified.") + "\n";
valid = false;
diff --git a/platform/macos/export/export_plugin.h b/platform/macos/export/export_plugin.h
index 4603c61a28..87790129d3 100644
--- a/platform/macos/export/export_plugin.h
+++ b/platform/macos/export/export_plugin.h
@@ -101,7 +101,7 @@ class EditorExportPlatformMacOS : public EditorExportPlatform {
protected:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) const override;
virtual void get_export_options(List<ExportOption> *r_options) override;
- virtual bool get_export_option_visibility(const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
+ virtual bool get_export_option_visibility(const EditorExportPreset *p_preset, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
public:
virtual String get_name() const override { return "macOS"; }
diff --git a/platform/windows/export/export_plugin.cpp b/platform/windows/export/export_plugin.cpp
index 9d3ec31f73..cb0bd44cfb 100644
--- a/platform/windows/export/export_plugin.cpp
+++ b/platform/windows/export/export_plugin.cpp
@@ -113,7 +113,7 @@ List<String> EditorExportPlatformWindows::get_binary_extensions(const Ref<Editor
return list;
}
-bool EditorExportPlatformWindows::get_export_option_visibility(const String &p_option, const HashMap<StringName, Variant> &p_options) const {
+bool EditorExportPlatformWindows::get_export_option_visibility(const EditorExportPreset *p_preset, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
// This option is not supported by "osslsigncode", used on non-Windows host.
if (!OS::get_singleton()->has_feature("windows") && p_option == "codesign/identity_type") {
return false;
@@ -128,7 +128,7 @@ void EditorExportPlatformWindows::get_export_options(List<ExportOption> *r_optio
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/enable"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/identity_type", PROPERTY_HINT_ENUM, "Select automatically,Use PKCS12 file (specify *.PFX/*.P12 file),Use certificate store (specify SHA1 hash)"), 0));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity", PROPERTY_HINT_GLOBAL_FILE, "*.pfx,*.p12"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/password"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/password", PROPERTY_HINT_PASSWORD), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "codesign/timestamp"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/timestamp_server_url"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "codesign/digest_algorithm", PROPERTY_HINT_ENUM, "SHA1,SHA256"), 1));
@@ -231,7 +231,7 @@ Error EditorExportPlatformWindows::_rcedit_add_data(const Ref<EditorExportPreset
String str;
Error err = OS::get_singleton()->execute(rcedit_path, args, &str, nullptr, true);
if (err != OK || (str.find("not found") != -1) || (str.find("not recognized") != -1)) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Resources Modification"), TTR("Could not start rcedit executable. Configure rcedit path in the Editor Settings (Export > Windows > Rcedit), or disable \"Application > Modify Resources\" in the export preset."));
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Resources Modification"), TTR("Could not start rcedit executable. Configure rcedit path in the Editor Settings (Export > Windows > rcedit), or disable \"Application > Modify Resources\" in the export preset."));
return err;
}
print_line("rcedit (" + p_path + "): " + str);
@@ -379,7 +379,11 @@ Error EditorExportPlatformWindows::_code_sign(const Ref<EditorExportPreset> &p_p
String str;
Error err = OS::get_singleton()->execute(signtool_path, args, &str, nullptr, true);
if (err != OK || (str.find("not found") != -1) || (str.find("not recognized") != -1)) {
- add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start signtool executable. Configure signtool path in the Editor Settings (Export > Windows > Signtool), or disable \"Codesign\" in the export preset."));
+#ifndef WINDOWS_ENABLED
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start signtool executable. Configure signtool path in the Editor Settings (Export > Windows > signtool), or disable \"Codesign\" in the export preset."));
+#else
+ add_message(EXPORT_MESSAGE_WARNING, TTR("Code Signing"), TTR("Could not start osslsigncode executable. Configure signtool path in the Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in the export preset."));
+#endif
return err;
}
@@ -418,7 +422,7 @@ bool EditorExportPlatformWindows::has_valid_export_configuration(const Ref<Edito
String rcedit_path = EditorSettings::get_singleton()->get("export/windows/rcedit");
if (p_preset->get("application/modify_resources") && rcedit_path.is_empty()) {
- err += TTR("The rcedit tool must be configured in the Editor Settings (Export > Windows > Rcedit) to change the icon or app information data.") + "\n";
+ err += TTR("The rcedit tool must be configured in the Editor Settings (Export > Windows > rcedit) to change the icon or app information data.") + "\n";
}
if (!err.is_empty()) {
diff --git a/platform/windows/export/export_plugin.h b/platform/windows/export/export_plugin.h
index 3ea8ff3dc9..f85331c898 100644
--- a/platform/windows/export/export_plugin.h
+++ b/platform/windows/export/export_plugin.h
@@ -48,9 +48,9 @@ public:
virtual Error sign_shared_object(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path) override;
virtual List<String> get_binary_extensions(const Ref<EditorExportPreset> &p_preset) const override;
virtual void get_export_options(List<ExportOption> *r_options) override;
- virtual bool get_export_option_visibility(const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
virtual bool has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const override;
virtual bool has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const override;
+ virtual bool get_export_option_visibility(const EditorExportPreset *p_preset, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
virtual String get_template_file_name(const String &p_target, const String &p_arch) const override;
virtual Error fixup_embedded_pck(const String &p_path, int64_t p_embedded_start, int64_t p_embedded_size) override;
};
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index fa49552085..fc019b6cf9 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -185,7 +185,7 @@ void AudioStreamPlayer2D::_update_panning() {
}
float multiplier = Math::pow(1.0f - dist / max_distance, attenuation);
- multiplier *= Math::db2linear(volume_db); //also apply player volume!
+ multiplier *= Math::db_to_linear(volume_db); //also apply player volume!
float pan = relative_to_listener.x / screen_size.x;
// Don't let the panning effect extend (too far) beyond the screen.
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index 8df29851e5..04cd999982 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -239,7 +239,7 @@ TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
- warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidDynamicBody2D, CharacterBody2D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
}
int polygon_count = polygon.size();
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index 9c0c26f6d9..cbecf28877 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -172,7 +172,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
- warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidDynamicBody2D, CharacterBody2D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
}
if (!shape.is_valid()) {
warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 15d2cdf2a8..1929475c8f 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -745,12 +745,12 @@ void CPUParticles2D::_particles_process(double p_delta) {
p.start_color_rand = Color(1, 1, 1, 1);
}
- real_t angle1_rad = direction.angle() + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
+ real_t angle1_rad = direction.angle() + Math::deg_to_rad((Math::randf() * 2.0 - 1.0) * spread);
Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad));
p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf());
real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
- p.rotation = Math::deg2rad(base_angle);
+ p.rotation = Math::deg_to_rad(base_angle);
p.custom[0] = 0.0; // unused
p.custom[1] = 0.0; // phase [0..1]
@@ -912,7 +912,7 @@ void CPUParticles2D::_particles_process(double p_delta) {
}
real_t base_angle = (tex_angle)*Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
base_angle += p.custom[1] * lifetime * tex_angular_velocity * Math::lerp(parameters_min[PARAM_ANGULAR_VELOCITY], parameters_max[PARAM_ANGULAR_VELOCITY], rand_from_seed(alt_seed));
- p.rotation = Math::deg2rad(base_angle); //angle
+ p.rotation = Math::deg_to_rad(base_angle); //angle
p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand) + tv * tex_anim_speed * Math::lerp(parameters_min[PARAM_ANIM_SPEED], parameters_max[PARAM_ANIM_SPEED], rand_from_seed(alt_seed));
}
//apply color
diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp
index c5966bedd2..a592d20cba 100644
--- a/scene/2d/navigation_obstacle_2d.cpp
+++ b/scene/2d/navigation_obstacle_2d.cpp
@@ -127,7 +127,7 @@ TypedArray<String> NavigationObstacle2D::get_configuration_warnings() const {
}
if (Object::cast_to<StaticBody2D>(get_parent())) {
- warnings.push_back(RTR("The NavigationObstacle2D is intended for constantly moving bodies like CharacterBody2D or RigidDynamicBody2D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
+ warnings.push_back(RTR("The NavigationObstacle2D is intended for constantly moving bodies like CharacterBody2D or RigidBody2D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
"\nNot constantly moving or complete static objects should be captured with a refreshed NavigationPolygon so agents can not only avoid them but also move along those objects outline at high detail"));
}
diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp
index 62f4d855ef..e6933b8a40 100644
--- a/scene/2d/physical_bone_2d.cpp
+++ b/scene/2d/physical_bone_2d.cpp
@@ -35,7 +35,7 @@
void PhysicalBone2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- // Position the RigidDynamicBody in the correct position.
+ // Position the RigidBody in the correct position.
if (follow_bone_when_simulating) {
_position_at_bone2d();
}
@@ -287,7 +287,7 @@ void PhysicalBone2D::_bind_methods() {
}
PhysicalBone2D::PhysicalBone2D() {
- // Stop the RigidDynamicBody from executing its force integration.
+ // Stop the RigidBody from executing its force integration.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
diff --git a/scene/2d/physical_bone_2d.h b/scene/2d/physical_bone_2d.h
index 22d329c320..9fbfa04100 100644
--- a/scene/2d/physical_bone_2d.h
+++ b/scene/2d/physical_bone_2d.h
@@ -36,8 +36,8 @@
class Joint2D;
-class PhysicalBone2D : public RigidDynamicBody2D {
- GDCLASS(PhysicalBone2D, RigidDynamicBody2D);
+class PhysicalBone2D : public RigidBody2D {
+ GDCLASS(PhysicalBone2D, RigidBody2D);
protected:
void _notification(int p_what);
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index a317285a1b..43158344b4 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -325,7 +325,7 @@ AnimatableBody2D::AnimatableBody2D() :
StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
}
-void RigidDynamicBody2D::_body_enter_tree(ObjectID p_id) {
+void RigidBody2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -347,7 +347,7 @@ void RigidDynamicBody2D::_body_enter_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody2D::_body_exit_tree(ObjectID p_id) {
+void RigidBody2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -368,7 +368,7 @@ void RigidDynamicBody2D::_body_exit_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -387,8 +387,8 @@ void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p
//E->value.rc=0;
E->value.in_scene = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree).bind(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
if (E->value.in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
@@ -416,8 +416,8 @@ void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p
if (E->value.shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
if (in_scene) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
@@ -431,19 +431,19 @@ void RigidDynamicBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p
}
}
-struct _RigidDynamicBody2DInOut {
+struct _RigidBody2DInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidDynamicBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
- RigidDynamicBody2D *body = static_cast<RigidDynamicBody2D *>(p_instance);
+void RigidBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) {
+ RigidBody2D *body = static_cast<RigidBody2D *>(p_instance);
body->_body_state_changed(p_state);
}
-void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
+void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
set_block_transform_notify(true); // don't want notify (would feedback loop)
if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
set_global_transform(p_state->get_transform());
@@ -473,9 +473,9 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state)
}
}
- _RigidDynamicBody2DInOut *toadd = (_RigidDynamicBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBody2DInOut));
+ _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut));
int toadd_count = 0; //state->get_contact_count();
- RigidDynamicBody2D_RemoveAction *toremove = (RigidDynamicBody2D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody2D_RemoveAction));
+ RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
int toremove_count = 0;
//put the ones to add
@@ -539,7 +539,7 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state)
}
}
-void RigidDynamicBody2D::_apply_body_mode() {
+void RigidBody2D::_apply_body_mode() {
if (freeze) {
switch (freeze_mode) {
case FREEZE_MODE_STATIC: {
@@ -550,13 +550,13 @@ void RigidDynamicBody2D::_apply_body_mode() {
} break;
}
} else if (lock_rotation) {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR);
+ set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR);
} else {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer2D::BODY_MODE_RIGID);
}
}
-void RigidDynamicBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
+void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
if (p_lock_rotation == lock_rotation) {
return;
}
@@ -565,11 +565,11 @@ void RigidDynamicBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
_apply_body_mode();
}
-bool RigidDynamicBody2D::is_lock_rotation_enabled() const {
+bool RigidBody2D::is_lock_rotation_enabled() const {
return lock_rotation;
}
-void RigidDynamicBody2D::set_freeze_enabled(bool p_freeze) {
+void RigidBody2D::set_freeze_enabled(bool p_freeze) {
if (p_freeze == freeze) {
return;
}
@@ -578,11 +578,11 @@ void RigidDynamicBody2D::set_freeze_enabled(bool p_freeze) {
_apply_body_mode();
}
-bool RigidDynamicBody2D::is_freeze_enabled() const {
+bool RigidBody2D::is_freeze_enabled() const {
return freeze;
}
-void RigidDynamicBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
+void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
if (p_freeze_mode == freeze_mode) {
return;
}
@@ -591,31 +591,31 @@ void RigidDynamicBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
_apply_body_mode();
}
-RigidDynamicBody2D::FreezeMode RigidDynamicBody2D::get_freeze_mode() const {
+RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const {
return freeze_mode;
}
-void RigidDynamicBody2D::set_mass(real_t p_mass) {
+void RigidBody2D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
}
-real_t RigidDynamicBody2D::get_mass() const {
+real_t RigidBody2D::get_mass() const {
return mass;
}
-void RigidDynamicBody2D::set_inertia(real_t p_inertia) {
+void RigidBody2D::set_inertia(real_t p_inertia) {
ERR_FAIL_COND(p_inertia < 0);
inertia = p_inertia;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
}
-real_t RigidDynamicBody2D::get_inertia() const {
+real_t RigidBody2D::get_inertia() const {
return inertia;
}
-void RigidDynamicBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
if (center_of_mass_mode == p_mode) {
return;
}
@@ -637,11 +637,11 @@ void RigidDynamicBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
}
}
-RigidDynamicBody2D::CenterOfMassMode RigidDynamicBody2D::get_center_of_mass_mode() const {
+RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
return center_of_mass_mode;
}
-void RigidDynamicBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
+void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
if (center_of_mass == p_center_of_mass) {
return;
}
@@ -652,102 +652,102 @@ void RigidDynamicBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
-const Vector2 &RigidDynamicBody2D::get_center_of_mass() const {
+const Vector2 &RigidBody2D::get_center_of_mass() const {
return center_of_mass;
}
-void RigidDynamicBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody2D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidDynamicBody2D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidDynamicBody2D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidDynamicBody2D::get_gravity_scale() const {
+real_t RigidBody2D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidDynamicBody2D::set_linear_damp_mode(DampMode p_mode) {
+void RigidBody2D::set_linear_damp_mode(DampMode p_mode) {
linear_damp_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
}
-RigidDynamicBody2D::DampMode RigidDynamicBody2D::get_linear_damp_mode() const {
+RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const {
return linear_damp_mode;
}
-void RigidDynamicBody2D::set_angular_damp_mode(DampMode p_mode) {
+void RigidBody2D::set_angular_damp_mode(DampMode p_mode) {
angular_damp_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
}
-RigidDynamicBody2D::DampMode RigidDynamicBody2D::get_angular_damp_mode() const {
+RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const {
return angular_damp_mode;
}
-void RigidDynamicBody2D::set_linear_damp(real_t p_linear_damp) {
+void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidDynamicBody2D::get_linear_damp() const {
+real_t RigidBody2D::get_linear_damp() const {
return linear_damp;
}
-void RigidDynamicBody2D::set_angular_damp(real_t p_angular_damp) {
+void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidDynamicBody2D::get_angular_damp() const {
+real_t RigidBody2D::get_angular_damp() const {
return angular_damp;
}
-void RigidDynamicBody2D::set_axis_velocity(const Vector2 &p_axis) {
+void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
Vector2 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidDynamicBody2D::set_linear_velocity(const Vector2 &p_velocity) {
+void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector2 RigidDynamicBody2D::get_linear_velocity() const {
+Vector2 RigidBody2D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidDynamicBody2D::set_angular_velocity(real_t p_velocity) {
+void RigidBody2D::set_angular_velocity(real_t p_velocity) {
angular_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-real_t RigidDynamicBody2D::get_angular_velocity() const {
+real_t RigidBody2D::get_angular_velocity() const {
return angular_velocity;
}
-void RigidDynamicBody2D::set_use_custom_integrator(bool p_enable) {
+void RigidBody2D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -756,105 +756,105 @@ void RigidDynamicBody2D::set_use_custom_integrator(bool p_enable) {
PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidDynamicBody2D::is_using_custom_integrator() {
+bool RigidBody2D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidDynamicBody2D::set_sleeping(bool p_sleeping) {
+void RigidBody2D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidDynamicBody2D::set_can_sleep(bool p_active) {
+void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidDynamicBody2D::is_able_to_sleep() const {
+bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidDynamicBody2D::is_sleeping() const {
+bool RigidBody2D::is_sleeping() const {
return sleeping;
}
-void RigidDynamicBody2D::set_max_contacts_reported(int p_amount) {
+void RigidBody2D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidDynamicBody2D::get_max_contacts_reported() const {
+int RigidBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-int RigidDynamicBody2D::get_contact_count() const {
+int RigidBody2D::get_contact_count() const {
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
ERR_FAIL_NULL_V(bs, 0);
return bs->get_contact_count();
}
-void RigidDynamicBody2D::apply_central_impulse(const Vector2 &p_impulse) {
+void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
+void RigidBody2D::apply_torque_impulse(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
-void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) {
+void RigidBody2D::apply_central_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
-void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
+void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody2D::apply_torque(real_t p_torque) {
+void RigidBody2D::apply_torque(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
-void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) {
+void RigidBody2D::add_constant_central_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
-void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
+void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) {
+void RigidBody2D::add_constant_torque(const real_t p_torque) {
PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) {
+void RigidBody2D::set_constant_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
-Vector2 RigidDynamicBody2D::get_constant_force() const {
+Vector2 RigidBody2D::get_constant_force() const {
return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
}
-void RigidDynamicBody2D::set_constant_torque(real_t p_torque) {
+void RigidBody2D::set_constant_torque(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
-real_t RigidDynamicBody2D::get_constant_torque() const {
+real_t RigidBody2D::get_constant_torque() const {
return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
}
-void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
+void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
}
-RigidDynamicBody2D::CCDMode RigidDynamicBody2D::get_continuous_collision_detection_mode() const {
+RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
-TypedArray<Node2D> RigidDynamicBody2D::get_colliding_bodies() const {
+TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node2D>());
TypedArray<Node2D> ret;
@@ -872,7 +872,7 @@ TypedArray<Node2D> RigidDynamicBody2D::get_colliding_bodies() const {
return ret;
}
-void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) {
+void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -886,8 +886,8 @@ void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody2D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody2D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree));
}
}
@@ -899,11 +899,11 @@ void RigidDynamicBody2D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidDynamicBody2D::is_contact_monitor_enabled() const {
+bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-void RigidDynamicBody2D::_notification(int p_what) {
+void RigidBody2D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
@@ -921,103 +921,103 @@ void RigidDynamicBody2D::_notification(int p_what) {
#endif
}
-TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const {
+TypedArray<String> RigidBody2D::get_configuration_warnings() const {
Transform2D t = get_transform();
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) {
- warnings.push_back(RTR("Size changes to RigidDynamicBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void RigidDynamicBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody2D::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody2D::get_mass);
+void RigidBody2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
- ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody2D::get_inertia);
- ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody2D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
- ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody2D::set_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody2D::get_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody2D::set_center_of_mass);
- ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody2D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody2D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody2D::get_physics_material_override);
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody2D::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody2D::get_gravity_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
- ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidDynamicBody2D::set_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidDynamicBody2D::get_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidDynamicBody2D::set_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidDynamicBody2D::get_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody2D::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody2D::get_linear_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
- ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody2D::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody2D::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody2D::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody2D::get_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody2D::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody2D::get_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody2D::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody2D::get_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidDynamicBody2D::get_contact_count);
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody2D::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody2D::is_using_custom_integrator);
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody2D::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody2D::is_contact_monitor_enabled);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
- ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidDynamicBody2D::set_continuous_collision_detection_mode);
- ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidDynamicBody2D::get_continuous_collision_detection_mode);
+ ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
+ ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody2D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody2D::apply_central_impulse, Vector2());
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force);
- ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2());
- ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque);
- ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force);
- ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2());
- ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque);
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force);
- ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force);
- ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque);
- ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque);
- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
- ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody2D::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody2D::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody2D::set_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody2D::is_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody2D::set_freeze_enabled);
- ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody2D::is_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody2D::set_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody2D::get_freeze_mode);
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody2D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
@@ -1069,7 +1069,7 @@ void RigidDynamicBody2D::_bind_methods() {
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
}
-void RigidDynamicBody2D::_validate_property(PropertyInfo &p_property) const {
+void RigidBody2D::_validate_property(PropertyInfo &p_property) const {
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
if (p_property.name == "center_of_mass") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@@ -1077,18 +1077,18 @@ void RigidDynamicBody2D::_validate_property(PropertyInfo &p_property) const {
}
}
-RigidDynamicBody2D::RigidDynamicBody2D() :
- PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) {
+RigidBody2D::RigidBody2D() :
+ PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-RigidDynamicBody2D::~RigidDynamicBody2D() {
+RigidBody2D::~RigidBody2D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidDynamicBody2D::_reload_physics_characteristics() {
+void RigidBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index fe64c087c6..eaba9aadad 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -113,8 +113,8 @@ private:
bool is_sync_to_physics_enabled() const;
};
-class RigidDynamicBody2D : public PhysicsBody2D {
- GDCLASS(RigidDynamicBody2D, PhysicsBody2D);
+class RigidBody2D : public PhysicsBody2D {
+ GDCLASS(RigidBody2D, PhysicsBody2D);
public:
enum FreezeMode {
@@ -186,7 +186,7 @@ private:
local_shape = p_ls;
}
};
- struct RigidDynamicBody2D_RemoveAction {
+ struct RigidBody2D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
@@ -311,17 +311,17 @@ public:
virtual TypedArray<String> get_configuration_warnings() const override;
- RigidDynamicBody2D();
- ~RigidDynamicBody2D();
+ RigidBody2D();
+ ~RigidBody2D();
private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody2D::FreezeMode);
-VARIANT_ENUM_CAST(RigidDynamicBody2D::CenterOfMassMode);
-VARIANT_ENUM_CAST(RigidDynamicBody2D::DampMode);
-VARIANT_ENUM_CAST(RigidDynamicBody2D::CCDMode);
+VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
+VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidBody2D::DampMode);
+VARIANT_ENUM_CAST(RigidBody2D::CCDMode);
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
@@ -373,9 +373,9 @@ private:
bool slide_on_ceiling = true;
int max_slides = 4;
int platform_layer = 0;
- real_t floor_max_angle = Math::deg2rad((real_t)45.0);
+ real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
real_t floor_snap_length = 1;
- real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
+ real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t platform_floor_layers = UINT32_MAX;
uint32_t platform_wall_layers = 0;
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index cbacb7f579..13a32fbfd4 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -44,7 +44,7 @@ bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {
} else if (path.begins_with("length")) {
set_length(p_value);
} else if (path.begins_with("bone_angle")) {
- set_bone_angle(Math::deg2rad(real_t(p_value)));
+ set_bone_angle(Math::deg_to_rad(real_t(p_value)));
} else if (path.begins_with("default_length")) {
set_length(p_value);
}
@@ -66,7 +66,7 @@ bool Bone2D::_get(const StringName &p_path, Variant &r_ret) const {
} else if (path.begins_with("length")) {
r_ret = get_length();
} else if (path.begins_with("bone_angle")) {
- r_ret = Math::rad2deg(get_bone_angle());
+ r_ret = Math::rad_to_deg(get_bone_angle());
} else if (path.begins_with("default_length")) {
r_ret = get_length();
}
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 13bdd2bd5f..129cce93fa 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -553,7 +553,7 @@ int TileMap::get_layers_count() const {
void TileMap::add_layer(int p_to_pos) {
if (p_to_pos < 0) {
- p_to_pos = layers.size();
+ p_to_pos = layers.size() + p_to_pos + 1;
}
ERR_FAIL_INDEX(p_to_pos, (int)layers.size() + 1);
@@ -612,6 +612,9 @@ void TileMap::remove_layer(int p_layer) {
}
void TileMap::set_layer_name(int p_layer, String p_name) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].name = p_name;
emit_signal(SNAME("changed"));
@@ -623,6 +626,9 @@ String TileMap::get_layer_name(int p_layer) const {
}
void TileMap::set_layer_enabled(int p_layer, bool p_enabled) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].enabled = p_enabled;
_clear_layer_internals(p_layer);
@@ -638,6 +644,9 @@ bool TileMap::is_layer_enabled(int p_layer) const {
}
void TileMap::set_layer_modulate(int p_layer, Color p_modulate) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].modulate = p_modulate;
_clear_layer_internals(p_layer);
@@ -651,6 +660,9 @@ Color TileMap::get_layer_modulate(int p_layer) const {
}
void TileMap::set_layer_y_sort_enabled(int p_layer, bool p_y_sort_enabled) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].y_sort_enabled = p_y_sort_enabled;
_clear_layer_internals(p_layer);
@@ -666,6 +678,9 @@ bool TileMap::is_layer_y_sort_enabled(int p_layer) const {
}
void TileMap::set_layer_y_sort_origin(int p_layer, int p_y_sort_origin) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].y_sort_origin = p_y_sort_origin;
_clear_layer_internals(p_layer);
@@ -679,6 +694,9 @@ int TileMap::get_layer_y_sort_origin(int p_layer) const {
}
void TileMap::set_layer_z_index(int p_layer, int p_z_index) {
+ if (p_layer < 0) {
+ p_layer = layers.size() + p_layer;
+ }
ERR_FAIL_INDEX(p_layer, (int)layers.size());
layers[p_layer].z_index = p_z_index;
_clear_layer_internals(p_layer);
@@ -3839,7 +3857,7 @@ void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_layer_name", "layer"), &TileMap::get_layer_name);
ClassDB::bind_method(D_METHOD("set_layer_enabled", "layer", "enabled"), &TileMap::set_layer_enabled);
ClassDB::bind_method(D_METHOD("is_layer_enabled", "layer"), &TileMap::is_layer_enabled);
- ClassDB::bind_method(D_METHOD("set_layer_modulate", "layer", "enabled"), &TileMap::set_layer_modulate);
+ ClassDB::bind_method(D_METHOD("set_layer_modulate", "layer", "modulate"), &TileMap::set_layer_modulate);
ClassDB::bind_method(D_METHOD("get_layer_modulate", "layer"), &TileMap::get_layer_modulate);
ClassDB::bind_method(D_METHOD("set_layer_y_sort_enabled", "layer", "y_sort_enabled"), &TileMap::set_layer_y_sort_enabled);
ClassDB::bind_method(D_METHOD("is_layer_y_sort_enabled", "layer"), &TileMap::is_layer_y_sort_enabled);
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 93e91f9b5b..0e7b71f74a 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -149,7 +149,7 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
if (uniformity > 0.0) {
float distance = listener_area_pos.length();
- float attenuation = Math::db2linear(_get_attenuation_db(distance));
+ float attenuation = Math::db_to_linear(_get_attenuation_db(distance));
// Determine the fraction of sound that would come from each speaker if they were all driven uniformly.
float center_val[3] = { 0.5f, 0.25f, 0.16666f };
@@ -213,12 +213,12 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
float att = 0;
switch (attenuation_model) {
case ATTENUATION_INVERSE_DISTANCE: {
- att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
+ att = Math::linear_to_db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
} break;
case ATTENUATION_INVERSE_SQUARE_DISTANCE: {
float d = (p_distance / unit_size);
d *= d;
- att = Math::linear2db(1.0 / (d + CMP_EPSILON));
+ att = Math::linear_to_db(1.0 / (d + CMP_EPSILON));
} break;
case ATTENUATION_LOGARITHMIC: {
att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON);
@@ -443,7 +443,7 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
}
}
- float multiplier = Math::db2linear(_get_attenuation_db(dist));
+ float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
if (max_distance > 0) {
multiplier *= MAX(0, 1.0 - (dist / max_distance));
}
@@ -453,13 +453,13 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
if (emission_angle_enabled) {
Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
float c = listenertopos.normalized().dot(get_global_transform().basis.get_column(2).normalized()); //it's z negative
- float angle = Math::rad2deg(Math::acos(c));
+ float angle = Math::rad_to_deg(Math::acos(c));
if (angle > emission_angle) {
db_att -= -emission_angle_filter_attenuation_db;
}
}
- linear_attenuation = Math::db2linear(db_att);
+ linear_attenuation = Math::db_to_linear(db_att);
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_highshelf_params(playback, linear_attenuation, attenuation_filter_cutoff_hz);
}
diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp
index bd6a70e566..90099d787b 100644
--- a/scene/3d/collision_polygon_3d.cpp
+++ b/scene/3d/collision_polygon_3d.cpp
@@ -171,7 +171,7 @@ TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (polygon.is_empty()) {
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index 759997de7b..a9bc28b464 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -118,7 +118,7 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (!shape.is_valid()) {
@@ -126,9 +126,9 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
}
if (shape.is_valid() &&
- Object::cast_to<RigidDynamicBody3D>(get_parent()) &&
+ Object::cast_to<RigidBody3D>(get_parent()) &&
Object::cast_to<ConcavePolygonShape3D>(*shape)) {
- warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidDynamicBody3D in another mode than static."));
+ warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."));
}
return warnings;
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index 719dc42f3a..9dc61b35af 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -766,13 +766,13 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
- real_t angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
+ real_t angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg_to_rad((Math::randf() * 2.0 - 1.0) * spread);
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf());
} else {
//initiate velocity spread in 3D
- real_t angle1_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread);
- real_t angle2_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * ((real_t)1.0 - flatness) * spread);
+ real_t angle1_rad = Math::deg_to_rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread);
+ real_t angle2_rad = Math::deg_to_rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * ((real_t)1.0 - flatness) * spread);
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
@@ -796,7 +796,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
- p.custom[0] = Math::deg2rad(base_angle); //angle
+ p.custom[0] = Math::deg_to_rad(base_angle); //angle
p.custom[1] = 0.0; //phase
p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand); //animation offset (0-1)
p.transform = Transform3D();
@@ -1007,7 +1007,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
real_t base_angle = (tex_angle)*Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
base_angle += p.custom[1] * lifetime * tex_angular_velocity * Math::lerp(parameters_min[PARAM_ANGULAR_VELOCITY], parameters_max[PARAM_ANGULAR_VELOCITY], rand_from_seed(alt_seed));
- p.custom[0] = Math::deg2rad(base_angle); //angle
+ p.custom[0] = Math::deg_to_rad(base_angle); //angle
p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand) + tv * tex_anim_speed * Math::lerp(parameters_min[PARAM_ANIM_SPEED], parameters_max[PARAM_ANIM_SPEED], rand_from_seed(alt_seed)); //angle
}
//apply color
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 0581544e07..8d96d13f0c 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -149,7 +149,7 @@ AABB Light3D::get_aabb() const {
} else if (type == RenderingServer::LIGHT_SPOT) {
real_t len = param[PARAM_RANGE];
- real_t size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
+ real_t size = Math::tan(Math::deg_to_rad(param[PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
}
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp
index ef9e191f69..953e52e591 100644
--- a/scene/3d/navigation_obstacle_3d.cpp
+++ b/scene/3d/navigation_obstacle_3d.cpp
@@ -133,7 +133,7 @@ TypedArray<String> NavigationObstacle3D::get_configuration_warnings() const {
}
if (Object::cast_to<StaticBody3D>(get_parent())) {
- warnings.push_back(RTR("The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidDynamicBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
+ warnings.push_back(RTR("The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
"\nNot constantly moving or complete static objects should be (re)baked to a NavigationMesh so agents can not only avoid them but also move along those objects outline at high detail"));
}
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index c690b5d6ff..5534bc28f1 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -376,7 +376,7 @@ AnimatableBody3D::AnimatableBody3D() :
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
+void RigidBody3D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -399,7 +399,7 @@ void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
+void RigidBody3D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
@@ -420,7 +420,7 @@ void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -439,8 +439,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
//E->value.rc=0;
E->value.in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree).bind(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
@@ -466,8 +466,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
if (E->value.shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
if (in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
@@ -481,19 +481,19 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
}
}
-struct _RigidDynamicBodyInOut {
+struct _RigidBodyInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidDynamicBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D *body = (RigidDynamicBody3D *)p_instance;
+void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ RigidBody3D *body = (RigidBody3D *)p_instance;
body->_body_state_changed(p_state);
}
-void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
set_global_transform(p_state->get_transform());
@@ -524,9 +524,9 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
}
}
- _RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0;
- RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
+ RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
@@ -590,7 +590,7 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
}
}
-void RigidDynamicBody3D::_notification(int p_what) {
+void RigidBody3D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
@@ -608,7 +608,7 @@ void RigidDynamicBody3D::_notification(int p_what) {
#endif
}
-void RigidDynamicBody3D::_apply_body_mode() {
+void RigidBody3D::_apply_body_mode() {
if (freeze) {
switch (freeze_mode) {
case FREEZE_MODE_STATIC: {
@@ -619,13 +619,13 @@ void RigidDynamicBody3D::_apply_body_mode() {
} break;
}
} else if (lock_rotation) {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
} else {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
}
}
-void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
+void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
if (p_lock_rotation == lock_rotation) {
return;
}
@@ -634,11 +634,11 @@ void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_lock_rotation_enabled() const {
+bool RigidBody3D::is_lock_rotation_enabled() const {
return lock_rotation;
}
-void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
+void RigidBody3D::set_freeze_enabled(bool p_freeze) {
if (p_freeze == freeze) {
return;
}
@@ -647,11 +647,11 @@ void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_freeze_enabled() const {
+bool RigidBody3D::is_freeze_enabled() const {
return freeze;
}
-void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
+void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
if (p_freeze_mode == freeze_mode) {
return;
}
@@ -660,21 +660,21 @@ void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
_apply_body_mode();
}
-RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const {
+RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
return freeze_mode;
}
-void RigidDynamicBody3D::set_mass(real_t p_mass) {
+void RigidBody3D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
}
-real_t RigidDynamicBody3D::get_mass() const {
+real_t RigidBody3D::get_mass() const {
return mass;
}
-void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
+void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
ERR_FAIL_COND(p_inertia.x < 0);
ERR_FAIL_COND(p_inertia.y < 0);
ERR_FAIL_COND(p_inertia.z < 0);
@@ -683,11 +683,11 @@ void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
}
-const Vector3 &RigidDynamicBody3D::get_inertia() const {
+const Vector3 &RigidBody3D::get_inertia() const {
return inertia;
}
-void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
if (center_of_mass_mode == p_mode) {
return;
}
@@ -709,11 +709,11 @@ void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
}
}
-RigidDynamicBody3D::CenterOfMassMode RigidDynamicBody3D::get_center_of_mass_mode() const {
+RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
return center_of_mass_mode;
}
-void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
+void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
if (center_of_mass == p_center_of_mass) {
return;
}
@@ -724,106 +724,106 @@ void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
-const Vector3 &RigidDynamicBody3D::get_center_of_mass() const {
+const Vector3 &RigidBody3D::get_center_of_mass() const {
return center_of_mass;
}
-void RigidDynamicBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidDynamicBody3D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidDynamicBody3D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidDynamicBody3D::get_gravity_scale() const {
+real_t RigidBody3D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidDynamicBody3D::set_linear_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {
linear_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_linear_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
return linear_damp_mode;
}
-void RigidDynamicBody3D::set_angular_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {
angular_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_angular_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
return angular_damp_mode;
}
-void RigidDynamicBody3D::set_linear_damp(real_t p_linear_damp) {
+void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < 0.0);
linear_damp = p_linear_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidDynamicBody3D::get_linear_damp() const {
+real_t RigidBody3D::get_linear_damp() const {
return linear_damp;
}
-void RigidDynamicBody3D::set_angular_damp(real_t p_angular_damp) {
+void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < 0.0);
angular_damp = p_angular_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidDynamicBody3D::get_angular_damp() const {
+real_t RigidBody3D::get_angular_damp() const {
return angular_damp;
}
-void RigidDynamicBody3D::set_axis_velocity(const Vector3 &p_axis) {
+void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
Vector3 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidDynamicBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector3 RigidDynamicBody3D::get_linear_velocity() const {
+Vector3 RigidBody3D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidDynamicBody3D::set_angular_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-Vector3 RigidDynamicBody3D::get_angular_velocity() const {
+Vector3 RigidBody3D::get_angular_velocity() const {
return angular_velocity;
}
-Basis RigidDynamicBody3D::get_inverse_inertia_tensor() const {
+Basis RigidBody3D::get_inverse_inertia_tensor() const {
return inverse_inertia_tensor;
}
-void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
+void RigidBody3D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -832,108 +832,108 @@ void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_custom_integrator() {
+bool RigidBody3D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidDynamicBody3D::set_sleeping(bool p_sleeping) {
+void RigidBody3D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidDynamicBody3D::set_can_sleep(bool p_active) {
+void RigidBody3D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidDynamicBody3D::is_able_to_sleep() const {
+bool RigidBody3D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidDynamicBody3D::is_sleeping() const {
+bool RigidBody3D::is_sleeping() const {
return sleeping;
}
-void RigidDynamicBody3D::set_max_contacts_reported(int p_amount) {
+void RigidBody3D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidDynamicBody3D::get_max_contacts_reported() const {
+int RigidBody3D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-int RigidDynamicBody3D::get_contact_count() const {
+int RigidBody3D::get_contact_count() const {
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
ERR_FAIL_NULL_V(bs, 0);
return bs->get_contact_count();
}
-void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
+void RigidBody3D::apply_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
+void RigidBody3D::apply_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
+void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
+void RigidBody3D::set_constant_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
-Vector3 RigidDynamicBody3D::get_constant_force() const {
+Vector3 RigidBody3D::get_constant_force() const {
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
}
-void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
-Vector3 RigidDynamicBody3D::get_constant_torque() const {
+Vector3 RigidBody3D::get_constant_torque() const {
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
}
-void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
+void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_continuous_collision_detection() const {
+bool RigidBody3D::is_using_continuous_collision_detection() const {
return ccd;
}
-void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
+void RigidBody3D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -947,8 +947,8 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
}
}
@@ -960,11 +960,11 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidDynamicBody3D::is_contact_monitor_enabled() const {
+bool RigidBody3D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
+TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node3D>());
TypedArray<Node3D> ret;
@@ -982,106 +982,106 @@ TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
return ret;
}
-TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
+TypedArray<String> RigidBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
TypedArray<String> warnings = Node::get_configuration_warnings();
if (ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05) {
- warnings.push_back(RTR("Size changes to RigidDynamicBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("Size changes to RigidBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void RigidDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
+void RigidBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
- ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody3D::set_inertia);
- ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody3D::get_inertia);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
- ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody3D::set_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody3D::get_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody3D::set_center_of_mass);
- ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody3D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody3D::get_physics_material_override);
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody3D::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody3D::get_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody3D::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody3D::get_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidDynamicBody3D::get_inverse_inertia_tensor);
+ ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody3D::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody3D::get_gravity_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
- ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidDynamicBody3D::set_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidDynamicBody3D::get_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidDynamicBody3D::set_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidDynamicBody3D::get_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody3D::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody3D::get_linear_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
- ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody3D::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody3D::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody3D::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody3D::get_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidDynamicBody3D::get_contact_count);
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody3D::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody3D::is_using_custom_integrator);
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody3D::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody3D::is_contact_monitor_enabled);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
- ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidDynamicBody3D::set_use_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidDynamicBody3D::is_using_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
- ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque);
- ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
- ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
- ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force);
- ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
- ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque);
- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
- ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody3D::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody3D::set_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody3D::is_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody3D::set_freeze_enabled);
- ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody3D::is_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode);
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
@@ -1129,7 +1129,7 @@ void RigidDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
}
-void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
+void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
if (p_property.name == "center_of_mass") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@@ -1137,18 +1137,18 @@ void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
}
}
-RigidDynamicBody3D::RigidDynamicBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
+RigidBody3D::RigidBody3D() :
+ PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-RigidDynamicBody3D::~RigidDynamicBody3D() {
+RigidBody3D::~RigidBody3D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidDynamicBody3D::_reload_physics_characteristics() {
+void RigidBody3D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
@@ -2284,13 +2284,13 @@ bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant
}
if ("joint_constraints/swing_span" == p_name) {
- swing_span = Math::deg2rad(real_t(p_value));
+ swing_span = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, swing_span);
}
} else if ("joint_constraints/twist_span" == p_name) {
- twist_span = Math::deg2rad(real_t(p_value));
+ twist_span = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, twist_span);
}
@@ -2326,9 +2326,9 @@ bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_re
}
if ("joint_constraints/swing_span" == p_name) {
- r_ret = Math::rad2deg(swing_span);
+ r_ret = Math::rad_to_deg(swing_span);
} else if ("joint_constraints/twist_span" == p_name) {
- r_ret = Math::rad2deg(twist_span);
+ r_ret = Math::rad_to_deg(twist_span);
} else if ("joint_constraints/bias" == p_name) {
r_ret = bias;
} else if ("joint_constraints/softness" == p_name) {
@@ -2364,13 +2364,13 @@ bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Varian
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- angular_limit_upper = Math::deg2rad(real_t(p_value));
+ angular_limit_upper = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- angular_limit_lower = Math::deg2rad(real_t(p_value));
+ angular_limit_lower = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower);
}
@@ -2408,9 +2408,9 @@ bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_r
if ("joint_constraints/angular_limit_enabled" == p_name) {
r_ret = angular_limit_enabled;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- r_ret = Math::rad2deg(angular_limit_upper);
+ r_ret = Math::rad_to_deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- r_ret = Math::rad2deg(angular_limit_lower);
+ r_ret = Math::rad_to_deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_bias" == p_name) {
r_ret = angular_limit_bias;
} else if ("joint_constraints/angular_limit_softness" == p_name) {
@@ -2471,13 +2471,13 @@ bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Varia
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- angular_limit_upper = Math::deg2rad(real_t(p_value));
+ angular_limit_upper = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- angular_limit_lower = Math::deg2rad(real_t(p_value));
+ angular_limit_lower = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower);
}
@@ -2523,9 +2523,9 @@ bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_
} else if ("joint_constraints/linear_limit_damping" == p_name) {
r_ret = linear_limit_damping;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- r_ret = Math::rad2deg(angular_limit_upper);
+ r_ret = Math::rad_to_deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- r_ret = Math::rad2deg(angular_limit_lower);
+ r_ret = Math::rad_to_deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_softness" == p_name) {
r_ret = angular_limit_softness;
} else if ("joint_constraints/angular_limit_restitution" == p_name) {
@@ -2649,13 +2649,13 @@ bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Varia
}
} else if ("angular_limit_upper" == var_name) {
- axis_data[axis].angular_limit_upper = Math::deg2rad(real_t(p_value));
+ axis_data[axis].angular_limit_upper = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper);
}
} else if ("angular_limit_lower" == var_name) {
- axis_data[axis].angular_limit_lower = Math::deg2rad(real_t(p_value));
+ axis_data[axis].angular_limit_lower = Math::deg_to_rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower);
}
@@ -2765,9 +2765,9 @@ bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_
} else if ("angular_limit_enabled" == var_name) {
r_ret = axis_data[axis].angular_limit_enabled;
} else if ("angular_limit_upper" == var_name) {
- r_ret = Math::rad2deg(axis_data[axis].angular_limit_upper);
+ r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_upper);
} else if ("angular_limit_lower" == var_name) {
- r_ret = Math::rad2deg(axis_data[axis].angular_limit_lower);
+ r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_lower);
} else if ("angular_limit_softness" == var_name) {
r_ret = axis_data[axis].angular_limit_softness;
} else if ("angular_restitution" == var_name) {
@@ -3421,7 +3421,7 @@ void PhysicalBone3D::_start_physics_simulation() {
return;
}
reset_to_rest_position();
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 14a1cf7228..184d8b00d0 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -129,8 +129,8 @@ private:
bool is_sync_to_physics_enabled() const;
};
-class RigidDynamicBody3D : public PhysicsBody3D {
- GDCLASS(RigidDynamicBody3D, PhysicsBody3D);
+class RigidBody3D : public PhysicsBody3D {
+ GDCLASS(RigidBody3D, PhysicsBody3D);
public:
enum FreezeMode {
@@ -198,7 +198,7 @@ private:
tagged = false;
}
};
- struct RigidDynamicBody3D_RemoveAction {
+ struct RigidBody3D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
@@ -327,16 +327,16 @@ public:
virtual TypedArray<String> get_configuration_warnings() const override;
- RigidDynamicBody3D();
- ~RigidDynamicBody3D();
+ RigidBody3D();
+ ~RigidBody3D();
private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody3D::FreezeMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::CenterOfMassMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::DampMode);
+VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
+VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidBody3D::DampMode);
class KinematicCollision3D;
@@ -414,8 +414,8 @@ private:
uint32_t platform_floor_layers = UINT32_MAX;
uint32_t platform_wall_layers = 0;
real_t floor_snap_length = 0.1;
- real_t floor_max_angle = Math::deg2rad((real_t)45.0);
- real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
+ real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
+ real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
Vector3 velocity;
Vector3 floor_normal;
diff --git a/scene/3d/soft_dynamic_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 2650d62fa4..47858b372c 100644
--- a/scene/3d/soft_dynamic_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_dynamic_body_3d.cpp */
+/* soft_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "soft_dynamic_body_3d.h"
+#include "soft_body_3d.h"
#include "scene/3d/physics_body_3d.h"
-SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
+SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {}
-void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
+void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
clear();
ERR_FAIL_COND(!p_mesh.is_valid());
@@ -56,7 +56,7 @@ void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
offset_normal = surface_offsets[RS::ARRAY_NORMAL];
}
-void SoftDynamicBodyRenderingServerHandler::clear() {
+void SoftBodyRenderingServerHandler::clear() {
buffer.resize(0);
stride = 0;
offset_vertices = 0;
@@ -66,23 +66,23 @@ void SoftDynamicBodyRenderingServerHandler::clear() {
mesh = RID();
}
-void SoftDynamicBodyRenderingServerHandler::open() {
+void SoftBodyRenderingServerHandler::open() {
write_buffer = buffer.ptrw();
}
-void SoftDynamicBodyRenderingServerHandler::close() {
+void SoftBodyRenderingServerHandler::close() {
write_buffer = nullptr;
}
-void SoftDynamicBodyRenderingServerHandler::commit_changes() {
+void SoftBodyRenderingServerHandler::commit_changes() {
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
}
-void SoftDynamicBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
+void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
memcpy(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
}
-void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
+void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
// Store normal vector in A2B10G10R10 format.
Vector3 n;
memcpy(&n, p_vector3, sizeof(Vector3));
@@ -95,28 +95,28 @@ void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const vo
memcpy(&write_buffer[p_vertex_id * stride + offset_normal], &value, sizeof(uint32_t));
}
-void SoftDynamicBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
+void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
+SoftBody3D::PinnedPoint::PinnedPoint() {
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
+SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
point_index = obj_tocopy.point_index;
spatial_attachment_path = obj_tocopy.spatial_attachment_path;
spatial_attachment = obj_tocopy.spatial_attachment;
offset = obj_tocopy.offset;
}
-void SoftDynamicBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
+void SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
point_index = obj.point_index;
spatial_attachment_path = obj.spatial_attachment_path;
spatial_attachment = obj.spatial_attachment;
offset = obj.offset;
}
-void SoftDynamicBody3D::_update_pickable() {
+void SoftBody3D::_update_pickable() {
if (!is_inside_tree()) {
return;
}
@@ -124,7 +124,7 @@ void SoftDynamicBody3D::_update_pickable() {
PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
}
-bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
+bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -141,7 +141,7 @@ bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
-bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
+bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -168,7 +168,7 @@ bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
return false;
}
-void SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
+void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
const int pinned_points_indices_size = pinned_points.size();
p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, PNAME("pinned_points")));
@@ -181,7 +181,7 @@ void SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
-bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
+bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
const int p_indices_size = p_indices.size();
{ // Remove the pined points on physics server that will be removed by resize
@@ -210,7 +210,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indic
return true;
}
-bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
+bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -229,7 +229,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const
return true;
}
-bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
+bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -248,7 +248,7 @@ bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_
return true;
}
-void SoftDynamicBody3D::_notification(int p_what) {
+void SoftBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (Engine::get_singleton()->is_editor_hint()) {
@@ -313,56 +313,56 @@ void SoftDynamicBody3D::_notification(int p_what) {
}
}
-void SoftDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
+void SoftBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftBody3D::get_physics_rid);
- ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody3D::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
- ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftBody3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftBody3D::get_collision_mask_value);
- ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
- ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftBody3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftBody3D::get_collision_layer_value);
- ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody3D::set_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody3D::get_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
- ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
+ ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftBody3D::set_disable_mode);
+ ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftBody3D::get_disable_mode);
- ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody3D::remove_collision_exception_with);
- ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
- ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
+ ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody3D::set_simulation_precision);
+ ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody3D::get_simulation_precision);
- ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
- ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
+ ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody3D::set_total_mass);
+ ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody3D::get_total_mass);
- ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
- ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody3D::set_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody3D::get_linear_stiffness);
- ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody3D::set_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody3D::get_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
- ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody3D::set_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody3D::get_damping_coefficient);
- ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody3D::set_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody3D::get_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
+ ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
- ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
- ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
+ ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftBody3D::pin_point, DEFVAL(NodePath()));
+ ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
- ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
- ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::is_ray_pickable);
+ ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody3D::set_ray_pickable);
+ ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
@@ -384,7 +384,7 @@ void SoftDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
}
-TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
+TypedArray<String> SoftBody3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (mesh.is_null()) {
@@ -393,13 +393,13 @@ TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) {
- warnings.push_back(RTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void SoftDynamicBody3D::_update_physics_server() {
+void SoftBody3D::_update_physics_server() {
if (!simulation_started) {
return;
}
@@ -415,7 +415,7 @@ void SoftDynamicBody3D::_update_physics_server() {
}
}
-void SoftDynamicBody3D::_draw_soft_mesh() {
+void SoftBody3D::_draw_soft_mesh() {
if (mesh.is_null()) {
return;
}
@@ -445,7 +445,7 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
rendering_server_handler->commit_changes();
}
-void SoftDynamicBody3D::_prepare_physics_server() {
+void SoftBody3D::_prepare_physics_server() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (mesh.is_valid()) {
@@ -465,22 +465,22 @@ void SoftDynamicBody3D::_prepare_physics_server() {
mesh_rid = mesh->get_rid();
}
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
- RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
- if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
- RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh))) {
+ RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
}
}
}
-void SoftDynamicBody3D::_become_mesh_owner() {
+void SoftBody3D::_become_mesh_owner() {
Vector<Ref<Material>> copy_materials;
copy_materials.append_array(surface_override_materials);
ERR_FAIL_COND(!mesh->get_surface_count());
- // Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
+ // Get current mesh array and create new mesh array with necessary flag for SoftBody
Array surface_arrays = mesh->surface_get_arrays(0);
Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
Dictionary surface_lods = mesh->surface_get_lods(0);
@@ -502,25 +502,25 @@ void SoftDynamicBody3D::_become_mesh_owner() {
owned_mesh = soft_mesh->get_rid();
}
-void SoftDynamicBody3D::set_collision_mask(uint32_t p_mask) {
+void SoftBody3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
}
-uint32_t SoftDynamicBody3D::get_collision_mask() const {
+uint32_t SoftBody3D::get_collision_mask() const {
return collision_mask;
}
-void SoftDynamicBody3D::set_collision_layer(uint32_t p_layer) {
+void SoftBody3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
}
-uint32_t SoftDynamicBody3D::get_collision_layer() const {
+uint32_t SoftBody3D::get_collision_layer() const {
return collision_layer;
}
-void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t collision_layer = get_collision_layer();
@@ -532,13 +532,13 @@ void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_val
set_collision_layer(collision_layer);
}
-bool SoftDynamicBody3D::get_collision_layer_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_layer() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
@@ -550,13 +550,13 @@ void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_valu
set_collision_mask(mask);
}
-bool SoftDynamicBody3D::get_collision_mask_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
+void SoftBody3D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
}
@@ -568,30 +568,30 @@ void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
}
}
-SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
+SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const {
return disable_mode;
}
-void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
+void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
parent_collision_ignore = p_parent_collision_ignore;
}
-const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
+const NodePath &SoftBody3D::get_parent_collision_ignore() const {
return parent_collision_ignore;
}
-void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::PinnedPoint> p_pinned_points_indices) {
+void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) {
pinned_points = p_pinned_points_indices;
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
pin_point(p_pinned_points_indices[i].point_index, true);
}
}
-Vector<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
+Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() {
return pinned_points;
}
-TypedArray<PhysicsBody3D> SoftDynamicBody3D::get_collision_exceptions() {
+TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
TypedArray<PhysicsBody3D> ret;
@@ -604,77 +604,77 @@ TypedArray<PhysicsBody3D> SoftDynamicBody3D::get_collision_exceptions() {
return ret;
}
-void SoftDynamicBody3D::add_collision_exception_with(Node *p_node) {
+void SoftBody3D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
}
-void SoftDynamicBody3D::remove_collision_exception_with(Node *p_node) {
+void SoftBody3D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
}
-int SoftDynamicBody3D::get_simulation_precision() {
+int SoftBody3D::get_simulation_precision() {
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
}
-void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
+void SoftBody3D::set_simulation_precision(int p_simulation_precision) {
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
}
-real_t SoftDynamicBody3D::get_total_mass() {
+real_t SoftBody3D::get_total_mass() {
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
}
-void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
+void SoftBody3D::set_total_mass(real_t p_total_mass) {
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
}
-void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
+void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
}
-real_t SoftDynamicBody3D::get_linear_stiffness() {
+real_t SoftBody3D::get_linear_stiffness() {
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
}
-real_t SoftDynamicBody3D::get_pressure_coefficient() {
+real_t SoftBody3D::get_pressure_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
+void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
}
-real_t SoftDynamicBody3D::get_damping_coefficient() {
+real_t SoftBody3D::get_damping_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
+void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
}
-real_t SoftDynamicBody3D::get_drag_coefficient() {
+real_t SoftBody3D::get_drag_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
+void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
}
-Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
+Vector3 SoftBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
-void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
+void SoftBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
-void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
+void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
_pin_point_on_physics_server(p_point_index, pin);
if (pin) {
_add_pinned_point(p_point_index, p_spatial_attachment_path);
@@ -683,35 +683,35 @@ void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p
}
}
-bool SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
+bool SoftBody3D::is_point_pinned(int p_point_index) const {
return -1 != _has_pinned_point(p_point_index);
}
-void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
+void SoftBody3D::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
_update_pickable();
}
-bool SoftDynamicBody3D::is_ray_pickable() const {
+bool SoftBody3D::is_ray_pickable() const {
return ray_pickable;
}
-SoftDynamicBody3D::SoftDynamicBody3D() :
+SoftBody3D::SoftBody3D() :
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
- rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler);
+ rendering_server_handler = memnew(SoftBodyRenderingServerHandler);
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
-SoftDynamicBody3D::~SoftDynamicBody3D() {
+SoftBody3D::~SoftBody3D() {
memdelete(rendering_server_handler);
PhysicsServer3D::get_singleton()->free(physics_rid);
}
-void SoftDynamicBody3D::_make_cache_dirty() {
+void SoftBody3D::_make_cache_dirty() {
pinned_points_cache_dirty = true;
}
-void SoftDynamicBody3D::_update_cache_pin_points_datas() {
+void SoftBody3D::_update_cache_pin_points_datas() {
if (!pinned_points_cache_dirty) {
return;
}
@@ -724,17 +724,17 @@ void SoftDynamicBody3D::_update_cache_pin_points_datas() {
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
}
if (!w[i].spatial_attachment) {
- ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftDynamicBody3D!");
+ ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftBody3D!");
}
}
}
-void SoftDynamicBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
+void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
}
-void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
- SoftDynamicBody3D::PinnedPoint *pinned_point;
+void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
+ SoftBody3D::PinnedPoint *pinned_point;
if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
// Create new
PinnedPoint pp;
@@ -759,7 +759,7 @@ void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_s
}
}
-void SoftDynamicBody3D::_reset_points_offsets() {
+void SoftBody3D::_reset_points_offsets() {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
@@ -781,25 +781,25 @@ void SoftDynamicBody3D::_reset_points_offsets() {
}
}
-void SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
+void SoftBody3D::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
pinned_points.remove_at(id);
}
}
-int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::PinnedPoint *&r_point) const {
+int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const {
const int id = _has_pinned_point(p_point_index);
if (-1 == id) {
r_point = nullptr;
return -1;
} else {
- r_point = const_cast<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
+ r_point = const_cast<SoftBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
return id;
}
}
-int SoftDynamicBody3D::_has_pinned_point(int p_point_index) const {
+int SoftBody3D::_has_pinned_point(int p_point_index) const {
const PinnedPoint *r = pinned_points.ptr();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (p_point_index == r[i].point_index) {
diff --git a/scene/3d/soft_dynamic_body_3d.h b/scene/3d/soft_body_3d.h
index 2b86fe2cae..40f3d6f1f4 100644
--- a/scene/3d/soft_dynamic_body_3d.h
+++ b/scene/3d/soft_body_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_dynamic_body_3d.h */
+/* soft_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,17 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SOFT_DYNAMIC_BODY_3D_H
-#define SOFT_DYNAMIC_BODY_3D_H
+#ifndef SOFT_BODY_3D_H
+#define SOFT_BODY_3D_H
#include "scene/3d/mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
class PhysicsBody3D;
-class SoftDynamicBody3D;
+class SoftBody3D;
-class SoftDynamicBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
- friend class SoftDynamicBody3D;
+class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
+ friend class SoftBody3D;
RID mesh;
int surface = 0;
@@ -50,7 +50,7 @@ class SoftDynamicBodyRenderingServerHandler : public PhysicsServer3DRenderingSer
uint8_t *write_buffer = nullptr;
private:
- SoftDynamicBodyRenderingServerHandler();
+ SoftBodyRenderingServerHandler();
bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
void prepare(RID p_mesh_rid, int p_surface);
void clear();
@@ -64,8 +64,8 @@ public:
void set_aabb(const AABB &p_aabb) override;
};
-class SoftDynamicBody3D : public MeshInstance3D {
- GDCLASS(SoftDynamicBody3D, MeshInstance3D);
+class SoftBody3D : public MeshInstance3D {
+ GDCLASS(SoftBody3D, MeshInstance3D);
public:
enum DisableMode {
@@ -85,7 +85,7 @@ public:
};
private:
- SoftDynamicBodyRenderingServerHandler *rendering_server_handler = nullptr;
+ SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
RID physics_rid;
@@ -182,8 +182,8 @@ public:
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
- SoftDynamicBody3D();
- ~SoftDynamicBody3D();
+ SoftBody3D();
+ ~SoftBody3D();
private:
void _make_cache_dirty();
@@ -198,6 +198,6 @@ private:
int _has_pinned_point(int p_point_index) const;
};
-VARIANT_ENUM_CAST(SoftDynamicBody3D::DisableMode);
+VARIANT_ENUM_CAST(SoftBody3D::DisableMode);
-#endif // SOFT_DYNAMIC_BODY_3D_H
+#endif // SOFT_BODY_3D_H
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 42ed52c9f2..d61b49eaa7 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -807,7 +807,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
}
void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D::_body_state_changed(p_state);
+ RigidBody3D::_body_state_changed(p_state);
real_t step = p_state->get_step();
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index 2f3a37af2a..5c4f4beaea 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -152,8 +152,8 @@ public:
VehicleWheel3D();
};
-class VehicleBody3D : public RigidDynamicBody3D {
- GDCLASS(VehicleBody3D, RigidDynamicBody3D);
+class VehicleBody3D : public RigidBody3D {
+ GDCLASS(VehicleBody3D, RigidBody3D);
real_t engine_force = 0.0;
real_t brake = 0.0;
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp
index 48626ccc1b..0e2598cbc7 100644
--- a/scene/animation/animation_player.cpp
+++ b/scene/animation/animation_player.cpp
@@ -1151,7 +1151,7 @@ void AnimationPlayer::_animation_update_transforms() {
}
#endif
- static_cast<Node2D *>(pa->object)->set_rotation(Math::deg2rad((double)pa->value_accum));
+ static_cast<Node2D *>(pa->object)->set_rotation(Math::deg_to_rad((double)pa->value_accum));
} break;
case SP_NODE2D_SCALE: {
#ifdef DEBUG_ENABLED
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index 7dbe892299..ee552e695e 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -1528,7 +1528,7 @@ void AnimationTree::_process_graph(double p_delta) {
}
}
- real_t db = Math::linear2db(MAX(blend, 0.00001));
+ real_t db = Math::linear_to_db(MAX(blend, 0.00001));
if (t->object->has_method(SNAME("set_unit_db"))) {
t->object->call(SNAME("set_unit_db"), db);
} else {
diff --git a/scene/audio/audio_stream_player.cpp b/scene/audio/audio_stream_player.cpp
index 7c85b650bf..04feb0dc6f 100644
--- a/scene/audio/audio_stream_player.cpp
+++ b/scene/audio/audio_stream_player.cpp
@@ -256,7 +256,7 @@ Vector<AudioFrame> AudioStreamPlayer::_get_volume_vector() {
channel_volume_db = AudioFrame(0, 0);
}
- float volume_linear = Math::db2linear(volume_db);
+ float volume_linear = Math::db_to_linear(volume_db);
// Set the volume vector up according to the speaker mode and mix target.
// TODO do we need to scale the volume down when we output to more channels?
diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp
index 7a88afaa3b..b15578f222 100644
--- a/scene/gui/label.cpp
+++ b/scene/gui/label.cpp
@@ -279,8 +279,8 @@ void Label::_notification(int p_what) {
return; // Nothing new.
}
xl_text = new_text;
- if (percent_visible < 1) {
- visible_chars = get_total_character_count() * percent_visible;
+ if (visible_ratio < 1) {
+ visible_chars = get_total_character_count() * visible_ratio;
}
dirty = true;
@@ -348,7 +348,7 @@ void Label::_notification(int p_what) {
total_h += TS->shaped_text_get_size(lines_rid[i]).y + line_spacing;
total_glyphs += TS->shaped_text_get_glyph_count(lines_rid[i]) + TS->shaped_text_get_ellipsis_glyph_count(lines_rid[i]);
}
- int visible_glyphs = total_glyphs * percent_visible;
+ int visible_glyphs = total_glyphs * visible_ratio;
int processed_glyphs = 0;
total_h += style->get_margin(SIDE_TOP) + style->get_margin(SIDE_BOTTOM);
@@ -652,8 +652,8 @@ void Label::set_text(const String &p_string) {
text = p_string;
xl_text = atr(p_string);
dirty = true;
- if (percent_visible < 1) {
- visible_chars = get_total_character_count() * percent_visible;
+ if (visible_ratio < 1) {
+ visible_chars = get_total_character_count() * visible_ratio;
}
update();
update_minimum_size();
@@ -771,9 +771,9 @@ void Label::set_visible_characters(int p_amount) {
if (visible_chars != p_amount) {
visible_chars = p_amount;
if (get_total_character_count() > 0) {
- percent_visible = (float)p_amount / (float)get_total_character_count();
+ visible_ratio = (float)p_amount / (float)get_total_character_count();
} else {
- percent_visible = 1.0;
+ visible_ratio = 1.0;
}
if (visible_chars_behavior == TextServer::VC_CHARS_BEFORE_SHAPING) {
dirty = true;
@@ -786,17 +786,17 @@ int Label::get_visible_characters() const {
return visible_chars;
}
-void Label::set_percent_visible(float p_percent) {
- if (percent_visible != p_percent) {
- if (percent_visible >= 1.0) {
+void Label::set_visible_ratio(float p_ratio) {
+ if (visible_ratio != p_ratio) {
+ if (visible_ratio >= 1.0) {
visible_chars = -1;
- percent_visible = 1.0;
- } else if (percent_visible < 0.0) {
+ visible_ratio = 1.0;
+ } else if (visible_ratio < 0.0) {
visible_chars = 0;
- percent_visible = 0.0;
+ visible_ratio = 0.0;
} else {
- visible_chars = get_total_character_count() * p_percent;
- percent_visible = p_percent;
+ visible_chars = get_total_character_count() * p_ratio;
+ visible_ratio = p_ratio;
}
if (visible_chars_behavior == TextServer::VC_CHARS_BEFORE_SHAPING) {
@@ -806,8 +806,8 @@ void Label::set_percent_visible(float p_percent) {
}
}
-float Label::get_percent_visible() const {
- return percent_visible;
+float Label::get_visible_ratio() const {
+ return visible_ratio;
}
TextServer::VisibleCharactersBehavior Label::get_visible_characters_behavior() const {
@@ -889,8 +889,8 @@ void Label::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_visible_characters"), &Label::get_visible_characters);
ClassDB::bind_method(D_METHOD("get_visible_characters_behavior"), &Label::get_visible_characters_behavior);
ClassDB::bind_method(D_METHOD("set_visible_characters_behavior", "behavior"), &Label::set_visible_characters_behavior);
- ClassDB::bind_method(D_METHOD("set_percent_visible", "percent_visible"), &Label::set_percent_visible);
- ClassDB::bind_method(D_METHOD("get_percent_visible"), &Label::get_percent_visible);
+ ClassDB::bind_method(D_METHOD("set_visible_ratio", "ratio"), &Label::set_visible_ratio);
+ ClassDB::bind_method(D_METHOD("get_visible_ratio"), &Label::get_visible_ratio);
ClassDB::bind_method(D_METHOD("set_lines_skipped", "lines_skipped"), &Label::set_lines_skipped);
ClassDB::bind_method(D_METHOD("get_lines_skipped"), &Label::get_lines_skipped);
ClassDB::bind_method(D_METHOD("set_max_lines_visible", "lines_visible"), &Label::set_max_lines_visible);
@@ -911,10 +911,10 @@ void Label::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "lines_skipped", PROPERTY_HINT_RANGE, "0,999,1"), "set_lines_skipped", "get_lines_skipped");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_lines_visible", PROPERTY_HINT_RANGE, "-1,999,1"), "set_max_lines_visible", "get_max_lines_visible");
- // Note: "visible_characters" and "percent_visible" should be set after "text" to be correctly applied.
+ // Note: "visible_characters" and "visible_ratio" should be set after "text" to be correctly applied.
ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters", PROPERTY_HINT_RANGE, "-1,128000,1"), "set_visible_characters", "get_visible_characters");
ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters_behavior", PROPERTY_HINT_ENUM, "Characters Before Shaping,Characters After Shaping,Glyphs (Layout Direction),Glyphs (Left-to-Right),Glyphs (Right-to-Left)"), "set_visible_characters_behavior", "get_visible_characters_behavior");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "percent_visible", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_percent_visible", "get_percent_visible");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visible_ratio", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_visible_ratio", "get_visible_ratio");
ADD_GROUP("BiDi", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left,Inherited"), "set_text_direction", "get_text_direction");
diff --git a/scene/gui/label.h b/scene/gui/label.h
index cab5b36d68..65831cab6e 100644
--- a/scene/gui/label.h
+++ b/scene/gui/label.h
@@ -59,10 +59,9 @@ private:
TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
Array st_args;
- float percent_visible = 1.0;
-
TextServer::VisibleCharactersBehavior visible_chars_behavior = TextServer::VC_CHARS_BEFORE_SHAPING;
int visible_chars = -1;
+ float visible_ratio = 1.0;
int lines_skipped = 0;
int max_lines_visible = -1;
@@ -110,22 +109,22 @@ public:
void set_uppercase(bool p_uppercase);
bool is_uppercase() const;
- TextServer::VisibleCharactersBehavior get_visible_characters_behavior() const;
void set_visible_characters_behavior(TextServer::VisibleCharactersBehavior p_behavior);
+ TextServer::VisibleCharactersBehavior get_visible_characters_behavior() const;
void set_visible_characters(int p_amount);
int get_visible_characters() const;
int get_total_character_count() const;
+ void set_visible_ratio(float p_ratio);
+ float get_visible_ratio() const;
+
void set_clip_text(bool p_clip);
bool is_clipping_text() const;
void set_text_overrun_behavior(TextServer::OverrunBehavior p_behavior);
TextServer::OverrunBehavior get_text_overrun_behavior() const;
- void set_percent_visible(float p_percent);
- float get_percent_visible() const;
-
void set_lines_skipped(int p_lines);
int get_lines_skipped() const;
diff --git a/scene/gui/menu_bar.cpp b/scene/gui/menu_bar.cpp
index f450222130..9eba2feaf7 100644
--- a/scene/gui/menu_bar.cpp
+++ b/scene/gui/menu_bar.cpp
@@ -276,10 +276,7 @@ void MenuBar::_update_submenu(const String &p_menu_name, PopupMenu *p_child) {
}
bool MenuBar::is_native_menu() const {
- if (!is_visible_in_tree()) {
- return false;
- }
- if (Engine::get_singleton()->is_editor_hint() && get_tree()->get_edited_scene_root() && (get_tree()->get_edited_scene_root()->is_ancestor_of(this) || get_tree()->get_edited_scene_root() == this)) {
+ if (Engine::get_singleton()->is_editor_hint() && is_inside_tree() && get_tree()->get_edited_scene_root() && (get_tree()->get_edited_scene_root()->is_ancestor_of(this) || get_tree()->get_edited_scene_root() == this)) {
return false;
}
@@ -308,7 +305,7 @@ void MenuBar::_clear_menu() {
void MenuBar::_update_menu() {
_clear_menu();
- if (!is_inside_tree()) {
+ if (!is_visible_in_tree()) {
return;
}
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index 6ab3cdcb69..3f1f16cd51 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -742,7 +742,7 @@ int RichTextLabel::_draw_line(ItemFrame *p_frame, int p_line, const Vector2 &p_o
bool trim_glyphs_ltr = (visible_characters >= 0) && ((visible_chars_behavior == TextServer::VC_GLYPHS_LTR) || ((visible_chars_behavior == TextServer::VC_GLYPHS_AUTO) && !lrtl));
bool trim_glyphs_rtl = (visible_characters >= 0) && ((visible_chars_behavior == TextServer::VC_GLYPHS_RTL) || ((visible_chars_behavior == TextServer::VC_GLYPHS_AUTO) && lrtl));
int total_glyphs = (trim_glyphs_ltr || trim_glyphs_rtl) ? get_total_glyph_count() : 0;
- int visible_glyphs = total_glyphs * percent_visible;
+ int visible_glyphs = total_glyphs * visible_ratio;
Vector<int> list_index;
Vector<ItemList *> list_items;
@@ -4940,19 +4940,19 @@ TextServer::AutowrapMode RichTextLabel::get_autowrap_mode() const {
return autowrap_mode;
}
-void RichTextLabel::set_percent_visible(float p_percent) {
- if (percent_visible != p_percent) {
+void RichTextLabel::set_visible_ratio(float p_ratio) {
+ if (visible_ratio != p_ratio) {
_stop_thread();
- if (percent_visible >= 1.0) {
+ if (visible_ratio >= 1.0) {
visible_characters = -1;
- percent_visible = 1.0;
- } else if (percent_visible < 0.0) {
+ visible_ratio = 1.0;
+ } else if (visible_ratio < 0.0) {
visible_characters = 0;
- percent_visible = 0.0;
+ visible_ratio = 0.0;
} else {
- visible_characters = get_total_character_count() * p_percent;
- percent_visible = p_percent;
+ visible_characters = get_total_character_count() * p_ratio;
+ visible_ratio = p_ratio;
}
if (visible_chars_behavior == TextServer::VC_CHARS_BEFORE_SHAPING) {
@@ -4963,8 +4963,8 @@ void RichTextLabel::set_percent_visible(float p_percent) {
}
}
-float RichTextLabel::get_percent_visible() const {
- return percent_visible;
+float RichTextLabel::get_visible_ratio() const {
+ return visible_ratio;
}
void RichTextLabel::set_effects(Array p_effects) {
@@ -5139,8 +5139,8 @@ void RichTextLabel::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_visible_characters_behavior"), &RichTextLabel::get_visible_characters_behavior);
ClassDB::bind_method(D_METHOD("set_visible_characters_behavior", "behavior"), &RichTextLabel::set_visible_characters_behavior);
- ClassDB::bind_method(D_METHOD("set_percent_visible", "percent_visible"), &RichTextLabel::set_percent_visible);
- ClassDB::bind_method(D_METHOD("get_percent_visible"), &RichTextLabel::get_percent_visible);
+ ClassDB::bind_method(D_METHOD("set_visible_ratio", "ratio"), &RichTextLabel::set_visible_ratio);
+ ClassDB::bind_method(D_METHOD("get_visible_ratio"), &RichTextLabel::get_visible_ratio);
ClassDB::bind_method(D_METHOD("get_character_line", "character"), &RichTextLabel::get_character_line);
ClassDB::bind_method(D_METHOD("get_character_paragraph", "character"), &RichTextLabel::get_character_paragraph);
@@ -5189,10 +5189,10 @@ void RichTextLabel::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hint_underlined"), "set_hint_underline", "is_hint_underlined");
ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode");
- // Note: "visible_characters" and "percent_visible" should be set after "text" to be correctly applied.
+ // Note: "visible_characters" and "visible_ratio" should be set after "text" to be correctly applied.
ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters", PROPERTY_HINT_RANGE, "-1,128000,1"), "set_visible_characters", "get_visible_characters");
ADD_PROPERTY(PropertyInfo(Variant::INT, "visible_characters_behavior", PROPERTY_HINT_ENUM, "Characters Before Shaping,Characters After Shaping,Glyphs (Layout Direction),Glyphs (Left-to-Right),Glyphs (Right-to-Left)"), "set_visible_characters_behavior", "get_visible_characters_behavior");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "percent_visible", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_percent_visible", "get_percent_visible");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visible_ratio", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_visible_ratio", "get_visible_ratio");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "context_menu_enabled"), "set_context_menu_enabled", "is_context_menu_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shortcut_keys_enabled"), "set_shortcut_keys_enabled", "is_shortcut_keys_enabled");
@@ -5264,11 +5264,11 @@ void RichTextLabel::set_visible_characters(int p_visible) {
visible_characters = p_visible;
if (p_visible == -1) {
- percent_visible = 1;
+ visible_ratio = 1;
} else {
int total_char_count = get_total_character_count();
if (total_char_count > 0) {
- percent_visible = (float)p_visible / (float)total_char_count;
+ visible_ratio = (float)p_visible / (float)total_char_count;
}
}
if (visible_chars_behavior == TextServer::VC_CHARS_BEFORE_SHAPING) {
diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h
index 95e55bf1a1..79f9c62539 100644
--- a/scene/gui/rich_text_label.h
+++ b/scene/gui/rich_text_label.h
@@ -440,7 +440,7 @@ private:
void _menu_option(int p_option);
int visible_characters = -1;
- float percent_visible = 1.0;
+ float visible_ratio = 1.0;
TextServer::VisibleCharactersBehavior visible_chars_behavior = TextServer::VC_CHARS_BEFORE_SHAPING;
bool _is_click_inside_selection() const;
@@ -660,8 +660,8 @@ public:
int get_total_character_count() const;
int get_total_glyph_count() const;
- void set_percent_visible(float p_percent);
- float get_percent_visible() const;
+ void set_visible_ratio(float p_ratio);
+ float get_visible_ratio() const;
TextServer::VisibleCharactersBehavior get_visible_characters_behavior() const;
void set_visible_characters_behavior(TextServer::VisibleCharactersBehavior p_behavior);
diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp
index b6073ce265..3e60db0846 100644
--- a/scene/gui/split_container.cpp
+++ b/scene/gui/split_container.cpp
@@ -97,16 +97,12 @@ void SplitContainer::_resort() {
// Compute the final middle separation.
middle_sep = no_offset_middle_sep;
- if (prev_no_offset_middle_sep != INT_MAX) {
- split_offset -= middle_sep - prev_no_offset_middle_sep;
- }
- prev_no_offset_middle_sep = middle_sep;
-
if (!collapsed) {
int clamped_split_offset = CLAMP(split_offset, ms_first[axis] - no_offset_middle_sep, (get_size()[axis] - ms_second[axis] - sep) - no_offset_middle_sep);
middle_sep += clamped_split_offset;
if (should_clamp_split_offset) {
split_offset = clamped_split_offset;
+
should_clamp_split_offset = false;
}
}
diff --git a/scene/gui/split_container.h b/scene/gui/split_container.h
index dd15362199..a69ffe4de9 100644
--- a/scene/gui/split_container.h
+++ b/scene/gui/split_container.h
@@ -47,7 +47,6 @@ private:
bool should_clamp_split_offset = false;
int split_offset = 0;
int middle_sep = 0;
- int prev_no_offset_middle_sep = INT_MAX;
bool vertical = false;
bool dragging = false;
int drag_from = 0;
diff --git a/scene/gui/video_stream_player.cpp b/scene/gui/video_stream_player.cpp
index 7baa4d44aa..4024d4c80e 100644
--- a/scene/gui/video_stream_player.cpp
+++ b/scene/gui/video_stream_player.cpp
@@ -362,7 +362,7 @@ void VideoStreamPlayer::set_volume_db(float p_db) {
if (p_db < -79) {
set_volume(0);
} else {
- set_volume(Math::db2linear(p_db));
+ set_volume(Math::db_to_linear(p_db));
}
}
@@ -370,7 +370,7 @@ float VideoStreamPlayer::get_volume_db() const {
if (volume == 0) {
return -80;
} else {
- return Math::linear2db(volume);
+ return Math::linear_to_db(volume);
}
}
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index cc8bced780..a5a4e29186 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1709,15 +1709,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
is_tooltip_shown = true;
}
} else {
- Variant t = gui.tooltip_popup->call("get_tooltip_text");
-
- if (t.get_type() == Variant::STRING) {
- if (tooltip == String(t)) {
- is_tooltip_shown = true;
- }
- } else {
- is_tooltip_shown = true; // Nothing to compare against, likely using custom control, so if it changes there is nothing we can do.
- }
+ is_tooltip_shown = true; // Nothing to compare against, likely using custom control, so if it changes there is nothing we can do.
}
} else {
_gui_cancel_tooltip();
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index 35414da9ed..1b7aa787e7 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -1685,6 +1685,7 @@ void Window::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transparent"), "set_flag", "get_flag", FLAG_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "unfocusable"), "set_flag", "get_flag", FLAG_NO_FOCUS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "popup_window"), "set_flag", "get_flag", FLAG_POPUP);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "extend_to_title"), "set_flag", "get_flag", FLAG_EXTEND_TO_TITLE);
ADD_GROUP("Limits", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "min_size", PROPERTY_HINT_NONE, "suffix:px"), "set_min_size", "get_min_size");
@@ -1730,6 +1731,7 @@ void Window::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_NO_FOCUS);
BIND_ENUM_CONSTANT(FLAG_POPUP);
+ BIND_ENUM_CONSTANT(FLAG_EXTEND_TO_TITLE);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(CONTENT_SCALE_MODE_DISABLED);
diff --git a/scene/main/window.h b/scene/main/window.h
index 4146390e97..a5b6b26104 100644
--- a/scene/main/window.h
+++ b/scene/main/window.h
@@ -56,6 +56,7 @@ public:
FLAG_TRANSPARENT = DisplayServer::WINDOW_FLAG_TRANSPARENT,
FLAG_NO_FOCUS = DisplayServer::WINDOW_FLAG_NO_FOCUS,
FLAG_POPUP = DisplayServer::WINDOW_FLAG_POPUP,
+ FLAG_EXTEND_TO_TITLE = DisplayServer::WINDOW_FLAG_EXTEND_TO_TITLE,
FLAG_MAX = DisplayServer::WINDOW_FLAG_MAX,
};
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 9665873dce..8b43f778e5 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -248,7 +248,7 @@
#include "scene/3d/shape_cast_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/3d/skeleton_ik_3d.h"
-#include "scene/3d/soft_dynamic_body_3d.h"
+#include "scene/3d/soft_body_3d.h"
#include "scene/3d/spring_arm_3d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/3d/vehicle_body_3d.h"
@@ -533,13 +533,13 @@ void register_scene_types() {
GDREGISTER_ABSTRACT_CLASS(PhysicsBody3D);
GDREGISTER_CLASS(StaticBody3D);
GDREGISTER_CLASS(AnimatableBody3D);
- GDREGISTER_CLASS(RigidDynamicBody3D);
+ GDREGISTER_CLASS(RigidBody3D);
GDREGISTER_CLASS(KinematicCollision3D);
GDREGISTER_CLASS(CharacterBody3D);
GDREGISTER_CLASS(SpringArm3D);
GDREGISTER_CLASS(PhysicalBone3D);
- GDREGISTER_CLASS(SoftDynamicBody3D);
+ GDREGISTER_CLASS(SoftBody3D);
GDREGISTER_CLASS(SkeletonIK3D);
GDREGISTER_CLASS(BoneAttachment3D);
@@ -704,7 +704,7 @@ void register_scene_types() {
GDREGISTER_ABSTRACT_CLASS(PhysicsBody2D);
GDREGISTER_CLASS(StaticBody2D);
GDREGISTER_CLASS(AnimatableBody2D);
- GDREGISTER_CLASS(RigidDynamicBody2D);
+ GDREGISTER_CLASS(RigidBody2D);
GDREGISTER_CLASS(CharacterBody2D);
GDREGISTER_CLASS(KinematicCollision2D);
GDREGISTER_CLASS(Area2D);
@@ -1042,14 +1042,16 @@ void register_scene_types() {
ClassDB::add_compatibility_class("RayShape", "SeparationRayShape3D");
ClassDB::add_compatibility_class("RayShape2D", "SeparationRayShape2D");
ClassDB::add_compatibility_class("RemoteTransform", "RemoteTransform3D");
- ClassDB::add_compatibility_class("RigidBody", "RigidDynamicBody3D");
- ClassDB::add_compatibility_class("RigidBody2D", "RigidDynamicBody2D");
+ ClassDB::add_compatibility_class("RigidBody", "RigidBody3D");
+ ClassDB::add_compatibility_class("RigidDynamicBody2D", "RigidBody2D");
+ ClassDB::add_compatibility_class("RigidDynamicBody3D", "RigidBody3D");
ClassDB::add_compatibility_class("Shape", "Shape3D");
ClassDB::add_compatibility_class("ShortCut", "Shortcut");
ClassDB::add_compatibility_class("Skeleton", "Skeleton3D");
ClassDB::add_compatibility_class("SkeletonIK", "SkeletonIK3D");
ClassDB::add_compatibility_class("SliderJoint", "SliderJoint3D");
- ClassDB::add_compatibility_class("SoftBody", "SoftDynamicBody3D");
+ ClassDB::add_compatibility_class("SoftBody", "SoftBody3D");
+ ClassDB::add_compatibility_class("SoftDynamicBody3D", "SoftBody3D");
ClassDB::add_compatibility_class("Spatial", "Node3D");
ClassDB::add_compatibility_class("SpatialGizmo", "Node3DGizmo");
ClassDB::add_compatibility_class("SpatialMaterial", "StandardMaterial3D");
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index 214004824f..b0454004a0 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -40,8 +40,8 @@ Vector<Vector3> CapsuleShape3D::get_debug_mesh_lines() const {
Vector3 d(0, height * 0.5 - radius, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index 1835604285..ee53578517 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -763,7 +763,7 @@ void Curve2D::_bake_segment2d(RBMap<real_t, Vector2> &r_bake, real_t p_begin, re
Vector2 nb = (end - mid).normalized();
real_t dp = na.dot(nb);
- if (dp < Math::cos(Math::deg2rad(p_tol))) {
+ if (dp < Math::cos(Math::deg_to_rad(p_tol))) {
r_bake[mp] = mid;
}
@@ -1352,7 +1352,7 @@ void Curve3D::_bake_segment3d(RBMap<real_t, Vector3> &r_bake, real_t p_begin, re
Vector3 nb = (end - mid).normalized();
real_t dp = na.dot(nb);
- if (dp < Math::cos(Math::deg2rad(p_tol))) {
+ if (dp < Math::cos(Math::deg_to_rad(p_tol))) {
r_bake[mp] = mid;
}
if (p_depth < p_max_depth) {
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index 345df5ffed..a5951db8ea 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -40,8 +40,8 @@ Vector<Vector3> CylinderShape3D::get_debug_mesh_lines() const {
Vector3 d(0, height * 0.5, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index 293fdd6f05..3638d1862c 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -301,9 +301,9 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
- float normal_merge_threshold = Math::cos(Math::deg2rad(p_normal_merge_angle));
- float normal_pre_split_threshold = Math::cos(Math::deg2rad(MIN(180.0f, p_normal_split_angle * 2.0f)));
- float normal_split_threshold = Math::cos(Math::deg2rad(p_normal_split_angle));
+ float normal_merge_threshold = Math::cos(Math::deg_to_rad(p_normal_merge_angle));
+ float normal_pre_split_threshold = Math::cos(Math::deg_to_rad(MIN(180.0f, p_normal_split_angle * 2.0f)));
+ float normal_split_threshold = Math::cos(Math::deg_to_rad(p_normal_split_angle));
const Vector3 *normals_ptr = normals.ptr();
HashMap<Vector3, LocalVector<Pair<int, int>>> unique_vertices;
diff --git a/scene/resources/skeleton_modification_2d_ccdik.cpp b/scene/resources/skeleton_modification_2d_ccdik.cpp
index 7adaf1452c..96961a1fe4 100644
--- a/scene/resources/skeleton_modification_2d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_2d_ccdik.cpp
@@ -52,9 +52,9 @@ bool SkeletonModification2DCCDIK::_set(const StringName &p_path, const Variant &
} else if (what == "enable_constraint") {
set_ccdik_joint_enable_constraint(which, p_value);
} else if (what == "constraint_angle_min") {
- set_ccdik_joint_constraint_angle_min(which, Math::deg2rad(float(p_value)));
+ set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(float(p_value)));
} else if (what == "constraint_angle_max") {
- set_ccdik_joint_constraint_angle_max(which, Math::deg2rad(float(p_value)));
+ set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(float(p_value)));
} else if (what == "constraint_angle_invert") {
set_ccdik_joint_constraint_angle_invert(which, p_value);
} else if (what == "constraint_in_localspace") {
@@ -96,9 +96,9 @@ bool SkeletonModification2DCCDIK::_get(const StringName &p_path, Variant &r_ret)
} else if (what == "enable_constraint") {
r_ret = get_ccdik_joint_enable_constraint(which);
} else if (what == "constraint_angle_min") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_min(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
} else if (what == "constraint_angle_max") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_max(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
} else if (what == "constraint_angle_invert") {
r_ret = get_ccdik_joint_constraint_angle_invert(which);
} else if (what == "constraint_in_localspace") {
diff --git a/scene/resources/skeleton_modification_2d_lookat.cpp b/scene/resources/skeleton_modification_2d_lookat.cpp
index 23e1c579dc..d3cfffb1de 100644
--- a/scene/resources/skeleton_modification_2d_lookat.cpp
+++ b/scene/resources/skeleton_modification_2d_lookat.cpp
@@ -41,15 +41,15 @@ bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant
if (path.begins_with("enable_constraint")) {
set_enable_constraint(p_value);
} else if (path.begins_with("constraint_angle_min")) {
- set_constraint_angle_min(Math::deg2rad(float(p_value)));
+ set_constraint_angle_min(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_max")) {
- set_constraint_angle_max(Math::deg2rad(float(p_value)));
+ set_constraint_angle_max(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_invert")) {
set_constraint_angle_invert(p_value);
} else if (path.begins_with("constraint_in_localspace")) {
set_constraint_in_localspace(p_value);
} else if (path.begins_with("additional_rotation")) {
- set_additional_rotation(Math::deg2rad(float(p_value)));
+ set_additional_rotation(Math::deg_to_rad(float(p_value)));
}
#ifdef TOOLS_ENABLED
@@ -67,15 +67,15 @@ bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret
if (path.begins_with("enable_constraint")) {
r_ret = get_enable_constraint();
} else if (path.begins_with("constraint_angle_min")) {
- r_ret = Math::rad2deg(get_constraint_angle_min());
+ r_ret = Math::rad_to_deg(get_constraint_angle_min());
} else if (path.begins_with("constraint_angle_max")) {
- r_ret = Math::rad2deg(get_constraint_angle_max());
+ r_ret = Math::rad_to_deg(get_constraint_angle_max());
} else if (path.begins_with("constraint_angle_invert")) {
r_ret = get_constraint_angle_invert();
} else if (path.begins_with("constraint_in_localspace")) {
r_ret = get_constraint_in_localspace();
} else if (path.begins_with("additional_rotation")) {
- r_ret = Math::rad2deg(get_additional_rotation());
+ r_ret = Math::rad_to_deg(get_additional_rotation());
}
#ifdef TOOLS_ENABLED
diff --git a/scene/resources/skeleton_modification_3d_ccdik.cpp b/scene/resources/skeleton_modification_3d_ccdik.cpp
index f19be47db2..3251ee4189 100644
--- a/scene/resources/skeleton_modification_3d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_3d_ccdik.cpp
@@ -50,9 +50,9 @@ bool SkeletonModification3DCCDIK::_set(const StringName &p_path, const Variant &
} else if (what == "enable_joint_constraint") {
set_ccdik_joint_enable_constraint(which, p_value);
} else if (what == "joint_constraint_angle_min") {
- set_ccdik_joint_constraint_angle_min(which, Math::deg2rad(real_t(p_value)));
+ set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(real_t(p_value)));
} else if (what == "joint_constraint_angle_max") {
- set_ccdik_joint_constraint_angle_max(which, Math::deg2rad(real_t(p_value)));
+ set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(real_t(p_value)));
} else if (what == "joint_constraint_angles_invert") {
set_ccdik_joint_constraint_invert(which, p_value);
}
@@ -79,9 +79,9 @@ bool SkeletonModification3DCCDIK::_get(const StringName &p_path, Variant &r_ret)
} else if (what == "enable_joint_constraint") {
r_ret = get_ccdik_joint_enable_constraint(which);
} else if (what == "joint_constraint_angle_min") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_min(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
} else if (what == "joint_constraint_angle_max") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_max(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
} else if (what == "joint_constraint_angles_invert") {
r_ret = get_ccdik_joint_constraint_invert(which);
}
diff --git a/scene/resources/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp
index b62dda3f4f..4099208f44 100644
--- a/scene/resources/skeleton_modification_3d_fabrik.cpp
+++ b/scene/resources/skeleton_modification_3d_fabrik.cpp
@@ -58,7 +58,7 @@ bool SkeletonModification3DFABRIK::_set(const StringName &p_path, const Variant
} else if (what == "use_target_basis") {
set_fabrik_joint_use_target_basis(which, p_value);
} else if (what == "roll") {
- set_fabrik_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ set_fabrik_joint_roll(which, Math::deg_to_rad(real_t(p_value)));
}
return true;
}
@@ -91,7 +91,7 @@ bool SkeletonModification3DFABRIK::_get(const StringName &p_path, Variant &r_ret
} else if (what == "use_target_basis") {
r_ret = get_fabrik_joint_use_target_basis(which);
} else if (what == "roll") {
- r_ret = Math::rad2deg(get_fabrik_joint_roll(which));
+ r_ret = Math::rad_to_deg(get_fabrik_joint_roll(which));
}
return true;
}
diff --git a/scene/resources/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp
index 3e36c241f7..64f26f3fda 100644
--- a/scene/resources/skeleton_modification_3d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_3d_jiggle.cpp
@@ -58,7 +58,7 @@ bool SkeletonModification3DJiggle::_set(const StringName &p_path, const Variant
} else if (what == "gravity") {
set_jiggle_joint_gravity(which, p_value);
} else if (what == "roll") {
- set_jiggle_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ set_jiggle_joint_roll(which, Math::deg_to_rad(real_t(p_value)));
}
return true;
} else {
@@ -98,7 +98,7 @@ bool SkeletonModification3DJiggle::_get(const StringName &p_path, Variant &r_ret
} else if (what == "gravity") {
r_ret = get_jiggle_joint_gravity(which);
} else if (what == "roll") {
- r_ret = Math::rad2deg(get_jiggle_joint_roll(which));
+ r_ret = Math::rad_to_deg(get_jiggle_joint_roll(which));
}
return true;
} else {
diff --git a/scene/resources/skeleton_modification_3d_lookat.cpp b/scene/resources/skeleton_modification_3d_lookat.cpp
index 3e8c1e3a77..69167cb308 100644
--- a/scene/resources/skeleton_modification_3d_lookat.cpp
+++ b/scene/resources/skeleton_modification_3d_lookat.cpp
@@ -39,9 +39,9 @@ bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant
set_lock_rotation_plane(p_value);
} else if (p_path == "additional_rotation") {
Vector3 tmp = p_value;
- tmp.x = Math::deg2rad(tmp.x);
- tmp.y = Math::deg2rad(tmp.y);
- tmp.z = Math::deg2rad(tmp.z);
+ tmp.x = Math::deg_to_rad(tmp.x);
+ tmp.y = Math::deg_to_rad(tmp.y);
+ tmp.z = Math::deg_to_rad(tmp.z);
set_additional_rotation(tmp);
}
@@ -55,9 +55,9 @@ bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret
r_ret = get_lock_rotation_plane();
} else if (p_path == "additional_rotation") {
Vector3 tmp = get_additional_rotation();
- tmp.x = Math::rad2deg(tmp.x);
- tmp.y = Math::rad2deg(tmp.y);
- tmp.z = Math::rad2deg(tmp.z);
+ tmp.x = Math::rad_to_deg(tmp.x);
+ tmp.y = Math::rad_to_deg(tmp.y);
+ tmp.z = Math::rad_to_deg(tmp.z);
r_ret = tmp;
}
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp
index acc5ff716c..366fcc30b7 100644
--- a/scene/resources/skeleton_modification_3d_twoboneik.cpp
+++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp
@@ -54,13 +54,13 @@ bool SkeletonModification3DTwoBoneIK::_set(const StringName &p_path, const Varia
} else if (path == "joint_one/bone_idx") {
set_joint_one_bone_idx(p_value);
} else if (path == "joint_one/roll") {
- set_joint_one_roll(Math::deg2rad(real_t(p_value)));
+ set_joint_one_roll(Math::deg_to_rad(real_t(p_value)));
} else if (path == "joint_two/bone_name") {
set_joint_two_bone_name(p_value);
} else if (path == "joint_two/bone_idx") {
set_joint_two_bone_idx(p_value);
} else if (path == "joint_two/roll") {
- set_joint_two_roll(Math::deg2rad(real_t(p_value)));
+ set_joint_two_roll(Math::deg_to_rad(real_t(p_value)));
}
return true;
@@ -88,13 +88,13 @@ bool SkeletonModification3DTwoBoneIK::_get(const StringName &p_path, Variant &r_
} else if (path == "joint_one/bone_idx") {
r_ret = get_joint_one_bone_idx();
} else if (path == "joint_one/roll") {
- r_ret = Math::rad2deg(get_joint_one_roll());
+ r_ret = Math::rad_to_deg(get_joint_one_roll());
} else if (path == "joint_two/bone_name") {
r_ret = get_joint_two_bone_name();
} else if (path == "joint_two/bone_idx") {
r_ret = get_joint_two_bone_idx();
} else if (path == "joint_two/roll") {
- r_ret = Math::rad2deg(get_joint_two_roll());
+ r_ret = Math::rad_to_deg(get_joint_two_roll());
}
return true;
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 5d1a223cc7..737c50e570 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -128,7 +128,7 @@ float ProceduralSkyMaterial::get_ground_energy() const {
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
- RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
+ RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg_to_rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index 92efe3ce6f..340d0fe370 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -38,8 +38,8 @@ Vector<Vector3> SphereShape3D::get_debug_mesh_lines() const {
Vector<Vector3> points;
for (int i = 0; i <= 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index 80485845c9..4252131161 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -782,7 +782,7 @@ void AudioStreamPlaybackRandomizer::start(float p_from_pos) {
float range_to = randomizer->random_volume_offset_db;
float volume_offset_db = range_from + Math::randf() * (range_to - range_from);
- volume_scale = Math::db2linear(volume_offset_db);
+ volume_scale = Math::db_to_linear(volume_offset_db);
}
if (playing.is_valid()) {
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 87d46f8bbe..2889562173 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -33,8 +33,8 @@
void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
//multiply volume interpolating to avoid clicks if this changes
float volume_db = base->volume_db;
- float vol = Math::db2linear(mix_volume_db);
- float vol_inc = (Math::db2linear(volume_db) - vol) / float(p_frame_count);
+ float vol = Math::db_to_linear(mix_volume_db);
+ float vol_inc = (Math::db_to_linear(volume_db) - vol) / float(p_frame_count);
for (int i = 0; i < p_frame_count; i++) {
p_dst_frames[i] = p_src_frames[i] * vol;
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 54c08ef644..69b416f5f7 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -95,7 +95,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
//vol modifier
- AudioFrame vol_modifier = AudioFrame(base->wet, base->wet) * Math::db2linear(v.level);
+ AudioFrame vol_modifier = AudioFrame(base->wet, base->wet) * Math::db_to_linear(v.level);
vol_modifier.l *= CLAMP(1.0 - v.pan, 0, 1);
vol_modifier.r *= CLAMP(1.0 + v.pan, 0, 1);
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index 0e1accba16..43b210e450 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -32,7 +32,7 @@
#include "servers/audio_server.h"
void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
- float threshold = Math::db2linear(base->threshold);
+ float threshold = Math::db_to_linear(base->threshold);
float sample_rate = AudioServer::get_singleton()->get_mix_rate();
float ratatcoef = exp(-1 / (0.00001f * sample_rate));
@@ -42,7 +42,7 @@ void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, Audi
float atcoef = exp(-1 / (attime * sample_rate));
float relcoef = exp(-1 / (reltime * sample_rate));
- float makeup = Math::db2linear(base->gain);
+ float makeup = Math::db_to_linear(base->gain);
float mix = base->mix;
float gr_meter_decay = exp(1 / (1 * sample_rate));
@@ -64,7 +64,7 @@ void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, Audi
float peak = MAX(s.l, s.r);
- float overdb = 2.08136898f * Math::linear2db(peak / threshold);
+ float overdb = 2.08136898f * Math::linear_to_db(peak / threshold);
if (overdb < 0.0) { //we only care about what goes over to compress
overdb = 0.0;
@@ -94,7 +94,7 @@ void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, Audi
}
float gr = -overdb * (cratio - 1) / cratio;
- float grv = Math::db2linear(gr);
+ float grv = Math::db_to_linear(gr);
runmax = maxover + relcoef * (runmax - maxover); // highest peak for setting att/rel decays in reltime
maxover = runmax;
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index ae8c58f654..f71ff05b23 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -53,13 +53,13 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
float mix_rate = AudioServer::get_singleton()->get_mix_rate();
- float tap_1_level_f = base->tap_1_active ? Math::db2linear(base->tap_1_level) : 0.0;
+ float tap_1_level_f = base->tap_1_active ? Math::db_to_linear(base->tap_1_level) : 0.0;
int tap_1_delay_frames = int((base->tap_1_delay_ms / 1000.0) * mix_rate);
- float tap_2_level_f = base->tap_2_active ? Math::db2linear(base->tap_2_level) : 0.0;
+ float tap_2_level_f = base->tap_2_active ? Math::db_to_linear(base->tap_2_level) : 0.0;
int tap_2_delay_frames = int((base->tap_2_delay_ms / 1000.0) * mix_rate);
- float feedback_level_f = base->feedback_active ? Math::db2linear(base->feedback_level) : 0.0;
+ float feedback_level_f = base->feedback_active ? Math::db_to_linear(base->feedback_level) : 0.0;
unsigned int feedback_delay_frames = int((base->feedback_delay_ms / 1000.0) * mix_rate);
AudioFrame tap1_vol = AudioFrame(tap_1_level_f, tap_1_level_f);
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 6820d796a4..5987ed7bb2 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -41,8 +41,8 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
float lpf_ic = 1.0 - lpf_c;
float drive_f = base->drive;
- float pregain_f = Math::db2linear(base->pre_gain);
- float postgain_f = Math::db2linear(base->post_gain);
+ float pregain_f = Math::db_to_linear(base->pre_gain);
+ float postgain_f = Math::db_to_linear(base->post_gain);
float atan_mult = pow(10, drive_f * drive_f * 3.0) - 1.0 + 0.001;
float atan_div = 1.0 / (atanf(atan_mult) * (1.0 + drive_f * 8));
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index 500abd3a6f..14ece8d93e 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -38,7 +38,7 @@ void AudioEffectEQInstance::process(const AudioFrame *p_src_frames, AudioFrame *
EQ::BandProcess *proc_r = bands[1].ptrw();
float *bgain = gains.ptrw();
for (int i = 0; i < band_count; i++) {
- bgain[i] = Math::db2linear(base->gain[i]);
+ bgain[i] = Math::db_to_linear(base->gain[i]);
}
for (int i = 0; i < p_frame_count; i++) {
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index 7bcd68d48b..99653cf5b6 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -32,11 +32,11 @@
void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
float threshdb = base->threshold;
- float ceiling = Math::db2linear(base->ceiling);
+ float ceiling = Math::db_to_linear(base->ceiling);
float ceildb = base->ceiling;
- float makeup = Math::db2linear(ceildb - threshdb);
+ float makeup = Math::db_to_linear(ceildb - threshdb);
float sc = -base->soft_clip;
- float scv = Math::db2linear(sc);
+ float scv = Math::db_to_linear(sc);
float peakdb = ceildb + 25;
float scmult = Math::abs((ceildb - sc) / (peakdb - sc));
@@ -49,14 +49,14 @@ void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFr
float sign1 = (spl1 < 0.0 ? -1.0 : 1.0);
float abs0 = Math::abs(spl0);
float abs1 = Math::abs(spl1);
- float overdb0 = Math::linear2db(abs0) - ceildb;
- float overdb1 = Math::linear2db(abs1) - ceildb;
+ float overdb0 = Math::linear_to_db(abs0) - ceildb;
+ float overdb1 = Math::linear_to_db(abs1) - ceildb;
if (abs0 > scv) {
- spl0 = sign0 * (scv + Math::db2linear(overdb0 * scmult));
+ spl0 = sign0 * (scv + Math::db_to_linear(overdb0 * scmult));
}
if (abs1 > scv) {
- spl1 = sign1 * (scv + Math::db2linear(overdb1 * scmult));
+ spl1 = sign1 * (scv + Math::db_to_linear(overdb1 * scmult));
}
spl0 = MIN(ceiling, Math::abs(spl0)) * (spl0 < 0.0 ? -1.0 : 1.0);
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index 64695557aa..1254a6740a 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -547,7 +547,7 @@ void AudioServer::_mix_step() {
AudioFrame peak = AudioFrame(0, 0);
- float volume = Math::db2linear(bus->volume_db);
+ float volume = Math::db_to_linear(bus->volume_db);
if (solo_mode) {
if (!bus->soloed) {
@@ -573,12 +573,12 @@ void AudioServer::_mix_step() {
}
}
- bus->channels.write[k].peak_volume = AudioFrame(Math::linear2db(peak.l + AUDIO_PEAK_OFFSET), Math::linear2db(peak.r + AUDIO_PEAK_OFFSET));
+ bus->channels.write[k].peak_volume = AudioFrame(Math::linear_to_db(peak.l + AUDIO_PEAK_OFFSET), Math::linear_to_db(peak.r + AUDIO_PEAK_OFFSET));
if (!bus->channels[k].used) {
//see if any audio is contained, because channel was not used
- if (MAX(peak.r, peak.l) > Math::db2linear(channel_disable_threshold_db)) {
+ if (MAX(peak.r, peak.l) > Math::db_to_linear(channel_disable_threshold_db)) {
bus->channels.write[k].last_mix_with_audio = mix_frames;
} else if (mix_frames - bus->channels[k].last_mix_with_audio > channel_disable_frames) {
bus->channels.write[k].active = false;
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 0c05570b23..22f42ca343 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -663,6 +663,8 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("window_set_flag", "flag", "enabled", "window_id"), &DisplayServer::window_set_flag, DEFVAL(MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("window_get_flag", "flag", "window_id"), &DisplayServer::window_get_flag, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_get_safe_title_margins", "window_id"), &DisplayServer::window_get_safe_title_margins, DEFVAL(MAIN_WINDOW_ID));
+
ClassDB::bind_method(D_METHOD("window_request_attention", "window_id"), &DisplayServer::window_request_attention, DEFVAL(MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("window_move_to_foreground", "window_id"), &DisplayServer::window_move_to_foreground, DEFVAL(MAIN_WINDOW_ID));
@@ -677,6 +679,9 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("window_set_vsync_mode", "vsync_mode", "window_id"), &DisplayServer::window_set_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("window_get_vsync_mode", "window_id"), &DisplayServer::window_get_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_maximize_on_title_dbl_click"), &DisplayServer::window_maximize_on_title_dbl_click);
+ ClassDB::bind_method(D_METHOD("window_minimize_on_title_dbl_click"), &DisplayServer::window_minimize_on_title_dbl_click);
+
ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection);
ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text);
@@ -733,6 +738,7 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_SWAP_BUFFERS);
BIND_ENUM_CONSTANT(FEATURE_CLIPBOARD_PRIMARY);
BIND_ENUM_CONSTANT(FEATURE_TEXT_TO_SPEECH);
+ BIND_ENUM_CONSTANT(FEATURE_EXTEND_TO_TITLE);
BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE);
BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);
@@ -792,6 +798,7 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(WINDOW_FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(WINDOW_FLAG_NO_FOCUS);
BIND_ENUM_CONSTANT(WINDOW_FLAG_POPUP);
+ BIND_ENUM_CONSTANT(WINDOW_FLAG_EXTEND_TO_TITLE);
BIND_ENUM_CONSTANT(WINDOW_FLAG_MAX);
BIND_ENUM_CONSTANT(WINDOW_EVENT_MOUSE_ENTER);
diff --git a/servers/display_server.h b/servers/display_server.h
index 4e52c58633..0b162fe491 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -122,6 +122,7 @@ public:
FEATURE_KEEP_SCREEN_ON,
FEATURE_CLIPBOARD_PRIMARY,
FEATURE_TEXT_TO_SPEECH,
+ FEATURE_EXTEND_TO_TITLE,
};
virtual bool has_feature(Feature p_feature) const = 0;
@@ -289,6 +290,7 @@ public:
WINDOW_FLAG_TRANSPARENT,
WINDOW_FLAG_NO_FOCUS,
WINDOW_FLAG_POPUP,
+ WINDOW_FLAG_EXTEND_TO_TITLE,
WINDOW_FLAG_MAX,
};
@@ -300,6 +302,7 @@ public:
WINDOW_FLAG_TRANSPARENT_BIT = (1 << WINDOW_FLAG_TRANSPARENT),
WINDOW_FLAG_NO_FOCUS_BIT = (1 << WINDOW_FLAG_NO_FOCUS),
WINDOW_FLAG_POPUP_BIT = (1 << WINDOW_FLAG_POPUP),
+ WINDOW_FLAG_EXTEND_TO_TITLE_BIT = (1 << WINDOW_FLAG_EXTEND_TO_TITLE),
};
virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i());
@@ -371,6 +374,8 @@ public:
virtual void window_request_attention(WindowID p_window = MAIN_WINDOW_ID) = 0;
virtual void window_move_to_foreground(WindowID p_window = MAIN_WINDOW_ID) = 0;
+ virtual Vector2i window_get_safe_title_margins(WindowID p_window = MAIN_WINDOW_ID) const { return Vector2i(); };
+
virtual bool window_can_draw(WindowID p_window = MAIN_WINDOW_ID) const = 0;
virtual bool can_any_window_draw() const = 0;
@@ -378,6 +383,9 @@ public:
virtual void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID);
virtual void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID);
+ virtual bool window_maximize_on_title_dbl_click() const { return false; }
+ virtual bool window_minimize_on_title_dbl_click() const { return false; }
+
// necessary for GL focus, may be able to use one of the existing functions for this, not sure yet
virtual void gl_window_make_current(DisplayServer::WindowID p_window_id);
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index 268beb1a55..ef6a6b1ae2 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -44,7 +44,7 @@ void GodotBody2D::update_mass_properties() {
//update shapes and motions
switch (mode) {
- case PhysicsServer2D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer2D::BODY_MODE_RIGID: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
@@ -113,7 +113,7 @@ void GodotBody2D::update_mass_properties() {
_inv_inertia = 0;
_inv_mass = 0;
} break;
- case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: {
_inv_inertia = 0;
_inv_mass = 1.0 / mass;
@@ -160,7 +160,7 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
- if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (mode >= PhysicsServer2D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} break;
@@ -168,13 +168,13 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian
real_t inertia_value = p_value;
if (inertia_value <= 0.0) {
calculate_inertia = true;
- if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer2D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
inertia = inertia_value;
- if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer2D::BODY_MODE_RIGID) {
_inv_inertia = 1.0 / inertia;
}
}
@@ -267,7 +267,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
first_time_kinematic = true;
}
} break;
- case PhysicsServer2D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer2D::BODY_MODE_RIGID: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
_inv_inertia = 1.0 / inertia;
@@ -277,7 +277,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
set_active(true);
} break;
- case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = 0;
angular_velocity = 0;
@@ -358,7 +358,7 @@ void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p
} break;
case PhysicsServer2D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
+ if (mode >= PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) {
set_active(true);
}
@@ -661,7 +661,7 @@ void GodotBody2D::wakeup_neighbours() {
continue;
}
GodotBody2D *b = n[i];
- if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (b->mode < PhysicsServer2D::BODY_MODE_RIGID) {
continue;
}
diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h
index 4b87a69d5c..409940d4f8 100644
--- a/servers/physics_2d/godot_body_2d.h
+++ b/servers/physics_2d/godot_body_2d.h
@@ -42,7 +42,7 @@ class GodotConstraint2D;
class GodotPhysicsDirectBodyState2D;
class GodotBody2D : public GodotCollisionObject2D {
- PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
+ PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID;
Vector2 biased_linear_velocity;
real_t biased_angular_velocity = 0.0;
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index 4166191be8..afcc5af951 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -643,7 +643,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
//compute displacement from linear velocity
@@ -948,7 +948,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
- if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
Vector2 lv = b->get_linear_velocity();
//compute displacement from linear velocity
@@ -1218,7 +1218,7 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
GodotSpace2D::GodotSpace2D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index 0603458acd..46718c8819 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -42,7 +42,7 @@ void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
- // Only dynamic bodies are tested for activation.
+ // Only rigid bodies are tested for activation.
p_body_island.push_back(p_body);
}
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index 4c89106839..b632f7f461 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -56,7 +56,7 @@ void GodotBody3D::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
@@ -154,7 +154,7 @@ void GodotBody3D::update_mass_properties() {
_inv_inertia = Vector3();
_inv_mass = 0;
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
@@ -201,7 +201,7 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} break;
@@ -209,12 +209,12 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
inertia = p_value;
if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
calculate_inertia = true;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependent();
@@ -263,7 +263,7 @@ Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
return mass;
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
return _inv_inertia.inverse();
} else {
return Vector3();
@@ -315,7 +315,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
_update_transform_dependent();
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
principal_inertia_axes_local = Basis();
@@ -327,7 +327,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
set_active(true);
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = Vector3();
angular_velocity = Vector3();
@@ -407,7 +407,7 @@ void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
set_active(true);
}
@@ -744,7 +744,7 @@ void GodotBody3D::wakeup_neighbours() {
continue;
}
GodotBody3D *b = n[i];
- if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) {
continue;
}
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index 93bd5a0071..2153ca4e91 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -40,7 +40,7 @@ class GodotConstraint3D;
class GodotPhysicsDirectBodyState3D;
class GodotBody3D : public GodotCollisionObject3D {
- PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
Vector3 linear_velocity;
Vector3 angular_velocity;
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index 074232dd66..76d59202c9 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -1249,7 +1249,7 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
GodotSpace3D::GodotSpace3D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index f384c829a4..bfedcd29c0 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -44,7 +44,7 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
- // Only dynamic bodies are tested for activation.
+ // Only rigid bodies are tested for activation.
p_body_island.push_back(p_body);
}
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index bfb5cd8106..ca9c9c8fc4 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -817,8 +817,8 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_MODE_STATIC);
BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC);
- BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC);
- BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LINEAR);
+ BIND_ENUM_CONSTANT(BODY_MODE_RIGID);
+ BIND_ENUM_CONSTANT(BODY_MODE_RIGID_LINEAR);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index d0c5a7189b..071ff5ffe9 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -348,8 +348,8 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_DYNAMIC,
- BODY_MODE_DYNAMIC_LINEAR,
+ BODY_MODE_RIGID,
+ BODY_MODE_RIGID_LINEAR,
};
virtual RID body_create() = 0;
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 6dd5be9ea8..fc32e1f665 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -988,8 +988,8 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_MODE_STATIC);
BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC);
- BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC);
- BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LINEAR);
+ BIND_ENUM_CONSTANT(BODY_MODE_RIGID);
+ BIND_ENUM_CONSTANT(BODY_MODE_RIGID_LINEAR);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index d5c4d9713b..6237ed67aa 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -381,8 +381,8 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_DYNAMIC,
- BODY_MODE_DYNAMIC_LINEAR,
+ BODY_MODE_RIGID,
+ BODY_MODE_RIGID_LINEAR,
};
enum BodyDampMode {
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index 17ca1986c6..ef17ceb98c 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -269,7 +269,7 @@ public:
//spot
radius *= shared->cone_overfit; // overfit icosphere
- real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius;
+ real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
//approximate, probably better to use a cone support function
float max_d = -1e20;
float min_d = 1e20;
@@ -293,7 +293,7 @@ public:
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
- float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
+ float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
} else {
e.touches_near = false;
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 0f896a8aa7..874409b885 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -1604,7 +1604,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
ScreenSpaceReflectionFilterPushConstant push_constant;
push_constant.view_index = v;
push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index eaef5ba39c..66e984174c 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1924,7 +1924,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
@@ -2362,7 +2362,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
@@ -2800,7 +2800,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
l.color[1] = color.g;
l.color[2] = color.b;
- l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index d3601274b5..1d6b158d65 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1232,7 +1232,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 937585c98b..67c929b724 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1600,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
real_t farp = p_far;
real_t aspect = 1.0;
- real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d8499681ad..dd42271c95 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2862,7 +2862,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+ light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
@@ -2877,7 +2877,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
@@ -3092,7 +3092,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
+ light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.mask = light_storage->light_get_cull_mask(base);
@@ -3193,7 +3193,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
Projection cm = li->shadow_transform[0].camera;
- float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 882afdfa54..7b58cc08dd 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -352,7 +352,7 @@ AABB LightStorage::light_get_aabb(RID p_light) const {
switch (light->type) {
case RS::LIGHT_SPOT: {
float len = light->param[RS::LIGHT_PARAM_RANGE];
- float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case RS::LIGHT_OMNI: {
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 9f5eb85c2f..80c4ecea2d 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2146,7 +2146,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
if (soft_shadow_angle > 0.0) {
float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
- soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
+ soft_shadow_expand = Math::tan(Math::deg_to_rad(soft_shadow_angle)) * z_range;
x_max += soft_shadow_expand;
y_max += soft_shadow_expand;
@@ -3125,8 +3125,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- float w = radius * Math::sin(Math::deg2rad(angle));
- float d = radius * Math::cos(Math::deg2rad(angle));
+ float w = radius * Math::sin(Math::deg_to_rad(angle));
+ float d = radius * Math::cos(Math::deg_to_rad(angle));
Vector3 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
diff --git a/tests/core/math/test_quaternion.h b/tests/core/math/test_quaternion.h
index 94eef6c463..1b80ffba0b 100644
--- a/tests/core/math/test_quaternion.h
+++ b/tests/core/math/test_quaternion.h
@@ -41,9 +41,9 @@
namespace TestQuaternion {
Quaternion quat_euler_yxz_deg(Vector3 angle) {
- double yaw = Math::deg2rad(angle[1]);
- double pitch = Math::deg2rad(angle[0]);
- double roll = Math::deg2rad(angle[2]);
+ double yaw = Math::deg_to_rad(angle[1]);
+ double pitch = Math::deg_to_rad(angle[0]);
+ double roll = Math::deg_to_rad(angle[2]);
// Generate YXZ (Z-then-X-then-Y) Quaternion using single-axis Euler
// constructor and quaternion product, both tested separately.
@@ -77,7 +77,7 @@ TEST_CASE("[Quaternion] Construct x,y,z,w") {
TEST_CASE("[Quaternion] Construct AxisAngle 1") {
// Easy to visualize: 120 deg about X-axis.
- Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg2rad(120.0));
+ Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
// 0.866 isn't close enough; doctest::Approx doesn't cut much slack!
CHECK(q[0] == doctest::Approx(0.866025)); // Sine of half the angle.
@@ -88,7 +88,7 @@ TEST_CASE("[Quaternion] Construct AxisAngle 1") {
TEST_CASE("[Quaternion] Construct AxisAngle 2") {
// Easy to visualize: 30 deg about Y-axis.
- Quaternion q(Vector3(0.0, 1.0, 0.0), Math::deg2rad(30.0));
+ Quaternion q(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
CHECK(q[0] == doctest::Approx(0.0));
CHECK(q[1] == doctest::Approx(0.258819)); // Sine of half the angle.
@@ -98,7 +98,7 @@ TEST_CASE("[Quaternion] Construct AxisAngle 2") {
TEST_CASE("[Quaternion] Construct AxisAngle 3") {
// Easy to visualize: 60 deg about Z-axis.
- Quaternion q(Vector3(0.0, 0.0, 1.0), Math::deg2rad(60.0));
+ Quaternion q(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
CHECK(q[0] == doctest::Approx(0.0));
CHECK(q[1] == doctest::Approx(0.0));
@@ -109,7 +109,7 @@ TEST_CASE("[Quaternion] Construct AxisAngle 3") {
TEST_CASE("[Quaternion] Construct AxisAngle 4") {
// More complex & hard to visualize, so test w/ data from online calculator.
Vector3 axis(1.0, 2.0, 0.5);
- Quaternion q(axis.normalized(), Math::deg2rad(35.0));
+ Quaternion q(axis.normalized(), Math::deg_to_rad(35.0));
CHECK(q[0] == doctest::Approx(0.131239));
CHECK(q[1] == doctest::Approx(0.262478));
@@ -119,7 +119,7 @@ TEST_CASE("[Quaternion] Construct AxisAngle 4") {
TEST_CASE("[Quaternion] Construct from Quaternion") {
Vector3 axis(1.0, 2.0, 0.5);
- Quaternion q_src(axis.normalized(), Math::deg2rad(35.0));
+ Quaternion q_src(axis.normalized(), Math::deg_to_rad(35.0));
Quaternion q(q_src);
CHECK(q[0] == doctest::Approx(0.131239));
@@ -129,9 +129,9 @@ TEST_CASE("[Quaternion] Construct from Quaternion") {
}
TEST_CASE("[Quaternion] Construct Euler SingleAxis") {
- double yaw = Math::deg2rad(45.0);
- double pitch = Math::deg2rad(30.0);
- double roll = Math::deg2rad(10.0);
+ double yaw = Math::deg_to_rad(45.0);
+ double pitch = Math::deg_to_rad(30.0);
+ double roll = Math::deg_to_rad(10.0);
Vector3 euler_y(0.0, yaw, 0.0);
Quaternion q_y(euler_y);
@@ -156,9 +156,9 @@ TEST_CASE("[Quaternion] Construct Euler SingleAxis") {
}
TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
- double yaw = Math::deg2rad(45.0);
- double pitch = Math::deg2rad(30.0);
- double roll = Math::deg2rad(10.0);
+ double yaw = Math::deg_to_rad(45.0);
+ double pitch = Math::deg_to_rad(30.0);
+ double roll = Math::deg_to_rad(10.0);
// Generate YXZ comparision data (Z-then-X-then-Y) using single-axis Euler
// constructor and quaternion product, both tested separately.
@@ -187,9 +187,9 @@ TEST_CASE("[Quaternion] Construct Euler YXZ dynamic axes") {
}
TEST_CASE("[Quaternion] Construct Basis Euler") {
- double yaw = Math::deg2rad(45.0);
- double pitch = Math::deg2rad(30.0);
- double roll = Math::deg2rad(10.0);
+ double yaw = Math::deg_to_rad(45.0);
+ double pitch = Math::deg_to_rad(30.0);
+ double roll = Math::deg_to_rad(10.0);
Vector3 euler_yxz(pitch, yaw, roll);
Quaternion q_yxz(euler_yxz);
Basis basis_axes(euler_yxz);
@@ -199,7 +199,7 @@ TEST_CASE("[Quaternion] Construct Basis Euler") {
TEST_CASE("[Quaternion] Construct Basis Axes") {
// Arbitrary Euler angles.
- Vector3 euler_yxz(Math::deg2rad(31.41), Math::deg2rad(-49.16), Math::deg2rad(12.34));
+ Vector3 euler_yxz(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
// Basis vectors from online calculation of rotation matrix.
Vector3 i_unit(0.5545787, 0.1823950, 0.8118957);
Vector3 j_unit(-0.5249245, 0.8337420, 0.1712555);
@@ -248,9 +248,9 @@ TEST_CASE("[Quaternion] Product (book)") {
}
TEST_CASE("[Quaternion] Product") {
- double yaw = Math::deg2rad(45.0);
- double pitch = Math::deg2rad(30.0);
- double roll = Math::deg2rad(10.0);
+ double yaw = Math::deg_to_rad(45.0);
+ double pitch = Math::deg_to_rad(30.0);
+ double roll = Math::deg_to_rad(10.0);
Vector3 euler_y(0.0, yaw, 0.0);
Quaternion q_y(euler_y);
@@ -292,7 +292,7 @@ TEST_CASE("[Quaternion] Product") {
TEST_CASE("[Quaternion] xform unit vectors") {
// Easy to visualize: 120 deg about X-axis.
// Transform the i, j, & k unit vectors.
- Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg2rad(120.0));
+ Quaternion q(Vector3(1.0, 0.0, 0.0), Math::deg_to_rad(120.0));
Vector3 i_t = q.xform(Vector3(1.0, 0.0, 0.0));
Vector3 j_t = q.xform(Vector3(0.0, 1.0, 0.0));
Vector3 k_t = q.xform(Vector3(0.0, 0.0, 1.0));
@@ -305,7 +305,7 @@ TEST_CASE("[Quaternion] xform unit vectors") {
CHECK(k_t.length_squared() == doctest::Approx(1.0));
// Easy to visualize: 30 deg about Y-axis.
- q = Quaternion(Vector3(0.0, 1.0, 0.0), Math::deg2rad(30.0));
+ q = Quaternion(Vector3(0.0, 1.0, 0.0), Math::deg_to_rad(30.0));
i_t = q.xform(Vector3(1.0, 0.0, 0.0));
j_t = q.xform(Vector3(0.0, 1.0, 0.0));
k_t = q.xform(Vector3(0.0, 0.0, 1.0));
@@ -318,7 +318,7 @@ TEST_CASE("[Quaternion] xform unit vectors") {
CHECK(k_t.length_squared() == doctest::Approx(1.0));
// Easy to visualize: 60 deg about Z-axis.
- q = Quaternion(Vector3(0.0, 0.0, 1.0), Math::deg2rad(60.0));
+ q = Quaternion(Vector3(0.0, 0.0, 1.0), Math::deg_to_rad(60.0));
i_t = q.xform(Vector3(1.0, 0.0, 0.0));
j_t = q.xform(Vector3(0.0, 1.0, 0.0));
k_t = q.xform(Vector3(0.0, 0.0, 1.0));
@@ -333,7 +333,7 @@ TEST_CASE("[Quaternion] xform unit vectors") {
TEST_CASE("[Quaternion] xform vector") {
// Arbitrary quaternion rotates an arbitrary vector.
- Vector3 euler_yzx(Math::deg2rad(31.41), Math::deg2rad(-49.16), Math::deg2rad(12.34));
+ Vector3 euler_yzx(Math::deg_to_rad(31.41), Math::deg_to_rad(-49.16), Math::deg_to_rad(12.34));
Basis basis_axes(euler_yzx);
Quaternion q(basis_axes);