summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--.github/workflows/linux_builds.yml14
-rw-r--r--core/extension/extension_api_dump.cpp9
-rw-r--r--doc/classes/BaseMaterial3D.xml4
-rw-r--r--doc/classes/CanvasItem.xml4
-rw-r--r--doc/classes/ProjectSettings.xml1
-rw-r--r--editor/scene_tree_editor.cpp4
-rw-r--r--modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs70
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs65
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs80
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs35
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs219
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs2
-rw-r--r--modules/mono/mono_gd/gd_mono.cpp4
-rw-r--r--modules/text_server_adv/text_server_adv.cpp2
-rw-r--r--modules/text_server_fb/text_server_fb.cpp2
-rw-r--r--scene/gui/tree.cpp34
-rw-r--r--scene/gui/tree.h7
18 files changed, 355 insertions, 203 deletions
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index 2999154fd3..dbb72ae095 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -26,7 +26,7 @@ jobs:
target: release_debug
tools: true
tests: false # Disabled due freeze caused by mix Mono build and CI
- sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no
+ sconsflags: module_mono_enabled=yes
doc-test: true
bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
build-mono: true
@@ -64,7 +64,7 @@ jobs:
target: release
tools: false
tests: false
- sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no debug_symbols=no
+ sconsflags: module_mono_enabled=yes debug_symbols=no
build-mono: false
artifact: true
@@ -126,16 +126,6 @@ jobs:
run: |
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
- # Rebuild with mono
- - name: Compilation (mono_glue=yes)
- uses: ./.github/actions/godot-build
- if: ${{ matrix.build-mono }}
- with:
- sconsflags: ${{ env.SCONSFLAGS }} ${{ matrix.sconsflags }} mono_glue=yes
- platform: linuxbsd
- target: ${{ matrix.target }}
- tools: ${{ matrix.tools }}
-
# Execute unit tests for the editor
- name: Unit tests
if: ${{ matrix.tests }}
diff --git a/core/extension/extension_api_dump.cpp b/core/extension/extension_api_dump.cpp
index 867b1fc637..7023d4aa9b 100644
--- a/core/extension/extension_api_dump.cpp
+++ b/core/extension/extension_api_dump.cpp
@@ -52,6 +52,9 @@ static String get_type_name(const PropertyInfo &p_info) {
if (p_info.type == Variant::INT && (p_info.usage & (PROPERTY_USAGE_CLASS_IS_BITFIELD))) {
return String("bitfield::") + String(p_info.class_name);
}
+ if (p_info.type == Variant::INT && (p_info.usage & PROPERTY_USAGE_ARRAY)) {
+ return "int";
+ }
if (p_info.class_name != StringName()) {
return p_info.class_name;
}
@@ -840,12 +843,16 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
List<PropertyInfo> property_list;
ClassDB::get_property_list(class_name, &property_list, true);
for (const PropertyInfo &F : property_list) {
- if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP) {
+ if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP || (F.type == Variant::NIL && F.usage & PROPERTY_USAGE_ARRAY)) {
continue; //not real properties
}
if (F.name.begins_with("_")) {
continue; //hidden property
}
+ if (F.name.find("/") >= 0) {
+ // Ignore properties with '/' (slash) in the name. These are only meant for use in the inspector.
+ continue;
+ }
StringName property_name = F.name;
Dictionary d2;
d2["type"] = get_type_name(F);
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index bf680aa88c..fcdf59e36e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -498,10 +498,10 @@
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera.
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="4" enum="TextureFilter">
- The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera.
+ The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter">
- The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing.
+ The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="TEXTURE_FILTER_MAX" value="6" enum="TextureFilter">
Represents the size of the [enum TextureFilter] enum.
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index a230806c08..fe1fe498d1 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -603,11 +603,11 @@
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter">
- The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera.
+ The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate.
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter">
- The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing.
+ The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate.
</constant>
<constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9e2c3440c7..0cee71b613 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1948,6 +1948,7 @@
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter].
+ [b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on 2D and 3D materials. For this setting to have an effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this setting to have an effect in 2D, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
diff --git a/editor/scene_tree_editor.cpp b/editor/scene_tree_editor.cpp
index 5f1c0bd26d..b977b012a8 100644
--- a/editor/scene_tree_editor.cpp
+++ b/editor/scene_tree_editor.cpp
@@ -603,7 +603,9 @@ bool SceneTreeEditor::_update_filter(TreeItem *p_parent, bool p_scroll_to_select
}
if (!keep) {
- keep = filter.is_subsequence_ofn(p_parent->get_text(0));
+ StringName node_type = get_node(p_parent->get_metadata(0))->get_class();
+ bool is_kept_by_type = (filter.begins_with("type:") && filter.trim_prefix("type:").is_subsequence_ofn(node_type)) || (filter.begins_with("t:") && filter.trim_prefix("t:").is_subsequence_ofn(node_type));
+ keep = (filter.is_subsequence_ofn(p_parent->get_text(0)) || is_kept_by_type);
}
p_parent->set_visible(keep);
diff --git a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
index 188bbb775c..069908c426 100644
--- a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
+++ b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
@@ -26,7 +26,7 @@ public partial class _CLASS_ : _BASE_
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
- Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
+ Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.x = direction.x * Speed;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 646681a9b1..4cb9bf5758 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -618,41 +618,6 @@ namespace Godot
return tr;
}
- /// <summary>
- /// Returns a vector transformed (multiplied) by the basis matrix.
- /// </summary>
- /// <seealso cref="XformInv(Vector3)"/>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- public Vector3 Xform(Vector3 v)
- {
- return new Vector3
- (
- Row0.Dot(v),
- Row1.Dot(v),
- Row2.Dot(v)
- );
- }
-
- /// <summary>
- /// Returns a vector transformed (multiplied) by the transposed basis matrix.
- ///
- /// Note: This results in a multiplication by the inverse of the
- /// basis matrix only if it represents a rotation-reflection.
- /// </summary>
- /// <seealso cref="Xform(Vector3)"/>
- /// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transformed vector.</returns>
- public Vector3 XformInv(Vector3 v)
- {
- return new Vector3
- (
- Row0[0] * v.x + Row1[0] * v.y + Row2[0] * v.z,
- Row0[1] * v.x + Row1[1] * v.y + Row2[1] * v.z,
- Row0[2] * v.x + Row1[2] * v.y + Row2[2] * v.z
- );
- }
-
private static readonly Basis[] _orthoBases = {
new Basis(1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f, 1f),
new Basis(0f, -1f, 0f, 1f, 0f, 0f, 0f, 0f, 1f),
@@ -857,6 +822,41 @@ namespace Godot
}
/// <summary>
+ /// Returns a Vector3 transformed (multiplied) by the basis matrix.
+ /// </summary>
+ /// <param name="basis">The basis matrix transformation to apply.</param>
+ /// <param name="vector">A Vector3 to transform.</param>
+ /// <returns>The transformed Vector3.</returns>
+ public static Vector3 operator *(Basis basis, Vector3 vector)
+ {
+ return new Vector3
+ (
+ basis.Row0.Dot(vector),
+ basis.Row1.Dot(vector),
+ basis.Row2.Dot(vector)
+ );
+ }
+
+ /// <summary>
+ /// Returns a Vector3 transformed (multiplied) by the transposed basis matrix.
+ ///
+ /// Note: This results in a multiplication by the inverse of the
+ /// basis matrix only if it represents a rotation-reflection.
+ /// </summary>
+ /// <param name="vector">A Vector3 to inversely transform.</param>
+ /// <param name="basis">The basis matrix transformation to apply.</param>
+ /// <returns>The inversely transformed vector.</returns>
+ public static Vector3 operator *(Vector3 vector, Basis basis)
+ {
+ return new Vector3
+ (
+ basis.Row0[0] * vector.x + basis.Row1[0] * vector.y + basis.Row2[0] * vector.z,
+ basis.Row0[1] * vector.x + basis.Row1[1] * vector.y + basis.Row2[1] * vector.z,
+ basis.Row0[2] * vector.x + basis.Row1[2] * vector.y + basis.Row2[2] * vector.z
+ );
+ }
+
+ /// <summary>
/// Returns <see langword="true"/> if the basis matrices are exactly
/// equal. Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
index df16fe5718..3dcf433c4a 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
@@ -355,7 +355,7 @@ namespace Godot
public int GetPixelsPerMeter(int forPixelWidth)
{
- Vector3 result = Xform(new Vector3(1, 0, -1));
+ Vector3 result = this * new Vector3(1, 0, -1);
return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
}
@@ -588,22 +588,54 @@ namespace Godot
}
/// <summary>
- /// Returns a vector transformed (multiplied) by this projection.
+ /// Returns a Vector4 transformed (multiplied) by the projection.
/// </summary>
/// <param name="proj">The projection to apply.</param>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- public static Vector4 operator *(Projection proj, Vector4 v)
+ /// <param name="vector">A Vector4 to transform.</param>
+ /// <returns>The transformed Vector4.</returns>
+ public static Vector4 operator *(Projection proj, Vector4 vector)
{
return new Vector4(
- proj.x.x * v.x + proj.y.x * v.y + proj.z.x * v.z + proj.w.x * v.w,
- proj.x.y * v.x + proj.y.y * v.y + proj.z.y * v.z + proj.w.y * v.w,
- proj.x.z * v.x + proj.y.z * v.y + proj.z.z * v.z + proj.w.z * v.w,
- proj.x.w * v.x + proj.y.w * v.y + proj.z.w * v.z + proj.w.w * v.w
+ proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x * vector.w,
+ proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y * vector.w,
+ proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z * vector.w,
+ proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w * vector.w
);
}
/// <summary>
+ /// Returns a Vector4 transformed (multiplied) by the inverse projection.
+ /// </summary>
+ /// <param name="proj">The projection to apply.</param>
+ /// <param name="vector">A Vector4 to transform.</param>
+ /// <returns>The inversely transformed Vector4.</returns>
+ public static Vector4 operator *(Vector4 vector, Projection proj)
+ {
+ return new Vector4(
+ proj.x.x * vector.x + proj.x.y * vector.y + proj.x.z * vector.z + proj.x.w * vector.w,
+ proj.y.x * vector.x + proj.y.y * vector.y + proj.y.z * vector.z + proj.y.w * vector.w,
+ proj.z.x * vector.x + proj.z.y * vector.y + proj.z.z * vector.z + proj.z.w * vector.w,
+ proj.w.x * vector.x + proj.w.y * vector.y + proj.w.z * vector.z + proj.w.w * vector.w
+ );
+ }
+
+ /// <summary>
+ /// Returns a Vector3 transformed (multiplied) by the projection.
+ /// </summary>
+ /// <param name="proj">The projection to apply.</param>
+ /// <param name="vector">A Vector3 to transform.</param>
+ /// <returns>The transformed Vector3.</returns>
+ public static Vector3 operator *(Projection proj, Vector3 vector)
+ {
+ Vector3 ret = new Vector3(
+ proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x,
+ proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y,
+ proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z
+ );
+ return ret / (proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w);
+ }
+
+ /// <summary>
/// Returns <see langword="true"/> if the projections are exactly equal.
/// </summary>
/// <param name="left">The left projection.</param>
@@ -714,21 +746,6 @@ namespace Godot
}
}
- /// <summary>
- /// Returns a vector transformed (multiplied) by this projection.
- /// </summary>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- private Vector3 Xform(Vector3 v)
- {
- Vector3 ret = new Vector3(
- x.x * v.x + y.x * v.y + z.x * v.z + w.x,
- x.y * v.x + y.y * v.y + z.y * v.z + w.y,
- x.z * v.x + y.z * v.y + z.z * v.z + w.z
- );
- return ret / (x.w * v.x + y.w * v.y + z.w * v.z + w.w);
- }
-
// Constants
private static readonly Projection _zero = new Projection(
new Vector4(0, 0, 0, 0),
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index 90e4e3b41e..4260ff22e7 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -313,24 +313,6 @@ namespace Godot
);
}
- /// <summary>
- /// Returns a vector transformed (multiplied) by this quaternion.
- /// </summary>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- public Vector3 Xform(Vector3 v)
- {
-#if DEBUG
- if (!IsNormalized())
- {
- throw new InvalidOperationException("Quaternion is not normalized");
- }
-#endif
- var u = new Vector3(x, y, z);
- Vector3 uv = u.Cross(v);
- return v + (((uv * w) + u.Cross(uv)) * 2);
- }
-
// Constants
private static readonly Quaternion _identity = new Quaternion(0, 0, 0, 1);
@@ -461,6 +443,36 @@ namespace Godot
}
/// <summary>
+ /// Returns a Vector3 rotated (multiplied) by the quaternion.
+ /// </summary>
+ /// <param name="quaternion">The quaternion to rotate by.</param>
+ /// <param name="vector">A Vector3 to transform.</param>
+ /// <returns>The rotated Vector3.</returns>
+ public static Vector3 operator *(Quaternion quaternion, Vector3 vector)
+ {
+#if DEBUG
+ if (!quaternion.IsNormalized())
+ {
+ throw new InvalidOperationException("Quaternion is not normalized");
+ }
+#endif
+ var u = new Vector3(quaternion.x, quaternion.y, quaternion.z);
+ Vector3 uv = u.Cross(vector);
+ return vector + (((uv * quaternion.w) + u.Cross(uv)) * 2);
+ }
+
+ /// <summary>
+ /// Returns a Vector3 rotated (multiplied) by the inverse quaternion.
+ /// </summary>
+ /// <param name="vector">A Vector3 to inversely rotate.</param>
+ /// <param name="quaternion">The quaternion to rotate by.</param>
+ /// <returns>The inversely rotated Vector3.</returns>
+ public static Vector3 operator *(Vector3 vector, Quaternion quaternion)
+ {
+ return quaternion.Inverse() * vector;
+ }
+
+ /// <summary>
/// Adds each component of the left <see cref="Quaternion"/>
/// to the right <see cref="Quaternion"/>. This operation is not
/// meaningful on its own, but it can be used as a part of a
@@ -503,38 +515,6 @@ namespace Godot
}
/// <summary>
- /// Rotates (multiplies) the <see cref="Vector3"/>
- /// by the given <see cref="Quaternion"/>.
- /// </summary>
- /// <param name="quat">The quaternion to rotate by.</param>
- /// <param name="vec">The vector to rotate.</param>
- /// <returns>The rotated vector.</returns>
- public static Vector3 operator *(Quaternion quat, Vector3 vec)
- {
-#if DEBUG
- if (!quat.IsNormalized())
- {
- throw new InvalidOperationException("Quaternion is not normalized.");
- }
-#endif
- var u = new Vector3(quat.x, quat.y, quat.z);
- Vector3 uv = u.Cross(vec);
- return vec + (((uv * quat.w) + u.Cross(uv)) * 2);
- }
-
- /// <summary>
- /// Inversely rotates (multiplies) the <see cref="Vector3"/>
- /// by the given <see cref="Quaternion"/>.
- /// </summary>
- /// <param name="vec">The vector to rotate.</param>
- /// <param name="quat">The quaternion to rotate by.</param>
- /// <returns>The inversely rotated vector.</returns>
- public static Vector3 operator *(Vector3 vec, Quaternion quat)
- {
- return quat.Inverse() * vec;
- }
-
- /// <summary>
/// Multiplies each component of the <see cref="Quaternion"/>
/// by the given <see cref="real_t"/>. This operation is not
/// meaningful on its own, but it can be used as a part of a
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index ab2c0cd785..70cf8bbe22 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -384,31 +384,6 @@ namespace Godot
return copy;
}
- /// <summary>
- /// Returns a vector transformed (multiplied) by this transformation matrix.
- /// </summary>
- /// <seealso cref="XformInv(Vector2)"/>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- [Obsolete("Xform is deprecated. Use the multiplication operator (Transform2D * Vector2) instead.")]
- public Vector2 Xform(Vector2 v)
- {
- return new Vector2(Tdotx(v), Tdoty(v)) + origin;
- }
-
- /// <summary>
- /// Returns a vector transformed (multiplied) by the inverse transformation matrix.
- /// </summary>
- /// <seealso cref="Xform(Vector2)"/>
- /// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transformed vector.</returns>
- [Obsolete("XformInv is deprecated. Use the multiplication operator (Vector2 * Transform2D) instead.")]
- public Vector2 XformInv(Vector2 v)
- {
- Vector2 vInv = v - origin;
- return new Vector2(x.Dot(vInv), y.Dot(vInv));
- }
-
// Constants
private static readonly Transform2D _identity = new Transform2D(1, 0, 0, 1, 0, 0);
private static readonly Transform2D _flipX = new Transform2D(-1, 0, 0, 1, 0, 0);
@@ -502,7 +477,7 @@ namespace Godot
}
/// <summary>
- /// Returns a Vector2 transformed (multiplied) by transformation matrix.
+ /// Returns a Vector2 transformed (multiplied) by the transformation matrix.
/// </summary>
/// <param name="transform">The transformation to apply.</param>
/// <param name="vector">A Vector2 to transform.</param>
@@ -525,7 +500,7 @@ namespace Godot
}
/// <summary>
- /// Returns a Rect2 transformed (multiplied) by transformation matrix.
+ /// Returns a Rect2 transformed (multiplied) by the transformation matrix.
/// </summary>
/// <param name="transform">The transformation to apply.</param>
/// <param name="rect">A Rect2 to transform.</param>
@@ -536,7 +511,7 @@ namespace Godot
Vector2 toX = transform.x * rect.Size.x;
Vector2 toY = transform.y * rect.Size.y;
- return new Rect2(pos, rect.Size).Expand(pos + toX).Expand(pos + toY).Expand(pos + toX + toY);
+ return new Rect2(pos, new Vector2()).Expand(pos + toX).Expand(pos + toY).Expand(pos + toX + toY);
}
/// <summary>
@@ -552,11 +527,11 @@ namespace Godot
Vector2 to2 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y + rect.Size.y) * transform;
Vector2 to3 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y) * transform;
- return new Rect2(pos, rect.Size).Expand(to1).Expand(to2).Expand(to3);
+ return new Rect2(pos, new Vector2()).Expand(to1).Expand(to2).Expand(to3);
}
/// <summary>
- /// Returns a copy of the given Vector2[] transformed (multiplied) by transformation matrix.
+ /// Returns a copy of the given Vector2[] transformed (multiplied) by the transformation matrix.
/// </summary>
/// <param name="transform">The transformation to apply.</param>
/// <param name="array">A Vector2[] to transform.</param>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index 810f55e150..5481225e3f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -108,7 +108,7 @@ namespace Godot
public Transform3D AffineInverse()
{
Basis basisInv = basis.Inverse();
- return new Transform3D(basisInv, basisInv.Xform(-origin));
+ return new Transform3D(basisInv, basisInv * -origin);
}
/// <summary>
@@ -147,7 +147,7 @@ namespace Godot
public Transform3D Inverse()
{
Basis basisTr = basis.Transposed();
- return new Transform3D(basisTr, basisTr.Xform(-origin));
+ return new Transform3D(basisTr, basisTr * -origin);
}
/// <summary>
@@ -286,43 +286,6 @@ namespace Godot
));
}
- /// <summary>
- /// Returns a vector transformed (multiplied) by this transformation matrix.
- /// </summary>
- /// <seealso cref="XformInv(Vector3)"/>
- /// <param name="v">A vector to transform.</param>
- /// <returns>The transformed vector.</returns>
- public Vector3 Xform(Vector3 v)
- {
- return new Vector3
- (
- basis.Row0.Dot(v) + origin.x,
- basis.Row1.Dot(v) + origin.y,
- basis.Row2.Dot(v) + origin.z
- );
- }
-
- /// <summary>
- /// Returns a vector transformed (multiplied) by the transposed transformation matrix.
- ///
- /// Note: This results in a multiplication by the inverse of the
- /// transformation matrix only if it represents a rotation-reflection.
- /// </summary>
- /// <seealso cref="Xform(Vector3)"/>
- /// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transformed vector.</returns>
- public Vector3 XformInv(Vector3 v)
- {
- Vector3 vInv = v - origin;
-
- return new Vector3
- (
- (basis.Row0[0] * vInv.x) + (basis.Row1[0] * vInv.y) + (basis.Row2[0] * vInv.z),
- (basis.Row0[1] * vInv.x) + (basis.Row1[1] * vInv.y) + (basis.Row2[1] * vInv.z),
- (basis.Row0[2] * vInv.x) + (basis.Row1[2] * vInv.y) + (basis.Row2[2] * vInv.z)
- );
- }
-
// Constants
private static readonly Transform3D _identity = new Transform3D(Basis.Identity, Vector3.Zero);
private static readonly Transform3D _flipX = new Transform3D(new Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1), Vector3.Zero);
@@ -399,12 +362,188 @@ namespace Godot
/// <returns>The composed transform.</returns>
public static Transform3D operator *(Transform3D left, Transform3D right)
{
- left.origin = left.Xform(right.origin);
+ left.origin = left * right.origin;
left.basis *= right.basis;
return left;
}
/// <summary>
+ /// Returns a Vector3 transformed (multiplied) by the transformation matrix.
+ /// </summary>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <param name="vector">A Vector3 to transform.</param>
+ /// <returns>The transformed Vector3.</returns>
+ public static Vector3 operator *(Transform3D transform, Vector3 vector)
+ {
+ return new Vector3
+ (
+ transform.basis.Row0.Dot(vector) + transform.origin.x,
+ transform.basis.Row1.Dot(vector) + transform.origin.y,
+ transform.basis.Row2.Dot(vector) + transform.origin.z
+ );
+ }
+
+ /// <summary>
+ /// Returns a Vector3 transformed (multiplied) by the transposed transformation matrix.
+ ///
+ /// Note: This results in a multiplication by the inverse of the
+ /// transformation matrix only if it represents a rotation-reflection.
+ /// </summary>
+ /// <param name="vector">A Vector3 to inversely transform.</param>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <returns>The inversely transformed Vector3.</returns>
+ public static Vector3 operator *(Vector3 vector, Transform3D transform)
+ {
+ Vector3 vInv = vector - transform.origin;
+
+ return new Vector3
+ (
+ (transform.basis.Row0[0] * vInv.x) + (transform.basis.Row1[0] * vInv.y) + (transform.basis.Row2[0] * vInv.z),
+ (transform.basis.Row0[1] * vInv.x) + (transform.basis.Row1[1] * vInv.y) + (transform.basis.Row2[1] * vInv.z),
+ (transform.basis.Row0[2] * vInv.x) + (transform.basis.Row1[2] * vInv.y) + (transform.basis.Row2[2] * vInv.z)
+ );
+ }
+
+ /// <summary>
+ /// Returns an AABB transformed (multiplied) by the transformation matrix.
+ /// </summary>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <param name="aabb">An AABB to transform.</param>
+ /// <returns>The transformed AABB.</returns>
+ public static AABB operator *(Transform3D transform, AABB aabb)
+ {
+ Vector3 min = aabb.Position;
+ Vector3 max = aabb.Position + aabb.Size;
+
+ Vector3 tmin = transform.origin;
+ Vector3 tmax = transform.origin;
+ for (int i = 0; i < 3; i++)
+ {
+ for (int j = 0; j < 3; j++)
+ {
+ real_t e = transform.basis[i][j] * min[j];
+ real_t f = transform.basis[i][j] * max[j];
+ if (e < f)
+ {
+ tmin[i] += e;
+ tmax[i] += f;
+ }
+ else
+ {
+ tmin[i] += f;
+ tmax[i] += e;
+ }
+ }
+ }
+
+ return new AABB(tmin, tmax - tmin);
+ }
+
+ /// <summary>
+ /// Returns an AABB transformed (multiplied) by the inverse transformation matrix.
+ /// </summary>
+ /// <param name="aabb">An AABB to inversely transform.</param>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <returns>The inversely transformed AABB.</returns>
+ public static AABB operator *(AABB aabb, Transform3D transform)
+ {
+ Vector3 pos = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
+ Vector3 to1 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
+ Vector3 to2 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
+ Vector3 to3 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z) * transform;
+ Vector3 to4 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
+ Vector3 to5 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
+ Vector3 to6 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
+ Vector3 to7 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z) * transform;
+
+ return new AABB(pos, new Vector3()).Expand(to1).Expand(to2).Expand(to3).Expand(to4).Expand(to5).Expand(to6).Expand(to7);
+ }
+
+ /// <summary>
+ /// Returns a Plane transformed (multiplied) by the transformation matrix.
+ /// </summary>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <param name="plane">A Plane to transform.</param>
+ /// <returns>The transformed Plane.</returns>
+ public static Plane operator *(Transform3D transform, Plane plane)
+ {
+ Basis bInvTrans = transform.basis.Inverse().Transposed();
+
+ // Transform a single point on the plane.
+ Vector3 point = transform * (plane.Normal * plane.D);
+
+ // Use inverse transpose for correct normals with non-uniform scaling.
+ Vector3 normal = (bInvTrans * plane.Normal).Normalized();
+
+ real_t d = normal.Dot(point);
+ return new Plane(normal, d);
+ }
+
+ /// <summary>
+ /// Returns a Plane transformed (multiplied) by the inverse transformation matrix.
+ /// </summary>
+ /// <param name="plane">A Plane to inversely transform.</param>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <returns>The inversely transformed Plane.</returns>
+ public static Plane operator *(Plane plane, Transform3D transform)
+ {
+ Transform3D tInv = transform.AffineInverse();
+ Basis bTrans = transform.basis.Transposed();
+
+ // Transform a single point on the plane.
+ Vector3 point = tInv * (plane.Normal * plane.D);
+
+ // Note that instead of precalculating the transpose, an alternative
+ // would be to use the transpose for the basis transform.
+ // However that would be less SIMD friendly (requiring a swizzle).
+ // So the cost is one extra precalced value in the calling code.
+ // This is probably worth it, as this could be used in bottleneck areas. And
+ // where it is not a bottleneck, the non-fast method is fine.
+
+ // Use transpose for correct normals with non-uniform scaling.
+ Vector3 normal = (bTrans * plane.Normal).Normalized();
+
+ real_t d = normal.Dot(point);
+ return new Plane(normal, d);
+ }
+
+ /// <summary>
+ /// Returns a copy of the given Vector3[] transformed (multiplied) by the transformation matrix.
+ /// </summary>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <param name="array">A Vector3[] to transform.</param>
+ /// <returns>The transformed copy of the Vector3[].</returns>
+ public static Vector3[] operator *(Transform3D transform, Vector3[] array)
+ {
+ Vector3[] newArray = new Vector3[array.Length];
+
+ for (int i = 0; i < array.Length; i++)
+ {
+ newArray[i] = transform * array[i];
+ }
+
+ return newArray;
+ }
+
+ /// <summary>
+ /// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix.
+ /// </summary>
+ /// <param name="array">A Vector3[] to inversely transform.</param>
+ /// <param name="transform">The transformation to apply.</param>
+ /// <returns>The inversely transformed copy of the Vector3[].</returns>
+ public static Vector3[] operator *(Vector3[] array, Transform3D transform)
+ {
+ Vector3[] newArray = new Vector3[array.Length];
+
+ for (int i = 0; i < array.Length; i++)
+ {
+ newArray[i] = array[i] * transform;
+ }
+
+ return newArray;
+ }
+
+ /// <summary>
/// Returns <see langword="true"/> if the transforms are exactly equal.
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index e796d2f20f..2643f352d7 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -518,7 +518,7 @@ namespace Godot
throw new ArgumentException("Argument is not normalized", nameof(axis));
}
#endif
- return new Basis(axis, angle).Xform(this);
+ return new Basis(axis, angle) * this;
}
/// <summary>
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index f746d63ce5..0532cc915b 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.cpp
@@ -517,6 +517,10 @@ bool GDMono::_load_project_assembly() {
.plus_file(assembly_name + ".dll");
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
+ if (!FileAccess::exists(assembly_path)) {
+ return false;
+ }
+
String loaded_assembly_path;
bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp
index e8332778d6..e80eb43369 100644
--- a/modules/text_server_adv/text_server_adv.cpp
+++ b/modules/text_server_adv/text_server_adv.cpp
@@ -3065,7 +3065,7 @@ void TextServerAdvanced::font_draw_glyph(const RID &p_font_rid, const RID &p_can
if (gl.texture_idx != -1) {
Color modulate = p_color;
#ifdef MODULE_FREETYPE_ENABLED
- if (fd->cache[size]->face && FT_HAS_COLOR(fd->cache[size]->face)) {
+ if (fd->cache[size]->face && fd->cache[size]->textures[gl.texture_idx].format == Image::FORMAT_RGBA8) {
modulate.r = modulate.g = modulate.b = 1.0;
}
#endif
diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp
index 86531e4481..016bcfc886 100644
--- a/modules/text_server_fb/text_server_fb.cpp
+++ b/modules/text_server_fb/text_server_fb.cpp
@@ -2122,7 +2122,7 @@ void TextServerFallback::font_draw_glyph(const RID &p_font_rid, const RID &p_can
if (gl.texture_idx != -1) {
Color modulate = p_color;
#ifdef MODULE_FREETYPE_ENABLED
- if (fd->cache[size]->face && FT_HAS_COLOR(fd->cache[size]->face)) {
+ if (fd->cache[size]->face && fd->cache[size]->textures[gl.texture_idx].format == Image::FORMAT_RGBA8) {
modulate.r = modulate.g = modulate.b = 1.0;
}
#endif
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 1eb6c5a554..ede7bfb0bf 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -749,6 +749,7 @@ int TreeItem::get_child_count() {
}
Array TreeItem::get_children() {
+ // Don't need to explicitly create children cache, because get_child_count creates it.
int size = get_child_count();
Array arr;
arr.resize(size);
@@ -770,6 +771,22 @@ int TreeItem::get_index() {
return idx - 1;
}
+#ifdef DEV_ENABLED
+void TreeItem::validate_cache() const {
+ if (!parent || parent->children_cache.is_empty()) {
+ return;
+ }
+ TreeItem *scan = parent->first_child;
+ int index = 0;
+ while (scan) {
+ DEV_ASSERT(parent->children_cache[index] == scan);
+ ++index;
+ scan = scan->get_next();
+ }
+ DEV_ASSERT(index == parent->children_cache.size());
+}
+#endif
+
void TreeItem::move_before(TreeItem *p_item) {
ERR_FAIL_NULL(p_item);
ERR_FAIL_COND(is_root);
@@ -797,7 +814,11 @@ void TreeItem::move_before(TreeItem *p_item) {
parent->children_cache.clear();
} else {
parent->first_child = this;
- parent->children_cache.insert(0, this);
+ // If the cache is empty, it has not been built but there
+ // are items in the tree (note p_item != nullptr,) so we cannot update it.
+ if (!parent->children_cache.is_empty()) {
+ parent->children_cache.insert(0, this);
+ }
}
prev = item_prev;
@@ -807,6 +828,8 @@ void TreeItem::move_before(TreeItem *p_item) {
if (tree && old_tree == tree) {
tree->update();
}
+
+ validate_cache();
}
void TreeItem::move_after(TreeItem *p_item) {
@@ -839,12 +862,17 @@ void TreeItem::move_after(TreeItem *p_item) {
if (next) {
parent->children_cache.clear();
} else {
- parent->children_cache.append(this);
+ // If the cache is empty, it has not been built but there
+ // are items in the tree (note p_item != nullptr,) so we cannot update it.
+ if (!parent->children_cache.is_empty()) {
+ parent->children_cache.append(this);
+ }
}
if (tree && old_tree == tree) {
tree->update();
}
+ validate_cache();
}
void TreeItem::remove_child(TreeItem *p_item) {
@@ -859,6 +887,7 @@ void TreeItem::remove_child(TreeItem *p_item) {
if (tree) {
tree->update();
}
+ validate_cache();
}
void TreeItem::set_selectable(int p_column, bool p_selectable) {
@@ -1396,6 +1425,7 @@ TreeItem::TreeItem(Tree *p_tree) {
TreeItem::~TreeItem() {
_unlink_from_tree();
+ validate_cache();
prev = nullptr;
clear_children();
_change_tree(nullptr);
diff --git a/scene/gui/tree.h b/scene/gui/tree.h
index f0819e2980..bcc2419b80 100644
--- a/scene/gui/tree.h
+++ b/scene/gui/tree.h
@@ -342,6 +342,13 @@ public:
Array get_children();
int get_index();
+#ifdef DEV_ENABLED
+ // This debugging code can be removed once the current refactoring of this class is complete.
+ void validate_cache() const;
+#else
+ void validate_cache() const {}
+#endif
+
void move_before(TreeItem *p_item);
void move_after(TreeItem *p_item);