diff options
-rw-r--r-- | CONTRIBUTING.md | 2 | ||||
-rw-r--r-- | core/hashfuncs.h | 18 | ||||
-rw-r--r-- | core/variant.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 4 | ||||
-rw-r--r-- | editor/editor_node.cpp | 29 | ||||
-rw-r--r-- | editor/editor_node.h | 3 | ||||
-rw-r--r-- | editor/editor_settings.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/script_editor_plugin.cpp | 39 | ||||
-rw-r--r-- | editor/property_editor.cpp | 9 | ||||
-rw-r--r-- | main/main.cpp | 2 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_basis.cpp | 180 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_basis.h | 33 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_string.cpp | 5 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_string.h | 1 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector2.cpp | 253 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector2.h | 71 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 311 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector3.h | 98 | ||||
-rw-r--r-- | scene/resources/default_theme/default_theme.cpp | 14 | ||||
-rw-r--r-- | scene/resources/packed_scene.cpp | 2 |
20 files changed, 746 insertions, 332 deletions
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 21ce52d6e3..23ab874a2e 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -90,7 +90,7 @@ The Godot Engine community has [many communication channels](https://godotengine To communicate with developers (e.g. to discuss a feature you want to implement or a bug you want to fix), the following channels can be used: - [GitHub issues](https://github.com/godotengine/godot/issues): If there is an existing issue about a topic you want to discuss, just add a comment to it - all developers watch the repository and will get an email notification. You can also create a new issue - please keep in mind to create issues only to discuss quite specific points about the development, and not general user feedback or support requests. -- [#godotengine-devel IRC channel on Freenode](http://webchat.freenode.net/?channels=godotengine-devel): You will find most core developers there, so it's the go-to channel for direct chat about Godot Engine development. Feel free to start discussing something there to get some early feedback before writing up a detailed proposal in a GitHub issue. +- [#godotengine-devel IRC channel on Freenode](https://webchat.freenode.net/?channels=godotengine-devel): You will find most core developers there, so it's the go-to channel for direct chat about Godot Engine development. Feel free to start discussing something there to get some early feedback before writing up a detailed proposal in a GitHub issue. - [devel@godotengine.org mailing list](https://listengine.tuxfamily.org/godotengine.org/devel/): Mailing list for Godot developers, used primarily to announce developer meetings on IRC and other important discussions that need to reach people directly in their mailbox. See the [index page](https://listengine.tuxfamily.org/godotengine.org/devel/) for subscription instructions. Thanks! diff --git a/core/hashfuncs.h b/core/hashfuncs.h index fbd2e161b3..8392984565 100644 --- a/core/hashfuncs.h +++ b/core/hashfuncs.h @@ -81,24 +81,6 @@ static inline uint32_t hash_one_uint64(const uint64_t p_int) { return (int)v; } -static inline uint32_t hash_djb2_one_float(float p_in, uint32_t p_prev = 5381) { - union { - float f; - uint32_t i; - } u; - - // Normalize +/- 0.0 and NaN values so they hash the same. - if (p_in == 0.0f) - u.f = 0.0; - else if (Math::is_nan(p_in)) - u.f = Math_NAN; - else - u.f = p_in; - - return ((p_prev << 5) + p_prev) + u.i; -} - -// Overload for real_t size changes static inline uint32_t hash_djb2_one_float(double p_in, uint32_t p_prev = 5381) { union { double d; diff --git a/core/variant.cpp b/core/variant.cpp index 6e675d07de..67ce8af483 100644 --- a/core/variant.cpp +++ b/core/variant.cpp @@ -2839,7 +2839,7 @@ uint32_t Variant::hash() const { } #define hash_compare_scalar(p_lhs, p_rhs) \ - ((p_lhs) == (p_rhs)) || (Math::is_nan(p_lhs) == Math::is_nan(p_rhs)) + ((p_lhs) == (p_rhs)) || (Math::is_nan(p_lhs) && Math::is_nan(p_rhs)) #define hash_compare_vector2(p_lhs, p_rhs) \ (hash_compare_scalar((p_lhs).x, (p_rhs).x)) && \ diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index beed923a58..9316b025eb 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -5534,7 +5534,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->depth); glBindTexture(GL_TEXTURE_2D, rt->depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -6500,7 +6500,7 @@ void RasterizerStorageGLES3::initialize() { frame.count = 0; frame.prev_tick = 0; frame.delta = 0; - frame.current_rt=NULL; + frame.current_rt = NULL; config.keep_original_textures = false; } diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 9baa203790..cc7ee44902 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -447,18 +447,6 @@ void EditorNode::_sources_changed(bool p_exist) { void EditorNode::_vp_resized() { } -void EditorNode::_rebuild_import_menu() { - PopupMenu *p = import_menu->get_popup(); - p->clear(); -//p->add_item(TTR("Node From Scene"), FILE_IMPORT_SUBSCENE); -//p->add_separator(); -#if 0 - for (int i = 0; i < editor_import_export->get_import_plugin_count(); i++) { - p->add_item(editor_import_export->get_import_plugin(i)->get_visible_name(), IMPORT_PLUGIN_BASE + i); - } -#endif -} - void EditorNode::_node_renamed() { if (property_editor) @@ -4862,9 +4850,9 @@ EditorNode::EditorNode() { import_wav.instance(); ResourceFormatImporter::get_singleton()->add_importer(import_wav); - //Ref<ResourceImporterOBJ> import_obj; - //import_obj.instance(); - //ResourceFormatImporter::get_singleton()->add_importer(import_obj); + Ref<ResourceImporterOBJ> import_obj; + import_obj.instance(); + ResourceFormatImporter::get_singleton()->add_importer(import_obj); Ref<ResourceImporterScene> import_scene; import_scene.instance(); @@ -5257,15 +5245,6 @@ EditorNode::EditorNode() { menu_panel->add_child( resource_menu ); #endif - import_menu = memnew(MenuButton); - import_menu->set_tooltip(TTR("Import assets to the project.")); - import_menu->set_text(TTR("Import")); - //import_menu->set_icon(gui_base->get_icon("Save","EditorIcons")); - left_menu_hb->add_child(import_menu); - - p = import_menu->get_popup(); - p->connect("id_pressed", this, "_menu_option"); - tool_menu = memnew(MenuButton); tool_menu->set_tooltip(TTR("Miscellaneous project or scene-wide tools.")); tool_menu->set_text(TTR("Tools")); @@ -5960,8 +5939,6 @@ EditorNode::EditorNode() { circle_step_frame = Engine::get_singleton()->get_frames_drawn(); circle_step = 0; - _rebuild_import_menu(); - editor_plugin_screen = NULL; editor_plugins_over = memnew(EditorPluginList); diff --git a/editor/editor_node.h b/editor/editor_node.h index e7f4085fc5..7de713eae9 100644 --- a/editor/editor_node.h +++ b/editor/editor_node.h @@ -242,7 +242,6 @@ private: HBoxContainer *menu_hb; Control *viewport; MenuButton *file_menu; - MenuButton *import_menu; MenuButton *tool_menu; ToolButton *export_button; ToolButton *prev_scene; @@ -447,8 +446,6 @@ private: void _show_messages(); void _vp_resized(); - void _rebuild_import_menu(); - void _save_scene(String p_file, int idx = -1); void _instance_request(const Vector<String> &p_files); diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index 8ea5d16bbf..f1daf05432 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -506,7 +506,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { set("interface/dim_editor_on_dialog_popup", true); set("interface/dim_amount", 0.6f); hints["interface/dim_amount"] = PropertyInfo(Variant::REAL, "interface/dim_amount", PROPERTY_HINT_RANGE, "0,1,0.01", PROPERTY_USAGE_DEFAULT); - set("interface/dim_transition_time", 0.11f); + set("interface/dim_transition_time", 0.08f); hints["interface/dim_transition_time"] = PropertyInfo(Variant::REAL, "interface/dim_transition_time", PROPERTY_HINT_RANGE, "0,1,0.001", PROPERTY_USAGE_DEFAULT); set("filesystem/directories/autoscan_project_path", ""); diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp index 8ce0f51211..c94ab706bc 100644 --- a/editor/plugins/script_editor_plugin.cpp +++ b/editor/plugins/script_editor_plugin.cpp @@ -878,28 +878,29 @@ void ScriptEditor::_menu_option(int p_option) { } } } - } + } else { - EditorHelp *help = tab_container->get_current_tab_control()->cast_to<EditorHelp>(); - if (help) { + EditorHelp *help = tab_container->get_current_tab_control()->cast_to<EditorHelp>(); + if (help) { - switch (p_option) { + switch (p_option) { - case HELP_SEARCH_FIND: { - help->popup_search(); - } break; - case HELP_SEARCH_FIND_NEXT: { - help->search_again(); - } break; - case FILE_CLOSE: { - _close_current_tab(); - } break; - case CLOSE_DOCS: { - _close_docs_tab(); - } break; - case CLOSE_ALL: { - _close_all_tabs(); - } break; + case HELP_SEARCH_FIND: { + help->popup_search(); + } break; + case HELP_SEARCH_FIND_NEXT: { + help->search_again(); + } break; + case FILE_CLOSE: { + _close_current_tab(); + } break; + case CLOSE_DOCS: { + _close_docs_tab(); + } break; + case CLOSE_ALL: { + _close_all_tabs(); + } break; + } } } } diff --git a/editor/property_editor.cpp b/editor/property_editor.cpp index 86136fa78b..1cc58f6dcf 100644 --- a/editor/property_editor.cpp +++ b/editor/property_editor.cpp @@ -2388,6 +2388,10 @@ void PropertyEditor::set_item_text(TreeItem *p_item, int p_type, const String &p RES res = obj->get(p_name).operator RefPtr(); if (res->is_class("Texture")) { int tw = EditorSettings::get_singleton()->get("docks/property_editor/texture_preview_width"); + Vector2 size(res->call("get_width"), res->call("get_height")); + if (size.width < size.height) { + tw = MAX((size.width / size.height) * tw, 1); + } p_item->set_icon_max_width(1, tw); p_item->set_icon(1, res); p_item->set_text(1, ""); @@ -3618,6 +3622,10 @@ void PropertyEditor::update_tree() { if (res->is_class("Texture")) { int tw = EditorSettings::get_singleton()->get("docks/property_editor/texture_preview_width"); + Vector2 size(res->call("get_width"), res->call("get_height")); + if (size.width < size.height) { + tw = MAX((size.width / size.height) * tw, 1); + } item->set_icon_max_width(1, tw); item->set_icon(1, res); item->set_text(1, ""); @@ -4389,6 +4397,7 @@ PropertyEditor::PropertyEditor() { capitalize_paths = true; autoclear = false; tree->set_column_titles_visible(false); + tree->add_constant_override("button_margin", 0); keying = false; read_only = false; diff --git a/main/main.cpp b/main/main.cpp index 0fa795b214..f2b8804778 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -1235,7 +1235,7 @@ bool Main::start() { String stretch_mode = GLOBAL_DEF("display/stretch/mode", "disabled"); String stretch_aspect = GLOBAL_DEF("display/stretch/aspect", "ignore"); - Size2i stretch_size = Size2(GLOBAL_DEF("display/screen/width", 0), GLOBAL_DEF("display/screen/height", 0)); + Size2i stretch_size = Size2(GLOBAL_DEF("display/window/width", 0), GLOBAL_DEF("display/window/height", 0)); SceneTree::StretchMode sml_sm = SceneTree::STRETCH_MODE_DISABLED; if (stretch_mode == "2d") diff --git a/modules/gdnative/godot/godot_basis.cpp b/modules/gdnative/godot/godot_basis.cpp index 4322acc401..474cd3d448 100644 --- a/modules/gdnative/godot/godot_basis.cpp +++ b/modules/gdnative/godot/godot_basis.cpp @@ -38,48 +38,176 @@ extern "C" { void _basis_api_anchor() { } -void GDAPI godot_basis_new(godot_basis *p_basis) { - Basis *basis = (Basis *)p_basis; - *basis = Basis(); +void GDAPI godot_basis_new(godot_basis *p_v) { + Basis *v = (Basis *)p_v; + *v = Basis(); } -void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler) { - Basis *basis = (Basis *)p_basis; +void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler) { + Basis *v = (Basis *)p_v; Quat *euler = (Quat *)p_euler; - *basis = Basis(*euler); + *v = Basis(*euler); } -void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler) { - Basis *basis = (Basis *)p_basis; - Vector3 *euler = (Vector3 *)p_euler; - *basis = Basis(*euler); +void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler) { + Basis *v = (Basis *)p_v; + Vector3 *euler = (Vector3 *)&p_euler; + *v = Basis(*euler); } -godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis) { - const Basis *basis = (const Basis *)p_basis; +void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) { + Basis *v = (Basis *)p_v; + const Vector3 *axis = (Vector3 *)&p_axis; + *v = Basis(*axis, p_phi); +} + +void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2) { + Basis *v = (Basis *)p_v; + const Vector3 *row0 = (Vector3 *)&p_row0; + const Vector3 *row1 = (Vector3 *)&p_row1; + const Vector3 *row2 = (Vector3 *)&p_row2; + *v = Basis(*row0, *row1, *row2); +} + +godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v) { + const Basis *v = (const Basis *)p_v; godot_quat quat; Quat *p_quat = (Quat *)&quat; - *p_quat = basis->operator Quat(); + *p_quat = v->operator Quat(); return quat; } -godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis) { - const Basis *basis = (const Basis *)p_basis; - godot_vector3 euler; - Vector3 *p_euler = (Vector3 *)&euler; - *p_euler = basis->get_euler(); - return euler; -} - /* * p_elements is a pointer to an array of 3 (!!) vector3 */ -void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements) { - Basis *basis = (Basis *)p_basis; +void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements) { + Basis *v = (Basis *)p_v; Vector3 *elements = (Vector3 *)p_elements; - elements[0] = basis->elements[0]; - elements[1] = basis->elements[1]; - elements[2] = basis->elements[2]; + elements[0] = v->elements[0]; + elements[1] = v->elements[1]; + elements[2] = v->elements[2]; +} + +godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + *d = v->get_axis(p_axis); + return dest; +} + +void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value) { + Basis *v = (Basis *)p_v; + const Vector3 *value = (Vector3 *)&p_value; + v->set_axis(p_axis, *value); +} + +godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + *d = v->get_row(p_row); + return dest; +} + +void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value) { + Basis *v = (Basis *)p_v; + const Vector3 *value = (Vector3 *)&p_value; + v->set_row(p_row, *value); +} + +godot_real godot_basis_determinant(const godot_basis *p_v) { + Basis *v = (Basis *)p_v; + return v->determinant(); +} + +godot_vector3 godot_basis_get_euler(const godot_basis *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + *d = v->get_euler(); + return dest; +} + +godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v) { + const Basis *v = (Basis *)p_v; + return v->get_orthogonal_index(); +} + +godot_vector3 godot_basis_get_scale(const godot_basis *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + *d = v->get_scale(); + return dest; +} + +void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v) { + Basis *d = (Basis *)p_dest; + const Basis *v = (Basis *)p_v; + *d = v->inverse(); +} + +void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v) { + Basis *d = (Basis *)p_dest; + const Basis *v = (Basis *)p_v; + *d = v->orthonormalized(); +} + +void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) { + Basis *d = (Basis *)p_dest; + const Basis *v = (Basis *)p_v; + const Vector3 *axis = (Vector3 *)&p_axis; + *d = v->rotated(*axis, p_phi); +} + +void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale) { + Basis *d = (Basis *)p_dest; + const Basis *v = (Basis *)p_v; + const Vector3 *scale = (Vector3 *)&p_scale; + *d = v->scaled(*scale); +} + +godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with) { + const Basis *v = (Basis *)p_v; + const Vector3 *with = (Vector3 *)&p_with; + return v->tdotx(*with); +} + +godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with) { + const Basis *v = (Basis *)p_v; + const Vector3 *with = (Vector3 *)&p_with; + return v->tdoty(*with); +} + +godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with) { + const Basis *v = (Basis *)p_v; + const Vector3 *with = (Vector3 *)&p_with; + return v->tdotz(*with); +} + +void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v) { + Basis *d = (Basis *)p_dest; + const Basis *v = (Basis *)p_v; + *d = v->transposed(); +} + +godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + const Vector3 *vect = (Vector3 *)&p_vect; + *d = v->xform(*vect); + return dest; +} + +godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Basis *v = (Basis *)p_v; + const Vector3 *vect = (Vector3 *)&p_vect; + *d = v->xform_inv(*vect); + return dest; } #ifdef __cplusplus diff --git a/modules/gdnative/godot/godot_basis.h b/modules/gdnative/godot/godot_basis.h index a8f19bfde5..2803396997 100644 --- a/modules/gdnative/godot/godot_basis.h +++ b/modules/gdnative/godot/godot_basis.h @@ -43,18 +43,39 @@ typedef struct godot_basis { #endif #include "../godot.h" +#include "godot_quat.h" -void GDAPI godot_basis_new(godot_basis *p_basis); -void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler); -void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler); +void GDAPI godot_basis_new(godot_basis *p_v); +void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler); +void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler); +void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi); +void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2); -godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis); -godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis); +godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v); /* * p_elements is a pointer to an array of 3 (!!) vector3 */ -void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements); +void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements); +godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis); +void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value); +godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row); +void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value); + +godot_real godot_basis_determinant(const godot_basis *p_v); +godot_vector3 godot_basis_get_euler(const godot_basis *p_v); +godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v); +godot_vector3 godot_basis_get_scale(const godot_basis *p_v); +void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v); +void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v); +void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi); +void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale); +godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with); +godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with); +godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with); +void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v); +godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect); +godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect); #ifdef __cplusplus } diff --git a/modules/gdnative/godot/godot_string.cpp b/modules/gdnative/godot/godot_string.cpp index 757b8510cf..92c0b04041 100644 --- a/modules/gdnative/godot/godot_string.cpp +++ b/modules/gdnative/godot/godot_string.cpp @@ -80,6 +80,11 @@ const char GDAPI *godot_string_c_str(const godot_string *p_str) { return s->utf8().get_data(); } +const wchar_t GDAPI *godot_string_unicode_str(const godot_string *p_str) { + const String *s = (const String *)p_str; + return s->c_str(); +} + godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b) { String *a = (String *)p_a; String *b = (String *)p_b; diff --git a/modules/gdnative/godot/godot_string.h b/modules/gdnative/godot/godot_string.h index 4deec0922c..83ed5d6ec1 100644 --- a/modules/gdnative/godot/godot_string.h +++ b/modules/gdnative/godot/godot_string.h @@ -54,6 +54,7 @@ void GDAPI godot_string_copy_string(const godot_string *p_dest, const godot_stri wchar_t GDAPI *godot_string_operator_index(godot_string *p_str, const godot_int p_idx); const char GDAPI *godot_string_c_str(const godot_string *p_str); +const wchar_t GDAPI *godot_string_unicode_str(const godot_string *p_str); godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b); godot_bool GDAPI godot_string_operator_less(const godot_string *p_a, const godot_string *p_b); diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp index dce4c03b5d..87e60b6245 100644 --- a/modules/gdnative/godot/godot_vector2.cpp +++ b/modules/gdnative/godot/godot_vector2.cpp @@ -35,13 +35,14 @@ extern "C" { #endif -void _vector2_api_anchor() { -} +void _vector2_api_anchor() {} -void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) { - Vector2 *v = (Vector2 *)p_v; +godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) { + godot_vector2 value; + Vector2 *v = (Vector2 *)&value; v->x = p_x; v->y = p_y; + return value; } void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) { @@ -55,11 +56,11 @@ void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) { } godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) { - Vector2 *v = (Vector2 *)p_v; + const Vector2 *v = (Vector2 *)p_v; return v->x; } godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) { - Vector2 *v = (Vector2 *)p_v; + const Vector2 *v = (Vector2 *)p_v; return v->y; } @@ -67,85 +68,227 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) { Vector2 *v = (Vector2 *)p_v; v->normalize(); } -void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) { - Vector2 *v = (Vector2 *)p_src; - Vector2 *d = (Vector2 *)p_dest; +godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) { + godot_vector2 dest; + const Vector2 *v = (Vector2 *)p_v; + Vector2 *d = (Vector2 *)&dest; *d = v->normalized(); + return dest; } godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) { - Vector2 *v = (Vector2 *)p_v; + const Vector2 *v = (Vector2 *)p_v; return v->length(); } godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) { - Vector2 *v = (Vector2 *)p_v; + const Vector2 *v = (Vector2 *)p_v; return v->length_squared(); } -godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *a = (Vector2 *)p_a; - Vector2 *b = (Vector2 *)p_b; - return a->distance_to(*b); +godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + return v->distance_to(*b); +} + +godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + return v->distance_squared_to(*b); +} + +godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + *d = *v + *b; + return dest; +} + +godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + *d = *v - *b; + return dest; +} + +godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + *d = *v * *b; + return dest; +} + +godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = *v * p_b; + return dest; +} + +godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + *d = *v / *b; + return dest; +} + +godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = *v / p_b; + return dest; +} + +godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + return *v == *b; +} + +godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + return *v < *b; +} + +godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = v->abs(); + return dest; +} + +godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) { + const Vector2 *v = (Vector2 *)p_v; + return v->angle(); +} + +godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *to = (Vector2 *)&p_to; + return v->angle_to(*to); +} + +godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *to = (Vector2 *)&p_to; + return v->angle_to_point(*to); +} + +godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = v->clamped(length); + return dest; +} + +godot_vector2 GDAPI godot_vector2_cubic_interpolate( + const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a, + const godot_vector2 p_post_b, godot_real t) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + const Vector2 *pre_a = (Vector2 *)&p_pre_a; + const Vector2 *post_b = (Vector2 *)&p_post_b; + *d = v->cubic_interpolate(*b, *pre_a, *post_b, t); + return dest; +} + +godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *with = (Vector2 *)&p_with; + return v->dot(*with); } -godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *a = (Vector2 *)p_a; - Vector2 *b = (Vector2 *)p_b; - return a->distance_squared_to(*b); +godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = v->floor(); + return dest; } -void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - *dest = *a + *b; +godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) { + const Vector2 *v = (Vector2 *)p_v; + return v->aspect(); } -void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - *dest = *a - *b; +godot_vector2 GDAPI godot_vector2_linear_interpolate( + const godot_vector2 *p_v, + const godot_vector2 p_b, + godot_real t) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *b = (Vector2 *)&p_b; + *d = v->linear_interpolate(*b, t); + return dest; } -void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - *dest = *a * *b; +godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) { + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *vec = (Vector2 *)&p_vec; + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + *d = v->reflect(*vec); + return dest; } -void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - *dest = *a * p_b; +godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) { + const Vector2 *v = (Vector2 *)p_v; + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + *d = v->rotated(phi); + return dest; } -void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - *dest = *a / *b; +godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *vec = (Vector2 *)&p_vec; + *d = v->slide(*vec); + return dest; } -void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) { - Vector2 *dest = (Vector2 *)p_dest; - const Vector2 *a = (Vector2 *)p_a; - *dest = *a / p_b; +godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + const Vector2 *by = (Vector2 *)&p_by; + *d = v->snapped(*by); + return dest; } -godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) { - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - return *a == *b; +godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) { + godot_vector2 dest; + Vector2 *d = (Vector2 *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = v->tangent(); + return dest; } -godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) { - const Vector2 *a = (Vector2 *)p_a; - const Vector2 *b = (Vector2 *)p_b; - return *a < *b; +godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) { + godot_string dest; + String *d = (String *)&dest; + const Vector2 *v = (Vector2 *)p_v; + *d = "(" + *v + ")"; + return dest; } #ifdef __cplusplus diff --git a/modules/gdnative/godot/godot_vector2.h b/modules/gdnative/godot/godot_vector2.h index afda8aa10b..36a4f01d03 100644 --- a/modules/gdnative/godot/godot_vector2.h +++ b/modules/gdnative/godot/godot_vector2.h @@ -45,7 +45,7 @@ typedef struct godot_vector2 { #include "../godot.h" -void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y); +godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y); void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x); void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y); @@ -53,52 +53,43 @@ godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v); void GDAPI godot_vector2_normalize(godot_vector2 *p_v); -void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src); +godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v); -godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b); -godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b); +godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b); -// @Incomplete -/* - * missing: - * - * angle_to - * angle_to_point - * dot - * cross_vector - * cross_scalar - * project - * plane_project - * clamped - * linear_interpolate - * cubic_interpolate - * cubic_interpolate_soft - * slide - * reflect - * angle - * abs - * rotated - * tangent - * floor - * snapped - * aspect - * - * - * to_string - */ +godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v); +godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v); +godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to); +godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to); +godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, godot_real length); +godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_v, + const godot_vector2 p_b, const godot_vector2 p_pre_a, + const godot_vector2 p_post_b, godot_real t); +godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with); +godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v); +godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v); +godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_v, + const godot_vector2 p_b, godot_real t); +godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec); +godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi); +godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec); +godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by); +godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v); +godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v); -void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); -void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); -void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); -void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); -void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); -void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); +godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b); +godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b); -godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b); -godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b); +godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b); +godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b); #ifdef __cplusplus } diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp index f08bfbcf06..5f71b9f7e4 100644 --- a/modules/gdnative/godot/godot_vector3.cpp +++ b/modules/gdnative/godot/godot_vector3.cpp @@ -38,9 +38,11 @@ extern "C" { void _vector3_api_anchor() { } -void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) { - Vector3 *v = (Vector3 *)p_v; +godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z) { + godot_vector3 value; + Vector3 *v = (Vector3 *)&value; *v = Vector3(p_x, p_y, p_z); + return value; } void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) { @@ -78,100 +80,261 @@ void GDAPI godot_vector3_normalize(godot_vector3 *p_v) { v->normalize(); } -void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) { - Vector3 *src = (Vector3 *)p_src; - Vector3 *dest = (Vector3 *)p_dest; - *dest = src->normalized(); +godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + *d = v->normalized(); + return dest; +} + +godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->inverse(); + return dest; +} + +void godot_vector3_zero(godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + v->zero(); +} + +void godot_vector3_snap(godot_vector3 *p_v, const godot_real val) { + Vector3 *v = (Vector3 *)p_v; + v->snap(val); +} + +godot_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->snapped(val); + return dest; +} + +void godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) { + Vector3 *v = (Vector3 *)p_v; + const Vector3 *axis = (Vector3 *)&p_axis; + v->rotate(*axis, phi); +} + +godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *axis = (Vector3 *)&p_axis; + *d = v->rotated(*axis, phi); + return dest; +} + +godot_vector3 godot_vector3_linear_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_real t) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + *d = v->linear_interpolate(*b, t); + return dest; +} + +godot_vector3 godot_vector3_cubic_interpolate(const godot_vector3 *p_v, + const godot_vector3 p_b, const godot_vector3 p_pre_a, + const godot_vector3 p_post_b, const godot_real t) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + const Vector3 *pre_a = (Vector3 *)&p_pre_a; + const Vector3 *post_b = (Vector3 *)&p_post_b; + *d = v->cubic_interpolate(*b, *pre_a, *post_b, t); + return dest; +} + +godot_vector3 godot_vector3_cubic_interpolaten(const godot_vector3 *p_v, + const godot_vector3 p_b, const godot_vector3 p_pre_a, + const godot_vector3 p_post_b, const godot_real t) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + const Vector3 *pre_a = (Vector3 *)&p_pre_a; + const Vector3 *post_b = (Vector3 *)&p_post_b; + *d = v->cubic_interpolaten(*b, *pre_a, *post_b, t); + return dest; +} + +godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + *d = v->cross(*b); + return dest; +} + +godot_real godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b) { + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + return v->dot(*b); +} + +godot_basis godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_basis dest; + Basis *d = (Basis *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *b = (Vector3 *)&p_b; + *d = v->outer(*b); + return dest; +} + +godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) { + godot_basis dest; + Basis *d = (Basis *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->to_diagonal_matrix(); + return dest; +} + +godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->abs(); + return dest; +} + +godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->floor(); + return dest; +} + +godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = v->ceil(); + return dest; +} + +godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b) { + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + return v->distance_to(*b); +} + +godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b) { + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + return v->distance_squared_to(*b); } -/* - * inverse - * zero - * snap - * snapped - * rotate - * rotated - * - * - * linear_interpolate - * cubic_interpolate - * cubic_interpolaten - * cross - * dot - * outer - * to_diagonal_matrix - * abs - * floor - * ceil - */ +godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b) { + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + return v->angle_to(*b); +} -godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - return a->distance_to(*b); +godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *vec = (Vector3 *)&p_vec; + *d = v->slide(*vec); + return dest; } -godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - return a->distance_squared_to(*b); +godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *vec = (Vector3 *)&p_vec; + *d = v->bounce(*vec); + return dest; } -/* - * slide - * reflect - */ +godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + const Vector3 *v = (Vector3 *)p_v; + const Vector3 *vec = (Vector3 *)&p_vec; + *d = v->reflect(*vec); + return dest; +} + +godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + *d = *v + *b; + return dest; +} -void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - *dest = *a + *b; +godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + *d = *v - *b; + return dest; } -void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - *dest = *a - *b; +godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + *d = *v * *b; + return dest; } -void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - *dest = *a * *b; +godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + *d = *v * p_b; + return dest; } -void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - *dest = *a * p_b; +godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + *d = *v / *b; + return dest; } -void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - *dest = *a / *b; +godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b) { + godot_vector3 dest; + Vector3 *d = (Vector3 *)&dest; + Vector3 *v = (Vector3 *)p_v; + *d = *v / p_b; + return dest; } -void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { - Vector3 *dest = (Vector3 *)p_dest; - Vector3 *a = (Vector3 *)p_a; - *dest = *a / p_b; +godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b) { + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + return *v == *b; } -godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - return *a == *b; +godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b) { + Vector3 *v = (Vector3 *)p_v; + Vector3 *b = (Vector3 *)&p_b; + return *v < *b; } -godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) { - Vector3 *a = (Vector3 *)p_a; - Vector3 *b = (Vector3 *)p_b; - return *a < *b; +godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v) { + godot_string dest; + String *d = (String *)&dest; + const Vector3 *v = (Vector3 *)p_v; + *d = "(" + *v + ")"; + return dest; } #ifdef __cplusplus diff --git a/modules/gdnative/godot/godot_vector3.h b/modules/gdnative/godot/godot_vector3.h index b7dc40965d..654ddd7792 100644 --- a/modules/gdnative/godot/godot_vector3.h +++ b/modules/gdnative/godot/godot_vector3.h @@ -42,9 +42,14 @@ typedef struct godot_vector3 { } godot_vector3; #endif +#define GODOT_VECTOR3_AXIX_X 0 +#define GODOT_VECTOR3_AXIX_Y 1 +#define GODOT_VECTOR3_AXIX_Z 2 + #include "../godot.h" +#include "godot_basis.h" -void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z); +godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z); void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val); godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis); @@ -56,53 +61,50 @@ godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v); godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v); void GDAPI godot_vector3_normalize(godot_vector3 *p_v); -void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src); - -// @Incomplete - -/* - * inverse - * zero - * snap - * snapped - * rotate - * rotated - * - * - * linear_interpolate - * cubic_interpolate - * cubic_interpolaten - * cross - * dot - * outer - * to_diagonal_matrix - * abs - * floor - * ceil - */ - -godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b); -godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b); - -// @Incomplete -/* - * slide - * reflect - */ - -void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); -void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); -void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); -void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); -void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); -void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); - -godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b); -godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b); - -/* - * to_string - */ +godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v); + +godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_v); +void GDAPI godot_vector3_zero(godot_vector3 *p_v); +void GDAPI godot_vector3_snap(godot_vector3 *p_v, const godot_real val); +godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val); +void GDAPI godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi); +godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_v, + const godot_vector3 p_axis, const godot_real phi); +godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_v, + const godot_vector3 p_b, const godot_real t); +godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_v, + const godot_vector3 p_b, const godot_vector3 p_pre_a, + const godot_vector3 p_post_b, const godot_real t); +godot_vector3 GDAPI godot_vector3_cubic_interpolaten(const godot_vector3 *p_v, + const godot_vector3 p_b, const godot_vector3 p_pre_a, + const godot_vector3 p_post_b, const godot_real t); +godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v); +godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_v); +godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_v); +godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_v); + +godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b); + +godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec); +godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec); +godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec); + +godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b); +godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b); + +godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b); +godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b); + +godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v); #ifdef __cplusplus } diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp index 595c0ecfd8..d7c44e0363 100644 --- a/scene/resources/default_theme/default_theme.cpp +++ b/scene/resources/default_theme/default_theme.cpp @@ -284,16 +284,10 @@ void fill_default_theme(Ref<Theme> &t, const Ref<Font> &default_font, const Ref< // ToolButton - Ref<StyleBox> tb_empty = memnew(StyleBoxEmpty); - tb_empty->set_default_margin(MARGIN_LEFT, 6 * scale); - tb_empty->set_default_margin(MARGIN_RIGHT, 6 * scale); - tb_empty->set_default_margin(MARGIN_TOP, 4 * scale); - tb_empty->set_default_margin(MARGIN_BOTTOM, 4 * scale); - - t->set_stylebox("normal", "ToolButton", tb_empty); - t->set_stylebox("pressed", "ToolButton", make_stylebox(button_pressed_png, 4, 4, 4, 4)); - t->set_stylebox("hover", "ToolButton", make_stylebox(button_normal_png, 4, 4, 4, 4)); - t->set_stylebox("disabled", "ToolButton", make_empty_stylebox(4, 4, 4, 4)); + t->set_stylebox("normal", "ToolButton", make_empty_stylebox(6, 4, 6, 4)); + t->set_stylebox("pressed", "ToolButton", make_stylebox(button_pressed_png, 4, 4, 4, 4, 6, 4, 6, 4)); + t->set_stylebox("hover", "ToolButton", make_stylebox(button_normal_png, 4, 4, 4, 4, 6, 4, 6, 4)); + t->set_stylebox("disabled", "ToolButton", make_empty_stylebox(6, 4, 6, 4)); t->set_stylebox("focus", "ToolButton", focus); t->set_font("font", "ToolButton", default_font); diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 7738157330..50fbb6a162 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -1775,7 +1775,7 @@ void PackedScene::set_path(const String &p_path, bool p_take_over) { void PackedScene::_bind_methods() { ClassDB::bind_method(D_METHOD("pack", "path:Node"), &PackedScene::pack); - ClassDB::bind_method(D_METHOD("instance:Node", "edit_state"), &PackedScene::instance, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("instance:Node", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED)); ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance); ClassDB::bind_method(D_METHOD("_set_bundled_scene"), &PackedScene::_set_bundled_scene); ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene); |