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-- | editor/editor_node.cpp | 29 | ||||
-rw-r--r-- | editor/editor_node.h | 3 | ||||
-rw-r--r-- | editor/property_editor.cpp | 9 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_basis.h | 1 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector2.cpp | 167 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector2.h | 47 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 165 | ||||
-rw-r--r-- | modules/gdnative/godot/godot_vector3.h | 62 | ||||
-rw-r--r-- | scene/resources/default_theme/default_theme.cpp | 14 | ||||
-rw-r--r-- | scene/resources/packed_scene.cpp | 2 |
13 files changed, 365 insertions, 156 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/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/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/modules/gdnative/godot/godot_basis.h b/modules/gdnative/godot/godot_basis.h index a8f19bfde5..e65e5b6830 100644 --- a/modules/gdnative/godot/godot_basis.h +++ b/modules/gdnative/godot/godot_basis.h @@ -43,6 +43,7 @@ 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); diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp index dce4c03b5d..ad5107f9a8 100644 --- a/modules/gdnative/godot/godot_vector2.cpp +++ b/modules/gdnative/godot/godot_vector2.cpp @@ -35,10 +35,10 @@ 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) { +void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, + godot_real p_y) { Vector2 *v = (Vector2 *)p_v; v->x = p_x; v->y = p_y; @@ -67,7 +67,8 @@ 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) { +void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, + const godot_vector2 *p_src) { Vector2 *v = (Vector2 *)p_src; Vector2 *d = (Vector2 *)p_dest; @@ -84,70 +85,208 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) { return v->length_squared(); } -godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) { +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_squared_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) { Vector2 *a = (Vector2 *)p_a; Vector2 *b = (Vector2 *)p_b; return a->distance_squared_to(*b); } -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_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; } -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_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; } -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_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; } -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_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; } -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_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; } -void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) { +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_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) { +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_bool GDAPI godot_vector2_operator_less(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) { const Vector2 *a = (Vector2 *)p_a; const Vector2 *b = (Vector2 *)p_b; return *a < *b; } +void GDAPI godot_vector2_abs(godot_vector2 *p_dest, + const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->abs(); +} + +godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + return src->angle(); +} + +godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, + const godot_vector2 *p_to) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *to = (Vector2 *)p_to; + return src->angle_to(*to); +} + +godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, + const godot_vector2 *p_to) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *to = (Vector2 *)p_to; + return src->angle_to_point(*to); +} + +void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, + const godot_vector2 *p_src, + godot_real length) { + const Vector2 *src = (Vector2 *)p_src; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->clamped(length); +} + +void GDAPI godot_vector2_cubic_interpolate( + godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b, + const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *b = (Vector2 *)p_b; + const Vector2 *pre_a = (Vector2 *)p_pre_a; + const Vector2 *post_b = (Vector2 *)p_post_b; + *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t); +} + +godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, + const godot_vector2 *p_with) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *with = (Vector2 *)p_with; + return src->dot(*with); +} + +void GDAPI godot_vector2_floor(godot_vector2 *p_dest, + const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->floor(); +} + +godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + return src->aspect(); +} + +void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, + const godot_vector2 *p_src, + const godot_vector2 *p_b, + godot_real t) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *b = (Vector2 *)p_b; + *dest = src->linear_interpolate(*b, t); +} + +void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, + const godot_vector2 *p_src, + const godot_vector2 *p_vec) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *vec = (Vector2 *)p_vec; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->reflect(*vec); +} + +void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, + const godot_vector2 *p_src, godot_real phi) { + const Vector2 *src = (Vector2 *)p_src; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->rotated(phi); +} + +void GDAPI godot_vector2_slide(godot_vector2 *p_dest, + const godot_vector2 *p_src, + godot_vector2 *p_vec) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *vec = (Vector2 *)p_vec; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->slide(*vec); +} + +void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, + const godot_vector2 *p_src, + godot_vector2 *p_by) { + const Vector2 *src = (Vector2 *)p_src; + const Vector2 *by = (Vector2 *)p_by; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->snapped(*by); +} + +void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, + const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + Vector2 *dest = (Vector2 *)p_dest; + *dest = src->tangent(); +} + +void GDAPI godot_vector2_to_string(godot_string *p_dest, + const godot_vector2 *p_src) { + const Vector2 *src = (Vector2 *)p_src; + String *dest = (String *)p_dest; + *dest = "(" + *src + ")"; +} + #ifdef __cplusplus } #endif diff --git a/modules/gdnative/godot/godot_vector2.h b/modules/gdnative/godot/godot_vector2.h index afda8aa10b..4d957d4c7f 100644 --- a/modules/gdnative/godot/godot_vector2.h +++ b/modules/gdnative/godot/godot_vector2.h @@ -61,34 +61,25 @@ 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); -// @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 - */ +void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src); +godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src); +godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to); +godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to); +void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length); +void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src, + 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_src, const godot_vector2 *p_with); +void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src); +godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src); +void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src, + const godot_vector2 *p_b, godot_real t); +void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec); +void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi); +void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec); +void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by); +void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src); +void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src); 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); diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp index f08bfbcf06..41d1c1abf5 100644 --- a/modules/gdnative/godot/godot_vector3.cpp +++ b/modules/gdnative/godot/godot_vector3.cpp @@ -84,26 +84,115 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 * *dest = src->normalized(); } -/* - * inverse - * zero - * snap - * snapped - * rotate - * rotated - * - * - * linear_interpolate - * cubic_interpolate - * cubic_interpolaten - * cross - * dot - * outer - * to_diagonal_matrix - * abs - * floor - * ceil - */ +void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + *dest = src->inverse(); +} + +void godot_vector3_zero(godot_vector3 *p_src) { + Vector3 *src = (Vector3 *)p_src; + src->zero(); +} + +void godot_vector3_snap(godot_vector3 *p_src, godot_real val) { + Vector3 *src = (Vector3 *)p_src; + src->snap(val); +} + +void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + *dest = src->snapped(val); +} + +void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) { + Vector3 *src = (Vector3 *)p_src; + const Vector3 *axis = (Vector3 *)p_axis; + src->rotate(*axis, phi); +} + +void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_axis, godot_real phi) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *axis = (Vector3 *)p_axis; + *dest = src->rotated(*axis, phi); +} + +void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + *dest = src->linear_interpolate(*b, t); +} + +void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + const Vector3 *pre_a = (Vector3 *)p_pre_a; + const Vector3 *post_b = (Vector3 *)p_post_b; + *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t); +} + +void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + const Vector3 *pre_a = (Vector3 *)p_pre_a; + const Vector3 *post_b = (Vector3 *)p_post_b; + *dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t); +} + +void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + *dest = src->cross(*b); +} + +godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) { + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + return src->dot(*b); +} + +void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { + Basis *dest = (Basis *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *b = (Vector3 *)p_b; + *dest = src->outer(*b); +} + +void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) { + Basis *dest = (Basis *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + *dest = src->to_diagonal_matrix(); +} + +void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + *dest = src->abs(); +} + +void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) { + Vector3 *dest = (Vector3 *)p_dest; + const Vector3 *src = (Vector3 *)p_src; + *dest = src->floor(); +} + +void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) { + const Vector3 *src = (Vector3 *)p_src; + Vector3 *dest = (Vector3 *)p_dest; + *dest = src->ceil(); +} godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; @@ -117,10 +206,32 @@ godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, con return a->distance_squared_to(*b); } -/* - * slide - * reflect - */ +godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + return a->angle_to(*b); +} + +void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; + *dest = src->slide(*vec); +} + +void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; + *dest = src->bounce(*vec); +} + +void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { + const Vector3 *src = (Vector3 *)p_src; + const Vector3 *vec = (Vector3 *)p_vec; + Vector3 *dest = (Vector3 *)p_dest; + *dest = src->reflect(*vec); +} 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; @@ -174,6 +285,12 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god return *a < *b; } +void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) { + const Vector3 *src = (Vector3 *)p_src; + String *dest = (String *)p_dest; + *dest = "(" + *src + ")"; +} + #ifdef __cplusplus } #endif diff --git a/modules/gdnative/godot/godot_vector3.h b/modules/gdnative/godot/godot_vector3.h index b7dc40965d..bc141bcfec 100644 --- a/modules/gdnative/godot/godot_vector3.h +++ b/modules/gdnative/godot/godot_vector3.h @@ -42,7 +42,12 @@ 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); @@ -58,37 +63,36 @@ 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 - */ +void GDAPI godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src); +void GDAPI godot_vector3_zero(godot_vector3 *p_src); +void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val); +void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val); +void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi); +void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_axis, godot_real phi); +void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, godot_real t); +void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t); +void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src, + const godot_vector3 *p_b, const godot_vector3 *p_pre_a, + const godot_vector3 *p_post_b, godot_real t); +void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b); +godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b); +void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b); +void GDAPI godot_vector3_to_diagonal_matrix(godot_basis *dest, const godot_vector3 *p_src); +void GDAPI godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src); +void GDAPI godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src); +void GDAPI godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src); 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); +godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b); -// @Incomplete -/* - * slide - * reflect - */ +void GDAPI godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec); +void GDAPI godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec); +void GDAPI godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec); 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); @@ -100,9 +104,7 @@ void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const god 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 - */ +void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src); #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); |