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-rw-r--r--CONTRIBUTING.md2
-rw-r--r--core/hashfuncs.h18
-rw-r--r--core/variant.cpp2
-rw-r--r--editor/editor_node.cpp29
-rw-r--r--editor/editor_node.h3
-rw-r--r--editor/property_editor.cpp9
-rw-r--r--modules/gdnative/godot/godot_basis.h1
-rw-r--r--modules/gdnative/godot/godot_vector2.cpp167
-rw-r--r--modules/gdnative/godot/godot_vector2.h47
-rw-r--r--modules/gdnative/godot/godot_vector3.cpp165
-rw-r--r--modules/gdnative/godot/godot_vector3.h62
-rw-r--r--scene/resources/default_theme/default_theme.cpp14
-rw-r--r--scene/resources/packed_scene.cpp2
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);